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.
Both tables rate ships for trading specifically. The role column is the maximum cargo capacity in tonnes — the headline number for bulk hauling.
| Ship | Class | Max cargo (t) | Pros & cons vs Keelback | Rating |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~406 | Far more cargo; tougher; fasterNo fighter bay; pricier | 76 |
| Python | Medium | ~294 | More cargo; fights without an SLFPricier | 72 |
| Type-6 Transporter | Medium | ~110 | More cargo; cheaperNo fighter bay; can't fight | 65 |
| Krait Mk II | Medium | ~190 | More cargo; SLF; combat-capablePricier | 64 |
| Krait Phantom | Medium | ~220 | More cargo; great rangeNo fighter bay; pricier | 62 |
| Keelback this | Medium | ~98 | — this hull (baseline) | 52 |
The Keelback carries the least of the medium traders, but it's the cheapest with a fighter bay. The Type-6 hauls more for less, and the Python fights better — so the Keelback only wins if you specifically want a budget hauler that can deploy an SLF. A niche pick.
| Ship | Class | Max cargo (t) | Pros & cons vs Keelback | Rating |
|---|---|---|---|---|
| Type-7 Transporter | Large | ~310 | Far more cargoLarge pad; no fighter; pricier | 78 |
| Python | Medium | ~294 | More cargo; fights decisively itselfPricier | 72 |
| Type-6 Transporter | Medium | ~110 | More cargo; far cheaperCan't defend itself | 65 |
| Krait Mk II | Medium | ~190 | More cargo plus an SLF and big gunsFar pricier | 64 |
| Cobra Mk III | Small | ~64 | Faster; lands anywhere; versatileLess cargo; no fighter | 48 |
If you want a hauler with a fighter, the pricier Krait Mk II does it far better with more cargo and real guns. The Keelback's only edge is doing it cheaply. For most budget traders, a Type-6 (more cargo) or a Python (fights itself) is the smarter buy — the Keelback is for the SLF novelty on a budget.
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 | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | — | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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.