E:D Black Box
One of the two or three best medium combat ships in the game. Three large hardpoints, a fighter bay and nine optional internals deliver heavy guns, flexible tanking and a force multiplier most mediums can't field — all from a medium pad with no rank gate. It trades a sliver of the Fer-de-Lance's duelling agility and the Python Mk II's raw alpha for unmatched all-round balance and the range to reach any fight.
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 Krait Mk II is Faulcon DeLacy's answer to 'what medium should I fight in?' and the answer most veterans give. Three large hardpoints headline a loadout backed by two mediums; four utilities carry a full defensive suite; and nine optional internals give room to shield-tank or hull-tank as hard as the build demands.
Its signature trick is the ship-launched fighter bay. Deploy an SLF and you split enemy fire, add a second damage source and gain a remote pair of eyes — a force multiplier most mediums can't field. Combined with strong internals and a usable jump range, the Krait Mk II is the medium that turns up to every fight prepared and leaves most of them ahead.
High-intensity conflict zones, Hazardous RES, pirate massacres, Thargoid AX work and wing combat — anywhere balance, an SLF and deep tanking matter more than pure duelling agility.
Four things make the Krait Mk II a top-tier combat medium:
The Fer-de-Lance out-turns it in a pure duel and the Python Mk II carries a fourth large hardpoint; large warships out-tank and out-gun it outright. The Krait's case isn't peak anything — it's that the combination of guns, fighter bay, tanking and range has no weak link, which makes it the safest top-tier medium pick.
Three large plus two medium hardpoints, nine optional internals and an SLF bay give it large-ship combat reach from a no-rank medium pad; only its class-6 distributor and non-elite turning hold it short of perfect.
The 90/100 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 factor | Score | Why this score |
|---|---|---|
| Hardpoints | 29/30 | 3 Large + 2 Medium mounts are a heavy main battery for a medium hull, enough alpha and sustained fire for any RES or CZ. Only the Python Mk II (4L) and Fer-de-Lance's huge mount out-class it among mediums. |
| Power distributor | 8/10 | The class-6 power distributor is the one genuine weak point: feeding three large guns plus boost taxes it hard, which is why A-rating it is the first priority. Adequate when engineered Charge Enhanced, but not the strength of larger hulls. |
| Shield | 13/15 | Base ~262 MJ scales past ~1,000 MJ engineered via a Reinforced bi-weave plus two Heavy-Duty boosters across 4 utility mounts and deep internals. Strong for a medium, though large hulls field far more raw shield. |
| Armour & internals | 14/15 | 396 base armour reaches ~2,000+ effective with Heavy-Duty HRPs, and the nine optional internals (6·6·5·5·4·3·3·2·1) are class-leading depth for a medium — room for cells, reinforcement, an SLF bay and module reinforcement together. |
| Agility | 17/20 | 245/337 m/s on a 320t hull stays controllable with Dirty Drives, but the Fer-de-Lance and Mamba out-turn it outright. Good enough to hold range, not a duelling chassis. |
| Utility & flexibility | 9/10 | 4 utility mounts, a ship-launched fighter bay most mediums lack, a medium pad with no rank or permit gate, and nine optionals supporting either shield- or hull-tank make it the most flexible top-tier combat medium. |
| Weighted total | 90/100 | 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 combat specifically, split by landing-pad class. The Hardpoints column is the hardpoint loadout — the basis for a weapon suite; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Higher-rated; agility; hardpointsArmour | 93 |
| Krait Mk II this | Medium | 3L 2M | — this hull (baseline) | 90 |
| Python Mk II | Medium | 4L 2M | Hardpoints; distributorArmour | 90 |
| Mamba | Medium | 1H 2L 2S | Distributor; hardpointsLower-rated; armour | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Agility; armourLower-rated; shield | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Armour; shieldLower-rated; agility | 86 |
| Corsair | Medium | 3L 3M | Distributor; flexibilityLower-rated; agility | 85 |
| Federal Assault Ship | Medium | 2L 2M | Distributor; agilityLower-rated; shield | 84 |
| Python | Medium | 3L 2M | Distributor; flexibilityLower-rated; agility | 83 |
| Federal Gunship | Medium | 1L 4M 2S | Distributor; armourLower-rated; agility | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | Distributor; armourLower-rated; agility | 80 |
| Federal Dropship | Medium | 1L 4M | Armour; hardpointsLower-rated; agility | 76 |
| Krait Phantom | Medium | 2L 2M | Flexibility; agilityLower-rated; armour | 74 |
13 medium-pad combat hulls carry a rating, led by Fer-de-Lance (93). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | Higher-rated; hardpoints; distributorShield | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Higher-rated; distributor; shieldAgility | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Distributor; shieldLower-rated; agility | 88 |
| Imperial Clipper | Large | 2L 2M | Agility; distributorLower-rated; hardpoints | 79 |
| Type-10 Defender | Large | 4L 3M 2S | Hardpoints; armourLower-rated; agility | 78 |
The large-pad combat field (5 rated), led by Federal Corvette (98) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Hardpoints; flexibilityLower-rated; armour | 85 |
| Vulture | Small | 2L | Agility; shieldLower-rated; armour | 80 |
| Cobra Mk V | Small | 3M 2S | Flexibility; hardpointsLower-rated; distributor | 78 |
| Imperial Courier | Small | 3M | Agility; shieldLower-rated; armour | 70 |
| Viper Mk IV | Small | 2M 2S | Armour; distributorLower-rated; agility | 66 |
| Diamondback Explorer | Small | 1L 2M | Flexibility; agilityLower-rated; armour | 65 |
| Viper Mk III | Small | 2M 2S | Agility; hardpointsLower-rated; armour | 63 |
| Diamondback Scout | Small | 2M 2S | Flexibility; armourLower-rated; shield | 60 |
| Cobra Mk III | Small | 2M 2S | Agility; distributorLower-rated; shield | 58 |
| Eagle Mk II | Small | 3S | Agility; hardpointsLower-rated; shield | 55 |
| Imperial Eagle | Small | 1M 2S | Agility; hardpointsLower-rated; flexibility | 54 |
| Cobra Mk IV | Small | 2M 3S | Hardpoints; armourLower-rated; agility | 44 |
| Sidewinder Mk I | Small | 2S | Agility; flexibilityLower-rated; hardpoints | 40 |
The small-pad combat field (13 rated), led by Kestrel Mk II (85) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
At ~44M Cr the Krait Mk II is mid-priced for a top-tier combat medium, with no rank or permit gate. Its deep internals mean a full combat fit — shield, cell banks, reinforcement, SLF bay — adds up, but the all-in cost stays well below a rank-gated large warship.
