E:D Black Box
Two large and two medium mounts carry a real battery, and a fast-regen bi-weave holds while you fight, but the Phantom's case is speed, agility and reach: it out-turns and out-runs trouble and picks fights it can leave. It ranks below the dedicated combat mediums because it carries only two large mounts, no fighter bay and no military slots, with a lighter hull — its edge is mobility, not raw damage or tank.
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.
Where the Krait Mk II brawls, 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 combat medium. Two large mounts host a strong multi-cannon pair, backed by a beam and a medium multi-cannon — enough to kill efficiently — but it can't match the Mk II's three-large broadside. Its case is mobility: get to the fight, control the range, and break off clean whenever the odds turn.
The trade-offs are real. Two large hardpoints mean lower sustained damage, there's no SLF for a decoy or extra DPS, 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 a pilot who values reaching distant hotspots and fighting on the move, it's an excellent fast hunter; for raw firepower or survivability, the dedicated combat mediums are stronger. That gap is exactly why it scores 74, not 90.
Fast, mobile combat: bounty hunting in Resource Extraction Sites, kiting and re-positioning in Combat Zones, running massacre and assassination stacks, and any pilot who fights best on the move and self-relocates between hotspots under its own jump range.
Four things make the Phantom a capable fast gunship:
Only two large mounts (the Krait Mk II's three out-gun it), no fighter bay, no military slots, and a lighter hull that tanks less than the dedicated combat mediums. The Phantom's case is mobility and reach — it wins by out-turning and out-running trouble, not by out-gunning or out-tanking it. For raw damage the Mk II or Python Mk II; for a pure duel the Fer-de-Lance.
The fastest, most flexible of the combat mediums — a strong multi-cannon-and-beam battery on a fast-regen bi-weave brawler that fights on the move; only two large mounts, no fighter bay and a lighter tank than the Krait Mk II or the dedicated combat hulls hold it below the specialists.
The 74/100 headline is a verdict against the combat 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 |
|---|---|---|
| Hardpoints | 20/30 | Two Large plus two Medium mounts host a strong multi-cannon pair (Corrosive Shell) and an Efficient beam — enough sustained hull and shield damage for any RES or CZ. But only two large mounts cap its alpha; the Krait Mk II's three-large broadside and the Python Mk II's four out-gun it, and there is no fighter bay to add a second gun platform. |
| Power distributor | 7/10 | The class-7 distributor is a genuine strength — it feeds the multi-cannon pair, the beam and boost comfortably where lighter combat mediums strain; Charge Enhanced with Super Conduits keeps the weapon capacitor topped through a sustained fight. |
| Shield | 12/15 | A fast-regen 6C bi-weave with two stacked Heavy Duty shield boosters and two Shield Cell Banks gives a mobile brawler a resilient, quick-recovering shield for a medium — ideal for resetting engagements, if short of the raw MJ a prismatic large can stack. |
| Armour & internals | 9/15 | Krait Light armour and zero military slots mean a lighter tank than the Mk II or a dedicated combat hull, but nine deep optionals hold three Hull and three Module Reinforcements — hardening lives in the optionals at the cost of internal space rather than being absent. |
| Agility | 17/20 | 256 m/s top and 358 m/s boost make it one of the quickest combat mediums; it out-turns and out-runs the Mk II, Corvette and Anaconda and controls every engagement — mobility is its whole survival case and covers the thinner tank. |
| Utility & flexibility | 9/10 | Four utility mounts, premium jump range and multirole internals let it self-relocate between bounty hotspots and re-fit for other jobs — the most flexible hull anywhere near its combat tier. |
| Weighted total | 74/100 | 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.
