Ship Dossier // Lakon Spaceways

Asp ExplorerMultipurpose

Series Ships Updated 2026-06-25
Briefing

The value all-rounder — panoramic canopy, eight internals, six hardpoints, fraction of the price

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.

Asp Explorer
Asp Explorer · Lakon Spaceways
80/100
2M · 4S
Hardpoints
8
Optional internals
~62 LY
Max jump (engineered)
~6.1M Cr
Hull price
Medium
Pad class
Rating methodology

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.

01

Role & Overview

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.

Where this hull shines

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.

02

Key Stats & What Makes It Versatile

Top speed / boost
254 / 345 m/s
Hardpoints
2 Medium · 4 Small
Utility mounts
4
Hull mass
280 t
Optional internals
6·5·3·3·3·2·2·1
Max cargo
~128 t (all-cargo)
Max jump
~62 LY (engineered)
Base shield
~152 MJ
Core sizes
PP5 · TH5 · FSD5 · LS4 · PD4 · SS5 · FT5
Pad
Medium
Crew seats
2
Canopy
Panoramic (great visibility)

Four things make the Asp such a capable all-rounder:

The ceiling, stated honestly

A Python or Krait out-cargoes and out-fights it; a Mandalay or Phantom out-explores it. The Asp's argument is that it does all of those jobs well for a fraction of the price and running cost. It is the value all-rounder, not the peak of any single discipline.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Breadth of internals25/30
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.
Firepower13/20
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 range18/20
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 cost14/15
~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 & handling10/15
~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 total80/100
Matches the headline suitability rating for this ship in this role.
How to read it

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.

04

How It Compares

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.

Same class — medium multiroles

ShipClassMax cargo (t)Pros & cons vs Asp ExplorerRating
PythonMedium~294The benchmark medium all-rounder; far more guns and cargoMuch costlier to buy and run; slower86
Krait Mk IIMedium~230Combat-leaning multirole with an SLF bayPricier; explorer-second84
Krait PhantomMedium~190Roomy, long-legged, sleekCostlier; no SLF84
Asp Explorer thisMedium~128— this hull (baseline)80
MandalayMedium~154Longer range; SCO-native; modernExplorer-first; fewer guns78
Cobra Mk IIISmall~64Cheaper; small-pad accessFar less room and firepower72

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.

Other classes — bigger and smaller all-rounders

ShipClassMax cargo (t)Pros & cons vs Asp ExplorerRating
AnacondaLarge~470Does everything at scale; vast internals and rangeLarge pad; expensive; ponderous88
Imperial CutterLarge~794Enormous cargo plus combat power and shieldsLarge pad; Imperial rank; very costly82
Cobra Mk VSmall~110Best small-pad all-rounder; docks anywhereLess internal room and range than the Asp80
Federal CorvetteLarge~618Combat monster that can also haulLarge pad; Federal rank; expensive to run78
Cobra Mk IVSmall~92Roomy small ship; small-pad accessSluggish; weak compared to the Asp70

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.

05

Cost & Access

Hull
~6.1M Cr
Retail (A-rated)
~12M Cr
Engineered
~25–35M Cr
Pad
Medium
Rank
None
Permit
None

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.

