Ship Dossier // Faulcon DeLacy

Krait Mk IIMultipurpose

Series Ships Updated 2026-07-01
Briefing

The combat-leaning medium all-rounder — three large guns, a fighter bay, and real speed on a medium pad

The Krait Mk II pairs serious firepower with an SLF wingman and noticeably more pace than the Python, making it excellent in a fight and capable everywhere else. It hauls ~230 t, mines and explores decently, and lands at almost any station — no rank gate. It trades a little cargo and shield strength for speed and a fighter; for action-first versatility among versatile mediums, it leads.

Krait Mk II
Krait Mk II · Faulcon DeLacy
84/100
3L · 2M
Hardpoints + SLF bay
~230 t
Max cargo
245 / 337
Speed / boost m/s
~45.2M Cr
Hull price
Medium
Pad size — no rank
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 the Python's faster, more combat-minded cousin. It shares the three large hardpoints but adds a ship-launched fighter bay and noticeably more speed, making it a fearsome fighter that also hauls ~230 tonnes, mines decently and explores reasonably. It's the do-everything medium for a commander whose 'everything' leans toward action.

Compared with the Python it trades a little cargo and shield strength for pace and that fighter bay — a wingman you can deploy or hand to an NPC. On a medium pad it lands almost anywhere. It explores less far than a Phantom and hauls less than a Type-8, but few mediums fight as well while still doing everything else competently. For a versatile hull with a combat edge and its own fighter, the Krait Mk II is a brilliant, popular choice.

Where this hull shines

Combat-leaning versatility: bounty hunting and conflict zones with an SLF wingman, defensible trade and mining, and any commander who wants a fast do-everything medium that excels when the guns come out.

02

Key Stats & What Makes It Versatile

Max cargo
~230 t
Hardpoints
3L · 2M + SLF bay
Top speed / boost
245 / 337 m/s
Utility mounts
4
Optional internals
6·6·5·5·4·3·3·2·1
Fighter bay
Yes (SLF wingman)
Pad
Medium (most stations)
Crew seats
2
Rank
None
Permit
None

Four things make the Krait Mk II a great combat all-rounder:

The ceiling, stated honestly

It carries a little less and shields a little weaker than the Python, explores far less than a Phantom or Mandalay, and hauls far less than a dedicated freighter. Its jump range is modest. The Krait Mk II's case is combat-leaning versatility with a fighter and speed; for max cargo, range or pure tank, other ships beat it.

03

Why This Rating

Scorecard

Three large hardpoints plus an SLF bay make it the hardest-hitting versatile medium with rank-free medium-pad access; only its modest jump range holds it below the Python and Anaconda.

The 84/100 headline is a verdict against the multipurpose 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
Breadth of internals26/30
Optional internals run 6·6·5·5·4·3·3·2·1 with two size-6 slots — one carries the 6D Fighter Hangar, one the 6C bi-weave — leaving room for ~230 t cargo, mining or exploration kit. Broad for a medium, though a class behind the Python's ~294 t and the large all-rounders.
Firepower19/20
3 large + 2 medium hardpoints plus a ship-launched fighter bay is the most firepower of any versatile medium; matches the Python's three large guns and adds a deployable wingman the Python lacks.
Jump range13/20
Jump range is modest — explicitly the hull's weak axis, far short of the Krait Phantom and Mandalay. An Increased-Range 5A FSD keeps it usable across trade/explore swaps but it never approaches the Anaconda's ~78 LY.
Flexibility & re-fit cost13/15
Medium pad with no rank or permit and ~45.2M Cr hull (cheaper than the Python); one engineered hull re-roles to combat, trade, mining or exploration by swapping stored module sets, ~78M Cr fully kitted.
Survivability & handling13/15
Fast for a medium at 245 m/s / 337 boost (~400 engineered) behind a 6C bi-weave with two shield boosters, HRP and SCB; speed dictates or escapes engagements, but cargo and raw shield strength trail the Python.
Weighted total84/100
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 multipurpose specifically, split by landing-pad class. The Max cargo column is maximum cargo tonnage — a proxy for internal room; the rating is the same 1–100 suitability verdict used across the site.

