Ship Dossier // Saud Kruger

Kestrel Mk IICombat

Series Ships Updated 2026-06-25
Briefing

The small-pad firepower king — three large hardpoints on a hull that docks anywhere

The most heavily armed small ship in the game. Three large hardpoints are unheard-of on a small hull; backed by strong shields and real speed, it out-guns nearly every small ship and many mediums from any pad. Its ceiling is thin armour and shallow internals — a glass cannon that wins by hitting first and hitting hard, not by trading blows.

Kestrel Mk II
Kestrel Mk II · Saud Kruger
85/100
3L 2S
Hardpoints
4
Utility mounts
278 / 370
Speed / boost m/s
~338 MJ
Base shield
~13.8M Cr
Hull price
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 Kestrel Mk II is Saud Kruger's surprise contribution to the combat scene: a small-pad hull carrying three large hardpoints, a count normally reserved for mediums and large ships. Backed by strong shields, four utilities and genuine speed, it delivers a main battery that out-guns nearly every small ship and many mediums, while keeping the universal small-pad access that lets it dock anywhere.

It pays for that firepower with fragility. Its armour is thin and its internals shallow (one military slot, modest optionals), so it can't tank a prolonged brawl the way a Cobra Mk V or a medium can. The Kestrel is a glass cannon scaled to a small hull — it wins by hitting harder and faster than its size suggests, then disengaging before its modest defences give out.

Where this hull shines

Alpha-heavy small-pad combat: RES bounty hunting where firepower ends fights fast, picking off priority targets, and any engagement where three large guns settle things before the thin hull matters.

02

Key Stats & What Makes It Fight

Top speed / boost
278 / 370 m/s
Hardpoints
3 Large · 2 Small
Utility mounts
4
Hull mass
190 t
Base shield
~338 MJ (strong)
Base armour
135 (thin)
Optional internals
5·4·3·2·2·2·1
Military slots
1 (class 4)
Pad
Small (docks anywhere)
Agility
Good

Four things make the Kestrel the small-pad firepower king:

The ceiling, stated honestly

Thin armour, a single military slot and shallow optionals mean it can't tank a long fight — once shields drop, it's brittle. Its class-5 plant is also stretched feeding three large guns. The Kestrel is a glass cannon: devastating on the attack, fragile under sustained return fire. Build it to end fights quickly, not to grind them.

03

Why This Rating

Scorecard

Three large hardpoints on a small hull, backed by a strong ~338 MJ shield and universal pad access, lead the score; thin 135 armour and a stretched class-5 distributor cap it.

The 85/100 headline is a verdict against the combat 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
Hardpoints30/30
Three Large plus two Small hardpoints on a small hull is unmatched in the small-pad field; nothing else its size carries three large mounts, rivalling a Krait Mk II's main battery from a pad that docks anywhere.
Power distributor7/10
Only a class-5 power distributor must feed three large guns plus boost, the most strained system on the hull; A-rating and Charge Enhanced are mandatory just to sustain fire, and it stays the build's tightest constraint.
Shield14/15
A ~338 MJ base shield is strong for a small ship and engineers past 1,100 MJ on a Reinforced bi-weave with two Heavy-Duty boosters across four utilities; this is the only real tank the hull has.
Armour & internals8/15
Base armour of just 135 with one class-4 military slot and shallow optionals (5·4·3·2·2·2·1) means it cannot trade blows; once shields drop it is brittle, the clear limiter on the score.
Agility16/20
278/370 m/s and good handling let it dictate range and disengage, and Dirty Drives push boost near 450 m/s; competent but not class-leading, outturned by the Vulture, Eagle and Courier.
Utility & flexibility10/10
Four utility mounts fit a full shield-booster, chaff and heat-sink suite, and small-pad access with no rank or permit gate lets it base and turn in at outpost-only stations medium fighters cannot reach.
Weighted total85/100
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 the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.

Same class — small-pad combat ships

ShipClassHardpointsPros & cons vs Kestrel Mk IIRating
Kestrel Mk II thisSmall3L 2S— this hull (baseline)85
VultureSmall2LMore agile; tougher armour; far cheaperOne fewer large gun; power-starved80
Cobra Mk VSmall3M 2STankier; deeper internals; cheaperMedium guns, not large — less alpha78
Imperial CourierSmall3MFaster; superb shields; very cheapMedium guns; paper hull70
Viper Mk IVSmall2M 2STough; cheap; forgivingFar less firepower66
Viper Mk IIISmall2M 2SFaster; very cheapFragile; far less firepower63
Diamondback ScoutSmall2M 2SCool-running; four utilities; cheapModest guns; far less alpha60
Eagle Mk IISmall3SBest agility; dirt cheapTiny guns; eggshell hull55

The Kestrel tops the small combat class for firepower outright — nothing else its size carries three large guns. The Vulture is the tougher, cheaper two-large alternative and the Cobra Mk V the more durable all-rounder, but for pure small-pad alpha the Kestrel is unmatched.

