Ship Dossier // Faulcon DeLacy

Krait PhantomCombat

Series Ships Updated 2026-07-01
Briefing

The fast, mobile medium gunship — an all-rounder that fights well rather than a specialist

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.

Krait Phantom
Krait Phantom · Faulcon DeLacy
74/100
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 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.

Where this hull shines

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.

02

Key Stats & What Makes It Fight

Hardpoints
2L · 2M (multi-cannon + beam)
Fighter bay
No (no SLF decoy/DPS)
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 gunship:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Hardpoints20/30
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 distributor7/10
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.
Shield12/15
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 & internals9/15
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.
Agility17/20
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 & flexibility9/10
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 total74/100
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 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.

Same class — medium combat ships

Other classes — the heavy hitters

Other classes — the light fighters

05

Cost & Access

Hull
~37M Cr
Combat-fitted
~72M Cr
Engineered
~92M Cr
Pad
Medium
Rank
None
Permit
None

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.

Reach costs less to access

Around 92M Cr engineered, ~4.6M rebuy, no rank gate — a fast, far-jumping combat medium for the pilot who fights on the move.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13C Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary 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 23C Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond Overcharged large multi-cannon with Auto Loader for near-continuous fire; together the pair is the Phantom's sustained hull DPS.
Medium 12D Beam Laser (Gimballed)G5 Efficient + Thermal VentEfficient 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 22F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderGimballed medium multi-cannon, Overcharged with Auto Loader; adds chip damage and keeps corrosive stacks topped while the larges reload.
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsShield Booster grows the bi-weave; Heavy Duty for maximum raw boost.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Shield Booster; stacked boosters are the cheapest big shield multiplier on a medium.
Utility 30I Chaff LauncherG1 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 40I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Heat Sink Launcher dumps heat for silent running and cools spikes from the beam and Overcharged plant.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant7E Power Plant7A Power PlantG5 Overcharged + Thermal SpreadA-rate first — Overcharged weapons are power-hungry; Overcharged plant 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 heavier combat mediums.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated; Increased Range + Mass Manager keep the premium jump so it doubles as a fast traveller between fights.
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 weapon capacitor so the multi-cannon pair and beam keep firing.
Sensors6E Sensors6D SensorsG5 Lightweight (no experimental effect)D-rated and Lightweight — save the mass for speed; combat needs no sensor range.
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 Reinforced + Fast ChargeBi-Weave regenerates fast under fire; Reinforced + Fast Charge suits a mobile brawler that resets engagements.
Size 55A Shield Cell BankG5 Specialised (no experimental effect)Shield Cell Bank restores the shield in a burst; Specialised keeps thermal load low.
Size 55D Hull ReinforcementG5 Heavy Duty + Deep PlatingHull Reinforcement — Heavy Duty + Deep Plating stacks effective armour for when the shield drops.
Size 55D Hull ReinforcementG5 Heavy Duty + Deep PlatingMore Heavy Duty hull reinforcement; effective armour stacks linearly and covers the lighter Phantom frame.
Size 33A Shield Cell BankG5 Specialised (no experimental effect)Second Shield Cell Bank for a longer fight; Specialised for the low heat cost.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingAdditional Hull Reinforcement tops up the tank the Phantom lacks against the Mk II.
Size 33D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Size 22D Module Reinforcement(No blueprint available)More Module Reinforcement protects the cores that keep you flying; no blueprint available.
Size 11D Module Reinforcement(No blueprint available)A small Module Reinforcement fills the last slot; not engineerable.
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.
Strip with the beam, chew with corrosives, stay mobile

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a fast combat medium:

Distributor and plant first

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.

09

Engineering Plan

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.

10

Key Stat Upgrades

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

ModuleBlueprintExperimentalEngineer
Multi-Cannon (Large ×2 · Medium ×1)Overcharged (G5)Corrosive Shell / Auto LoaderTod McQuinn
Beam Laser (2)Efficient (G5)Thermal VentBroo Tarquin
Power Plant (7)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (6)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Frame Shift Drive (5)Increased Range (G5)Mass ManagerFelicity Farseer
Power Distributor (7)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (6)Reinforced (G5)Fast ChargeLei Cheung
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean
BulkheadsHeavy Duty (G5)Deep PlatingSelene 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.

11

Key Activities & Where To Do Them

Getting started
  • Resource Extraction Sites. Bounty-hunt in RES — especially Hazardous RES — where the guns pay and speed keeps you safe.
  • Massacre & assassination missions. Stack pirate massacre and target missions and clear them in one RES or CZ run.
  • Nav Beacon clean-up. Fast patrols of Nav Beacon pirate traffic for quick, low-risk bonds.
Advanced
  • Combat Zones. Kite and re-position in medium and high CZs for combat bonds, letting tankier ships hold the line.
  • Self-relocating between hotspots. Premium jump range moves you between RES, CZ and mission systems under your own power.
  • Wing skirmisher. The fast flanker of a combat wing, picking targets the tanks pin down.
Generic example systems

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.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner for laying out the multi-cannon-and-beam combat fit on this hull.coriolis.io/outfit/krait_phantom
EDSYAlternate outfitting planner used to cross-check the engineered combat build's power draw, shield and jump figures.edsy.org
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 combat loadout.coriolis-data/ships/krait_phantom.json
Inara — Krait PhantomPer-ship page: base stats, hull price and rebuy reference for the combat cost figures.inara.cz/elite/ship/28
Fandom wikiKrait Phantom hull profile, hardpoint count, and the absence of a fighter hangar relevant to its combat role.fandom.com/wiki/Krait_Phantom