E:D Black Box
The Krait Mk II carries ~230 t stripped (~166 t with a shield), lands on a medium pad, needs no rank, and runs the laden route briskly. But its hold is modest against purpose-built traders: the Type-8 and even the cheap Type-6 move more per credit, and the large freighters dwarf it. Its case is convenience — trade as one job of a versatile, well-armed hull that can defend itself on the route.
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 multirole medium that can trade, not a hull built to. Strip it of guns and fit cargo racks and it carries ~230 tonnes — ~166 once you keep a shield — on a medium pad that lands almost anywhere, with no rank gate to clear. The same hull that bounty-hunts and mines can pick up a trade contract or run a profitable loop without buying a second ship.
But measured purely as a freighter it sits in the middle of the pack. The Type-8 hauls far more on the same medium pad; the cheap, efficient Type-6 moves nearly as much cargo for a fraction of the cost; and the large freighters carry three to five times as much. Where the Krait Mk II earns its keep is that it can defend itself on the route — three large hardpoints and real speed mean it isn't a sitting duck when interdicted — and that trading is just one hat a versatile hull already owns.
Convenience hauling: trade runs and contracts flown by a versatile combat medium you already own, defended deliveries through risky space, and casual or mixed-activity income where buying a dedicated freighter isn't worth it.
What the Krait Mk II brings to a trade run:
Its hold is modest: the Type-8 roughly doubles it on the same pad, the budget Type-6 hauls nearly as much for far less, and the large freighters carry several times more. Jump range laden is short, and a shield costs a big optional slot. The Krait Mk II's trading case is convenience and self-defence, not capacity or cargo-per-credit — for serious bulk income, dedicated freighters win clearly.
Medium-pad access, ~600+ MJ shield and three large hardpoints make it a defensible mid-pack hauler, but a modest ~166 t protected hold against dedicated freighters caps it at 64.
The 64/100 headline is a verdict against the trading 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 |
|---|---|---|
| Maximum cargo | 19/35 | ~230 t stripped, ~166 t with a shield from the 6·6·5·5·4·3·3·2·1 optionals — mid-field. The Type-8 (~400 t) nearly doubles it on the same pad, the Python (~284 t) and Type-6 (~112 t per credit) undercut it, and large freighters carry 790–1048 t. |
| Pad class & market reach | 16/20 | Medium pad fits most stations, with no rank and no permit gate — anyone can buy and dock one almost anywhere. Matches the best medium traders on reach and beats every large-pad freighter on station access. |
| Laden jump range | 7/15 | ~9 LY laden initial, ~14 A-rated, ~22 LY engineered with a 5A Increased-Range FSD — adequate but short. A shield costs a class-6 optional, and lighter mediums like the Phantom and Asp out-range it laden. |
| Survivability | 17/20 | Three large hardpoints, four utilities and a bi-weave reaching ~600+ MJ engineered behind 320 t hull mass let it win or survive an interdiction — far above any dedicated freighter, which can only run. |
| Speed & cost | 5/10 | 240/330 m/s base rising to ~370 m/s boost outpaces most pirates, but the ~45.2M Cr hull (~72M engineered) is no cheaper than a higher-capacity Type-8 fit — poor cargo-per-credit drags the cost half down. |
| Weighted total | 64/100 | 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 trading specifically. The role column is the maximum cargo capacity in tonnes — the headline number for bulk hauling.
| Ship | Class | Max cargo (t) | Pros & cons vs Krait Mk II | Rating |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~400 | Far more cargo; cheaper; medium padSlower; weaker in a fight | 76 |
| Python | Medium | ~284 | More cargo and shieldSlower; no fighter; pricier | 72 |
| Type-6 Transporter | Medium | ~112 | Far cheaper; efficient per creditLess cargo; flimsy; unarmed | 65 |
| Krait Mk II this | Medium | ~230 | — this hull (baseline) | 64 |
| Krait Phantom | Medium | ~216 | Better range; lighterSimilar cargo; weaker combat | 62 |
| Asp Explorer | Medium | ~128 | Cheaper; better rangeFar less cargo; weaker combat | 58 |
Among medium traders the Krait Mk II is a mid-pack hauler. The Type-8 carries far more, the Type-6 hauls nearly as much for a fraction of the price, and even the Python out-cargos it. Its edge over them is firepower and pace — it can fight and flee where the dedicated freighters can only run.
| Ship | Class | Max cargo (t) | Pros & cons vs Krait Mk II | Rating |
|---|---|---|---|---|
| Panther Clipper Mk II | Large | ~1048 | The maximum-tonnage kingLarge pad; far pricier; slow | 98 |
| Type-9 Heavy | Large | ~790 | Several times the cargo; cheap per tonneLarge pad; flimsy; slow | 94 |
| Type-7 Transporter | Large | ~310 | More cargo; cheapLarge pad; lightly defended | 78 |
| Cobra Mk III | Small | ~64 | Far cheaper; lands anywhere; fastMuch less cargo | 48 |
| Dolphin | Small | ~38 | Cheap; great range; lands anywhereTiny hold; passenger-focused | 46 |
The large freighters carry several times the Krait Mk II's hold and define bulk trading; the small traders are cheaper and land anywhere but move little. The Krait Mk II sits between them — a defensible medium that hauls more than the small ships and fights better than any of them, but never competes with the dedicated freighters on capacity.
At ~45.2M Cr the Krait Mk II is no cheaper than a fully kitted dedicated trader, so buying one for trading alone rarely makes sense — the Type-8 hauls more for less. Its value is amortised: if you already fly one for combat or mixed roles, a stored set of cargo racks turns it into a hauler for the price of the modules.
Outfit it specifically to trade — A-rated cores, a bi-weave shield and a full cargo loadout — and the practical figure lands near 72M Cr, more than a comparable Type-8 trade fit carrying twice the cargo.
