E:D Black Box
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.
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 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.
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.
Three things make the Asp a credible budget hauler:
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.
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 factor | Score | Why this score |
|---|---|---|
| Maximum cargo | 15/35 | ~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 reach | 15/20 | 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 range | 13/15 | ~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. |
| Survivability | 8/20 | 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 & cost | 7/10 | ~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 total | 58/100 | 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 trading specifically. The role column is the maximum cargo capacity in tonnes — the headline number for bulk hauling.
| Ship | Class | Max cargo (t) | Pros & cons vs Asp Explorer | Rating |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~406 | Far more cargo; medium pad; no gateSlower; shorter legs; no combat use | 76 |
| Type-6 Transporter | Medium | ~112 | Cheaper; similar hold; pure haulerSlower; weaker; far less versatile | 65 |
| Krait Mk II | Medium | ~228 | More cargo; far more guns and shieldPricier; shorter range | 64 |
| Krait Phantom | Medium | ~280 | More cargo; longer-legged than the Krait Mk IIPricier; thinner combat profile | 62 |
| Asp Explorer this | Medium | ~128 | — this hull (baseline) | 58 |
| Cobra Mk V | Small | ~140 | Small-pad reach; similar hold; cheapShorter range; tighter core power | 52 |
| Dolphin | Small | ~98 | Cheaper; small-pad; efficientLess hold; passenger-leaning | 46 |
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.
| Ship | Class | Max cargo (t) | Pros & cons vs Asp Explorer | Rating |
|---|---|---|---|---|
| Type-9 Heavy | Large | ~790 | Many times the cargo; cheap per tonneLarge pad; slow; ponderous; no range | 94 |
| Type-7 Transporter | Large | ~310 | Roughly double the hold; cheapLarge pad; sluggish; lightly defended | 78 |
| Python | Medium | ~294 | More cargo; far tougher; medium padMuch pricier; shorter range | 72 |
| Keelback | Medium | ~80 | SLF bay; cheaper; combat-defensibleLess cargo; shorter range; slow | 52 |
| Hauler | Small | ~26 | Dirt cheap; long-legged starterTiny hold; barely a trader | 42 |
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.
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | 0E Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First Heavy-Duty booster multiplies the thin bi-weave's raw MJ — the cheapest survivability a hauler can buy. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster; stacking two is plenty of defence for a ship that escapes rather than tanks. |
| Utility 3 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 4 | — | 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. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 5E Power Plant | 5A Power Plant | G5 Low Emissions + Thermal Spread | A-rate for headroom and a cooler hull; Low Emissions plus Thermal Spread keep the heat and signature down for a quiet trader. |
| Thrusters | 5E Thrusters | 5A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drive Tuning give the boost speed to break a pirate interdiction — the Asp survives by leaving. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | The Asp's whole trading edge: A-rated with Increased Range and Mass Manager turns long routes into single hops, laden. |
| Life Support | 4E Life Support | 4D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more laden range; life support has no experimental effect. |
| Power Distributor | 4E Power Distributor | 4D Power Distributor | G5 Engine Focused + Super Conduits | D-rate is enough with no guns; Engine Focused plus Super Conduits feed the boost-and-run escape. |
| Sensors | 5E Sensors | 5D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight — a trader needs no sensor range, so bank the mass as jump range. |
| Fuel Tank | 5C Fuel Tank | 5C 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 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 + Fast Charge | The 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 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 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 Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 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 | — | 1E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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. | |||
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.
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.
A-rating priority for a budget hauler — range first, then keep what cargo it has alive:
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.
The trading engineering pattern weighted to range and escape. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| 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) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Bi-Weave Shield (5) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Power Distributor (4) | Engine Focused (G5) | Super Conduits | The Dweller |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Life Support / Sensors | Lightweight (G5) | (none) | Etienne Dorn |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| 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/s | 340 m/s | ~395 m/s |
| Survivability | low | moderate | moderate |
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.
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.
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.
Figures on this page are verified against the sources below.