Ship Dossier // Faulcon DeLacy

Krait PhantomAX Combat

Series Ships Updated 2026-06-25
Briefing

The fast AX skirmisher — it reaches and dodges where the Mk II out-guns it

Two large hardpoints and no fighter bay mean less raw damage than its Mk II sibling, but the Phantom is quicker and jumps far further — the medium that actually gets to a distant Maelstrom and hit-and-runs once there. It ranks just behind the heavier AX mediums because it carries fewer mounts and less tank, with no military slots; its edge is speed, reach and evasion.

Krait Phantom
Krait Phantom · Faulcon DeLacy
84/100
2L 2M
Hardpoints
0
Military slots
256 m/s
Top speed
~37M
Hull price (Cr)
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

Where the Krait Mk II kills, the Phantom skirmishes. It drops a large hardpoint and the fighter bay for less mass — so it's faster, more agile, and jumps far further than any other AX medium. Two large mounts carry a respectable Gauss pair, enough to crack Interceptor hearts if you place your shots, but it can't match the Mk II's three-large broadside. Its case is mobility and reach: get to the fight, stay out of the lightning, and hit between damage windows.

The trade-offs are real. Two large hardpoints mean lower sustained AX damage, there's no SLF to draw a Thargoid's attention, no military slots for module hardening, and the lighter hull tanks less than a Mk II or Chieftain. The Phantom survives by not being hit — speed, dodging and a clean exit. For an experienced AX pilot who values reaching distant Maelstroms and fighting on the move, the Phantom is an excellent fast hunter; for raw firepower or survivability, the Mk II and Chieftain are stronger.

Where this hull shines

Fast, mobile anti-Xeno combat: hit-and-run Gauss runs on Interceptors, reaching remote Maelstroms under its own jump range, kiting and re-positioning in AXCZ, and any AX pilot who fights best on the move rather than standing in the fire.

02

Key Stats & What Makes It Fight Thargoids

Hardpoints
2L · 2M (Gauss pair)
Fighter bay
No (no SLF decoy)
Military slots
0 (no module hardening)
Top speed / boost
256 / 358 m/s
Utility mounts
4
Optional internals
6·5·5·5·3·3·3·2·1
Pad
Medium
Crew seats
2
Rank
None
Permit
None

Four things make the Phantom a capable fast Xeno hunter:

The ceiling, stated honestly

Two large hardpoints and no fighter bay mean less AX damage than the Mk II, and no military slots mean it can't harden modules against Thargoid lightning the way a Chieftain or Challenger can. The lighter hull also tanks less. The Phantom's case is mobility and reach — it wins by dodging and re-positioning, not by out-tanking or out-gunning. For raw firepower, the Mk II; for survivability, the Chieftain.

03

Why This Rating

Scorecard

Best agility and reach of the AX mediums carry it; only two large mounts and zero military slots — a thinner tank than the Mk II or Chieftain — cap the score.

The 84/100 headline is a verdict against the anti-Xeno 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
Hardpoints for Gauss20/25
Two large mounts plus 2M host a Gauss pair, Enhanced AX Multi-Cannon and Guardian Shard Cannon; Gauss caps at size 2 so the larges under-fill, and the Mk II's 3L out-guns it. A respectable but not heavy AX battery.
Heat capacity & management17/20
Four utility mounts carry a Heat Sink Launcher alongside Xeno scanner and caustic sink, and the cool Krait power plant takes Thermal Spread well; manageable for a two-Gauss fit fired in bursts, though it lacks military-slot mass margin.
Hull tank & reinforcement room15/20
Zero military slots and a lighter hull mean it tanks less than the Mk II or Chieftain, but the deep optionals (6·5·5·5·3·3·3·2·1) hold several Guardian Hull and Module Reinforcements — hardening lives in the optionals, costing internal space rather than being absent.
Agility24/25
256 m/s top, 358 boost — the quickest and most agile AX medium, built to dodge Thargoid lightning between damage windows. Combined with premium jump range it self-lifts to distant Maelstroms; mobility is its whole survival case.
Caustic handling & support slots8/10
Four utilities and roomy optionals fit Caustic Sink Launcher, Decontamination Limpet Controller and caustic-resistant Guardian Hull/Module Reinforcement; caustic clearing is well covered, limited only by no military slot to spare module mass.
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

Both tables rate ships for anti-Xeno combat specifically. The role column is the hardpoint loadout — the basis for an AX weapon suite. Evasion, hardening and heat management matter as much as raw mounts.

