Ship Dossier // Faulcon DeLacy

Krait Mk IIExploration

Series Ships Updated 2026-06-25
Briefing

A strong part-time explorer — good range and big internals on a medium pad, outshone only by its own Phantom sibling

The Krait Mk II jumps ~60 LY engineered, carries the biggest scoop, a multi-SRV bay and deep redundancy, and lands at almost any station with no rank gate. It is heavier than the dedicated Krait Phantom, so it gives up range-per-mass to the lighter sibling and to medium specialists like the Mandalay. But as a do-everything hull that explores genuinely well between combat and trade tours, it is one of the better non-specialist explorers in the game.

Krait Mk II
Krait Mk II · Faulcon DeLacy
80/100
~60
Max jump (LY, engineered)
9
Optional internals
Class 6
~44.2M
Hull price (Cr)
Medium
Pad class
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 Krait Mk II is a combat-leaning medium that also explores well. A class-5 FSD on a 320-tonne hull gives it ~60 LY engineered — not a specialist's range, but more than enough for serious deep-space work — and its nine optional internals carry the largest scoop the hull takes, a multi-SRV bay, AFMUs, scanners and comforts at once. It lands on medium pads at almost every station, and needs no rank.

Its catch as an explorer is that Faulcon DeLacy already builds a dedicated version of the same airframe: the lighter Krait Phantom drops the fighter bay and a hardpoint to jump further from less mass. The Mk II is the heavier all-rounder — pick it when you want one hull that fights, hauls and explores rather than a pure long-range tool. As that do-everything ship, its exploration leg is genuinely good.

Where this hull shines

Versatile exploration: commanders who fly one medium for everything and want its expedition leg to be capable — well-equipped trips, exobiology runs, and carrier-based deep-space operations where the same hull also fights and hauls.

02

Key Stats & What Makes It Explore

Max jump (engineered)
~60 LY
Top speed / boost
240 / 330 m/s
Up to Class 6
Hull mass
320 t
Optional internals
6·6·5·5·4·3·3·2·1
Utility mounts
4
Class 5
Pad
Medium
Crew seats
3
Military slots
0

Four things make the Krait Mk II a capable explorer:

The ceiling, stated honestly

It is heavy for its class, so its own Krait Phantom sibling out-ranges it from less mass, and dedicated mediums like the Mandalay jump much further. Its scoop tops out at class 6, not 7, so refuelling is a touch slower than a capital's. The Mk II's case is versatile, well-equipped exploration; for pure range, the lighter Phantom or a Mandalay is the smarter buy.

03

Why This Rating

Scorecard

Role-leading internals (nine optionals, class-6 scoop, multi-SRV, twin AFMUs) lift a versatile ~60 LY medium to 80; mid-pack engineered range below its Phantom sibling and Mandalay is the limiter.

The 80/100 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 range25/35
Class-5 FSD plus Guardian booster on a 320t hull yields ~60 LY engineered — comfortable deep-space reach but mid-pack: the Phantom (~75) and Mandalay (~85) out-range it from less mass, and even the cheaper Asp Explorer (~62) edges it.
Heat profile10/15
Combat-leaning 320t airframe with a class-7 plant runs warmer than purpose-built explorers; G5 Low Emissions + Thermal Spread tames scooping heat but it never matches cool-runners like the Dolphin or Diamondback Scout.
Fuel tank & reach8/10
Class-6 fuel scoop is the largest the hull takes and refuels fast, but caps below a capital's class 7; the 5C tank is fixed and non-engineerable, so refuel stops come a touch earlier.
Canopy & visibility8/10
Forward three-seat cockpit gives serviceable forward and lateral visibility, but the framed canopy trails the Asp Explorer's glasshouse and the dedicated Diamondback explorers for unobstructed sky.
Internals20/20
Nine optionals (6·6·5·5·4·3·3·2·1) carry a class-6 scoop, multi-SRV bay, twin AFMUs (5A+3A), bi-weave, repair limpet and scanner at once — class-leading capacity and redundancy, limited only by zero military slots.
Comfort & cost9/10
~44.2M Cr hull, ~72M all-in, medium pad with no rank or permit gate, three crew seats — mid-priced and accessible, and the spend spreads across combat and trade since the same hull re-roles freely.
Weighted total80/100
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 exploration specifically. The role column is the maximum engineered jump range in light-years — the headline number for deep-space travel.

