E:D Black Box
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.
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 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.
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.
What lets the Dolphin dabble across roles — and where each ends:
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.
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 factor | Score | Why this score |
|---|---|---|
| Breadth of internals | 15/30 | 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. |
| Firepower | 4/20 | 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 range | 8/20 | 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 cost | 11/15 | ~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 & handling | 6/15 | 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 total | 44/100 | 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.
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.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~110 t | Higher-rated; flexibility; internalsSurvivability | 80 |
| Cobra Mk III | Small | ~64 t | Higher-rated; flexibility; rangeFirepower | 72 |
| Imperial Courier | Small | ~34 t | Higher-rated; flexibility; survivabilityInternals | 66 |
| Dolphin this | Small | ~88 t | — this hull (baseline) | 44 |
4 small-pad multipurpose hulls carry a rating, led by Cobra Mk V (80). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 t | Higher-rated; internals; firepowerSurvivability | 88 |
| Imperial Cutter | Large | ~794 t | Higher-rated; survivability; internalsRange | 82 |
| Federal Corvette | Large | ~618 t | Higher-rated; firepower; internalsRange | 78 |
| Imperial Clipper | Large | ~250 t | Higher-rated; flexibility; internalsFirepower | 73 |
| Caspian Explorer | Large | ~434 t | Higher-rated; internals; rangeFirepower | 66 |
| Beluga Liner | Large | ~370 t | Internals; survivabilityRange | 44 |
| Panther Clipper Mk II | Large | ~662 t | Internals; firepowerFlexibility | 44 |
| Type-10 Defender | Large | ~534 t | Firepower; internalsRange | 44 |
| Type-7 Transporter | Large | ~310 t | Internals; flexibilityFirepower | 44 |
| Type-9 Heavy | Large | ~790 t | Internals; flexibilitySurvivability | 44 |
The large-pad multipurpose field (10 rated), led by Anaconda (88) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 t | Higher-rated; internals; firepowerRange | 86 |
| Krait Mk II | Medium | ~230 t | Higher-rated; firepower; internalsRange | 84 |
| Krait Phantom | Medium | ~190 t | Higher-rated; range; flexibilityFirepower | 84 |
| Corsair | Medium | ~318 t | Higher-rated; firepower; internalsRange | 82 |
| Asp Explorer | Medium | ~130 t | Higher-rated; flexibility; rangeFirepower | 80 |
| Type-11 Prospector | Medium | ~288 t | Higher-rated; internals; survivabilityFirepower | 64 |
| Type-8 Transporter | Medium | ~406 t | Higher-rated; internals; flexibilityFirepower | 58 |
| Type-6 Transporter | Medium | ~114 t | Range; internalsFirepower | 44 |
The medium-pad multipurpose field (8 rated), led by Python (86) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Small 1 | 1G Multi-Cannon (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | First 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 2 | 1G Multi-Cannon (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second 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 1 | 0E Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One shield booster is the cheapest large gain to the bi-weave; Heavy Duty multiplies its raw MJ. |
| Utility 2 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 3 | — | 0I Heat Sink Launcher | G1 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 | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Overcharged + Thermal Spread | Powers guns, shield and utilities together; Overcharged adds headroom, Thermal Spread bleeds the extra heat — deepening the Dolphin's class-leading thermals. |
| Thrusters | 5E Thrusters | 5A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated plus Dirty Drives lift the light hull's agility for docking and disengaging. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-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 Support | 4E Life Support | 4A Life Support | G5 Lightweight (no experimental effect) | A-rated for long emergency oxygen; Lightweight trims mass — life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate for weapon and boost recharge; Charge Enhanced plus Super Conduits sustains the two guns and boost. |
| Sensors | 3E Sensors | 3A Sensors | G5 Lightweight (no experimental effect) | Drop to Lightweight; a generalist needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | 5E Cargo Rack | 5E 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 4 | 4E Shield Generator | 4C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-Weave shield sized to the light 140 t hull for fast regen; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 4 | 4E Cargo Rack | 4E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 3 | — | 3A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement is the cheapest large multiplier on effective armour; Heavy Duty plus Deep Plating stack it on a thin small hull. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP; the light hull needs every point of effective armour it can get. |
| Size 2 | 2E Cargo Rack | 2E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| 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 light survey work. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Third Heavy-Duty HRP fills the last size-1 slot for a little more effective armour. |
| 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. | |||
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.
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.
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.
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.
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (5) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (4) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (3) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (other) | Tod McQuinn |
| Bi-Weave Shield (4) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Hull Reinforcement (2) | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Life Support / Sensors | Lightweight (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.
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.
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.
Figures on this page are verified against the sources below.