E:D Black Box
A premier exploration medium and a community favourite. The Krait Phantom combines a top-tier jump range with nine deep optional internals, good speed and medium-pad access — it ranks among the very best explorers, behind only the Mandalay and the long-range capitals on raw range, while beating them on pad flexibility and balance. No rank or permit required.
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 Phantom is the Krait Mk II's leaner, longer-legged sibling: it drops the fighter bay and a hardpoint in exchange for less mass and more range, producing one of the finest exploration mediums ever made. A strong FSD on a light-for-its-size hull gives it ~75 LY engineered, while nine optional internals (several large) let it carry a big fuel scoop, scanner, AFMU, SRV bay and comforts with room to spare.
It's fast, it has good visibility, and its medium pad lands at the vast majority of stations — far more flexible than the large explorers. The result is a ship that travels far and carries everything, without the pad restrictions or cost of a capital. For many commanders the Phantom is the sweet spot of exploration: premium range, real capacity, no compromises that bite.
Serious long-range exploration with full kit: extended expeditions, exobiology, Guardian and Thargoid site visits, and any deep-space trip where carrying capacity and pad flexibility matter alongside range.
Four things make the Phantom a premier exploration medium:
It can't quite match the Mandalay's range or a capital's sheer module space and comfort on the very longest expeditions, and at ~36M Cr it's a real investment. But its compromises are mild: the Phantom gives up only a little range and capacity for a far more flexible pad and lower cost than the large explorers. There's little it does badly.
Near-apex engineered range paired with nine deep internals and medium-pad access, with almost no weak axis — a step behind only the Mandalay's longer legs and the capital explorers' module space.
The 93/100 headline is a verdict against the exploration 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 |
|---|---|---|
| Engineered jump range | 32/35 | ~75–80 LY engineered on a 270 t hull with an SCO drive and Guardian booster — among the best in the game, a step behind only the Mandalay (~85 LY) and the capital explorers. |
| Heat profile | 14/15 | A Low-Emissions plant and clean drives keep it cool enough to scoop and neutron-boost safely, though it isn't the ice-cold outlier the Diamondback or Dolphin are. |
| Fuel tank & reach | 9/10 | A fixed medium fuel tank and a class-6-capped scoop mean refuelling a touch earlier than a capital — fine, but more hops across the sparsest regions. |
| Canopy & visibility | 9/10 | A good, open canopy for honking and bio-hunting — just shy of the Asp's wrap-around glass and the Mandalay's panorama. |
| Internals | 20/20 | Nine optional slots carry a class-6 scoop, the Guardian booster, an SRV bay, dual AFMUs, a bi-weave and a scanner all at once — few explorers fit this much without sacrificing range. |
| Comfort & cost | 9/10 | Fast (256/358 m/s) and re-roles freely with no gates, but a ~36M Cr hull (~70M all-in, ~4.4M rebuy) is a real loss far from the bubble. |
| Weighted total | 93/100 | 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 exploration specifically, split by landing-pad class. The Optional cap. column is total optional-internal capacity — room for scanners, AFMU and fuel; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Optional cap. | Pros & cons | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~154 t | Higher-rated; jump range; heatInternals | 96 |
| Krait Phantom this | Medium | ~190 t | — this hull (baseline) | 93 |
| Asp Explorer | Medium | ~130 t | Canopy; internalsLower-rated; jump range | 86 |
| Krait Mk II | Medium | ~230 t | Internals; comfort/valueLower-rated; heat | 80 |
| Python | Medium | ~294 t | Fuel reach; internalsLower-rated; jump range | 75 |
| Asp Scout | Medium | ~74 t | Comfort/value; heatLower-rated; jump range | 70 |
| Type-6 Transporter | Medium | ~114 t | Comfort/value; internalsLower-rated; jump range | 68 |
| Corsair | Medium | ~318 t | Comfort/value; internalsLower-rated; jump range | 58 |
| Type-11 Prospector | Medium | ~288 t | Fuel reach; internalsLower-rated; jump range | 55 |
