E:D Black Box
The Keelback gives up cargo versus the cheaper Type-6 in exchange for one thing no rival at this price offers: a ship-launched fighter bay. Deploy an SLF to defend your hold against pirates rather than fleeing. If the fighter doesn't appeal, a plain freighter hauls more for less money.
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-capable take on the Type-6: a cheap medium freighter that gives up a little cargo in exchange for a ship-launched fighter bay and a tougher hull. That fighter is the whole point — a cheap hauler that, when a pirate interdicts, can launch an SLF (or have a crewmate fly it) to fight back, rather than simply running or dying.
Its cargo is genuinely modest — around 98 tonnes, actually less than the cheaper Type-6, since slots go to the fighter bay and defences. So as a pure hauler it's poor value. But for a budget trader who'd rather deploy a fighter than flee, or who wants a cheap ship that can dabble in light combat and mining too, the Keelback's defensive trick gives it a niche the plain freighters can't match.
Defended budget trading: cheap hauling through pirate-prone space with an SLF for protection, mixed trade-and-light-combat play, and a versatile cheap hull that hauls, fights a little, or mines.
Four things define the Keelback as a trader:
Its cargo is small — less than the cheaper Type-6 — because slots go to the fighter bay and defences, so as a pure hauler it's poor value. It's slow, and the fighter needs crew or NPC piloting to use well. The Keelback only makes sense if you specifically want a cheap hauler with an SLF; for tonnage-per-credit, the Type-6 or Type-8 win easily.
A medium-pad hull made survivable for trading by a unique cheap fighter bay, but capped by ~98t cargo — the smallest of the medium traders, below even the Type-6.
The 52/100 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 | 10/35 | Engineered cargo is ~98t, the least of any medium trader and below the cheaper Type-6 (~110t), since slots go to the class-5 fighter hangar, bi-weave and defences; Type-8 (~406t) and Python (~294t) more than triple it. |
| Pad class & market reach | 13/20 | Medium pad lands at most stations including outposts, ample market reach with no rank or permit gate; no access to large-pad-only trade hubs but no station is locked out. |
| Laden jump range | 8/15 | Laden jump runs ~24 LY A-rated and ~30 LY engineered (G5 Increased Range + Mass Manager on the 4A FSD) against 180t hull mass — workable mid-field range, well short of a Krait Phantom but adequate for budget loops. |
| Survivability | 15/20 | Its trading standout: a class-5 SLF bay plus a 3C bi-weave (Reinforced + Hi-Cap), Heavy-Duty shield booster and a 2A shield cell bank on a hull tougher than the Type-6 — it can fight a pirate off rather than flee. |
| Speed & cost | 6/10 | Cheap at ~2.95M Cr hull / ~12M all-in with no rank gate, but slow — 202 m/s cruise, 303 boost (~340 engineered) — leaving it the slowest-and-cheapest tradeoff among medium traders. |
| Weighted total | 52/100 | 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 |
|---|---|---|---|---|
| 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 this | Medium | ~98 t | — this hull (baseline) | 52 |
9 medium-pad trading hulls carry a rating, led by Type-8 Transporter (76). 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 |
|---|---|---|---|---|
| Cobra Mk IV | Small | ~92 t | Speed/value; reachSurvivability | 52 |
| Cobra Mk V | Small | ~110 t | Reach; speed/valueSurvivability | 52 |
| Cobra Mk III | Small | ~64 t | Speed/value; reachLower-rated; cargo | 48 |
| Dolphin | Small | ~88 t | Reach; laden rangeLower-rated; survivability | 46 |
| Hauler | Small | ~26 t | Reach; speed/valueLower-rated; cargo | 42 |
The small-pad trading field (5 rated), led by Cobra Mk IV (52) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
At ~2.95M Cr the Keelback is cheap, with no rank gate, though a fighter bay plus a hangar and SLF add to the fit. The all-in cost lands around 12M Cr with a defended, fighter-equipped build.
It's a niche-and-novelty pick. For pure cargo the cheaper Type-6 carries more; for fighting, the Python is better. The Keelback makes sense only if the cheap fighter bay specifically appeals.