Same class — medium-pad explorers

ShipClassMax jump (LY)Pros & cons vs Krait Mk IIRating
MandalayMedium~85Far greater range; modern; cheaperLess cargo and redundancy96
Krait PhantomMedium~75Lighter sibling; far better rangeNo fighter bay; one fewer large gun93
Asp ExplorerMedium~62Cheaper; great visibilityLess capacity and firepower86
Krait Mk II thisMedium~60— this hull (baseline)80
DolphinMedium~50Cool-running; cheap; great comfortFar less range and capacity80
Asp ScoutMedium~50Cheaper entry explorerMuch less range and internals70

Among medium explorers the Krait Mk II sits mid-pack on range. The Mandalay and its own Phantom sibling jump far further for the dedicated job; the Asp Explorer edges it on range from a cheaper hull. The Mk II's edge is capacity and versatility — more internals and firepower than any of them when you want one hull for everything.

Other classes — the dedicated long-range rivals

ShipClassMax jump (LY)Pros & cons vs Krait Mk IIRating
AnacondaLarge~78Capital range, capacity and redundancyLarge pad; far pricier; slow94
Caspian ExplorerLarge~78Purpose-built flagship; more comfortLarge pad; far pricier94
Diamondback ExplorerSmall~68Better range; lands anywhere; tiny priceA fraction of the capacity88
Diamondback ScoutSmall~55Cheap; cool-running; lands anywhereLess range and capacity74
Imperial ClipperLarge~45Far fasterShorter range; large pad; Imperial rank63

The dedicated explorers out-range the Krait Mk II in every class — the Diamondback Explorer does it from a tiny, land-anywhere hull, and the capital pair carry far more. The Mk II earns its place when range is one of several jobs, not the only one: a medium that explores well and also fights and hauls.

05

Cost & Access

Hull
~44.2M Cr
A-rated explorer
~56M Cr
Engineered
~72M Cr
Pad
Medium
Rank
None
Permit
None

At ~44.2M Cr the Krait Mk II is mid-priced for a medium, with no rank gate. A full exploration fit — A-rated FSD, class-6 scoop, Guardian booster, SRV bay and AFMUs — brings the all-in figure to around 72M Cr.

Its versatility softens the cost: the same engineered hull explores, fights and hauls by swapping modules, so the spend spreads across roles instead of buying a dedicated explorer outright.

The versatile medium

Around 72M Cr all-in for a medium that explores ~60 LY and also fights and trades — cheaper than a capital and more flexible than a dedicated explorer, if you can live with range a notch below the specialists.

06

3-State Loadout

A well-equipped expedition fit using the Mk II's deep internals. Initial is a jump-capable buy-only starter; A-Rated is the expedition baseline; Engineered maximises range while carrying full kit and redundancy. 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.
Utility 20I 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.
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 Plant7E Power Plant7D Power PlantG5 Low Emissions + Thermal Spread7D keeps mass down — with no guns to feed, output is not the limit; Low Emissions cuts heat and draw, Thermal Spread bleeds more.
Thrusters6E Thrusters6D ThrustersG5 Clean Drive Tuning + Drag Drives6D thrusters; Clean Drive Tuning runs cool for safe planetary work, Drag Drives adds boost speed to climb out of gravity wells.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG5 Increased Range + Mass ManagerThe whole build — a 5A SCO drive for maximum range and fast in-system travel; Increased Range + Mass Manager is the single biggest roll in exploration.
Life Support4E Life Support4D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor7E Power Distributor7D Power DistributorG5 Engine Focused + Cluster Capacitors7D is plenty without weapons; Engine Focused + Cluster Capacitors gives engine-capacitor headroom for repeated boosts on landing approaches.
Sensors6E Sensors6D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; exploration needs no sensor range, so save the mass.
Fuel Tank5C Fuel Tank5C Fuel Tank(No blueprint available)Stock 5C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 66E Fuel Scoop6A Fuel ScoopG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars.
Size 62G Planetary Vehicle Hangar(No blueprint available)A class-6 multi-SRV hangar for exobiology and Guardian-site runs; hangars carry no blueprint.
Size 55H Guardian FSD Booster(No blueprint available)The Guardian FSD Booster — a flat jump-range gain unlocked at a Guardian site, not bought; size 5 is the largest and it is non-negotiable and not engineerable.
Size 55A AFMUG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights.
Size 44C Bi-Weave Shield GeneratorG5 Enhanced Low Power + Lo-DrawA light size-4 bi-weave for a fast-regenerating landing buffer; Enhanced Low Power + Lo-Draw keeps its draw minimal (bi-weaves are C-rated only).
Size 33A AFMUG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights.
Size 33E Repair Limpet Controller(No blueprint available)A repair limpet controller for hull repairs the AFMU cannot reach; swap for extra fuel if you prefer, and it carries no blueprint.
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.
Equipped and self-sufficient

The Krait Mk II carries a class-6 scoop, a multi-SRV bay, two AFMUs, a scanner and comforts at once — deep self-sufficiency for a medium, while still jumping ~60 LY. Mind that the scoop tops out at class 6, so refuel a touch earlier than a capital would.

