E:D Black Box
One of the great all-rounders. It will not out-fight a combat medium or out-haul a dedicated trader, but it explores brilliantly, carries a useful load, mounts six guns and costs a fraction of the medium multiroles. Famous as an explorer, it turns its hand equally well to trading, light combat, mining and mission-running — one affordable hull covering most of the game.
This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.
The Asp Explorer earned its reputation in the black, but its real character is versatility. The same qualities that make it a beloved explorer — a big internal bay, strong jump range, an enormous wrap-around canopy and low running costs — also make it one of the most flexible mid-tier ships in the game.
Two medium and four small hardpoints give it more guns than its explorer image suggests; eight optional internals swallow cargo racks, a passenger cabin, mining kit or expedition modules; and the medium pad reaches the vast majority of stations. It is the ship many commanders never quite retire, because whatever the next activity is, the Asp can probably do it.
Mixed careers on a budget: explore one week, haul trade goods the next, run mission-board work and light bounty hunting in between — one affordable hull covering most of the game.
Four things make the Asp such a capable all-rounder:
A genuinely cheap, ungated medium that explores, hauls and fights adequately from eight internals, led by class-leading ~62 LY range and re-fit economy, limited by light firepower and modest shields.
The 80/100 headline is a verdict against the multipurpose role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.
| Role factor | Score | Why this score |
|---|---|---|
| Breadth of internals | 25/30 | Eight optional internals (6·5·3·3·3·2·2·1) is a generous bay for a medium, but the lone size-6 caps it at ~128 t all-cargo — well behind the Python (~294 t) and the large multiroles. Strong count, modest top end. |
| Firepower | 13/20 | Two Medium and four Small hardpoints with no large mount and only 4 utilities; real defensive and RES-clearing teeth but it cannot out-gun a Python, Krait Mk II or any combat large hull in the role field. |
| Jump range | 18/20 | A stripped engineered fit clears ~62 LY laden — among the longest legs of any multipurpose hull and matched only by purpose-built explorers like the Mandalay; range survives across trade and combat fits too. |
| Flexibility & re-fit cost | 14/15 | ~6.1M Cr hull, no rank or permit gate, medium pad reaching most stations, and re-roling is a matter of swapping optionals — the cheapest capable medium to own and the cheapest to keep re-fitting. |
| Survivability & handling | 10/15 | ~152 MJ base shield rising to ~340 MJ engineered with one bi-weave (only 5C at this size), 280 t hull and 345 m/s boost (~400 engineered) — adequate, mobile, panoramic canopy, but thinner and less agile than dedicated combat mediums. |
| Weighted total | 80/100 | Matches the headline suitability rating for this ship in this role. |
Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.
Both tables rate ships for the multipurpose role specifically. The role column is approximate maximum cargo — a fair proxy for the internal flexibility a do-everything hull needs.
| Ship | Class | Max cargo (t) | Pros & cons vs Asp Explorer | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 | The benchmark medium all-rounder; far more guns and cargoMuch costlier to buy and run; slower | 86 |
| Krait Mk II | Medium | ~230 | Combat-leaning multirole with an SLF bayPricier; explorer-second | 84 |
| Krait Phantom | Medium | ~190 | Roomy, long-legged, sleekCostlier; no SLF | 84 |
| Asp Explorer this | Medium | ~128 | — this hull (baseline) | 80 |
| Mandalay | Medium | ~154 | Longer range; SCO-native; modernExplorer-first; fewer guns | 78 |
| Cobra Mk III | Small | ~64 | Cheaper; small-pad accessFar less room and firepower | 72 |
Among mid-tier multiroles the Asp sits in a sweet spot: more room and range than the small all-rounders, far cheaper than the Python and Kraits. If budget and exploration matter as much as combat and cargo, it's the pick; if you want maximum capability and can afford it, the Python or a Krait pulls ahead.
| Ship | Class | Max cargo (t) | Pros & cons vs Asp Explorer | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 | Does everything at scale; vast internals and rangeLarge pad; expensive; ponderous | 88 |
| Imperial Cutter | Large | ~794 | Enormous cargo plus combat power and shieldsLarge pad; Imperial rank; very costly | 82 |
| Cobra Mk V | Small | ~110 | Best small-pad all-rounder; docks anywhereLess internal room and range than the Asp | 80 |
| Federal Corvette | Large | ~618 | Combat monster that can also haulLarge pad; Federal rank; expensive to run | 78 |
| Cobra Mk IV | Small | ~92 | Roomy small ship; small-pad accessSluggish; weak compared to the Asp | 70 |
Step up to a large hull for far more cargo and combat power at the cost of pad access and credits; step down to a Cobra for small-pad reach at the cost of room and range. The Asp threads the needle — medium-pad flexibility at a price that leaves credits for engineering.
At ~6.1M Cr the Asp is one of the cheapest genuinely capable medium ships, with no rank or permit gate. A working A-rated multirole fit runs around 12M Cr; a fully engineered version sits in the 25–35M range depending on how combat-focused you make it.
Because it re-roles by swapping optionals, the Asp rewards engineering the cores once and changing the bay per job — an economical way to own a single ship that explores, hauls and fights.