Other classes — the mediums it embarrasses

ShipClassHardpointsPros & cons vs Kestrel Mk IIRating
Fer-de-LanceMedium1H 4MHuge mount; far more tank and roomMedium pad; far pricier93
Krait Mk IIMedium3L 2MSame three large mounts, plus tank and SLFMedium pad; far pricier90
Python Mk IIMedium4L 2MFour large mounts; far more tankMedium pad; far pricier90
Alliance ChieftainMedium2L 1M 3SAgile tank; military slots; more durableMedium pad; pricier88
VultureSmall2LThe cheaper, tougher small-pad alternativeOne fewer large gun80

The Kestrel's three large guns rival a Krait Mk II's main battery from a small pad — remarkable — but the mediums back their guns with tank and internals the Kestrel can't match. Fly the Kestrel for small-pad firepower and reach; step up to a medium when you need to survive longer fights.

05

Cost & Access

Hull
~13.8M Cr
Retail (A-rated)
~22M Cr
Engineered
~35M+ Cr
Pad
Small
Rank
None
Permit
None

At ~13.8M Cr the Kestrel is pricey for a small ship — you pay for those three large hardpoints — but it carries no rank or permit gate. Engineering three large guns plus a strong shield is the bulk of the cost.

It's a premium small-pad fighter: more expensive than a Cobra Mk V or Vulture, justified only if you value its unique firepower-and-reach combination over their durability and lower price.

Premium small-pad firepower

You're paying for three large guns on a small hull — a unique capability. If raw alpha with universal pad access is the goal, the price is justified; if not, the Vulture or Cobra Mk V offer more per credit.

06

3-State Loadout

A glass-cannon shield-tank fit built around the three large guns. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern, leaning on shields since the armour is thin.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13E Pulse Laser (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary large mount; the single Corrosive Shell strips armour resistance for the whole battery.
Large 23C Multi-Cannon (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond large multi-cannon; Auto Loader removes reloads so it never stops firing.
Large 33C Multi-Cannon (Gimballed)3C Beam Laser (Gimballed)G5 Efficient + Thermal VentLarge beam for shield-stripping; Thermal Vent vents heat so it runs cold on a heat-tight small hull.
Small 11G Multi-Cannon (Gimballed)1G Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceSmall pulse adds heat-free shield damage; Efficient keeps draw and heat low.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceSecond small pulse; left empty on the buy-only fit, fitted once the hull is paid off.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst Heavy-Duty shield booster — the cheapest large gain on the bi-weave's raw MJ.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster; the Kestrel leans on shields because the armour is thin.
Utility 30I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 40I 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 Plant5E Power Plant5A Power PlantG5 Overcharged + Thermal SpreadA-rate alongside the distributor; Overcharged feeds three large guns and a strong shield, Thermal Spread bleeds the extra heat.
Thrusters5E Thrusters5A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives give the speed to dictate range and disengage.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated to reach RES sites and turn-ins; only G3 range — combat needs no jump monster.
Life Support1E Life Support1D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass on a size-1 slot; Lightweight trims more, and life support has no experimental effect.
Power Distributor5E Power Distributor5A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this FIRST — three large guns plus boost strain the class-5 distributor harder than anything else.
Sensors2E Sensors2D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; combat needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock C tank; fuel capacity is fixed and cannot be engineered.
Military Slots
Military 14E Hull Reinforcement4D Hull ReinforcementG5 Heavy Duty + Deep PlatingThe lone military slot; Heavy-Duty hull reinforcement is the cheapest large multiplier on the thin armour.
Optional Internals
Size 55E Shield Generator5C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises its low base MJ and Hi-Cap adds more.
Size 44E Cargo Rack4A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingMore Heavy-Duty hull where the slot allows — armour stacks linearly.
Size 22A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Size 22D Module Reinforcement(No blueprint available)Second Module Reinforcement protects the cores that keep you flying; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingOptional / 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.
Shield-tank the glass cannon

With thin armour and one military slot, the Kestrel survives on shields — a Reinforced bi-weave, two Heavy-Duty boosters and a pair of cell banks. End fights before the shield drops; the hull underneath is brittle.

