Ship Dossier // Saud Kruger

Kestrel Mk IIExploration

Series Ships Updated 2026-07-01
Briefing

A combat hull that can explore — for far more money than the ships that do it better

The Kestrel is a small-pad combat ship pressed into exploration. It docks anywhere, mounts four utilities and takes a class-5 scoop, so it will reach deep space and honk stars — but a size-4 FSD dragging a 190 t combat hull jumps only ~48 LY engineered, its combat plant runs warm, and its internals are shallow. At ~13.8M Cr it is dear for that, when a <2M Cr Diamondback Explorer jumps further. It rates 50: a capable-but-compromised explorer you fly only if you already own one.

Kestrel Mk II
Kestrel Mk II · Saud Kruger
50/100
~48 LY
Max jump (engineered)
7
Optional internals
190 t
Hull mass
~13.8M Cr
Hull price
~30M Cr
All-in engineered
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 a small-pad combat hull — three large hardpoints and a strong shield are its reason to exist. Stripped of guns and fitted with a scoop, a Guardian FSD Booster and a survey kit, it will explore: it lands at any outpost, carries four utility mounts for heat sinks, and takes a full — if modest — expedition suite. There is nothing wrong with taking a Kestrel into the black.

But it is a poor value explorer. Its FSD is only class 4, and a 190 t combat airframe is heavy for its size, so engineered range tops out near ~48 LY — about what a Cobra Mk III reaches at a twentieth of the price. Its combat-grade class-5 power plant runs warmer than a purpose-built explorer, its optional internals are shallow (one size-5, one size-4, the rest small), and the single military slot is dead weight for survey work. It scores 50 because it does the job at a premium the mission never asks for.

Where this hull shines

Dual-use: a commander who already owns a Kestrel for combat and wants to re-role it for an occasional expedition without buying a second ship — small-pad reach, exobiology and casual deep-space touring, at a price only justified if the hull is already paid for.

02

Key Stats & What Makes It Explore

Max jump (engineered)
~48 LY
Top speed / boost
271 / 360 m/s
Up to Class 5
Hull mass
190 t (heavy for size)
Optional internals
5·4·3·2·2·2·1
Utility mounts
4
Class 4
Pad
Small (docks anywhere)
Hull cost
~13.8M Cr
Military slots
1 (class 4)

What the Kestrel actually brings to an expedition:

The ceiling, stated honestly

Range is the problem: a class-4 FSD on a 190 t hull yields only ~48 LY engineered, so it trails cheaper, lighter explorers on the one stat that matters most. The combat plant runs warm, the fixed size-4 fuel tank keeps jump chains short, and one shallow size-5 slot caps the scoop at class 5. None of it is bad — it is simply expensive, mediocre exploration you can buy for a fraction elsewhere.

03

Why This Rating

Scorecard

A small-pad combat hull that explores at a premium: ~48 LY engineered range, a warm combat plant and shallow internals hold it to 50, with small-pad access and four utilities the only real upsides.

The 50/100 headline is a verdict against the exploration 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
Engineered jump range16/35
A class-4 FSD dragging a 190 t combat hull yields only ~48 LY engineered even with an SCO drive and Guardian booster — about what a Cobra Mk III or Adder reaches for a fraction of the price, and far behind the DBE (~68) and the dedicated mediums (~62-85). The heaviest-weighted factor and this hull's clear limiter.
Heat profile8/15
A combat-grade class-5 power plant on a 190 t airframe runs warmer than purpose-built explorers; G5 Low Emissions + Thermal Spread and two heat-sink launchers across four utilities tame scooping heat, but it never approaches cool-runners like the Dolphin or Diamondbacks.
Fuel tank & reach7/10
A fixed size-4 fuel tank keeps jump chains short, and the single size-5 optional caps the fuel scoop at class 5; refuel cadence is decent but comes a touch earlier than a dedicated explorer's larger tank and scoop allow.
Canopy & visibility6/10
A serviceable forward combat canopy gives adequate sightlines for honking and surface approaches, but it lacks the panoramic wraparound glass of the Asp Explorer or a transparent floor for first-try exobiology landings — mid-field at best.
Internals10/20
Seven optionals (5·4·3·2·2·2·1) plus one class-4 military slot carry a class-5 scoop, Guardian booster, twin AFMUs, an SRV bay and a scanner — a complete but tight kit with only one size-5 and one size-4 slot, little redundancy, and a military slot that is dead weight for survey work.
Comfort & cost3/10
Small-pad access and no rank or permit gate help, but a ~13.8M Cr hull (~30M all-in) for a ~48 LY explorer is poor value when a sub-2M Cr Diamondback Explorer jumps far further; only one crew seat, and it is justified solely as a re-roled combat hull already owned.
Weighted total50/100
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

Every table rates ships for exploration specifically, split by landing-pad class. The Optional cap. column is total optional-internal capacity — room for scanners, AFMU and fuel; the rating is the same 1–100 suitability verdict used across the site.