A defended cargo fit on a versatile hull. Initial is buy-only — strip it and pack cargo racks; A-Rated is the trade baseline with a bi-weave shield and a pair of self-defence turrets; Engineered maximises laden range and protected hold while keeping enough teeth for the rare interdiction you can't outrun.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | — | 3E Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | One large multi-cannon turret is all the self-defence a hauler needs; Overcharged lifts its damage and Auto Loader keeps it firing hands-off while you fly. |
| Medium 1 | — | 2E Beam Laser (Turreted) | G5 Efficient + Thermal Vent | A turret beam strips shields off an interdictor; Efficient cuts its power and heat, Thermal Vent makes it run cold so the hull stays quiet. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First Heavy-Duty shield booster — the cheapest large multiplier on the bi-weave's raw MJ so the cargo stays protected. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster stacks more shield strength; diminishing returns but still the best mass-for-protection on a trader. |
| 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 Lightweight (no experimental effect) | |
| Power Plant | 7E Power Plant | 7A Power Plant | G5 Low Emissions + Thermal Spread | A class-7 plant powers shield, boosters and two turrets with headroom; Low Emissions plus Thermal Spread keep it cool and quiet for low-signature running. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated thrusters keep a laden boost that outruns pirates; Dirty Drive Tuning with Drag Drives adds the top speed an escape needs. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | Range is a trader's efficiency — A-rated plus Increased Range (G5) and Mass Manager give the longest laden jumps for faster loops. |
| 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 Engine Focused + Super Conduits | A-rated keeps boost and shield cells charging in a scrap; Engine Focused with Super Conduits favours the sustained boost an escape relies on. |
| Sensors | 6E Sensors | 6D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight — a hauler needs no sensor range, so save the mass for cargo and range. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock class-5 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6E Cargo Rack | 6C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave generator regenerates fast under fire — exactly what a hull that fights interdictors wants; Reinforced maximises its MJ and Hi-Cap adds more capacity. |
| Size 6 | 6E Cargo Rack | 6E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 | — | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 | — | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | — | 3C Shield Cell Bank | G4 Specialised + Flow Control | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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. | |||
Keep a bi-weave generator in the first class-6 slot — on a hull that fights interdictors you want the cargo protected and the shield back fast — then pack every remaining optional with cargo. Drop the shield to a class-5 (or run shieldless on safe routes) if you need the extra 32-64 t.
Buy the hull — it ships with stock Lightweight Alloy, so the bulkhead costs nothing — and drop E-rated cargo racks into the three roomiest optional slots (two size-6 and one size-5) for immediate hauling; every other optional stays empty until the A-rated pass.
Leave the hardpoints and utility mounts bare buy-only — no turrets, shield boosters or launchers yet — and run the stock E-rated cores with the class-5 fuel tank to keep the first outlay small.
There's no shield at this stage — the first size-6 slot holds a cargo rack, not a generator — so treat Initial as a cheap unarmed test hauler and add the bi-weave plus self-defence turrets at the A-rated step before flying risky routes.
A-rating priority for a defended hauler:
For a hauler the FSD and thrusters matter most — longer laden jumps mean faster loops, and the boost lets a full hold outrun trouble. Leave the bulkhead as stock Lightweight Alloy: a trader buys range, not plate, and military-grade armour would tax laden jump for protection you shouldn't be standing and trading anyway. The shield, boosters and cell bank are insurance for the rare fight you can't avoid.
The trading engineering pattern: range, pace and a protected hold. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Bi-Weave Shield (6) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Power Plant (7) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Power Distributor (7) | Engine Focused (G5) | Super Conduits | The Dweller |
| Multi-Cannon (3) | Overcharged (G5) | Auto Loader | Tod McQuinn |
| Beam Laser (2) | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Life Support / Sensors | Lightweight (G5) | — | Etienne Dorn |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Low to moderate — mostly FSD, thruster, shield and plant blueprints on medium modules. 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 cargo (t) | ~160 | ~160 | ~166 (with shield) |
| Bulkhead | Lightweight (stock) | Lightweight | Lightweight +res, −mass |
| Shield (MJ) | none | ~340 | ~600+ |
| Speed (boost) | 330 m/s | 330 m/s | ~370 m/s |
| Laden jump (LY) | ~9 | ~14 | ~22 |
| Survivability | moderate | good | high |
The bulkhead stays Lightweight Alloy across all three states; the engineered pass runs Lightweight (Armour_Advanced) G5 on it, trimming hull mass and adding ~8% kinetic/thermal/explosive resistance — resilience without the jump-range cost of heavier plate. Engineered, the Krait Mk II hauls ~166 t behind a recovering bi-weave shield at ~370 m/s, jumps ~22 LY laden, and can win or flee an interdiction. The Stealth/Cooled power plant, Thermal-Vent beam and Heat Sink Launcher keep its heat signature low — a quiet, self-sufficient hauler, just one that carries a third to a fifth of what the dedicated freighters move per trip.
Any medium-volume loop suits it — mission stacks, a price-arbitrage run, or a defended delivery through anarchy space. As a Faulcon DeLacy multirole it pairs naturally with combat and mining weeks; trade is one of several jobs it covers from a home base.
The Krait Mk II is a convenience hauler, not a freighter. At 64 it rates as a capable mid-pack medium trader: ~166 t with a shield, fast, rank-free, and able to fight off interdictors — genuinely useful when you already fly one. But it sits below the Type-8 and budget Type-6 on cargo-per-credit and far below the large freighters on capacity, which is exactly why it lands in the sixties rather than higher. Bring cargo racks to a Krait you own; buy a dedicated trader if hauling is the job.
Figures on this page are verified against the sources below.