Same class — medium AX fighters

ShipClassHardpointsPros & cons vs Krait PhantomRating
Alliance ChieftainMedium2L 1M 3SModule hardening; agile; cheaperShorter range90
Krait Mk IIMedium3L 2MHigher DPS; SLF decoySlower; far shorter range89
Alliance ChallengerMedium1L 3M 3STankier; 3 military slotsSlower; shorter range88
Python Mk IIMedium3L 2MMore mounts; tougher hullSlower; far shorter range84
Krait Phantom thisMedium2L 2M— this hull (baseline)84
Federal GunshipMedium1L 4M 2STough Federal hull; many mountsSlow, clumsy; rank-gated82
Alliance CrusaderMedium1L 2M 2SSLF decoy; tankyLower DPS; slower79

The Phantom is the speed-and-reach pick of the medium AX fighters. The Mk II out-guns it and the Chieftain and Challenger out-harden it, but none gets to a distant Maelstrom as easily or kites Thargoid fire as cleanly. For mobile, hit-and-run AX play, the Phantom earns its place; for damage or module survival, look up the ladder.

Other classes — the heavier AX options

ShipClassHardpointsPros & cons vs Krait PhantomRating
Imperial CutterLarge1H 2L 4MImmense tank; brawls indefinitelyImperial rank; ponderous; large pad90
AnacondaLarge1H 3L 2M 2SHeavy firepower and bulkSlow; hard to dodge; large pad88
Federal CorvetteLarge2H 1L 2M 2SWarship hull; devastating broadsideFederal rank; large pad; heavy rebuy86
Type-10 DefenderLarge4L 3M 2SMany mounts; vast tank; AXCZ fortressPainfully slow; large pad86

The large AX ships out-tank and out-gun the Phantom many times over, but they're slow, hard to dodge, and most need a large pad and a rank grind. In AX, evasion saves you where armour can't — and the Phantom's niche is exactly that: medium-agility, premium reach, and a fight you can break off at will.

05

Cost & Access

Hull
~37M Cr
AX-fitted
~78M Cr
Engineered
~99M Cr
Pad
Medium
Rank
None
Permit
None

At ~37M Cr the Phantom is one of the cheaper AX mediums, with no rank gate — anyone can fly one. An AX fit with a Gauss pair, Guardian hull reinforcement and caustic/heat kit brings the all-in figure to around 99M Cr, with rebuy near 5.0M; much of that cost is Guardian-tech unlocks rather than the modules themselves.

It's the choice for an AX pilot who values mobility and reach over firepower, and who'd rather self-jump to a remote Maelstrom than wait on a carrier. For maximum damage the Mk II is the pick; for survivability and learning, the Chieftain. The Phantom rewards a clean, mobile flying style.

Reach costs less to access

Around 99M Cr (plus Guardian unlocks), ~5.0M rebuy, no rank gate — a fast, far-jumping AX medium for the pilot who fights on the move.