07

Initial Loadout — Buy-Only Plan

Buy the hull on stock Lightweight Alloy and fit the largest shield the class-5 bay allows plus the military-slot reinforcement — armour spend waits until the guns and shield are paid off.

Arm the three large mounts with two gimballed multi-cannons and a gimballed pulse laser for shield-stripping, plus one small gimballed multi-cannon; the second small mount, the spare utilities and the deeper optionals stay empty until the hull is paid off.

Even unengineered, three large guns make it a fearsome RES attacker — just don't linger once shields fall.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a small-pad gunboat:

Fill the deeper optionals with shield cell banks, hull and module reinforcement — and put a small 1D Hull Reinforcement in the size-1 slot rather than a surface scanner; this is a combat fit with nothing to map.

Feed the guns, save the shield

Three large guns tax a small ship's power — A-rate the distributor and plant, then pour the rest into the shield. Military-grade bulkheads add a real buffer, but the shield is still what keeps you alive.

09

Engineering Plan

The house combat pattern on a small gunboat, weighted to shields. Pin blueprints for remote G1→G5 application; visit in person for experimentals.

ModuleBlueprintExperimentalEngineer
Power Plant (5)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (5)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Multi-Cannons (3)Overcharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam Laser (3)Efficient (G5)Thermal VentBroo Tarquin
Pulse Lasers (1)Efficient (G5)Phasing SequenceBroo Tarquin
Power Distributor (5)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (5)Reinforced (G5)Hi-CapLei Cheung
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

Moderate — three large weapon blueprints plus core and shield G5s; heavier than a typical small ship's grind. 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
Top speed (boost)360 m/s360 m/s~450 m/s
Shield (MJ)~470~650~1,100+
Armour (eff.)135~390~750
Alpha damagevery highvery highelite (3 large)
Tankshield-onlyshield + buffershield + armour buffer

Engineered, the Kestrel pairs a 1,100 MJ shield with three large guns and 450 m/s of boost — small-pad firepower that rivals a medium's. Military Grade Composite bulkheads, two engineered hull reinforcements (4D in the military slot, 3D in an optional) and a third small 1D plate in the size-1 slot give it a genuine armour buffer, but the shield and shield cells are still the primary tank — it wins through alpha and recharge, not raw durability.

11

Key Activities & Where To Do Them

Getting started
  • RES bounty hunting. Three large guns end fights fast — ideal for clearing high-value targets before your thin hull is tested.
  • Priority-target hunting. Pick off the toughest single targets in a RES with overwhelming alpha.
  • Bounty turn-ins. Cash vouchers toward the Tod McQuinn unlock while flying the multi-cannons his blueprint serves.
Advanced
  • Aggressive small-pad combat. Use speed and three large guns to dominate engagements, then disengage before shields fall.
  • Giant-killing. Its medium-rivalling firepower lets it punch far above its size against larger NPCs.
  • Outpost-based hunting. Small-pad access lets it base and turn in where medium fighters can't.
Generic example systems

Any Haz RES near an outpost suits it. Around your home base, RES and massacre payouts double as Imperial-standing progress — and the small pad reaches outpost-only turn-ins.

12

Field Notes — What Else To Know

Verdict

The Kestrel Mk II is the small-pad firepower king: three large hardpoints and strong shields on a hull that docks anywhere, with no rank gate. Its thin armour makes it a glass cannon, but for sheer alpha from a small ship — rivalling mediums twice its size — nothing else comes close. Hit hard, hit first, and disengage.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/kestrel
Elite Dangerous (official)Frontier's official Kestrel Mk II ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../kestrel-mk-ii
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/kestrel.json
Inara — Kestrel Mk IIPer-ship page: base stats, price, and outfitting reference for the Kestrel Mk II.inara.cz/elite/ship/7
Fandom wikiKestrel Mk II hull profile, hardpoints, exclusive modules, and role notes.fandom.com/wiki/Kestrel_Mk_II
YouTube — Ricardos GamingHands-on combat evaluation of the Kestrel Mk II, testing firepower and dogfighting performance against the small-pad field.youtube.com/watch?v=OIJqn_kUA0g
YouTube — The Buur PitFull review of the Kestrel Mk II covering hardpoints, shields, speed and overall capability.youtube.com/watch?v=jY3_Ld6avrE
YouTube — Mile 13 GamingReview focused on the Kestrel Mk II's three large hardpoints, packing medium-ship firepower into a small hull.youtube.com/watch?v=lNYo_yRsSws