E:D Black Box
The Scout runs cool, lands at any outpost and jumps a decent distance for well under a million credits. Its class-4 FSD and six small optionals cap range and capacity below the DBE, but as the lowest-entry-price cool-running hull it fills a clear role: a first cautious step into deep space, or a cheap short-hop second ship.
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 Diamondback Scout is the smaller, cheaper sibling of the celebrated Diamondback Explorer — and it inherits the family's best trait: it runs cool. For well under a million credits it gives a budget commander a genuine deep-space ship that scoops without overheating, lands at any outpost, and jumps a respectable ~55 LY engineered.
It is, inevitably, the lesser Diamondback. Its class-4 FSD and six smallish optionals mean less range, a smaller scoop and tighter module space than the DBE — you'll carry a scanner, AFMU and SRV bay, but with less room to spare. Still, for the absolute lowest entry price into cool-running exploration, the Scout delivers. It's the ship for a first cautious step into deep space, or a cheap second explorer for short hops.
Shoestring exploration: a first cautious deep-space trip, short cool-running expeditions, budget exobiology, and learning the rhythm of exploration before investing in a bigger ship.
Four things make the Scout a viable shoestring explorer:
It's the lesser Diamondback: a class-4 FSD and six small optionals mean less range, a smaller scoop (class 3) and tighter module space than the DBE, with little room for redundancy. For only a little more money the DBE is a markedly better explorer. The Scout's niche is the absolute lowest entry price — beyond that, its bigger sibling wins.
Lowest-cost, very-cool-running deep-space entry with ~55 LY engineered, held to 74 by a class-4 FSD and six small optionals that cap range, scoop and capacity below the DBE.
The 74/100 headline is a verdict against the exploration 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 |
|---|---|---|
| Engineered jump range | 26/35 | A class-4 FSD with Increased Range + Mass Manager and a size-3 Guardian booster reaches ~55 LY engineered — the third-best small-pad explorer, but capped below the DBE's ~68 and far short of the Mandalay's ~85. |
| Heat profile | 14/15 | Inherits the Diamondback family's very-low heat signature; a G5 Low Emissions + Thermal Spread class-4 plant scoops close to a star without overheating — among the coolest-running explorers in the field. |
| Fuel tank & reach | 6/10 | Stock class-4 fuel tank gives only a couple of jumps between scoops, and the size-3 slot caps the fuel scoop at class 3 — a slower refuel cadence than the DBE's larger scoop allows. |
| Canopy & visibility | 7/10 | The forward-set Lakon canopy gives a clean, wide forward arc for visual scooping and surface approaches — solid for a small hull, though without the panoramic glass of the Asp Explorer or Dolphin. |
| Internals | 12/20 | Six small optionals (3·3·3·2·1·1) just fit the essentials — scoop, Guardian booster, DSS, size-2 SRV bay and an AFMU — with no room for redundancy; tighter than the DBE and the clearest limiter on the hull. |
| Comfort & cost | 9/10 | Cheapest cool-running explorer at ~564k Cr hull and ~6M Cr all-in engineered, with no rank or permit gate and small-pad access to any outpost — the lowest entry price into deep space. |
| Weighted total | 74/100 | 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 exploration specifically. The role column is the maximum engineered jump range in light-years — the headline number for deep-space travel.
| Ship | Class | Max jump (LY) | Pros & cons vs Diamondback Scout | Rating |
|---|---|---|---|---|
| Diamondback Explorer | Small | ~68 | More range, scoop and capacity; same cool-runningPricier (but not by much) | 88 |
| Dolphin | Small | ~58 | Coolest-running; comfortable; roomierPricier; fewer utilities | 80 |
| Diamondback Scout this | Small | ~55 | — this hull (baseline) | 74 |
| Imperial Courier | Small | ~55 | Faster; superb shieldsImperial rank; tiny internals | 73 |
| Cobra Mk V | Small | ~48 | Roomier; multi-roleHotter; shorter range; pricier | 72 |
| Cobra Mk III | Small | ~50 | Versatile; cargoHotter; less specialised | 71 |
| Hauler | Small | ~50 | Even cheaper; very lightTiny; minimal kit | 62 |
| Adder | Small | ~47 | Cheap multi-role with cargoShorter range; cramped | 60 |
The Scout is the cheapest cool-running explorer. Its own bigger sibling the DBE beats it on range and capacity for only a little more money, so the Scout makes most sense at the absolute lowest budget or as a cheap short-hop second explorer.
| Ship | Class | Max jump (LY) | Pros & cons vs Diamondback Scout | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~85 | The range king of the mediumsFar pricier; medium pad | 96 |
| Krait Phantom | Medium | ~75 | Premium range and capacityFar pricier; medium pad | 93 |
| Diamondback Explorer | Small | ~68 | The obvious upgrade — more of everythingA little pricier | 88 |
| Asp Explorer | Medium | ~62 | Roomier; great visibility; medium padPricier | 86 |
| Dolphin | Small | ~58 | Cooler; comfortable; roomierPricier | 80 |
The Scout is a stepping-stone, and the step up is short: the DBE for a little more, or an Asp Explorer / Phantom / Mandalay for serious range and capacity. The Scout's role is to get a budget commander into deep space at the lowest possible price.
At ~564k Cr the Scout is the cheapest explorer-capable hull worth taking far, and its small modules keep a full fit around 6M Cr all-in — deep space for almost nothing.