The fighter bay is the one optional that earns its slot many times over in extended fights; budget for an SLF and a good NPC pilot alongside the usual A-rating and engineering.
Like the Python Mk II, the Krait asks only for credits — no Federal or Imperial grind. It's the most accessible balanced warship in the game.
A balanced shield-tank combat fit with an SLF bay. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern. Swap a cell bank for more reinforcement to lean hull-tank instead.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3E Pulse Laser (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary large mount; the single Corrosive Shell strips armour resistance for the whole battery. |
| Large 2 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second large multi-cannon; Auto Loader removes reloads so it never stops firing. |
| Large 3 | 3C Multi-Cannon (Gimballed) | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Large beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire. |
| Medium 1 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Medium multi-cannon adds sustained kinetic DPS; Auto Loader keeps it topped up. |
| Medium 2 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a Thermal-Vent beam once A-rated for heat-free shield work. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the bi-weave's raw MJ. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 4 | — | 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 | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 7E Power Plant | 7A Power Plant | G5 Overcharged + Thermal Spread | Powers three large guns, an SLF, shields and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives keep a 320t hull agile enough to control range. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G3 Increased Range (no experimental effect) | A-rated to reach fights and turn-ins; only G3 range — combat doesn't need a jump monster. |
| Life Support | 4E Life Support | 4D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — three large guns plus boost drain the class-7 distributor faster than anything else. |
| Sensors | 6E Sensors | 6D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; combat needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6E Shield Generator | 6D Fighter Hangar | (No blueprint available) | SLF bay adds a second gun platform that draws fire; hangars are not engineerable. |
| Size 6 | 6E Cargo Rack | 6C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Fast Charge speeds the recharge. |
| Size 5 | — | 5A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour. |
| Size 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP — armour stacks linearly across the deep internals. |
| Size 3 | — | 3A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 3 | — | 3D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | More internal protection for the modules that keep you flying; not engineerable. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | 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. | |||
An SLF splits enemy fire and adds a second gun — in long CZ and AX fights it's worth more than another reinforcement. Pair it with a good NPC pilot or a multicrew friend.
Buy the hull and fit a stock 6E Shield Generator in the larger class-6 bay, backed by a single 0A Shield Booster — RES-ready immediately. Bulkheads stay at stock Lightweight Alloy and the core internals all go in at base E-rating.
Arm the three large mounts with gimballed weapons — two multi-cannons and a pulse laser — and the two mediums with a multi-cannon and a pulse laser.
Everything else stays empty for now: the second class-6 bay carries a cheap cargo rack, while the fighter bay, the other three utilities, the shield cell banks and the hull/module reinforcement all wait for the A-rated pass.
A-rating priority for a balanced combat medium:
Three large hardpoints plus a fighter bay demand power and distribution before anything else; A-rate those before touching the bulkhead or weapon blueprints.
The full house combat pattern on a balanced medium. Pin blueprints for remote G1→G5 application; visit in person for experimentals (Corrosive Shell, Thermal Vent, Fast Charge).
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (7) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (6) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Material-heavy — G5 across plant, thrusters, distributor, weapons and defences. With a complete inventory this is engineering-spend, not farming. Ask for exact per-blueprint counts to verify reserves.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 337 m/s | 337 m/s | ~400 m/s |
| Shield (MJ) | ~370 | ~520 | ~1,000+ |
| Armour (eff.) | 396 | ~800 | ~2,000+ |
| Sustained DPS | high | very high | elite |
| Force multiplier | none | SLF | SLF + tank |
The Military Grade Composite bulkhead and twin hull reinforcements lift effective armour from the A-rated pass onward; engineered, the Krait doubles shields, multiplies effective armour several-fold and sustains three large hardpoints plus a fighter indefinitely — large-ship combat capability from a medium pad, with a force multiplier the big ships skip.
Any system with a Haz RES and active conflict zones suits it. It pairs naturally with your Imperial-rank grind — CZ and massacre payouts double as standing progress.
The Krait Mk II is the medium warship with no weak link: heavy guns, a fighter bay, deep tanking and the range to get to the fight, all from a medium pad and with no rank gate. The Fer-de-Lance duels better and the Python Mk II hits harder, but nothing matches the Krait's all-round combat completeness. It's the safe, superb default.
Figures on this page are verified against the sources below.