A balanced multipurpose fit — able to defend itself, carry a useful load and still jump well. Initial is buy-only; A-rated is the all-round baseline; Engineered layers the Asp's signature jump range on top. Re-role by swapping the optional internals: cargo for trading, a cabin for passengers, mining tools plus a refinery for ore, or scanners plus an SRV bay and a fuel scoop for exploration.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | 2F Pulse Laser (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Main gun on the larger mount; a gimballed multi-cannon is the easy all-round pick, Overcharged with the one Corrosive Shell to strip armour resistance. |
| Medium 2 | 2F Multi-Cannon (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Second medium runs a beam for shield-stripping; Thermal Vent vents heat so it stays cool under sustained fire. |
| Small 1 | 1G Multi-Cannon (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Gimballed small multi-cannon adds chip damage; Auto Loader keeps it firing without reloads. |
| Small 2 | 1G Multi-Cannon (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second small multi-cannon pairs with the first; Auto Loader keeps its DPS uninterrupted. |
| Small 3 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Gimballed pulse for shield work; Efficient keeps heat and power low on a medium hull. |
| Small 4 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Second Efficient pulse rounds out the laser battery for steady, cheap-to-run DPS. |
| Utility Mounts | ||||
| Utility 1 | 0E Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One shield booster is the cheapest large gain to the bi-weave; Heavy Duty multiplies its raw MJ. |
| Utility 2 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 3 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets. |
| Utility 4 | — | 0E Kill Warrant Scanner | G5 Long Range (no experimental effect) | Optional / low-priority — Long Range extends scan reach. Reveals bounties for higher payouts. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 5E Power Plant | 5A Power Plant | G5 Overcharged + Thermal Spread | Powers guns, shield and utilities together; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 5E Thrusters | 5A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated plus Dirty Drives lift the Asp's modest agility for combat and docking. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate first — range is the Asp's calling card; Increased Range plus Mass Manager pushes the laden jump past 60 LY. |
| Life Support | 4E Life Support | 4D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more — life support has no experimental effect. |
| Power Distributor | 4E Power Distributor | 4A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate for weapon and boost recharge; Charge Enhanced plus Super Conduits sustains the battery and boost. |
| Sensors | 5E Sensors | 5D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a generalist needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6E Cargo Rack | 6E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 5 | 5E Shield Generator | 5C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave shield (5C — the only bi-weave rating at this size) for fast regen; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 3 | 3E Cargo Rack | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | 3E Hull Reinforcement | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement is the cheapest large multiplier on effective armour; Heavy Duty plus Deep Plating stack it. |
| Size 3 | — | 3A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Open in planner / Export | ||||
| Open in Coriolis | open | open | open | One-click open at coriolis.io. |
| Open in EDSY | open | open | open | One-click open at edsy.org. |
| Copy SLEF | Copies the raw Ship Loadout Export Format for that state. | |||
Cores stay fixed; the optional internals define the job. Cargo racks for trading, a class-5 cabin for passengers, mining laser plus refinery plus collectors for ore, or scanners plus AFMU plus a size-6 fuel scoop and SRV bay for exploration — one hull, four ships.
Buy the hull (~6.1M Cr) and fit a shield generator, a shield booster, a hull reinforcement and a couple of cargo racks — it's mission-ready straight away. The hull ships with its stock Lightweight Alloy bulkhead, so spend nothing on armour yet; lightweight plating keeps the Asp's trademark range intact.
Arm the two mediums with a gimballed 2F Pulse Laser and a gimballed 2F Multi-Cannon, and add a pair of gimballed 1G Multi-Cannons in the smalls; leave the other two small mounts empty until you settle on a role.
Keep the build generalist at first; don't commit optionals to a single role until you know your most-run activity.
A-rating priority for an all-rounder — range and sustain first, then defence:
The Asp's calling card is its jump range — A-rate the FSD before anything else so even your trading and combat fits travel well. Leave the bulkhead on Lightweight Alloy: the bi-weave and hull reinforcement carry your defence, and Military Grade plating would tax the very range the Asp is built around.
A balanced engineering pass that serves every role. Pin blueprints for remote G1→G5 application; visit engineers in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (5) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (5) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (4) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent / Phasing Sequence | Broo Tarquin |
| Bi-Weave Shield (5) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement (3) | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Life Support / Sensors | Lightweight (G5) | — | Etienne Dorn |
Moderate — medium-class modules cost more material than a small hull but less than a combat heavyweight. FSD, thruster and distributor blueprints are the priorities; weapon and defence mats are common combat drops. Ask for exact per-blueprint counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 345 m/s | 345 m/s | ~400 m/s |
| Jump range (laden) | ~30 LY | ~40 LY | ~62 LY |
| Shield (MJ) | ~152 | ~210 | ~340 |
| Armour (effective) | ~610 | ~640 | ~1,150 |
| Sustained DPS | medium | medium | medium-high |
| Cargo (multirole fit) | ~64 t | ~96 t | ~96 t |
Engineering pushes the laden jump past 60 LY, adds ~55 m/s of boost and more than doubles shields. The Lightweight Alloy bulkhead stays light but takes a Heavy Duty + Deep Plating pass, so engineered effective armour roughly doubles over the hull reinforcement alone — turning an affordable hull into a medium that explores, hauls and fights without ever feeling out of its depth.
Any region with stations and a nearby RES suits it. From your home base the Asp can run mission work, light bounty hunting and short exploration hops between the same handful of systems.
The Asp Explorer is the value all-rounder of Elite Dangerous: enough guns to fight, enough room to haul or explore, enough range to roam, and a price low enough to leave credits for engineering. It is the ship that quietly does the whole game — and the one many commanders keep long after they can afford something flashier.
Figures on this page are verified against the sources below.