Ship Dossier // Lakon Spaceways

Asp ExplorerTrading

Series Ships Updated 2026-06-25
Briefing

The cheap, long-legged starter hauler — modest hold, real range, no gates

A capable budget trader rather than a bulk one. Its ~128-tonne hold is small next to a dedicated transporter, but the Asp is cheap, ungated, jumps further than any rival in its bracket, and lands on the medium pads that reach most stations. For early-game commodity runs, rare-goods loops and self-financing your way toward a bigger freighter, it earns its keep. For maximum tonnage, you outgrow it fast.

Asp Explorer
Asp Explorer · Lakon Spaceways
58/100
~128 t
Max cargo
8
Optional internals
340 m/s
Boost speed
~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 is built for the black, but its big internal bay and low running cost make it a serviceable trader too — just not a heavy one. Loaded for cargo it carries about 128 tonnes, a fraction of what a Type-class transporter swallows, but it does so with no rank or permit gate, on a hull most new commanders can afford within their first few hours.

Where it actually wins is range and reach. The Asp jumps further than anything else in its price bracket, so it can run long-haul and rare-goods routes that punish short-legged transporters, and its medium pad opens the outpost economy a large-pad freighter is locked out of. Treat it as the trader you grow through: cheap to buy, cheap to lose, and quick to bankroll the Type-7, Type-9 or Python that eventually replaces it.

Where this hull shines

Early-game and budget trading: rare-goods loops, long-distance commodity runs, outpost-to-outpost work the big freighters can't land at, and self-financing your way up the ladder while you learn the trade routes.

02

Key Stats & What Makes It Haul

Max cargo (all-cargo)
~128 t
Top speed / boost
250 / 340 m/s
Utility mounts
4
Hull mass
280 t
Base shield
~140 MJ
Optional internals
6·5·3·3·3·2·2·1
Core sizes
PP5 · TH5 · FSD5 · LS4 · PD4 · SS5 · FT5
Pad
Medium
Rank
None
Permit
None

Three things make the Asp a credible budget hauler:

The ceiling, stated honestly

The hold is the limit. A Type-7 carries roughly double, a Type-9 or Cutter many times more, and even the medium Type-8 out-hauls it comfortably. The Asp's shields are thin and its profit-per-trip is modest. Its case is cheap, ungated, long-range hauling — not tonnage. For volume, step up to a Type-class transporter.

03

Why This Rating

Scorecard

Class-leading laden range and ungated medium-pad reach carry the score; a ~128 t hold many times smaller than the transporters and thin shields cap it at 58.

The 58/100 headline is a verdict against the trading 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
Maximum cargo15/35
~128 t all-cargo from eight optionals (one class-6, one class-5, three class-3s) sits well below mid-field — a Type-7 (~310 t), Type-8 (~406 t) and Type-9 (~790 t) carry double to six times more; only the small starters undercut it.
Pad class & market reach15/20
Medium pad reaches outpost markets large-pad freighters are locked out of, with no rank or permit gate — buy and trade immediately. Only large-pad hulls beat it on raw station coverage at high-volume hubs.
Laden jump range13/15
~40+ LY laden engineered (5A FSD, Increased Range + Mass Manager, Lightweight life support/sensors) is the best in its price bracket — it runs long-haul and rare-goods loops in single hops that break short-legged transporters into many.
Survivability8/20
Thin defence: ~140 MJ base, only ~330 MJ with an engineered class-5 bi-weave plus two Heavy-Duty boosters, and the shield steals the single biggest non-cargo slot. It survives by running on A-rated thrusters, not tanking.
Speed & cost7/10
~6.1M Cr ungated hull is among the cheapest ships that trade at any scale and bankrolls its own replacement; 340 m/s boost (~395 engineered) is adequate to break interdictions but unremarkable.
Weighted total58/100
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 trading specifically. The role column is the maximum cargo capacity in tonnes — the headline number for bulk hauling.

