E:D Black Box
The Dolphin is a passenger cruiser pressed into hauling. Nine optional internals give it ~88 t all-cargo — a genuinely roomy hold for a small pad, above both the Cobra Mk III and the pure-hauler Hauler — and its small pad lands anywhere, ungated. But it's slow (350 m/s boost), lightly shielded, and costs more than the faster Cobras that escape interdictions it has to absorb. A pleasant, capable starter freighter, not a serious one.
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, built for passengers — but its nine optional internals make it a surprisingly capable small-pad hauler. Fill them with cargo racks and it carries ~88 t all-cargo (~84 t behind a shield), more than the cheaper Cobra Mk III and the dedicated Hauler, and it lands at any outpost or surface port with no rank or permit gate. For a commander funding their first freighter, that's a real, roomy small-pad hold.
Its limits are pace and protection. At 250 / 350 m/s it's slower than the Cobras that share its pad, so it absorbs interdictions they simply boost clear of, and its light frame carries only a thin bi-weave across three utility mounts. The class-4 FSD on a light 140 t hull gives decent laden legs, but the whole package costs ~1.12M Cr — several times a Cobra Mk III — for a ship that hauls a little more, a little slower. A pleasant starter trader, not a value one.
Early-game commodity runs and small rare-goods loops on a comfortable, ungated small-pad hull — especially for a commander who already flies a Dolphin for passengers and wants to haul freight in the same ship.
Three things make the Dolphin worth hauling in:
It's slow — 350 m/s boost trails every Cobra, so it eats the interdictions they escape — and its light frame takes only a thin bi-weave over three utility mounts and no military slots. It carries just two small weapon hardpoints, enough for a token deterrent, not a fight. And at ~1.12M Cr it costs several times a Cobra Mk III for a marginal cargo edge. The Dolphin hauls more than its small-pad peers but pays for it in speed, defence and price — and none of it comes close to a real freighter like the Type-8 or Type-9.
A 46 built on a roomy small-pad hold (~88 t) and ungated reach, pulled down by slow speed, thin defences and a passenger-liner price against the cheaper, faster Cobra haulers.
The 46/100 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 | 14/35 | ~88 t all-cargo (~84 t behind a shield) from nine optionals (5·4·4·3·2·2·2·1·1) tops the Cobra Mk III (~64 t) and Hauler (~26 t) and nears the Cobra Mk V (~110 t) — roomy for a small pad, but a fraction of the freighters (Type-8 ~406 t, Type-9 ~790 t). |
| Pad class & market reach | 15/20 | Small pad lands at every outpost and surface port that locks out medium and large freighters, with no rank or permit gate — broad, ungated market access, though small-pad class is also what caps the hold. |
| Laden jump range | 8/15 | A class-4 FSD on a light 140 t hull gives ~14 LY stock, ~22 A-rated, ~30 LY engineered laden with Increased Range + Mass Manager — respectable per-tonne and fewer stops than the heavier Cobras, mid-field for the role. |
| Survivability | 5/20 | Light frame with only a thin size-2 bi-weave (~260 MJ engineered) over three utility mounts and no military slots; a slow 350 m/s boost means it absorbs interdictions the faster Cobras escape, and its two small hardpoints mount only a token deterrent. |
| Speed & cost | 4/10 | 250 / 350 m/s (~380 engineered) is the slowest of the small-pad traders, and the ~1.12M Cr hull costs several times a Cobra Mk III for a marginal cargo edge — poor value bought purely to trade, offset only by comfort and dual-use. |
| Weighted total | 46/100 | 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 trading specifically, split by landing-pad class. The Max cargo column is maximum cargo tonnage behind a shield; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Cobra Mk IV | Small | ~92 t | Higher-rated; speed/value; reachSurvivability | 52 |
| Cobra Mk V | Small | ~110 t | Higher-rated; reach; speed/valueSurvivability | 52 |
| Cobra Mk III | Small | ~64 t | Higher-rated; speed/value; reachCargo | 48 |
| Dolphin this | Small | ~88 t | — this hull (baseline) | 46 |
| Hauler | Small | ~26 t | Reach; speed/valueLower-rated; cargo | 42 |
5 small-pad trading hulls carry a rating, led by Cobra Mk IV (52). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Panther Clipper Mk II | Large | ~662 t | Higher-rated; cargo; reachSpeed/value | 98 |
| Imperial Cutter | Large | ~794 t | Higher-rated; survivability; reachSpeed/value | 95 |
| Type-9 Heavy | Large | ~790 t | Higher-rated; cargo; reachSurvivability | 94 |
| Type-7 Transporter | Large | ~310 t | Higher-rated; laden range; cargoSurvivability | 78 |
| Anaconda | Large | ~470 t | Higher-rated; laden range; survivabilitySpeed/value | 76 |
| Imperial Clipper | Large | ~250 t | Higher-rated; speed/value; survivabilityCargo | 74 |
| Federal Corvette | Large | ~618 t | Higher-rated; survivability; cargoSpeed/value | 70 |
| Type-10 Defender | Large | ~534 t | Higher-rated; survivability; reachLaden range | 68 |
| Caspian Explorer | Large | ~434 t | Higher-rated; reach; survivabilityLaden range | 66 |
| Beluga Liner | Large | ~370 t | Higher-rated; reach; survivabilityLaden range | 58 |
The large-pad trading field (10 rated), led by Panther Clipper Mk II (98) — 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 |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~406 t | Higher-rated; reach; speed/valueLaden range | 76 |
| Corsair | Medium | ~318 t | Higher-rated; reach; speed/valueLaden range | 74 |
| Python | Medium | ~294 t | Higher-rated; reach; survivabilitySpeed/value | 72 |
| Type-6 Transporter | Medium | ~114 t | Higher-rated; reach; speed/valueSurvivability | 65 |
| Krait Mk II | Medium | ~230 t | Higher-rated; survivability; reachLaden range | 64 |
| Krait Phantom | Medium | ~190 t | Higher-rated; laden range; reachSurvivability | 62 |
| Type-11 Prospector | Medium | ~288 t | Higher-rated; reach; survivabilitySpeed/value | 60 |
| Asp Explorer | Medium | ~130 t | Higher-rated; laden range; reachSurvivability | 58 |
| Keelback | Medium | ~98 t | Higher-rated; survivability; reachCargo | 52 |
The medium-pad trading field (9 rated), led by Type-8 Transporter (76) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
At ~1.12M Cr the Dolphin costs several times a Cobra Mk III (~208k) for a hold only a little larger, and a full A-rated trade fit runs around 4M Cr — a fair sum for a starter freighter. That price is its weakest trading argument: cheaper, faster hulls haul as much or more.