Same class — small exploration ships

Other classes — the long-range flagships

Other classes — the medium explorers

05

Cost & Access

Hull
~13.8M Cr
A-rated explorer
~22M Cr
Engineered
~30M Cr
Pad
Small
Rank
None
Permit
None

At ~13.8M Cr the Kestrel is a costly hull for what exploration asks of it, with no rank or permit gate. A full expedition fit — class-5 scoop, Guardian booster, twin AFMUs, SRV bay and scanner — brings it to roughly 30M Cr all-in.

That is the whole problem: a Diamondback Explorer reaches ~68 LY fully engineered for around 12M Cr all-in, and a Cobra Mk III matches the Kestrel's range for a fraction. The Kestrel only makes financial sense as a second job for a hull already bought and paid off for combat.

Dual-use, not a purchase

Do not buy a Kestrel to explore — buy it to fight, then re-role it for the occasional expedition. As a standalone explorer at ~30M Cr all-in it is beaten on range and price by ships costing a fraction.

06

3-State Loadout

An exploration fit wrung out of a small combat hull. Initial is a jump-capable buy-only starter; A-Rated is the best buy-only expedition fit; Engineered is the long-range end state — everything trimmed for mass around a size-4 SCO drive and a Guardian booster. Plans and costs follow in the sections below.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Utility Mounts
Utility 10I Heat Sink Launcher0I 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 on a warm combat plant.
Utility 20I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Second heat-sink launcher; the Kestrel's combat plant runs warmer than a dedicated explorer, so extra heat charges earn their slot.
Utility 30A Shield BoosterG5 Heavy Duty + Super CapacitorsOne light booster cheaply multiplies the bi-weave's raw MJ for safer landings; Heavy Duty + Super Capacitors is the biggest gain per tonne.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight (no experimental effect)
Power Plant5E Power Plant5D Power PlantG5 Low Emissions + Thermal Spread5D keeps mass down — with no guns to feed, output is not the limit; Low Emissions cuts heat and draw on a hot combat plant, Thermal Spread bleeds more.
Thrusters5E Thrusters5D ThrustersG5 Clean Drive Tuning + Drag Drives5D thrusters; Clean Drive Tuning runs cool for safe planetary work, Drag Drives adds boost speed to climb out of gravity wells.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG5 Increased Range + Mass ManagerThe whole build — a 4A SCO drive for maximum range and fast in-system travel; Increased Range + Mass Manager is the single biggest roll in exploration, but a size-4 drive caps the ceiling.
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 Distributor5E Power Distributor5D Power DistributorG5 Engine Focused + Cluster Capacitors5D is plenty without weapons; Engine Focused + Cluster Capacitors gives engine-capacitor headroom for repeated boosts on landing approaches — optional.
Sensors2E Sensors2D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; exploration needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock 4C tank; fuel capacity is fixed and cannot be engineered, and the size-4 tank means shorter jump chains than a dedicated explorer.
Military Slots
Military 14D Module Reinforcement(No blueprint available)The lone military slot cannot take a scoop, booster or scanner, so it is wasted mass for an explorer; a light Module Reinforcement protects internals on rough exobiology landings, or leave it empty for a little more range.
Optional Internals
Size 55E Fuel Scoop5A Fuel ScoopG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. A class-5 scoop is the biggest this hull's largest optional takes.
Size 44H Guardian FSD Booster(No blueprint available)The Guardian FSD Booster (size 4) — a flat jump-range gain unlocked at a Guardian site, not bought; non-negotiable and not engineerable.
Size 33C Bi-Weave Shield GeneratorG5 Enhanced Low Power + Lo-DrawA light size-3 bi-weave for a fast-regenerating landing buffer; Enhanced Low Power + Lo-Draw keeps its draw minimal (bi-weaves are C-rated only).
Size 22A AFMUG5 Shielded (no experimental effect)A size-2 AFMU repairs modules on the long haul; Shielded hardens it.
Size 22H Planetary Vehicle Hangar(No blueprint available)A light size-2 SRV hangar (1 bay) for exobiology and Guardian-site runs; hangars carry no blueprint.
Size 22A AFMUG5 Shielded (no experimental effect)A second AFMU for redundancy so each can repair the other; Shielded hardens it.
Size 11I Detailed Surface ScannerG5 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 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.
A combat hull pressed into exploration