06

3-State Loadout

A fast, mobile anti-Xeno fit: a Guardian Gauss pair on the large mounts, AX/Guardian support on the mediums, and Guardian hull reinforcement (no military slots, so hardening goes in the optionals). Initial is buy-only cores; A-Rated adds the AX kit; Engineered hardens mobility, heat and survival. The AX/Guardian weapons take no engineering — the gains are in flying and the ship modules.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 12B Guardian Gauss Cannon (Fixed)(No blueprint available)Primary heart-cracker. Guardian Gauss is the best AX penetrator but caps at size 2, so it under-fills the large mount — no large Gauss exists. Not engineerable.
Large 22B Guardian Gauss Cannon (Fixed)(No blueprint available)Second Gauss completes the pair; fire in short bursts to manage the heavy heat. AX/Guardian weapons carry no blueprint.
Medium 12E Enhanced AX Multi-Cannon (Gimballed)(No blueprint available)Enhanced AX Multi-Cannon, gimballed for hit-and-run chip damage and Scout clearing; ammo-efficient. Not engineerable.
Medium 22A Guardian Shard Cannon (Fixed)(No blueprint available)Guardian Shard Cannon adds close-range burst on exposed hearts; fixed for full damage. Not engineerable.
Utility Mounts
Utility 10C Xeno Scanner(No blueprint available)Xeno Scanner reveals Interceptor hearts and subsystems — essential for target priority; no blueprint.
Utility 20I Caustic Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds caustic-sink charges. Clears caustic damage in Thargoid fights.
Utility 30I 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 40A Shield BoosterG5 Thermal Resistant + Super CapacitorsShield Booster grows the bi-weave; Thermal Resistant tilts it toward Thargoid thermal damage.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant7E Power Plant7A Power PlantG5 Overcharged + Thermal SpreadA-rate first — Gauss and Guardian guns are power-hungry; Overcharged adds headroom and Thermal Spread bleeds the extra heat.
Thrusters6E Thrusters6A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives is the Phantom's whole case: out-run and out-turn Thargoid lightning.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated; Increased Range + Mass Manager keep the premium jump that self-lifts to distant Maelstroms.
Life Support4E Life Support4A Life SupportG5 Lightweight (no experimental effect)A-rated for a long oxygen timer after a canopy breach; Lightweight trims mass; no experimental effect.
Power Distributor7E Power Distributor7A Power DistributorG5 Charge Enhanced + Super ConduitsCharge Enhanced + Super Conduits feed the Gauss capacitor so the pair keeps firing.
Sensors6E Sensors6D SensorsG5 Lightweight (no experimental effect)D-rated and Lightweight — AX needs no sensor range, so save the mass for speed.
Fuel Tank5C Fuel Tank5C Fuel Tank(No blueprint available)Stock size-5 tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 66C Bi-Weave Shield GeneratorG5 Thermal Resistant + Fast ChargeBi-Weave regenerates fast under fire; Thermal Resistant + Fast Charge suit sustained Thargoid thermal damage.
Size 55D Guardian Hull Reinforcement(No blueprint available)Guardian Hull Reinforcement — caustic-resistant armour, the Phantom's hardening with no military slots; not engineerable.
Size 55D Guardian Module Reinforcement(No blueprint available)Guardian Module Reinforcement spreads penetrating-hit damage across internals; caustic-resistant, no blueprint.
Size 55E Decontamination Limpet Controller(No blueprint available)Decontamination Limpet Controller strips caustic off the hull mid-fight; limpet drones carry no engineering.
Size 33D Guardian Hull Reinforcement(No blueprint available)More Guardian hull reinforcement; effective armour stacks linearly. Not engineerable.
Size 33D Guardian Module Reinforcement(No blueprint available)Module Reinforcement protects the cores that keep you flying; no blueprint available.
Size 33A AFMUG5 Shielded (no experimental effect)Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights.
Size 22D Guardian Hull Reinforcement(No blueprint available)A small Guardian HRP tops up effective armour where the slot allows; not engineerable.
Size 11E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
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.
Place shots, kite, harden in optionals

With only two large mounts and no fighter, the Phantom leans on flying: line up clean Gauss volleys on exposed hearts, then boost out of the lightning. Guardian hull and module reinforcement lives in the optionals (no military slots), so keep the mass light and the FSD strong — reaching the fight is half the build. Manage heat hard between Gauss volleys.

07

Initial Loadout — Buy-Only Plan

The Initial column is core-only: buy the hull and the stock cores — 7E Power Plant, 6E Thrusters, 5E Frame Shift Drive, 4E Life Support, 7E Power Distributor, 6E Sensors and a 5C Fuel Tank. The bulkhead stays the hull's default Lightweight Alloy; the Military Grade upgrade waits on the A-Rated pass. The ship flies, but carries no weapons, shield or reinforcement yet.

Every hardpoint, utility and optional slot stays empty (—) at this stage: the Gauss pair, Enhanced AX Multi-Cannon and Guardian Shard Cannon, the bi-weave shield, and all Guardian hull/module reinforcement wait on material unlocks and the A-Rated pass.