One hull, many jobs

Engineer the FSD, thrusters, plant and distributor once; then swap optional modules to switch between exploration, cargo, mining and mission-running. The Asp's low running cost makes it the cheapest ship to keep re-roling.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Pulse Laser (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellMain 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 22F Multi-Cannon (Gimballed)2D Beam Laser (Gimballed)G5 Efficient + Thermal VentSecond medium runs a beam for shield-stripping; Thermal Vent vents heat so it stays cool under sustained fire.
Small 11G Multi-Cannon (Gimballed)1G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderGimballed small multi-cannon adds chip damage; Auto Loader keeps it firing without reloads.
Small 21G Multi-Cannon (Gimballed)1G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond small multi-cannon pairs with the first; Auto Loader keeps its DPS uninterrupted.
Small 31G Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceGimballed pulse for shield work; Efficient keeps heat and power low on a medium hull.
Small 41G Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceSecond Efficient pulse rounds out the laser battery for steady, cheap-to-run DPS.
Utility Mounts
Utility 10E Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsOne shield booster is the cheapest large gain to the bi-weave; Heavy Duty multiplies its raw MJ.
Utility 20I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 30I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets.
Utility 40E Kill Warrant ScannerG5 Long Range (no experimental effect)Optional / low-priority — Long Range extends scan reach. Reveals bounties for higher payouts.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Heavy Duty + Deep Plating
Power Plant5E Power Plant5A Power PlantG5 Overcharged + Thermal SpreadPowers guns, shield and utilities together; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters5E Thrusters5A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated plus Dirty Drives lift the Asp's modest agility for combat and docking.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG5 Increased Range + Mass ManagerA-rate first — range is the Asp's calling card; Increased Range plus Mass Manager pushes the laden jump past 60 LY.
Life Support4E Life Support4D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass; Lightweight trims more — life support has no experimental effect.
Power Distributor4E Power Distributor4A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate for weapon and boost recharge; Charge Enhanced plus Super Conduits sustains the battery and boost.
Sensors5E Sensors5D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; a generalist needs no sensor range, so save the mass.
Fuel Tank5C Fuel Tank5C Fuel Tank(No blueprint available)Stock C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 66E Cargo Rack6E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 55E Shield Generator5C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave shield (5C — the only bi-weave rating at this size) for fast regen; Reinforced maximises its MJ and Hi-Cap adds more.
Size 33E Cargo Rack3E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 33E Hull Reinforcement3D Hull ReinforcementG5 Heavy Duty + Deep PlatingHull reinforcement is the cheapest large multiplier on effective armour; Heavy Duty plus Deep Plating stack it.
Size 33A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11I Detailed Surface ScannerG5 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 CoriolisopenopenopenOne-click open at coriolis.io.
Open in EDSYopenopenopenOne-click open at edsy.org.
Copy SLEFCopies the raw Ship Loadout Export Format for that state.
Re-role by the optionals

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for an all-rounder — range and sustain first, then defence:

Range first

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.

09

Engineering Plan

A balanced engineering pass that serves every role. Pin blueprints for remote G1→G5 application; visit engineers in person for experimentals.

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (5)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (5)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (5)Overcharged (G5)Thermal SpreadHera Tani
Power Distributor (4)Charge Enhanced (G5)Super ConduitsThe Dweller
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam & Pulse LasersEfficient (G5)Thermal Vent / Phasing SequenceBroo Tarquin
Bi-Weave Shield (5)Reinforced (G5)Hi-CapLei Cheung
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull Reinforcement (3)Heavy Duty (G5)Deep PlatingSelene Jean
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
Life Support / SensorsLightweight (G5)Etienne Dorn

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Top speed (boost)345 m/s345 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 DPSmediummediummedium-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.

11

Key Activities & Where To Do Them

Getting started
  • Mixed mission boards. Courier, data, cargo and bounty missions all suit the Asp — run whatever the board offers from a single hull.
  • Exploration on a budget. Its range and canopy make it a first-rate starter explorer; add a fuel scoop and scanners and head for the black.
  • RES bounty hunting. Two mediums and four smalls clear low and medium RES targets while you keep cargo room for salvage.
Advanced
  • Re-role on demand. Keep saved loadouts and switch between exploration, trade and combat as opportunities and community goals shift.
  • Long expeditions. A stripped, engineered Asp remains a classic deep-space explorer years after release — cheap to replace if lost.
  • Powerplay logistics. Roomy and economical for fortification hauling and merit runs while you grind faction standing.
Generic example systems

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.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/asp_explorer
Elite Dangerous (official)Frontier's official Asp Explorer ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../asp-explorer
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/asp.json
InaraAsp Explorer shipyard page — hull stats, module sellers, tech brokers, and material traders.inara.cz/elite/ship/35
FandomAsp Explorer lore, manufacturer, and multirole overview backing the dossier write-up.elite-dangerous.fandom.com/wiki/Asp_Explorer