Ship Dossier // Saud Kruger

DolphinTrading

Series Ships Updated 2026-07-01
Briefing

A roomy little small-pad hold on a slow, comfortable liner — more cargo than the Cobras, less pace and defence

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.

Dolphin
Dolphin · Saud Kruger
46/100
~88 t
Max cargo
9
Optional internals
350 m/s
Boost speed
~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, 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.

Where this hull shines

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.

02

Key Stats & What Makes It Haul

Max cargo
~88 t (~84 shielded)
Top speed / boost
250 / 350 m/s
Class 4
Hull mass
140 t (light)
Optional internals
5·4·4·3·2·2·2·1·1
Utility mounts
3
Weapon hardpoints
2 Small
Pad
Small (lands anywhere)
Military slots
0

Three things make the Dolphin worth hauling in:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Maximum cargo14/35
~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 reach15/20
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 range8/15
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.
Survivability5/20
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 & cost4/10
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 total46/100
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 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.

Same class — small trading ships

Other classes — the bulk freighters

Other classes — the medium haulers

05

Cost & Access

Hull
~1.12M Cr
A-rated trader
~4M Cr
Engineered
~9M Cr
Pad
Small
Rank
None
Permit
None

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.

Comfortable, not cheap

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst Heavy-Duty booster multiplies the thin bi-weave's raw MJ — the cheapest survivability a light hauler can buy.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster; two is plenty for a ship that escapes rather than tanks.
Utility 30I Heat Sink LauncherG1 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
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight (no experimental effect)
Power Plant4E Power Plant4A Power PlantG5 Low Emissions + Thermal SpreadA-rate for headroom on the coolest hull in the game; Low Emissions plus Thermal Spread keep heat and signature down for a quiet trader.
Thrusters5E Thrusters5A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drive Tuning give the boost speed to break a pirate interdiction — the Dolphin survives by leaving.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG5 Increased Range + Mass ManagerThe whole trading edge on a light hull: A-rated with Increased Range and Mass Manager turns routes into fewer, longer laden hops.
Life Support4E Life Support4D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more laden range; life support has no experimental effect.
Power Distributor3E Power Distributor3D Power DistributorG5 Engine Focused + Super ConduitsD-rate is enough with no guns; Engine Focused plus Super Conduits feed the boost-and-run escape.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight — a trader needs no sensor range, so bank the mass as jump range.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock C tank sized to the FSD; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 55E Cargo Rack5E Cargo Rack(No blueprint available)Optional — the biggest single cargo slot; the bulk of the hold. Cargo racks aren't engineerable.
Size 44E Cargo Rack4E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 44E Cargo Rack4E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 33E Cargo Rack3E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 22E Shield Generator2C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeThe 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 22E Cargo Rack2E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 22E Cargo Rack2E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 11E Cargo Rack1E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 11E Cargo Rack1E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
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.
Range and escape, not tonnage

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

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.

Speed is the defence

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.

09

Engineering Plan

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.

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)Low Emissions (G5)Thermal SpreadHera Tani
Bi-Weave Shield (2)Reinforced (G5)Fast ChargeLei Cheung
Power Distributor (3)Engine Focused (G5)Super ConduitsThe Dweller
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
Life Support / SensorsLightweight (G5)(none)Etienne Dorn
BulkheadsLightweight (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.

11

Key Activities & Where To Do Them

Getting started
  • Early commodity runs. A roomy small-pad hold works profitable station-to-station loops while you fund a bigger freighter.
  • Outpost and surface trade. Its small pad reaches the outpost and planetary markets large freighters are locked out of.
  • Small rare-goods loops. Light-hull laden range keeps multi-jump rare-goods routes efficient.
Advanced
  • Dual-role passenger-and-freight. The same comfortable hull runs sightseeing missions — it has a passenger manual too.
  • Ungated colony supply. No rank or permit gate makes it a ready hauler for early colonisation and community-goal deliveries.
  • Escape-first hauling. On pirate-heavy lanes, lean on the bi-weave and boost rather than the empty weapon mounts.
Generic example destinations

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.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/dolphin
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, cargo-rack sizes, 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 passenger/hauler role profile, and design notes.elite-dangerous.fandom.com/wiki/Dolphin