It's a pure value pick. For only a little more the DBE is a better explorer, so the Scout makes most sense when every credit counts or as a cheap, expendable short-range scout.
A complete cool-running explorer for around 6M Cr all-in — the lowest entry price into the deep black. The DBE is the natural upgrade when budget allows.
A shoestring cool-running explorer fit. Initial is buy-only; A-rated is the expedition baseline; Engineered maximises range within the Scout's small frame.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | 0I Heat Sink Launcher | 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 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Optional landing shield booster — Heavy Duty adds raw MJ so a hard touchdown won't breach the light bi-weave. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 4E Power Plant | 4D Power Plant | G5 Low Emissions + Thermal Spread | D-rated to save mass; Low Emissions runs it cold, extending the Diamondback's cool-running edge for safe scooping close to a star. |
| Thrusters | 4E Thrusters | 4D Thrusters | G5 Clean Drive Tuning + Stripped Down | D-rated for mass; Clean Drive Tuning with Stripped Down keeps the thrusters light, cool and efficient on the long haul. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate this first — Increased Range plus Mass Manager is the whole jump-range case on the class-4 drive. |
| Life Support | 2E Life Support | 2D Life Support | G5 Lightweight (no experimental effect) | D-rate and go Lightweight to shed mass; life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3D Power Distributor | G3 Engine Focused + Stripped Down | D-rated; Engine Focused gives enough engine cap to boost off planets, Stripped Down trims the mass. |
| Sensors | 2E Sensors | 2D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight — exploration needs no sensor range, so save the mass for jump range. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock class-4 tank — a couple of jumps between scoops; fuel capacity cannot be engineered. |
| Optional Internals | ||||
| Size 3 | 3E Fuel Scoop | 3A Fuel Scoop | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars. |
| Size 3 | — | 3H Guardian FSD Booster | (No blueprint available) | Guardian FSD Booster — the size-3 maximum the Scout fits — adds a flat range bonus to every jump; needs a Guardian-site run and cannot be engineered. |
| Size 3 | — | 2G Planetary Vehicle Hangar | (No blueprint available) | Planetary Vehicle Hangar — a size-2 SRV bay under-fills the size-3 slot for surface mapping and exobiology; not engineerable. |
| Size 2 | — | 2A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| 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. |
| Size 1 | — | 1C Bi-Weave Shield Generator | G5 Enhanced Low Power + Lo-Draw | Light bi-weave for landings only; Enhanced Low Power with Lo-Draw keeps mass and power minimal. |
| 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 Scout's six small optionals fit the essentials — scoop, Guardian booster, scanner, SRV bay and an AFMU — with little room for redundancy. Its cool-running plant eases the scooping; just don't expect the DBE's spare capacity.
Buy the hull (~564k Cr); it ships with stock Lightweight Alloy bulkheads and an E-rated core. Add a 3E Fuel Scoop and a 0I Heat Sink Launcher.
Leave the Detailed Surface Scanner, AFMU, SRV bay, Guardian FSD Booster and landing shield slots empty — they come with the A-rated pass.
No weapons; the heat sink is the only utility fitted for now. Bulkheads stay the as-delivered Lightweight Alloy — nothing to buy.
A-rating priority for a shoestring explorer:
Bulkheads stay the stock Lightweight Alloy — on an explorer every kilo costs range, so there is no case for heavier plating. The hull's only job is surviving a clumsy touchdown, which the landing shield already covers.
The Scout's small modules make a full exploration fit cost only a few million — the lowest-cost path to a genuine deep-space ship.
The exploration engineering pattern on a tiny hull. Felicity Farseer (maxed) carries the FSD; the thrusters go to Professor Palin or Mel Brandon for Clean Drive Tuning. Pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (4) | Clean Drive Tuning (G5) | Stripped Down | Professor Palin / Mel Brandon |
| Power Plant (4) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Life Support (2) | Lightweight (G5) | — | Etienne Dorn |
| Sensors (2) | Lightweight (G5) | — | Juri Ishmaak |
| Power Distributor (3) | Engine Focused (G3) | Stripped Down | The Dweller |
| Shield Generator (1) | Enhanced Low Power (G5) | Lo-Draw | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Very light — tiny modules and standard exploration blueprints; the cheapest exploration grind. With a complete inventory this is trivial spend. 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 jump (LY) | ~30 | ~40 | ~55 |
| Heat when scooping | low | low | very low |
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight |
| Module space | tight | tight | tight |
| Speed (boost) | 384 m/s | 384 m/s | ~420 m/s |
| Cost-efficiency | excellent | excellent | excellent |
Engineered, the Scout jumps ~55 LY while running cool, for almost no money — a genuine deep-space ship on a shoestring. The G5 Lightweight bulkhead trims hull mass rather than adding armour, squeezing out the last of that range. Its tight internals and modest range mean the DBE is the better explorer for a little more; the Scout wins purely on lowest entry cost.
Any nearby deep-space target suits a short Scout trip. From your home base it's a cheap way to map local systems or take a first step toward the core.
The Diamondback Scout is the pocket explorer: cool-running, four-utility, and able to reach deep space for well under a million credits. Its bigger sibling the DBE beats it on range and capacity for only a little more, so the Scout's true niche is the absolute lowest entry price — a fine, cheap first step into the black.
Figures on this page are verified against the sources below.