E:D Black Box
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.
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 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.
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.
Four things make the Krait Mk II a great combat all-rounder:
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.
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 factor | Score | Why this score |
|---|---|---|
| Breadth of internals | 26/30 | 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. |
| Firepower | 19/20 | 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 range | 13/20 | 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 cost | 13/15 | 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 & handling | 13/15 | 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 total | 84/100 | 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 multipurpose use — versatility across combat, trade, exploration and more. The role column is the maximum cargo capacity in tonnes as one measure of capacity; versatility is judged across all roles.
| Ship | Class | Max cargo (t) | Pros & cons vs Krait Mk II | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 | More cargo and shieldSlower; no fighter bay | 86 |
| Krait Mk II this | Medium | ~230 | — this hull (baseline) | 84 |
| Krait Phantom | Medium | ~190 | Far better range; fasterLess firepower; no SLF | 84 |
| Corsair | Medium | ~318 | Modern; well-roundedComparable; newer | 82 |
| Asp Explorer | Medium | ~128 | Cheaper; better range and viewFar weaker combat | 80 |
| Mandalay | Medium | ~154 | Far better range; modernWeaker combat | 78 |
The Krait Mk II is the combat-leaning pick of the versatile mediums. The Python out-cargos and out-tanks it, the Phantom out-ranges it, but neither fights as hard or brings a fighter. For action-first versatility, the Krait Mk II leads.
| Ship | Class | Max cargo (t) | Pros & cons vs Krait Mk II | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 | Capital-scale at everything; ~78 LYLarge pad; pricier | 88 |
| Python | Medium | ~294 | More cargo and tankSlower; no fighter | 86 |
| Imperial Cutter | Large | ~794 | Far more cargo and shieldsLarge pad; Imperial rank | 82 |
| Cobra Mk V | Small | ~110 | Cheaper; lands anywhere; fastFar less firepower and cargo | 80 |
| Cobra Mk III | Small | ~64 | Far cheaper; lands anywhereMuch less of everything | 72 |
The Anaconda does everything at capital scale; the small all-rounders are cheaper and land anywhere. The Krait Mk II's niche among them is being the fast, hard-hitting medium with a fighter — the action-oriented choice in the versatile sweet spot.
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.
Around 78M Cr for a hard-hitting do-everything medium with its own fighter — combat-leaning versatility for less than a Python.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary large multi-cannon; 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 Beam Laser (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 Pulse Laser (Gimballed) | 2F Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Gimballed pulse for chip damage; Efficient cuts heat and draw, Phasing Sequence leaks damage through shields. |
| Medium 2 | 2F Pulse Laser (Gimballed) | 2F Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Second pulse rounds out the battery — same Efficient + Phasing Sequence for cool, shield-piercing fill-in fire. |
| Utility Mounts | ||||
| Utility 1 | 0E Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the bi-weave's raw MJ for the cheapest large survivability gain. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster; diminishing returns set in but it still pays before utilities turn to countermeasures. |
| 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 | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 7E Power Plant | 7A Power Plant | G5 Overcharged + Thermal Spread | Powers three large guns, the SLF bay and a bi-weave; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives push boost toward ~400 m/s — the pace that defines this all-rounder. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated + Increased Range with Mass Manager keeps jump range usable across trade and exploration swaps. |
| Life Support | 4E Life Support | 4A Life Support | G5 Lightweight (no experimental effect) | A-rated for long emergency oxygen; Lightweight trims mass, and life support has no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 High Charge Capacity + Super Conduits | A-rate this to sustain three large guns and boost together; Charge Enhanced + Super Conduits widen the WEP buffer. |
| Sensors | 6E Sensors | 6D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a multirole needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6D Fighter Hangar | 6D Fighter Hangar | (No blueprint available) | The SLF hangar is the hull's signature — a wingman that draws fire; hangars are not engineerable. |
| Size 6 | 6C Bi-Weave Shield Generator | 6C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-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 5 | 5E Cargo Rack | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 5 | — | 5A Shield Cell Bank | G5 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 4 | — | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; Deep Plating adds raw HP. |
| Size 3 | — | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 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. |
| Size 1 | — | 1E AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| 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 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.
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.
A-rating priority for a combat all-rounder:
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.
The house all-rounder engineering pattern, combat-weighted. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| 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 & Pulse Lasers | Efficient (G5) | Thermal Vent (beam) / Phasing Sequence (pulse) | Broo Tarquin |
| Bi-Weave Shield (6) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| HRP & Shield Boosters | Heavy Duty (G5) | Deep Plating (HRP) / Super Capacitors (boosters) | Selene Jean / Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Combat capability | strong | strong | excellent |
| Armour (effective) | stock | stock | hardened |
| Speed (boost) | 337 m/s | 337 m/s | ~400 m/s |
| Max cargo (t) | ~160 | ~210 | ~230 |
| Has a fighter | yes | yes | yes |
| Versatility | excellent | excellent | excellent |
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.
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.
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.
Figures on this page are verified against the sources below.