Same class — medium-pad traders

ShipClassMax cargo (t)Pros & cons vs Asp ExplorerRating
Type-8 TransporterMedium~406Far more cargo; medium pad; no gateSlower; shorter legs; no combat use76
Type-6 TransporterMedium~112Cheaper; similar hold; pure haulerSlower; weaker; far less versatile65
Krait Mk IIMedium~228More cargo; far more guns and shieldPricier; shorter range64
Krait PhantomMedium~280More cargo; longer-legged than the Krait Mk IIPricier; thinner combat profile62
Asp Explorer thisMedium~128— this hull (baseline)58
Cobra Mk VSmall~140Small-pad reach; similar hold; cheapShorter range; tighter core power52
DolphinSmall~98Cheaper; small-pad; efficientLess hold; passenger-leaning46

Among mid-tier haulers the Asp is the long-range, ungated pick rather than the high-tonnage one. The Type-8 and the Kraits carry more; the Type-6 is a cheaper pure hauler. The Asp's edge is that it trades, explores and fights from one cheap hull — if pure cargo is the goal, the dedicated transporters win.

Other classes — large and small traders

ShipClassMax cargo (t)Pros & cons vs Asp ExplorerRating
Type-9 HeavyLarge~790Many times the cargo; cheap per tonneLarge pad; slow; ponderous; no range94
Type-7 TransporterLarge~310Roughly double the hold; cheapLarge pad; sluggish; lightly defended78
PythonMedium~294More cargo; far tougher; medium padMuch pricier; shorter range72
KeelbackMedium~80SLF bay; cheaper; combat-defensibleLess cargo; shorter range; slow52
HaulerSmall~26Dirt cheap; long-legged starterTiny hold; barely a trader42

Step up to a Type-7 or Type-9 for the tonnage that drives serious profit, at the cost of large-pad access, speed and range. The Asp sits above the small starters like the Hauler but well below the dedicated freighters — the bridge ship that funds the next one rather than the destination.

05

Cost & Access

Hull
~6.1M Cr
A-rated trader
~10M Cr
Engineered
~18–22M Cr
Pad
Medium
Rank
None
Permit
None

At ~6.1M Cr with no rank or permit gate, the Asp is one of the cheapest ships that can trade at any worthwhile scale. A practical A-rated cargo fit runs around 10M Cr all-in; engineering the cores for range and a tougher shield pushes it to roughly 18–22M.

That affordability is the whole point of trading an Asp: it bankrolls its own replacement. A handful of profitable loops covers the hull many times over, and the same engineered cores carry straight across to its exploration or multirole fits when you move tonnage to a dedicated freighter.

The bridge trader

Cheap enough to buy early, ungated, and quick to pay for itself — the Asp is the hull that finances your first big freighter, then keeps earning as a backup hauler and explorer.

06

3-State Loadout

A cargo-first fit that keeps a working shield and enough range to run long routes. Initial is buy-only; A-rated is the trade baseline with a fast-recovering bi-weave; Engineered keeps that bi-weave and applies a range-and-escape pattern to the cores, filling every remaining slot with cargo. Drop the shield entirely for the ~128 t all-cargo maximum on safe runs.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Utility Mounts
Utility 10E Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst Heavy-Duty booster multiplies the thin bi-weave's raw MJ — the cheapest survivability a hauler can buy.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster; stacking two is plenty of defence for a ship that escapes rather than tanks.
Utility 30I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 40I 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.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight (no experimental effect)
Power Plant5E Power Plant5A Power PlantG5 Low Emissions + Thermal SpreadA-rate for headroom and a cooler hull; Low Emissions plus Thermal Spread keep the heat and signature down for a quiet trader.
Thrusters5E Thrusters5A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drive Tuning give the boost speed to break a pirate interdiction — the Asp survives by leaving.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG5 Increased Range + Mass ManagerThe Asp's whole trading edge: A-rated with Increased Range and Mass Manager turns long routes into single hops, laden.
Life Support4E Life Support4D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more laden range; life support has no experimental effect.
Power Distributor4E Power Distributor4D Power DistributorG5 Engine Focused + Super ConduitsD-rate is enough with no guns; Engine Focused plus Super Conduits feed the boost-and-run escape.
Sensors5E Sensors5D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight — a trader needs no sensor range, so bank the mass as jump range.
Fuel Tank5C Fuel Tank5C Fuel Tank(No blueprint available)Stock C tank sized to the FSD's max-range 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 + Fast ChargeThe only slot that fits a shield; a bi-weave (Reinforced + Fast Charge) recovers fast under fire. Pull it for a class-5 rack on safe runs.
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 Cargo Rack3E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 33E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
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.
Shield in the class-5 slot

The Asp's 280 t hull needs a class-5 generator, so the shield costs you its single biggest non-cargo slot. Keep it for contested or pirate-heavy lanes; pull it for a cargo rack to reach the ~128 t all-cargo maximum when the route is safe. Either way the class-6 and three class-3s do the bulk of the hauling.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~6.1M Cr) and fill it with cargo racks plus a basic shield — it can start earning on its first run.

