Ship Dossier // Saud Kruger

DolphinMultipurpose

Series Ships Updated 2026-07-01
Briefing

A cheap, cool, small-pad dabbler — flexible on paper, but a passenger liner asked to do everything

The Dolphin will carry a little cargo, mount two small deterrent guns, and jump a modest distance on a hull that lands anywhere for barely over a million credits. As a do-everything ship it is honest about its ceiling: only two Small weapon hardpoints, optional internals that top out at size 5, light shields and a class-4 FSD. It is the coolest-running hull in the game and pleasant to fly, but every job it takes on is done at small scale. Its case is cost, comfort and small-pad access — not capability.

Dolphin
Dolphin · Saud Kruger
44/100
2S
Weapon hardpoints
9
Optional internals
~30 LY
Max jump (engineered)
~1.12M Cr
Hull price
Small
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 Dolphin is Saud Kruger's compact luxury cruiser — a small passenger-and-exploration hull, not a designed generalist. Judged as a multipurpose ship it is the weakest in the role field: it can turn its hand to a little of everything, but it does none of it at meaningful scale. Nine optional internals give it real flexibility for a small ship, and its small pad and low price make re-roling cheap and easy, but the ceiling on every job is low.

It carries two Small weapon hardpoints for self-defence, a bi-weave shield sized to its light 140 t hull, and cargo room in the tens of tonnes — enough to haul a small load, run a courier job or scout a system, never enough to trade, fight or explore seriously. Its one genuine advantage is temperature: it runs cooler than any other ship in the game, which makes it a relaxed, forgiving traveller. Choose it for cheap, comfortable, land-anywhere versatility — and accept that a Cobra Mk V or any medium multirole out-does it at every task.

Where this hull shines

Cheap, low-stakes flexibility on a small pad: light courier and delivery runs, a first do-everything ship on a budget, comfortable short-haul travel, and dual duty as a passenger liner or cool-running explorer via a module swap.

02

Key Stats & What Makes It Versatile

Weapon hardpoints
2 Small
Utility mounts
3
Max cargo
~88 t
Max jump (engineered)
~30 LY
Top speed / boost
250 / 350 m/s
Hull mass
140 t (light)
Optional internals
5·4·4·3·2·2·2·1·1
Class 4
Heat profile
Coolest in game
Pad
Small (lands anywhere)
Military slots
0

What lets the Dolphin dabble across roles — and where each ends:

The ceiling, stated honestly

Two small guns, a class-4 FSD, size-5 internals and light shields mean the Dolphin does every multipurpose job at the smallest scale. A Cobra Mk V carries more and hits harder on the same small pad; a Python or Asp Explorer is a different league. The Dolphin's case is heat, comfort and price — not capability.

03

Why This Rating

Scorecard

The weakest hull in the multipurpose field: cheap, coolest-running and land-anywhere flexible, but only two Small guns, size-5 internals, a class-4 FSD and light shields cap every job at small scale.

The 44/100 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 internals15/30
Nine optional internals (5·4·4·3·2·2·2·1·1) are deep for a small hull and re-role it freely, but the lone size-5 top slot caps it near ~88 t all-cargo and there is no military slot — deeper than the Courier, well short of the Cobra Mk V and every medium.
Firepower4/20
Only two Small weapon hardpoints plus three utility mounts — deterrent guns for a weak interdiction, no medium or large mount. Among the very weakest weapon fits in the role, below even the Type-8 (1M·5S) and Courier (3M); the single biggest reason it sits at 44.
Jump range8/20
A class-4 FSD on a light 140 t hull reaches only ~30 LY engineered and less laden — usable for short hops but far short of the Asp Explorer (~62) and Krait Phantom (~75); a clear limiter.
Flexibility & re-fit cost11/15
~1.12M Cr hull, no rank or permit gate, a small pad that lands at any outpost, and cheap module-swap re-roling — the most accessible and forgiving hull in the field to own and re-fit; its strongest dimension.
Survivability & handling6/15
A size-4 bi-weave sized to the light hull reaches only ~300 MJ engineered over thin, military-slot-less armour; 350 m/s boost (~380 engineered) and three utilities let it disengage, but it tanks far worse than dedicated combat small hulls.
Weighted total44/100
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

Every table rates ships for multipurpose specifically, split by landing-pad class. The Max cargo column is maximum cargo tonnage — a proxy for internal room; the rating is the same 1–100 suitability verdict used across the site.