Unlock Guardian and AX weapons at the relevant sites first — they gate the whole combat fit.

08

A-Rated Loadout — Upgrade Plan

AX-fitting priority:

Mobility is survival

Without military slots or a fighter, the Phantom survives by not being hit — prioritise thrusters and a light, strong FSD, then the Gauss pair, and use speed to control every engagement. Military Grade bulkhead and Guardian reinforcement only buy you the seconds between dodges.

09

Engineering Plan

AX engineering hardens mobility, heat and survival; AX/Guardian weapons have limited engineering. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.

ModuleBlueprintExperimentalEngineer
Thrusters (6)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (7)Overcharged (G5)Thermal SpreadHera Tani
Power Distributor (7)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (6)Thermal Resistant (G5)Fast ChargeLei Cheung
Shield BoosterThermal Resistant (G5)Super CapacitorsDidi Vatermann
Frame Shift Drive (5)Increased Range (G5)Mass ManagerFelicity Farseer
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

Moderate ship engineering plus heavy Guardian-tech unlocks for weapons and reinforcement — the Guardian grind is the real cost. Ship blueprints are standard. Ask for exact per-blueprint or unlock counts if needed.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
AX firepowermoderatemoderatemoderate (two large)
Agility (dodge)goodgoodbest (AX mediums)
Reach to the fightgoodgoodbest (AX mediums)
Base armour (bulkhead)Lightweight (stock)Military GradeMilitary Grade + Heavy Duty
Module hardeningnoneGuardian (caustic-resistant)Guardian (caustic-resistant)
Has a decoy fighternonono

Engineered and Guardian-armed, the Phantom is the fastest, longest-reaching AX medium — it gets to the fight, kites the lightning, and breaks off clean. The Military Grade bulkhead with a Heavy Duty roll is its only base armour (no military slots), and the Guardian hull/module reinforcement adds the caustic and AX module resistance a regular package lacks. It out-guns nothing on the ladder and hardens less than a Chieftain, so it survives by mobility, not mass — a fast, mobile expert's Xeno hunter.

11

Key Activities & Where To Do Them

Getting started
  • Hit-and-run Interceptor kills. Crack Cyclops and Basilisk hearts with a Gauss pair, then kite out.
  • Reaching remote Maelstroms. Self-jump to distant Thargoid airspace under your own range.
  • Mobile AXCZ damage. Kite and re-position in conflict zones alongside tankier ships.
Advanced
  • Mobile Xeno hunting. For experienced pilots who fight on the move and control range.
  • Wing skirmisher. The fast flanker of an AX wing, picking targets the tanks pin.
  • Maelstrom and Titan recon-strikes. Fast in, fast out of the most dangerous airspace.
Generic example operations

Wherever Thargoids are fought — Interceptor hunts, AXCZ, Maelstrom and Titan ops — especially the distant ones. The Phantom is the medium that reaches them and fights on the move.

12

Field Notes — What Else To Know

Verdict

The Krait Phantom is the fast AX skirmisher: two large hardpoints for a respectable Gauss pair, premium reach to distant Maelstroms, and the best agility of the AX mediums. Lacking a fighter, military slots and a third large mount, it out-guns and out-tanks nothing on the ladder — but it gets to the fight, kites the lightning, and breaks off clean. A mobile, experienced pilot's anti-Xeno medium that wins by not being hit.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner for laying out an AX Gauss fit on this hull.coriolis.io/outfit/krait_phantom
Elite Dangerous (official)Frontier's official Krait Phantom ship page — manufacturer specs, speed/agility figures, and the ship render used on this page.elitedangerous.com/.../krait-phantom
EDCD coriolis-dataHardpoint and slot layout, utility mounts, and core-module ratings used to size the AX loadout.coriolis-data/ships/krait_phantom.json
Inara — Krait PhantomPer-ship page: base stats, hull price and rebuy reference for the AX cost figures.inara.cz/elite/ship/28
Fandom wikiKrait Phantom hull profile, hardpoint count, and the absence of a fighter hangar relevant to its AX role.fandom.com/wiki/Krait_Phantom