A defended budget trade fit built around the fighter bay. Initial is buy-only; A-rated is the trade baseline; Engineered balances modest cargo, a shield and the SLF.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | A single gimballed multi-cannon is token self-defence; Overcharged & Corrosive Shell let the mothership chip in while the SLF does the work. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Heavy-Duty shield booster multiplies the small bi-weave's raw MJ — the cheapest survivability gain on the hull. |
| Utility 2 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| 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 | Lightweight Alloy | G5 Lightweight + Deep Plating | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Low Emissions + Thermal Spread | 4A plant runs the hangar, shield and modules; Low Emissions plus Thermal Spread keep heat and signature low. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated thrusters move the laden hull; Dirty Drives plus Drag Drives add the speed to reposition or run. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated FSD for laden range; Increased Range plus Mass Manager stretch the jump on a heavy little freighter. |
| Life Support | 1E Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more — life support needs no rating for a hauler and has no experimental. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Engine Focused (no experimental effect) | A-rated so boost and the hangar stay fed; Engine Focused recharges the ENG capacitor faster for escapes. |
| Sensors | 2E Sensors | 2D Sensors | G5 Lightweight (no experimental effect) | D-rate and go Lightweight; a trader needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock C-rated tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | 5E Cargo Rack | 5D Fighter Hangar | (No blueprint available) | The class-5 fighter hangar — the Keelback's whole reason to exist; SLF bays carry no blueprint. |
| Size 5 | 5E Cargo Rack | 5E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 4 | — | 4E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 3 | — | 3C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced plus Hi-Cap maximise its MJ so it outlasts a pirate. |
| Size 2 | — | 2E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 2 | — | 2A Shield Cell Bank | G4 Specialised + Flow Control | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| 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 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. | |||
A class-5 fighter hangar is the Keelback's reason to exist — deploy an SLF (yourself, a crewmate or an NPC) to fight off pirates while the freighter survives. The cargo it costs you is the price of that defence; if you don't want the fighter, buy a Type-6 instead.
Buy the hull (~2.95M Cr) stock: E-rated core internals across the board, the free Lightweight Alloy bulkheads, and two class-5 cargo racks filling the largest optional slots. That is the whole buy-only state.
Every other slot starts empty — no hardpoint, no utility mounts, no shield, and crucially no fighter bay yet. The 5D fighter hangar, a 3C bi-weave shield and a gimballed multi-cannon all arrive at the A-rated stage.
This bare chassis hauls a little but can't defend itself; the fighter bay and shield are the first upgrades that make the Keelback worth choosing over a plain Type-6.
A-rating priority for a defended budget hauler. Bulkheads stay stock Lightweight Alloy — a freighter guards its jump range, not its plating, so the hull mass stays low:
The fighter bay is power-hungry — A-rate the plant so you can run the hangar, a shield and the SLF together when a pirate strikes. The cell bank and the heat-sink launcher cover the SCB's heat-and-power spike on this low-signature hull.
A defended trade engineering pattern. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (4) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (4) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Bi-Weave Shield (3) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Multi-Cannon (2) | Overcharged (G5) | Corrosive Shell | Tod McQuinn |
| Shield Booster (0) | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Lightweight (G5) | Deep Plating | Selene Jean |
Light — trade and a little combat engineering on modest modules. 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 |
|---|---|---|---|
| Max cargo (t) | ~64 | ~90 | ~98 |
| Armour (HP) | ~270 | ~270 | ~700 |
| Self-defence | none | SLF | SLF + guns |
| Laden jump (LY) | ~16 | ~24 | ~30 |
| Speed (boost) | 303 m/s | 303 m/s | ~340 m/s |
| Cargo-per-credit | poor | poor | poor |
Engineered, the Keelback hauls a modest ~98t, launches a fighter to defend it, and rides on a Heavy-Duty Lightweight hull that roughly 2.5×s its armour to ~700 HP without costing jump range — a cheap hauler that needn't flee. Its cargo-per-credit is still poor; the SLF is the entire reason to choose it over a plain, roomier freighter.
Any budget loop through risky space suits a fighter-defended Keelback. From your home base it's a cheap way to haul with a measure of self-defence.
The Keelback is the freighter that fights back: a cheap medium hauler with a ship-launched fighter bay, unique at its price. Its hold is small — smaller than the cheaper Type-6 — so as a pure trader it's poor value. But for a budget hauler that can deploy a fighter rather than flee, and dabble in combat or mining besides, the Keelback's one trick gives it a charm and a niche all its own.
Figures on this page are verified against the sources below.