E:D Black Box
The Keelback is a combat-hardened Type-6 derivative: a budget medium that hauls, mines, scouts and fights a little, with a ship-launched fighter bay no other hull this cheap carries. It is mediocre at each job and small inside, so it never leads a category — but as a sub-3M-credit hull that does several things and can deploy a fighter, it earns a modest all-rounder slot.
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 Keelback is Lakon's combat-hardened take on the Type-6: a cheap medium hull that trades a little cargo for a tougher airframe, two extra small hardpoints and — uniquely at its price — a ship-launched fighter bay. As a multipurpose ship it can do a bit of everything: haul a modest load, mine a ring with limpets and a refinery, scout systems with a scanner and fuel scoop, or run light bounties with an SLF for backup. Nothing in its class lets you sample so many activities for so little money.
Its virtues are price, toughness and the fighter bay; its limits are size and pace. The optional internals top out at class 5, so cargo and module room are tight; the hull is slow (200 m/s, 300 boost) and turns lazily. It is a genuine jack-of-all-trades but master of none — outclassed at every individual job by ships that cost more. For a commander who wants one cheap medium hull to try the whole game, though, the Keelback covers a lot of ground.
A first medium hull for a budget commander sampling everything — light hauling, casual mining, system scouting and the occasional fight, with a fighter bay for backup — all in one cheap, rank-free, tough little ship.
Four things make the Keelback a credible cheap all-rounder:
It is mediocre at every job: class-5 optionals cap its cargo, holds and jump range; the hull is slow and turns poorly; firepower is light. A Cobra Mk III scouts and fights faster, a Type-6 hauls more, an Asp explores far better — each beats the Keelback at one thing. The case is breadth on a budget plus the fighter bay, not excellence anywhere.
A sub-3M-credit, rank-free medium that hauls, mines, scouts and fights a little with a unique cheap fighter bay; light firepower and class-5-capped internals hold it mid-field.
The 60/100 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 | 16/30 | Optional internals top out at class 5 (5·5·4·3·2·2·1) with 3 utility mounts, capping cargo near 98 t, but it uniquely fits a size-5 SLF hangar plus a 4C shield, HRP and scanner. Real variety on a budget, yet small inside versus the proper mediums. |
| Firepower | 10/20 | Only 2M + 2S hardpoints for light gimballed guns; even Overcharged multi-cannons leave combat modest. The size-5 SLF adds a second gun platform, but raw firepower trails every endgame all-rounder. |
| Jump range | 12/20 | ~30 LY engineered (~16 stock) on a maxed Increased-Range 4A FSD is serviceable for trade legs and scouting, mid-field — well short of an Asp Explorer but ahead of the small budget hulls' light fits. |
| Flexibility & re-fit cost | 13/15 | ~2.95M Cr hull, no rank or permit, A-rated multirole ~7M Cr, full kit ~15M Cr. Cheap stored module sets swap it between haul, mine, scout and fight at a station — re-fit cost is its standout strength. |
| Survivability & handling | 9/15 | Combat-hardened airframe and a 4C bi-weave reaching ~300+ MJ engineered make it far tougher than a Type-6, but it is slow (200 m/s, ~340 boost engineered) and turns lazily, so handling drags survivability down. |
| Weighted total | 60/100 | 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 multipurpose use — versatility across combat, trade, exploration and more. The role column is the maximum cargo capacity in tonnes as one measure of capacity; versatility is judged across all roles.
| Ship | Class | Max cargo (t) | Pros & cons vs Keelback | Rating |
|---|---|---|---|---|
| Krait Mk II | Medium | ~230 | Far more cargo and firepower; SLF; fasterFar pricier | 84 |
| Krait Phantom | Medium | ~190 | Bigger hold; great range; fasterNo fighter bay; far pricier | 84 |
| Asp Explorer | Medium | ~128 | Bigger hold; far better range; fasterNo fighter bay; pricier | 80 |
| Keelback this | Medium | ~98 | — this hull (baseline) | 60 |
Against the established mediums the Keelback carries less, jumps shorter and flies slower — it trails them all. Its only edge is price: it does a little of everything for a fraction of their cost, and is the cheapest medium with a fighter bay. Where the Kraits and Asp are endgame all-rounders, the Keelback is a starter one.
| Ship | Class | Max cargo (t) | Pros & cons vs Keelback | Rating |
|---|---|---|---|---|
| Cobra Mk III | Small | ~64 | Much faster; agile; lands anywhereSmaller hold; no fighter bay | 72 |
| Cobra Mk IV | Small | ~84 | More internals; lands anywhereSlow; no fighter bay | 70 |
| Diamondback Explorer | Small | ~52 | Far better range; cool-running; lands anywhereSmaller hold; no fighter bay | 68 |
| Imperial Courier | Small | ~36 | Very fast; strong shields; lands anywhereTiny hold; Imperial rank; no fighter bay | 66 |
| Adder | Small | ~30 | Cheaper; good range; lands anywhereTiny hold; weak; no fighter bay | 62 |
Among cheap all-rounders the Keelback sits just above the small hulls: it carries more, lands a medium pad and uniquely fields a fighter, but it is slower and clumsier than any of them. A Cobra Mk III is the sharper pick for speed and fun; the Keelback's case is the bigger hold and the SLF for the same kind of money.