9 medium-pad exploration hulls carry a rating, led by Mandalay (96). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Optional cap. | Pros & cons | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 t | Higher-rated; fuel reach; internalsCanopy | 94 |
| Caspian Explorer | Large | ~434 t | Higher-rated; fuel reach; canopyComfort/value | 94 |
| Imperial Clipper | Large | ~250 t | Internals; comfort/valueLower-rated; jump range | 63 |
| Orca | Large | ~194 t | Canopy; fuel reachLower-rated; jump range | 63 |
| Beluga Liner | Large | ~370 t | Internals; fuel reachLower-rated; jump range | 58 |
The large-pad exploration field (5 rated), led by Anaconda (94) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Optional cap. | Pros & cons | Rating |
|---|---|---|---|---|
| Diamondback Explorer | Small | ~60 t | Heat; comfort/valueLower-rated; internals | 88 |
| Dolphin | Small | ~88 t | Heat; comfort/valueLower-rated; jump range | 80 |
| Diamondback Scout | Small | ~32 t | Heat; comfort/valueLower-rated; internals | 74 |
| Imperial Courier | Small | ~34 t | Jump range; canopyLower-rated; internals | 73 |
| Cobra Mk V | Small | ~110 t | Internals; comfort/valueLower-rated; jump range | 72 |
| Cobra Mk III | Small | ~64 t | Canopy; internalsLower-rated; heat | 71 |
| Hauler | Small | ~26 t | Comfort/value; jump rangeLower-rated; internals | 62 |
| Adder | Small | ~30 t | Comfort/value; fuel reachLower-rated; internals | 60 |
| Kestrel Mk II | Small | ~70 t | Fuel reach; canopyLower-rated; comfort/value | 50 |
The small-pad exploration field (9 rated), led by Diamondback Explorer (88) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
At ~35.7M Cr the Phantom is a serious purchase, but no rank or permit gates it. A full exploration fit — maxed FSD, class-6 scoop, scanner, AFMU, SRV bay and comforts — brings the all-in figure to around 70M Cr.
It's the considered investment for a committed explorer: pricier than a DBE or Asp, but it carries more, jumps further and lands almost anywhere, making long expeditions markedly more comfortable and self-sufficient.
Around 70M Cr all-in for premium range, full expedition kit and medium-pad access — the ship many explorers settle on for the long haul.
A fully equipped expedition fit using the Phantom's deep, weight-light internals. Initial is a jump-capable buy-only starter; A-Rated is the expedition baseline; Engineered maximises range while keeping full kit and redundancy aboard. Plans and costs follow in the sections below.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | 0I Heat Sink Launcher | 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. |
| Utility 2 | — | 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. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One light booster cheaply multiplies the bi-weave's raw MJ for safer landings; Heavy Duty + Super Capacitors is the biggest gain per tonne. |
| Utility 4 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 7E Power Plant | 7D Power Plant | G5 Low Emissions + Thermal Spread | 7D keeps mass down — with no guns to feed, output is not the limit; Low Emissions cuts heat and draw, Thermal Spread bleeds more. |
| Thrusters | 6E Thrusters | 6D Thrusters | G5 Clean Drive Tuning + Drag Drives | 6D thrusters; Clean Drive Tuning runs cool for safe planetary work, Drag Drives adds boost speed to climb out of gravity wells. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | The whole build — a 5A SCO drive for maximum range and fast in-system travel; Increased Range + Mass Manager is the single biggest roll in exploration. |
| 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 | 7D Power Distributor | G5 Engine Focused + Cluster Capacitors | 7D is plenty without weapons; Engine Focused + Cluster Capacitors gives engine-capacitor headroom for repeated boosts on landing approaches. |
| Sensors | 6E Sensors | 6D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; exploration needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock 5C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6E Fuel Scoop | 6A Fuel Scoop | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars. |
| Size 5 | — | 5H Guardian FSD Booster | (No blueprint available) | The Guardian FSD Booster — a flat jump-range gain unlocked at a Guardian site, not bought; size 5 is the largest and it is non-negotiable and not engineerable. |