The Asp ships with Lightweight Alloy bulkheads as standard, and that is exactly what a trader wants — heavier Military Grade plate would only cost jump range. Leave the hull stock and spend on cargo and range instead.

Fit a basic class-5 (5E) shield generator in the second-largest slot, fill the class-6 and two of the class-3 slots with cargo racks, and add one shield booster for cheap survivability. Leave the rest of the optional slots and the three spare utility mounts empty until you can afford to fill them.

A-rate the FSD as soon as you can afford it so even the buy-only fit keeps the range that makes the Asp worth trading.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a budget hauler — range first, then keep what cargo it has alive:

Range and escape protect the cargo

The Asp can't out-tank a determined pirate, so it survives by leaving — A-rate the FSD and thrusters first so it jumps far and boosts away, then add the bi-weave for the times it can't. Leave the bulkheads stock Lightweight Alloy: armour you can't shoot back with isn't worth the range it costs a hauler.

09

Engineering Plan

The trading engineering pattern weighted to range and escape. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.

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)Low Emissions (G5)Thermal SpreadHera Tani
Bi-Weave Shield (5)Reinforced (G5)Fast ChargeLei Cheung
Power Distributor (4)Engine Focused (G5)Super ConduitsThe Dweller
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
Life Support / SensorsLightweight (G5)(none)Etienne Dorn
BulkheadsLightweight (G5)Selene Jean

Recommended order

Material intensity (qualitative)

Low to moderate — medium-class modules and Farseer's FSD blueprint are cheap to grind, and an early trader will have most of the materials from normal play. This is the easiest big hauler to engineer. 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
Max cargo (t)~80~104~128 (no shield)
Laden jump (LY)~18~28~40+
Shield (MJ)~140~210~330
Hull (armour)~189~189~205 (lighter)
Speed (boost)340 m/s340 m/s~395 m/s
Survivabilitylowmoderatemoderate

Bulkheads stay Lightweight Alloy throughout — a G5 Lightweight pass on the engineered hull nudges integrity up while shaving mass, so the armour line firms slightly without touching jump range. Engineered, the Asp hauls ~104 t behind a working bi-weave at a ~40 LY laden jump, or strips to ~128 t when the route is clear. It will never carry like a transporter, but it travels further and escapes faster than anything in its price class — a long-range earner rather than a bulk one.

11

Key Activities & Where To Do Them

Getting started
  • Rare-goods loops. Long-distance rare commodities reward range and patience, not tonnage — the Asp's home ground.
  • Outpost commodity runs. Medium-pad access lets it trade at outposts a Type-9 is locked out of.
  • Mission-board cargo. Run delivery and supply missions while you learn the local market and build a stake.
Advanced
  • Funding the next ship. Profitable loops bankroll a Type-7, Type-9 or Python — the Asp is the bridge trader.
  • Long-haul and frontier supply. Its range carries goods to distant or freshly-colonised systems short-legged haulers struggle to reach.
  • Powerplay logistics. Roomy and economical for fortification hauling and merit runs while you grind faction standing.
Generic example routes

Any rare-goods circuit or long commodity loop suits it. From a home base the Asp can run mission cargo, outpost trade and frontier supply between systems a large-pad freighter can't service.

12

Field Notes — What Else To Know

Verdict

The Asp Explorer is the cheap, long-legged starter hauler: a ~128-tonne hold, real jump range, and no gates, on a hull that pays for itself fast. It earns its 58 rather than more because the dedicated transporters out-haul it many times over and its shields are thin — but it earns it rather than less because nothing in its price bracket trades this far or re-roles this easily. Buy it early, run it hard, and let it fund the freighter that replaces it.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, used to verify the cargo-fit slot layout and max-cargo figure for this trading build.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-dataAuthoritative hull data behind the spec grid — optional-internal sizes, core slot classes, hull mass and speed used to size the cargo fit.coriolis-data/ships/asp.json
InaraAsp Explorer shipyard page — hull price, cargo capacity and module-seller locations cross-checked for the cost and loadout sections.inara.cz/elite/ship/35
FandomAsp Explorer lore and Lakon manufacture backing the role write-up and its standing among budget haulers.elite-dangerous.fandom.com/wiki/Asp_Explorer