At ~2.95M Cr with no rank gate the Keelback is one of the cheapest medium hulls in the game, and a balanced multirole A-rated fit lands around 7M Cr. Building stored module sets for hauling, mining and scouting — plus a fighter and pilot — pushes the practical investment to roughly 15M Cr.
That is cheap enough to be an experiment rather than a commitment: a hull on which to try the whole game before deciding what you actually want to specialise in. The value case is breadth for little money, not throughput.
Around 15M Cr makes the Keelback a haul-mine-scout-fight starter with a fighter bay — an affordable hull to learn what you enjoy before buying a specialist.
A balanced budget multirole fit — light guns, a bi-weave shield, cargo room, a scanner and the fighter bay — ready to re-tune for any one job. Initial is buy-only; A-rated is the multirole baseline; Engineered targets mobility, range and a little defence so the mods carry across role swaps.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary gimballed multi-cannon; Overcharged for DPS and a single Corrosive Shell strips armour resistance for the whole battery. |
| Medium 2 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed pulse for shield work; Efficient + Thermal Vent runs it cold on a heat-tight hull. |
| Small 1 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Small gimballed multi-cannon adds chip damage; Auto Loader keeps it firing without reloads. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Flexible small mount — gimballed pulse here for the combat baseline; swap to a mining laser or limpet controller when the role changes. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Lone utility booster; Heavy Duty multiplies the bi-weave's raw MJ — the cheapest large shield gain. |
| 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. Dumps heat for silent running and Thermal-Vent resets. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Overcharged + Thermal Spread | A-rate to power guns, shield and the SLF; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives lift a sluggish hull to a usable pace across every role. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate then max Increased Range — jump is the stat that helps trade legs and scouting most; Mass Manager squeezes out more. |
| Life Support | 1E Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate for weapon and engine pips; Charge Enhanced + Super Conduits keep the small class-3 distributor from starving the guns. |
| Sensors | 2E Sensors | 2D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a budget all-rounder needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock class-3 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | 5E Cargo Rack | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 5 | — | 5D Fighter Hangar | (No blueprint available) | The Keelback's party trick — a size-5 fighter bay for a second gun platform that draws fire; hangars are not engineerable. |
| Size 4 | — | 4C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Fast Charge speeds the recharge — survivability across every job. |
| Size 3 | — | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; Deep Plating adds raw HP. |
| 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 | (No blueprint available) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| 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. | |||
This is one balanced configuration; the Keelback's strength is swapping cheap module sets at a station — fill with cargo racks to haul, drop in a refinery and limpets to mine, add a fuel scoop and scanner to scout, or keep the fighter bay for backup. Engineer the cores once and they carry their mods between every role.
The buy-only column is deliberately bare: take the hull (~2.95M Cr) on its stock E-rated cores — 4E power plant, thrusters and FSD, plus stock life support, distributor, sensors and fuel tank — on the factory Lightweight Alloy bulkhead, and add a single 5E cargo rack so it can earn while you save.
Every hardpoint and utility mount is left empty at this stage, and so are the shield, fighter bay, hull reinforcement, AFMU and surface scanner — weapons, defence, the heavier bulkhead and the SLF all wait for the A-rated pass.
A-rate the core internals first — plant, thrusters, FSD and distributor serve every role — then build cheap role-specific module sets (cargo, mining suite, fuel scoop, fighter bay) in storage to swap in as needed.
A-rating priority for a budget all-rounder:
The Keelback's core internals power every role — A-rate them first, then build and store cheap role-specific module sets to swap between hauling, mining, scouting and fighting.
A light all-rounder engineering pass — mobility, range and a little defence. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (4) | 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 |
| Bi-Weave Shield (4) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement (2) | Heavy Duty (G5) | Deep Plating | Selene Jean |
Low-to-moderate — a small hull with a handful of mobility, defence and weapon blueprints; far cheaper to engineer than a capital. With a complete inventory this is spend, not farm. 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 |
|---|---|---|---|
| Combat capability | none | light | modest (+SLF) |
| Armour (raw) | ~270 (Lightweight) | ~400 (Military) | ~640 (HD G5) |
| Max jump (LY) | ~16 | ~22 | ~30 |
| Max cargo (t) | ~50 | ~80 | ~98 |
| Shield (MJ) | none | ~180 | ~300+ |
| Speed (boost) | 300 m/s | 300 m/s | ~340 m/s |
Engineered, the Keelback hauls a modest hold, jumps ~30 LY, soaks hits on Military Grade plate pushed past ~640 raw by a Heavy Duty roll, fights a little and can launch a fighter — a cheap hull that does several jobs adequately and none of them well. It never leads a category; the appeal is sampling the whole game on a budget with the bonus of an SLF. The 1I Detailed Surface Scanner stays stock — it takes no engineering.
Whatever the session demands at small scale — a short trade loop, a casual mining run, a system-scouting trip, a light bounty patrol. From your home base, one cheap Keelback covers a little of each.
The Keelback is a cheap, tough do-a-bit-of-everything medium whose one distinction is a fighter bay no rival this affordable carries. It is mediocre at each job — small holds, short range, slow handling — so it never leads a multipurpose ranking; that is why it rates 60, above the small budget all-rounders for its medium pad and SLF, but well below the proper mediums. As a sub-3M-credit hull to sample the whole game on, though, it covers more ground than its price suggests.
Figures on this page are verified against the sources below.