Same class — small multipurpose ships

Other classes — the capital all-rounders

Other classes — the medium all-rounders

05

Cost & Access

Hull
~1.12M Cr
A-rated all-rounder
~7M Cr
Engineered
~14M Cr
Pad
Small
Rank
None
Permit
None

At ~1.12M Cr with no rank or permit gate, the Dolphin is among the cheapest hulls to buy and re-fit. Small modules keep a full A-rated fit near ~7M Cr and a complete engineered build around ~14M Cr all-in — a low-cost way to own a flexible, land-anywhere ship.

That accessibility is the whole argument. It costs little to buy, little to insure and little to re-role, and its small pad reaches every outpost. What the money doesn't buy is capability: no amount of engineering lifts two small guns, a class-4 FSD or size-5 internals into serious multirole territory.

Cheap and forgiving

A complete engineered all-rounder for around 14M Cr all-in, on a small pad with no gates and the best heat profile in the game — and it doubles as a passenger liner or cool-running explorer with a module swap.

06

3-State Loadout

A balanced small-hull fit — two self-defence guns, a fast-regen shield, useful cargo room and modest range on a ship that lands anywhere. Initial is buy-only; A-rated is the all-round baseline; Engineered layers on the Dolphin's signature cool-running thermals. Re-role by swapping the optional internals: cargo for hauling, a cabin for passengers, or scanners plus an SRV bay for light exploration.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Small 11G Multi-Cannon (Gimballed)1G Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellFirst of only two weapon mounts; a gimballed small multi-cannon is the easy self-defence pick, Overcharged with the one Corrosive Shell to strip armour resistance.
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. Two small guns is deterrent fire, not a warship battery.
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. The Dolphin barely needs it, but it resets heat for silent running.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Heavy Duty + Deep Plating
Power Plant4E Power Plant4A Power PlantG5 Overcharged + Thermal SpreadPowers guns, shield and utilities together; Overcharged adds headroom, Thermal Spread bleeds the extra heat — deepening the Dolphin's class-leading thermals.
Thrusters5E Thrusters5A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated plus Dirty Drives lift the light hull's agility for docking and disengaging.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG5 Increased Range + Mass ManagerA-rate first; Increased Range plus Mass Manager pushes the laden Dolphin's modest jump toward ~30 LY — the class-4 drive caps it there.
Life Support4E Life Support4A Life SupportG5 Lightweight (no experimental effect)A-rated for long emergency oxygen; Lightweight trims mass — life support has no experimental effect.
Power Distributor3E Power Distributor3A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate for weapon and boost recharge; Charge Enhanced plus Super Conduits sustains the two guns and boost.
Sensors3E Sensors3A SensorsG5 Lightweight (no experimental effect)Drop to Lightweight; a generalist needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 55E Cargo Rack5E Cargo Rack(No blueprint available)Optional — the largest cargo rack (biggest single slot); swap for a class-5 cabin to run passengers. Cargo racks aren't engineerable.
Size 44E Shield Generator4C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-Weave shield sized to the light 140 t hull for fast regen; Reinforced maximises its MJ and Hi-Cap adds more.
Size 44E Cargo Rack4E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
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 Hull ReinforcementG5 Heavy Duty + Deep PlatingHull reinforcement is the cheapest large multiplier on effective armour; Heavy Duty plus Deep Plating stack it on a thin small hull.
Size 22D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty HRP; the light hull needs every point of effective armour it can get.
Size 22E Cargo Rack2E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 11I Detailed Surface ScannerG5 Expanded Probe Scanning Radius (no experimental effect)Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for light survey work.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingThird Heavy-Duty HRP fills the last size-1 slot for a little more effective armour.
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, but know the ceiling

Cores stay fixed; the optional internals define the job — cargo racks for trading, a class-5 cabin for passenger runs, or scanner plus SRV bay for light survey work. What it cannot do is fight anything: two small mounts are deterrent guns, not a battery. Lean on its heat, comfort, small pad and price.