Every table rates ships for combat specifically, split by landing-pad class. The Hardpoints column is the hardpoint loadout — the basis for a weapon suite; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Higher-rated; agility; hardpointsArmour | 93 |
| Krait Mk II | Medium | 3L 2M | Higher-rated; hardpoints; armourDistributor | 90 |
| Python Mk II | Medium | 4L 2M | Higher-rated; hardpoints; distributorArmour | 90 |
| Mamba | Medium | 1H 2L 2S | Higher-rated; distributor; hardpointsArmour | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Higher-rated; agility; armourShield | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Higher-rated; armour; shieldAgility | 86 |
| Corsair | Medium | 3L 3M | Higher-rated; distributor; flexibilityAgility | 85 |
| Federal Assault Ship | Medium | 2L 2M | Higher-rated; distributor; agilityShield | 84 |
| Python | Medium | 3L 2M | Higher-rated; distributor; flexibilityAgility | 83 |
| Federal Gunship | Medium | 1L 4M 2S | Higher-rated; distributor; armourAgility | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | Higher-rated; distributor; armourAgility | 80 |
| Federal Dropship | Medium | 1L 4M | Higher-rated; armour; hardpointsAgility | 76 |
| Krait Phantom this | Medium | 2L 2M | — this hull (baseline) | 74 |
13 medium-pad combat hulls carry a rating, led by Fer-de-Lance (93). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | Higher-rated; hardpoints; distributorShield | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Higher-rated; distributor; shieldAgility | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Higher-rated; distributor; shieldAgility | 88 |
| Imperial Clipper | Large | 2L 2M | Higher-rated; agility; distributorHardpoints | 79 |
| Type-10 Defender | Large | 4L 3M 2S | Higher-rated; hardpoints; armourAgility | 78 |
The large-pad combat field (5 rated), led by Federal Corvette (98) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Higher-rated; hardpoints; flexibilityArmour | 85 |
| Vulture | Small | 2L | Higher-rated; agility; shieldArmour | 80 |
| Cobra Mk V | Small | 3M 2S | Higher-rated; flexibility; hardpointsDistributor | 78 |
| Imperial Courier | Small | 3M | Agility; shieldLower-rated; armour | 70 |
| Viper Mk IV | Small | 2M 2S | Armour; distributorLower-rated; agility | 66 |
| Diamondback Explorer | Small | 1L 2M | Flexibility; agilityLower-rated; armour | 65 |
| Viper Mk III | Small | 2M 2S | Agility; hardpointsLower-rated; armour | 63 |
| Diamondback Scout | Small | 2M 2S | Flexibility; armourLower-rated; shield | 60 |
| Cobra Mk III | Small | 2M 2S | Agility; distributorLower-rated; shield | 58 |
| Eagle Mk II | Small | 3S | Agility; hardpointsLower-rated; shield | 55 |
| Imperial Eagle | Small | 1M 2S | Agility; hardpointsLower-rated; flexibility | 54 |
| Cobra Mk IV | Small | 2M 3S | Hardpoints; armourLower-rated; agility | 44 |
| Sidewinder Mk I | Small | 2S | Agility; flexibilityLower-rated; hardpoints | 40 |
The small-pad combat field (13 rated), led by Kestrel Mk II (85) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
At ~37M Cr the Phantom is one of the cheaper combat mediums, with no rank gate — anyone can fly one. A combat fit with a multi-cannon pair, a beam, a bi-weave and stacked hull reinforcement brings the all-in figure to around 92M Cr engineered, with rebuy near 4.6M — light for a warship, because the hull and its A-rated cores are cheap and the spend is engineering, not exotic modules.
It's the choice for a pilot who values mobility and reach over firepower, and who'd rather self-jump to the next hotspot than plod there. For maximum damage the Mk II or Python Mk II is the pick; for a pure duel the Fer-de-Lance. The Phantom rewards a clean, mobile flying style.
Around 92M Cr engineered, ~4.6M rebuy, no rank gate — a fast, far-jumping combat medium for the pilot who fights on the move.
A mobile medium gunship: an Overcharged multi-cannon pair on the large mounts with Corrosive Shell, a gimballed medium multi-cannon and an Efficient beam with Thermal Vent for shield-stripping and heat control. Initial is buy-only cores; A-Rated adds the weapons, a bi-weave and hull tank; Engineered turns it into a fast, evasive brawler. The Phantom fights on the move — strip shields with the beam, chew hull with corrosive multi-cannons, and boost out when pressed.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | — | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary hull-breaker. Gimballed large multi-cannon, Overcharged for raw damage; Corrosive Shell raises every other weapon's hull damage — the pair's force multiplier. |
| Large 2 | — | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second Overcharged large multi-cannon with Auto Loader for near-continuous fire; together the pair is the Phantom's sustained hull DPS. |
| Medium 1 | — | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Efficient gimballed beam laser strips shields and, with Thermal Vent, vents your heat on every hit — the fit's heat valve as well as its shield-stripper. |
| Medium 2 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Gimballed medium multi-cannon, Overcharged with Auto Loader; adds chip damage and keeps corrosive stacks topped while the larges reload. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Shield Booster grows the bi-weave; Heavy Duty for maximum raw boost. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Shield Booster; stacked boosters are the cheapest big shield multiplier on a medium. |
| Utility 3 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Chaff throws off gimbal and turret tracking — the Phantom's evasion tool against other players and hard-tracking NPCs. |
