Ship Dossier // Lakon Spaceways

KeelbackMultipurpose

Series Ships Updated 2026-06-25
Briefing

A cheap, tough do-a-bit-of-everything hull whose one party trick is a fighter bay

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.

Keelback
Keelback · Lakon Spaceways
60/100
2M · 2S
Hardpoints
~98 t
Max cargo
~30 LY
Max jump range
~2.95M Cr
Hull price
Medium
Pad size
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 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.

Where this hull shines

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.

02

Key Stats & What Makes It Versatile

Max cargo
~98 t
Max jump
~30 LY (light fit)
Hardpoints
2M · 2S
Utility mounts
3
Optional internals
5·5·4·3·2·2·1
Fighter bay
Yes (SLF)
Pad
Medium
Crew seats
2
Rank
None
Permit
None

Four things make the Keelback a credible cheap all-rounder:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Breadth of internals16/30
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.
Firepower10/20
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 range12/20
~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 cost13/15
~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 & handling9/15
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 total60/100
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

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.

Same class — medium all-rounders

ShipClassMax cargo (t)Pros & cons vs KeelbackRating
Krait Mk IIMedium~230Far more cargo and firepower; SLF; fasterFar pricier84
Krait PhantomMedium~190Bigger hold; great range; fasterNo fighter bay; far pricier84
Asp ExplorerMedium~128Bigger hold; far better range; fasterNo fighter bay; pricier80
Keelback thisMedium~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.

Other classes — the budget all-rounders

ShipClassMax cargo (t)Pros & cons vs KeelbackRating
Cobra Mk IIISmall~64Much faster; agile; lands anywhereSmaller hold; no fighter bay72
Cobra Mk IVSmall~84More internals; lands anywhereSlow; no fighter bay70
Diamondback ExplorerSmall~52Far better range; cool-running; lands anywhereSmaller hold; no fighter bay68
Imperial CourierSmall~36Very fast; strong shields; lands anywhereTiny hold; Imperial rank; no fighter bay66
AdderSmall~30Cheaper; good range; lands anywhereTiny hold; weak; no fighter bay62

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.

05

Cost & Access

Hull
~2.95M Cr
A-rated multirole
~7M Cr
Engineered
~15M Cr
Pad
Medium
Rank
None
Permit
None

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.

A cheap way to try everything

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary gimballed multi-cannon; Overcharged for DPS and a single Corrosive Shell strips armour resistance for the whole battery.
Medium 22F Pulse Laser (Gimballed)G5 Efficient + Thermal VentGimballed pulse for shield work; Efficient + Thermal Vent runs it cold on a heat-tight hull.
Small 11G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSmall gimballed multi-cannon adds chip damage; Auto Loader keeps it firing without reloads.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Thermal VentFlexible small mount — gimballed pulse here for the combat baseline; swap to a mining laser or limpet controller when the role changes.
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsLone utility booster; Heavy Duty multiplies the bi-weave's raw MJ — the cheapest large shield gain.
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. Dumps heat for silent running and Thermal-Vent resets.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant4E Power Plant4A Power PlantG5 Overcharged + Thermal SpreadA-rate to power guns, shield and the SLF; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives lift a sluggish hull to a usable pace across every role.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG5 Increased Range + Mass ManagerA-rate then max Increased Range — jump is the stat that helps trade legs and scouting most; Mass Manager squeezes out more.
Life Support1E Life Support1D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor3E Power Distributor3A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate for weapon and engine pips; Charge Enhanced + Super Conduits keep the small class-3 distributor from starving the guns.
Sensors2E Sensors2D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; a budget all-rounder needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock class-3 tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 55E Cargo Rack5E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 55D 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 44C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeBi-weave regenerates fast under fire; Reinforced maximises its MJ and Fast Charge speeds the recharge — survivability across every job.
Size 33E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; Deep Plating adds raw HP.
Size 22A AFMUG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights.
Size 11I 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 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.
Built to re-tune

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a budget all-rounder:

A-rate the cores, then specialise

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.

09

Engineering Plan

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.

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (4)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (4)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
Bi-Weave Shield (4)Reinforced (G5)Fast ChargeLei Cheung
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Pulse LasersEfficient (G5)Thermal VentBroo Tarquin
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull Reinforcement (2)Heavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Combat capabilitynonelightmodest (+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/s300 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.

11

Key Activities & Where To Do Them

Getting started
  • One cheap ship to try everything. Haul, mine, scout and fight a little, re-tuned with cheap modules.
  • Light hauling and missions. A modest hold for trade runs and cargo or transport missions.
  • Casual mining. Limpets, a refinery and an SLF for defence in a quiet ring.
Advanced
  • Learning the SLF mechanic. A low-cost platform to practise fighter-bay tactics.
  • Carrier companion. A cheap medium runabout to keep aboard a fleet carrier for odd jobs.
  • Stepping stone. Sample roles before committing to a specialist hull.
Generic example uses

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.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner used to validate the multirole slot fit and the three loadout states.coriolis.io/outfit/keelback
Elite Dangerous (official)Frontier's official Keelback ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../keelback
EDCD coriolis-dataAuthoritative hardpoint, internal-slot and fighter-bay layout backing the spec grid and peer table for this all-rounder build.coriolis-data/ships/keelback.json
Inara — KeelbackPer-ship page: base stats, hull price and outfitting reference cross-checked for the multipurpose figures.inara.cz/elite/ship/33
Fandom wikiKeelback hull profile, fighter-hangar capability and role notes backing the all-rounder write-up.fandom.com/wiki/Keelback