07

Initial Loadout — Buy-Only Plan

Buy the hull, fit two gimballed small multi-cannons, a basic shield and a couple of cargo racks, and otherwise fly the stock E-rated cores — including the buy-only 4E FSD. Shield strength, range and defensive utilities come on the later passes.

The Dolphin ships with Lightweight Alloy bulkheads as standard — keep them. A light hull never trades range for armour plate, so this slot needs no purchase in any state.

Leave the shield cell bank, hull reinforcements, chaff, heat sink and scanner empty until the A-rated pass — the buy-only ship exists only to fly, carry a little and defend itself.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a cheap small all-rounder:

Leave the bulkheads at stock Lightweight Alloy — no Military Grade. Every kilo of plating costs range on a light hull that will run from a serious fight rather than trade blows.

Re-role by the optionals

Cores stay fixed; the optional internals define the job. Cargo racks for hauling, a class-5 cabin for passenger runs, or a scanner and SRV bay for light survey work — one cheap hull, several small jobs.

09

Engineering Plan

The all-rounder engineering pattern: range on the FSD, cool power, a tough bi-weave and Heavy-Duty guns and hull. Pin blueprints for remote G1→G5 application.

10

Key Stat Upgrades

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

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (4)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (5)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (4)Overcharged (G5)Thermal SpreadHera Tani
Power Distributor (3)Charge Enhanced (G5)Super ConduitsThe Dweller
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (other)Tod McQuinn
Bi-Weave Shield (4)Reinforced (G5)Hi-CapLei Cheung
Hull Reinforcement (2)Heavy Duty (G5)Deep PlatingSelene Jean
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Life Support / SensorsLightweight (G5)Etienne Dorn

Engineered, the Dolphin jumps ~30 LY behind a ~300 MJ shield with two self-defence guns and a little cargo — a competent, forgiving small hull that runs cooler than anything else. The bulkheads stay Lightweight Alloy, rolled G5 Heavy Duty + Deep Plating (Selene Jean) for effective armour on a thin hull. The numbers stay small in every column — that is the honest ceiling of the role for this ship.

11

Key Activities & Where To Do Them

Getting started
  • Light courier and delivery runs. A small hold and two guns handle low-value hauling and data/passenger errands.
  • A first do-everything ship. Cheap to own and re-fit while you learn each activity at low stakes.
  • Comfortable short-haul travel. Cool, quiet and pleasant between nearby systems.
Advanced
  • Dual-role swaps. The same hull becomes a passenger liner or cool-running explorer with a module change — it has manuals for both.
  • Cool silent-running errands. Its unmatched thermals suit any task where a low heat signature helps.
  • Low-threat self-defence. Two gimballed guns plus chaff clear a weak interdiction so you can carry on.
Generic example destinations

Any home-region loop suits it: short delivery and courier circuits, sightseeing passenger hops, and dense or hot star fields where its heat margin shines. It is not a ship to take looking for a fight or a long expedition.

12

Field Notes — What Else To Know

Verdict

The Dolphin is a cheap, cool, comfortable small hull that will attempt any job and master none. As a multipurpose ship it sits at the bottom of the field — two small guns, size-5 internals and a class-4 drive keep every task small. Buy it for low-cost, land-anywhere flexibility and the best heat profile in the game; step up to a Cobra Mk V or a medium the moment you need to actually do the job well.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/dolphin
EDSYAlternate outfitting planner used to cross-check module sizing, mass and jump range.edsy.org
Elite Dangerous (official)Frontier's official Dolphin ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../dolphin
EDCD coriolis-dataShip slot layout, hardpoint and internal sizes, module variants, and engineering blueprint data.coriolis-data/ships/dolphin.json
Inara — DolphinShip overview: stats, internals layout, hardpoints, price, and shipyard availability.inara.cz/elite/ship/58
Elite Dangerous WikiDolphin lore, Saud Kruger role profile, and design notes.elite-dangerous.fandom.com/wiki/Dolphin