The Kestrel jumps around ~48 LY engineered — short for the price, because a size-4 FSD dragging a 190 t combat hull can't match a dedicated explorer. The Guardian FSD Booster (a flat range gain) and the class-5 fuel scoop are the two modules that make it viable; the single military slot is dead weight for an explorer, so treat the module reinforcement there as optional.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~13.8M Cr) and fit only the cheap essentials: a stock 5E Fuel Scoop in the size-5 slot, the buy-only E-rated core internals (the FSD stays stock 4E for now), the stock 4C Fuel Tank, and a 0I Heat Sink Launcher for heat dumps. The hull's default Lightweight Alloy bulkheads are the right plating for an explorer — lowest mass, no spend.

Leave the rest empty at this stage — the Guardian FSD Booster, AFMUs, SRV bay, Detailed Surface Scanner and landing shield all wait for the A-rated pass.

Strip the three large hardpoints and both small mounts; an explorer carries no weapons, and the lone heat sink is all the utility this state needs.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a small-pad explorer built on a combat hull:

Complete, but heavy for its range

A full A-rated Kestrel is a self-sufficient small-pad explorer — but the combat airframe and size-4 FSD mean it jumps no further than ships costing far less. The single military slot is best left empty for range, or filled with a light module reinforcement for rough landings.

09

Engineering Plan

The standard exploration engineering pattern. Felicity Farseer (maxed) carries the FSD; Professor Palin (or Mel Brandon) handles the Clean Drive Tuning thrusters; pin blueprints for remote G1→G5 application.

10

Key Stat Upgrades

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

Engineered, the Kestrel jumps ~48 LY with a complete, if tight, expedition kit and small-pad access — but at ~30M Cr all-in. The size-4 FSD is the hard ceiling; no roll closes the gap to the lighter dedicated explorers. Stock Lightweight Alloy bulkheads and D-rated cores shave every kilo they can, and even so the range only matches ships a fraction of the price. The value equation, not the capability, is what caps it.

11

Key Activities & Where To Do Them

Getting started
  • Re-roled expeditions. A quick way for a combat Kestrel owner to take an occasional trip into the black without a second ship.
  • Exobiology and surveys. Its SRV bay and DSS suit planetary mapping and sampling from any outpost.
  • Small-pad deep-space touring. Docks anywhere en route, with real speed for in-system hops.
Advanced
  • Casual bubble-edge exploration. Short-to-mid expeditions where ~48 LY per jump is acceptable and range is not the priority.
  • Guardian-site runs. Small-pad access and an SRV bay make Guardian ruin visits straightforward.
  • Carrier-supported trips. A small pad docks on fleet carriers and every station en route.
Generic example destinations

Any deep-space target is reachable, but expect more jumps than a dedicated explorer needs. For serious range to the galactic rim, take a Mandalay or Krait Phantom instead.

12

Field Notes — What Else To Know

Verdict

The Kestrel Mk II explores the way a sports car tows a trailer: it can, but it is the wrong tool at the wrong price. Small-pad access, four utilities and a complete kit are genuine, yet ~48 LY on a ~30M Cr hull is beaten on range and cost by a Diamondback Explorer, a Cobra Mk III or any dedicated explorer. It rates 50 — capable, but only sensible as a second job for a combat hull you already fly.

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, jump range, price, and outfitting reference for the Kestrel Mk II.inara.cz/elite/ship/7
Fandom wikiKestrel Mk II hull profile, internals, fuel scoop and role notes.fandom.com/wiki/Kestrel_Mk_II
EDCD coriolis-data — Guardian FSD BoosterGuardian FSD Booster per-size jump-range bonuses used in the range figures on this page.coriolis-data/modules/guardianfsdbooster.json