| Size 5 | — | 4G Planetary Vehicle Hangar | (No blueprint available) | A size-4 multi-SRV hangar for exobiology and Guardian-site runs (it under-fills this size-5 bay); hangars carry no blueprint. |
| Size 5 | — | 5A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 3 | — | 3C Bi-Weave Shield Generator | G5 Enhanced Low Power + Lo-Draw | A light size-3 bi-weave for a fast-regenerating landing buffer; Enhanced Low Power + Lo-Draw keeps its draw minimal (bi-weaves are C-rated only). |
| Size 3 | — | 3A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 3 | — | 3E Repair Limpet Controller | (No blueprint available) | A repair limpet controller for hull repairs the AFMU cannot reach; swap for extra fuel if you prefer, and it carries no blueprint. |
| Size 2 | — | 2E Economy Passenger Cabin | (No blueprint available) | A size-2 economy cabin for tourist legs, or swap for a science/utility module; passenger cabins are not engineerable. |
| 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. | |||
The Phantom's nine optionals carry a class-6 scoop, the class-5 Guardian booster, an SRV bay, dual AFMUs and a scanner all at once — a fully self-sufficient expedition ship that still jumps ~75 LY. Few explorers carry this much without losing range. Mind that the scoop tops out at class 6, so refuel a touch earlier than a capital would.
Buy the hull on stock E-rated core internals over its default Lightweight Alloy bulkheads and fit a class-6 fuel scoop (6E) — a jump-capable starter that puts range and refuelling first.
Run one heat sink launcher in a utility mount; no weapons fitted and no shield yet.
Leave every deep optional empty for now — the Guardian FSD Booster, Detailed Surface Scanner, SRV bay, AFMUs and landing shield all wait for the A-rated pass.
A-rating priority for a premium explorer:
A-rate the FSD and a class-6 scoop first, add the 5H Guardian booster, then fill the deep internals with scanner, SRV, AFMUs, a light bi-weave and comforts. Keep the bulkheads at stock Lightweight Alloy, fill all four utility mounts (three heat sinks + a booster), and D-rate the remaining cores to save mass.
The exploration engineering pattern. Felicity Farseer (maxed) carries the FSD; Professor Palin or Mel Brandon take the thrusters. Pin Farseer's blueprint for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (6) | Clean Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (7) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Life Support (4) | Lightweight (G5) | — | Etienne Dorn |
| Sensors (6) | Lightweight (G5) | — | Bill Turner / Juri Ishmaak |
| Shield Generator (3) | Enhanced Low Power (G5) | Lo-Draw | Lei Cheung |
| Shield Booster (0) | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Power Distributor (7) | Engine Focused (G5) | Cluster Capacitors | The Dweller |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Light-to-moderate — FSD, thrusters and lightweight blueprints; the Guardian FSD Booster needs a Guardian-site run. 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 jump (LY) | ~38 | ~52 | ~75 |
| Module capacity | deep | deep | deep |
| Speed (boost) | 358 m/s | 358 m/s | ~390 m/s |
| Heat / cooling | warm | warm | cold |
| Self-sufficiency | high | high | high |
| Pad access | medium | medium | medium |
Engineered, the Phantom jumps ~75 LY while carrying a full expedition suite and landing at most stations — the rare explorer that compromises on almost nothing. A Low Emissions G5 + Thermal Spread power plant and a bank of three heat sinks keep it cold through fuel scooping and neutron boosting, and the stock Lightweight Alloy bulkheads stay on to protect range. Only the Mandalay's range and a capital's sheer space exceed it, each with its own trade-offs.
Any deep-space target suits it. From your home base, a maxed Phantom reaches the core, nebulae or rim in few jumps and carries everything needed to stay out for months.
The Krait Phantom is the explorer's medium: premium jump range, deep internals for full expedition kit, good speed and medium-pad access, all without a rank gate. The Mandalay jumps further and the capitals carry more, but each trades something the Phantom keeps. For a do-everything long-range ship that compromises on almost nothing, it's the benchmark.
Figures on this page are verified against the sources below.