Same class — medium multipurpose ships

Other classes — the capital all-rounders

Other classes — the small all-rounders

05

Cost & Access

Hull
~45.2M Cr
A-rated multirole
~58M Cr
Engineered
~78M Cr
Pad
Medium
Rank
None
Permit
None

At ~45.2M Cr the Krait Mk II is a bit cheaper than the Python, with no rank gate. Its versatility spreads the cost: one engineered hull fights, hauls, mines and explores, switchable by swapping modules.

Outfitting it well across roles plus a fighter and module sets brings the practical figure to around 78M Cr — a versatile, combat-strong medium for less than a Python or Anaconda.

Fast, armed, flexible

Around 78M Cr for a hard-hitting do-everything medium with its own fighter — combat-leaning versatility for less than a Python.

06

3-State Loadout

A combat-leaning multirole fit with a fighter bay. Initial is buy-only; A-rated is the multirole baseline; Engineered sharpens its firepower and survivability while keeping the flexibility to swap roles.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13C Multi-Cannon (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary large multi-cannon; 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 Beam Laser (Gimballed)3C Beam Laser (Gimballed)G5 Efficient + Thermal VentLarge beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire.
Medium 12F Pulse Laser (Gimballed)2F Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceGimballed pulse for chip damage; Efficient cuts heat and draw, Phasing Sequence leaks damage through shields.
Medium 22F Pulse Laser (Gimballed)2F Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceSecond pulse rounds out the battery — same Efficient + Phasing Sequence for cool, shield-piercing fill-in fire.
Utility Mounts
Utility 10E Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst shield booster; Heavy Duty multiplies the bi-weave's raw MJ for the cheapest large survivability gain.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster; diminishing returns set in but it still pays before utilities turn to countermeasures.
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 AlloyLightweight AlloyG5 Heavy Duty + Deep Plating
Power Plant7E Power Plant7A Power PlantG5 Overcharged + Thermal SpreadPowers three large guns, the SLF bay and a bi-weave; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters6E Thrusters6A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives push boost toward ~400 m/s — the pace that defines this all-rounder.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated + Increased Range with Mass Manager keeps jump range usable across trade and exploration swaps.
Life Support4E Life Support4A Life SupportG5 Lightweight (no experimental effect)A-rated for long emergency oxygen; Lightweight trims mass, and life support has no experimental effect.
Power Distributor7E Power Distributor7A Power DistributorG5 High Charge Capacity + Super ConduitsA-rate this to sustain three large guns and boost together; Charge Enhanced + Super Conduits widen the WEP buffer.
Sensors6E Sensors6D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; a multirole needs no sensor range, so save the mass.
Fuel Tank5C Fuel Tank5C Fuel Tank(No blueprint available)Stock C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 66D Fighter Hangar6D Fighter Hangar(No blueprint available)The SLF hangar is the hull's signature — a wingman that draws fire; hangars are not engineerable.
Size 66C Bi-Weave Shield Generator6C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more (Resistance Augmented is a booster blueprint, not a generator one).
Size 55E Cargo Rack5E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 55A Shield Cell BankG5 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 44E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; Deep Plating adds raw HP.
Size 33E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 21I Detailed Surface ScannerG5 Expanded Probe Scanning Radius (no experimental effect)Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
Size 11E AFMUG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights.
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 fighter and a flexible hold

The SLF bay is the Krait Mk II's signature — deploy a wingman in combat, or have an NPC fly it. The rest re-tunes: cargo for trade, a mining suite to mine, a fuel scoop and SRV to explore. Keep role module sets in storage.