07

Initial Loadout — Buy-Only Plan

Buy the hull with stock E-rated cores — the class-5 FSD makes it jump-capable as-is — and fit the class-6 fuel scoop so it can refuel from any star. Keep the stock lightweight-alloy bulkheads: an explorer wants the lightest hull it can fly, never military plate.

Fit a single heat sink launcher and leave every expedition internal empty for now: the Guardian booster, a right-sized SRV bay, both AFMUs, the bi-weave shield, repair limpet and surface scanner all wait for the A-rated pass.

Carry no weapons and no passenger cabin — this is an explorer. Spend on range and refuelling first, then fill the deep internals with science kit, not dead mass.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a versatile explorer:

Keep it light

Hold the stock lightweight-alloy bulkheads — an explorer never carries military plate — right-size the SRV bay to a single 2G hangar, and skip the passenger cabin entirely; both were dead mass against jump range. A-rate the FSD to 5A and the class-6 scoop, add the Guardian booster, then fill the deep internals with the SRV bay, twin AFMUs, a bi-weave shield and a scanner; D-rate the remaining cores to shed more mass — the Mk II has room for a complete expedition.

09

Engineering Plan

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

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (5)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (6)Clean Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (7)Low Emissions (G5)Thermal SpreadHera Tani
Life Support (4)Lightweight (G5)Etienne Dorn
Sensors (6)Lightweight (G5)Bill Turner / Juri Ishmaak
Shield Generator (4)Enhanced Low Power (G5)Lo-DrawLei Cheung
Shield Booster (0)Heavy Duty (G5)Super CapacitorsDidi Vatermann
Power Distributor (7)Engine Focused (G5)Cluster CapacitorsThe Dweller
BulkheadsLightweight (G5)Selene Jean

Recommended order

Material intensity (qualitative)

Moderate — the standard exploration blueprints on medium-class modules; the Guardian FSD Booster needs a Guardian-site run. 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
Max jump (LY)~34~46~60
Hull massstockstockG5 lightweight
Versatilityhighhighhigh
Speed (boost)330 m/s330 m/s~380 m/s
Pad accessmediummediummedium

Engineered — with G5 lightweight bulkheads, a trimmed single-bay SRV hangar and no dead passenger mass — the Krait Mk II jumps ~60 LY while carrying a full expedition with redundancy, and the same hull re-roles to a warship or trader. It out-ranges neither its Phantom sibling nor the dedicated mediums; that's the all-rounder's trade. For versatile, well-equipped deep-space travel on a medium pad, it's a strong choice.

11

Key Activities & Where To Do Them

Getting started
  • Well-equipped expeditions. Good range and deep internals suit complete, self-sufficient deep-space trips.
  • Exobiology runs. An SRV bay and ample storage suit prolonged surface science.
  • Carrier-based operations. A medium pad docks on fleet carriers and resupplies between legs.
Advanced
  • Versatile flagship. Re-role the same hull to combat or trade between expeditions — one ship, many jobs.
  • Defended deep-space. Keep a hardpoint or two and a shield for hostile pockets the dedicated explorers can't fight off.
  • Long voyages. Twin AFMUs and deep stores let it stay out for extended trips.
Generic example destinations

Any deep-space target suits it. From your home base it reaches the core or rim in a reasonable hop count and carries everything for an extended stay — ideally with a fleet carrier for resupply.

12

Field Notes — What Else To Know

Verdict

The Krait Mk II rates 80 for exploration: a genuinely good ~60 LY explorer with deep internals, a medium pad and no rank gate. It scores below the specialists because its own lighter Krait Phantom sibling and the Mandalay jump far further for the dedicated job, and its scoop caps at class 6. But few medium all-rounders explore this well while also fighting and hauling — for versatile deep-space travel, it's a strong, accessible pick.

13

Sources

Figures on this page are verified against the sources below.

CoriolisExploration build planner — FSD range, fuel scoop and internal-slot fitting for this ship.coriolis.io/outfit/krait_mkii
Elite Dangerous (official)Frontier's official Krait Mk II ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../krait-mk-ii
EDCD coriolis-dataHull mass, FSD class, optional-internal sizes and fuel-scoop limits used to validate the exploration fit.coriolis-data/ships/krait_mkii.json
Inara — Krait Mk IIPer-ship page: base stats, hull price and outfitting reference for the exploration build.inara.cz/elite/ship/27
Fandom wikiKrait Mk II hull profile, internal layout and role notes backing the dossier write-up.fandom.com/wiki/Krait_Mk_II
YouTube — Down to Earth AstronomyKrait Mk II overview covering jump range, internal capacity and how it handles as a long-range build.youtube.com/watch?v=7VEgX7OrELs