E:D Black Box
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.
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 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.
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.
Four things make the Krait Mk II a capable explorer:
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.
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 factor | Score | Why this score |
|---|---|---|
| Engineered jump range | 25/35 | 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 profile | 10/15 | 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 & reach | 8/10 | 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 & visibility | 8/10 | 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. |
| Internals | 20/20 | 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 & cost | 9/10 | ~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 total | 80/100 | 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 exploration specifically. The role column is the maximum engineered jump range in light-years — the headline number for deep-space travel.
| Ship | Class | Max jump (LY) | Pros & cons vs Krait Mk II | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~85 | Far greater range; modern; cheaperLess cargo and redundancy | 96 |
| Krait Phantom | Medium | ~75 | Lighter sibling; far better rangeNo fighter bay; one fewer large gun | 93 |
| Asp Explorer | Medium | ~62 | Cheaper; great visibilityLess capacity and firepower | 86 |
| Krait Mk II this | Medium | ~60 | — this hull (baseline) | 80 |
| Dolphin | Medium | ~50 | Cool-running; cheap; great comfortFar less range and capacity | 80 |
| Asp Scout | Medium | ~50 | Cheaper entry explorerMuch less range and internals | 70 |
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.
| Ship | Class | Max jump (LY) | Pros & cons vs Krait Mk II | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~78 | Capital range, capacity and redundancyLarge pad; far pricier; slow | 94 |
| Caspian Explorer | Large | ~78 | Purpose-built flagship; more comfortLarge pad; far pricier | 94 |
| Diamondback Explorer | Small | ~68 | Better range; lands anywhere; tiny priceA fraction of the capacity | 88 |
| Diamondback Scout | Small | ~55 | Cheap; cool-running; lands anywhereLess range and capacity | 74 |
| Imperial Clipper | Large | ~45 | Far fasterShorter range; large pad; Imperial rank | 63 |
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.
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | 0I Heat Sink Launcher | 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. |
| Utility 2 | — | 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. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One 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 | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 7E Power Plant | 7D Power Plant | G5 Low Emissions + Thermal Spread | 7D keeps mass down — with no guns to feed, output is not the limit; Low Emissions cuts heat and draw, Thermal Spread bleeds more. |
| Thrusters | 6E Thrusters | 6D Thrusters | G5 Clean Drive Tuning + Drag Drives | 6D thrusters; Clean Drive Tuning runs cool for safe planetary work, Drag Drives adds boost speed to climb out of gravity wells. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | The 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 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 | 7D Power Distributor | G5 Engine Focused + Cluster Capacitors | 7D is plenty without weapons; Engine Focused + Cluster Capacitors gives engine-capacitor headroom for repeated boosts on landing approaches. |
| Sensors | 6E Sensors | 6D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; exploration needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock 5C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6E Fuel Scoop | 6A Fuel Scoop | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars. |
| Size 6 | — | 2G Planetary Vehicle Hangar | (No blueprint available) | A class-6 multi-SRV hangar for exobiology and Guardian-site runs; hangars carry no blueprint. |
| Size 5 | — | 5H 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 5 | — | 5A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 4 | — | 4C Bi-Weave Shield Generator | G5 Enhanced Low Power + Lo-Draw | A 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 3 | — | 3A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 3 | — | 3E 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 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. | |||
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.
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.
A-rating priority for a versatile explorer:
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.
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.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (6) | Clean Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (7) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Life Support (4) | Lightweight (G5) | — | Etienne Dorn |
| Sensors (6) | Lightweight (G5) | — | Bill Turner / Juri Ishmaak |
| Shield Generator (4) | Enhanced Low Power (G5) | Lo-Draw | Lei Cheung |
| Shield Booster (0) | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Power Distributor (7) | Engine Focused (G5) | Cluster Capacitors | The Dweller |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Max jump (LY) | ~34 | ~46 | ~60 |
| Hull mass | stock | stock | G5 lightweight |
| Versatility | high | high | high |
| Speed (boost) | 330 m/s | 330 m/s | ~380 m/s |
| Pad access | medium | medium | medium |
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.
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.
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.
Figures on this page are verified against the sources below.