07

Initial Loadout — Buy-Only Plan

Buy the hull and fit the full weapon set buy-only — two 3C Multi-Cannons, a 3C Beam Laser and two 2F Pulse Lasers — with the 6D Fighter Hangar, a 6C Bi-Weave Shield Generator and one 0E Shield Booster. A single 5E Cargo Rack fills the hold. The hull rides on its stock Lightweight Alloy — nothing to buy now; it gets engineered later.

Everything else stays empty until the A-rated pass: the second shield booster, the chaff and heat-sink utilities, the Shield Cell Bank, Hull Reinforcement, surface scanner and AFMU.

A-rate the core internals first — they serve every role.

Build role-specific module sets (trader, miner, explorer) in storage to swap in.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a combat all-rounder:

Power the guns and the fighter

The Krait Mk II's combat edge needs power — A-rate the plant and distributor so three large guns and the fighter bay run together. The hull stays stock Lightweight Alloy through this pass; it's hardened on the engineering step.

09

Engineering Plan

The house all-rounder engineering pattern, combat-weighted. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.

ModuleBlueprintExperimentalEngineer
Power Plant (7)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (6)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam & Pulse LasersEfficient (G5)Thermal Vent (beam) / Phasing Sequence (pulse)Broo Tarquin
Bi-Weave Shield (6)Reinforced (G5)Hi-CapLei Cheung
Frame Shift Drive (5)Increased Range (G5)Mass ManagerFelicity Farseer
Power Distributor (7)Charge Enhanced (G5)Super ConduitsThe Dweller
HRP & Shield BoostersHeavy Duty (G5)Deep Plating (HRP) / Super Capacitors (boosters)Selene Jean / Didi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

Moderate — combat-weighted all-rounder blueprints; each module done once and reused. 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
Combat capabilitystrongstrongexcellent
Armour (effective)stockstockhardened
Speed (boost)337 m/s337 m/s~400 m/s
Max cargo (t)~160~210~230
Has a fighteryesyesyes
Versatilityexcellentexcellentexcellent

Engineered, the Krait Mk II fights with three large guns and an SLF wingman at ~400 m/s, hauls ~230t and mines or explores competently. A Heavy Duty Lightweight Alloy hull (Deep Plating) and a thermo-blocked 5A cell bank let it trade fire longer with less heat; it carries and tanks a little less than the Python, but fights harder and faster — the action-first medium all-rounder.

11

Key Activities & Where To Do Them

Getting started
  • Combat-leaning everything. Bounties and conflict zones with a fighter, plus trade and mining on the side.
  • Defended trade and mining. Haul or mine and fight off pirates, with an SLF to help.
  • Fast versatile play. Its pace makes every role brisker than the Python.
Advanced
  • Wingman combat. Deploy or NPC-crew the fighter for tougher engagements.
  • Re-role on demand. Swap module sets to switch jobs without another ship.
  • Carrier companion. A medium pad docks on carriers as a fast all-purpose ship.
Generic example uses

Whatever the week demands, with a combat tilt — bounties, a defended trade loop, a mining run, a short trip. From your home base, one Krait Mk II covers them all and fights hard.

12

Field Notes — What Else To Know

Verdict

The Krait Mk II is the fast fighting all-rounder: three large guns and a fighter bay with real speed on a medium pad, plus enough cargo and capability to trade, mine and explore. The Python out-cargos and out-tanks it and the Phantom out-ranges it, but none fights as hard or brings a wingman. For combat-leaning versatility, it's a brilliant, popular medium choice.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded 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-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/krait_mkii.json
Inara — Krait Mk IIPer-ship page: base stats, price, and outfitting reference for the Krait Mk II.inara.cz/elite/ship/27
Fandom wikiKrait Mk II hull profile, internal layout, hardpoints, and role notes.fandom.com/wiki/Krait_Mk_II
YouTube — Down to Earth AstronomyHead-to-head comparison of the Krait Mk II and Python across versatility, speed, handling and internal capacity.youtube.com/watch?v=7VEgX7OrELs