Its case is comfort and dual-use. If you already fly a Dolphin for passengers or exploration, it hauls freight in the same ungated, small-pad hull without buying a second ship — but bought purely to trade, a Cobra or a Type-6 is the better value.
A complete A-rated small-pad hauler around 4M Cr all-in, ungated and able to land anywhere — but priced above the faster Cobras that do the same job for less.
A small-pad hauler fit that keeps a fast-recovering bi-weave and enough boost to break an interdiction, then fills every remaining slot with cargo. Initial is buy-only with a token shield; A-rated is the trade baseline; Engineered applies a range-and-escape pattern to the cores while keeping the ~84 t protected hold. The Dolphin defends by leaving, not by fighting — it flies unarmed and survives on speed.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First Heavy-Duty booster multiplies the thin bi-weave's raw MJ — the cheapest survivability a light hauler can buy. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster; two is plenty for a ship that escapes rather than tanks. |
| Utility 3 | — | 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 a cool signature. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Low Emissions + Thermal Spread | A-rate for headroom on the coolest hull in the game; Low Emissions plus Thermal Spread keep 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 Dolphin survives by leaving. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | The whole trading edge on a light hull: A-rated with Increased Range and Mass Manager turns routes into fewer, longer laden hops. |
| 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 | 3E Power Distributor | 3D 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 | 3E Sensors | 3D 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 | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock C tank sized to the FSD; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | 5E Cargo Rack | 5E Cargo Rack | (No blueprint available) | Optional — the biggest single cargo slot; the bulk of the hold. Cargo racks aren't engineerable. |
| 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 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 | 3E Cargo Rack | 3E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 2 | 2E Shield Generator | 2C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | The landing-and-escape shield; a bi-weave (Reinforced + Fast Charge) recovers fast under fire. Pull it for a class-2 rack on safe runs. |
| 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 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 | 1E Cargo Rack | 1E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 1 | 1E Cargo Rack | 1E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Open in planner / Export | ||||
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The Dolphin can't out-haul a real freighter — nine small optionals top out near ~88 t all-cargo, ~84 t behind a shield. Its case is a light hull that jumps well and boosts clear of pirates. Keep the bi-weave and two Heavy-Duty boosters for contested lanes; the two small weapon hardpoints stay empty because the mass buys nothing a run can't.
Buy the hull, fill the optional internals with cargo racks, and fly the stock E-rated cores — including the buy-only 4E FSD. Range and refuelling come on the A-rate and engineering passes.
The Dolphin ships with Lightweight Alloy bulkheads as standard — keep them. A trader never trades cargo mass for armour, so this slot needs no purchase in any state.
Fit a token 2E shield generator from day one so a scrape on the pad or a light hit doesn't cost the hull; leave the utility mounts empty until the A-rated pass.
The hull flies unarmed — its two small weapon hardpoints stay empty. A starter trader survives by submitting and boosting clear, not by fighting.
A-rating priority for a small-pad hauler:
Leave the bulkheads at stock Lightweight Alloy — no Military Grade. Every kilo of hull plating costs laden range, and an unarmed hauler has nothing to defend but its cargo, which it does by running.
The Dolphin can't tank a pirate, so A-rate the thrusters and keep the bi-weave recovering fast: submit to the interdiction, take the light hit, and boost to high-wake with the cargo intact.
The hauler engineering pattern: range on the FSD, boost on the thrusters, and a fast-charging bi-weave to survive the interdiction the Dolphin can't outrun outright.
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) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Bi-Weave Shield (2) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Power Distributor (3) | 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 |
Engineered, the Dolphin carries ~84 t behind a fast bi-weave, jumps ~30 LY laden and boosts near ~380 m/s — enough to run early commodity routes in comfort. The bulkheads stay Lightweight Alloy, rolled G5 Lightweight (Selene Jean) to shave hull mass — the gain is range, not protection. Its tonnage and pace still trail the real freighters; its comfort and small-pad reach do not.
Any high-margin commodity loop near your home region suits it. Favour outpost and surface markets where its small-pad reach earns its keep and a big freighter can't dock.
The Dolphin is a comfortable small-pad starter freighter with a roomier hold than its Cobra rivals, but it pays for that cargo in speed, defence and price. Ungated and easy to fly, it earns its 46 as a pleasant stepping stone — best when it doubles as your passenger or exploration ship, and quickly outgrown once serious tonnage is the goal.
Figures on this page are verified against the sources below.