| Utility 4 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Heat Sink Launcher dumps heat for silent running and cools spikes from the beam and Overcharged plant. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 7E Power Plant | 7A Power Plant | G5 Overcharged + Thermal Spread | A-rate first — Overcharged weapons are power-hungry; Overcharged plant adds headroom and Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives is the Phantom's whole case: out-run and out-turn heavier combat mediums. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated; Increased Range + Mass Manager keep the premium jump so it doubles as a fast traveller between fights. |
| Life Support | 4E Life Support | 4A Life Support | G5 Lightweight (no experimental effect) | A-rated for a long oxygen timer after a canopy breach; Lightweight trims mass; no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | Charge Enhanced + Super Conduits feed the weapon capacitor so the multi-cannon pair and beam keep firing. |
| Sensors | 6E Sensors | 6D Sensors | G5 Lightweight (no experimental effect) | D-rated and Lightweight — save the mass for speed; combat needs no sensor range. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock size-5 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | — | 6C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-Weave regenerates fast under fire; Reinforced + Fast Charge suits a mobile brawler that resets engagements. |
| Size 5 | — | 5A Shield Cell Bank | G5 Specialised (no experimental effect) | Shield Cell Bank restores the shield in a burst; Specialised keeps thermal load low. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull Reinforcement — Heavy Duty + Deep Plating stacks effective armour for when the shield drops. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy Duty hull reinforcement; effective armour stacks linearly and covers the lighter Phantom frame. |
| Size 3 | — | 3A Shield Cell Bank | G5 Specialised (no experimental effect) | Second Shield Cell Bank for a longer fight; Specialised for the low heat cost. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Additional Hull Reinforcement tops up the tank the Phantom lacks against the Mk II. |
| Size 3 | — | 3D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | More Module Reinforcement protects the cores that keep you flying; no blueprint available. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | A small Module Reinforcement fills the last slot; not engineerable. |
| 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. | |||
Two large multi-cannons with Corrosive Shell shred hull; the Efficient beam with Thermal Vent drops shields while dumping your own heat. With only two large mounts and a lighter tank than the Mk II, the Phantom wins by out-turning and out-running trouble — keep the bi-weave up, boost to reset engagements, and pick fights you can leave.
Buy the hull and fit a stock 6C bi-weave Shield Generator in the class-6 bay, backed by a single 0A Shield Booster — RES-ready immediately. Bulkheads stay at stock Lightweight Alloy and the core internals all go in at base E-rating.
Arm the two large mounts with gimballed multi-cannons and the two mediums with a gimballed beam laser and a gimballed multi-cannon — a full battery on day one, no unlocks required.
Everything else waits for the A-rated pass: the remaining utilities, the shield cell banks, and the hull/module reinforcement that fill the deep optionals. The ship fights straight away; the pass just deepens it.
A-rating priority for a fast combat medium:
Two large guns plus a beam and boost demand power and distribution before anything else; A-rate those before touching the bulkhead or weapon blueprints. Then thrusters — without a fighter or military slots, the Phantom survives by not being hit.
The combat pattern on a fast medium: Overcharged guns, Dirty thrusters for mobility, and a Reinforced bi-weave over Heavy-Duty plating. Pin blueprints for remote G1→G5 application; visit in person for experimentals. The generated Engineering Plan table builds here from the loadout data.
Approximate progression across the three states (figures are representative, not exact rolls):
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Multi-Cannon (Large ×2 · Medium ×1) | Overcharged (G5) | Corrosive Shell / Auto Loader | Tod McQuinn |
| Beam Laser (2) | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Plant (7) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (6) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
The Military Grade bulkhead and stacked hull reinforcement lift effective armour from the A-rated pass onward, and a Reinforced bi-weave with shield cell banks gives it the seconds to trade. Engineered, the Phantom is the fastest, longest-reaching combat medium — it out-guns nothing on the ladder and hardens less than a Chieftain, so it survives by mobility, not mass. A fast, mobile all-rounder that fights well and leaves clean.
Any system with a Hazardous RES and active Combat Zones suits it — especially the distant ones. The Phantom is the medium that reaches them and fights on the move, so massacre and CZ payouts double as a reason to roam.
The Krait Phantom is the fast, mobile combat medium: a real 2L 2M battery, premium reach to distant hotspots, and the best agility of the class. 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, controls the range, and breaks off clean. An all-rounder that fights well and wins by not being hit.
Figures on this page are verified against the sources below.