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.
Both tables rate ships for exploration specifically. The role column is the maximum engineered jump range in light-years — the headline number for deep-space travel.
| Ship | Class | Max jump (LY) | Pros & cons vs Krait Phantom | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~85 | Greater range; modern; lighterLess carrying capacity; pricier | 96 |
| Krait Phantom this | Medium | ~75 | — this hull (baseline) | 93 |
| Asp Explorer | Medium | ~62 | Cheaper; superb visibilityShorter range; less capacity | 86 |
| Krait Mk II | Medium | ~58 | SLF bay; combat-capable tooHeavier; shorter range | 80 |
| Python | Medium | ~45 | Roomier; multi-roleMuch shorter range; heavy | 75 |
| Asp Scout | Medium | ~54 | Cheaper; lightShorter range; less capacity | 70 |
| Type-6 Transporter | Medium | ~48 | Cheap; decent range; cargoSlow; less specialised | 68 |
Among medium explorers the Phantom is the capacity-plus-range champion. Only the Mandalay out-ranges it, and at the cost of carrying capacity; everything else gives up significant range or room. For a do-it-all expedition medium, the Phantom is the benchmark.
| Ship | Class | Max jump (LY) | Pros & cons vs Krait Phantom | Rating |
|---|---|---|---|---|
| Mandalay | Medium | ~85 | The range king of the mediumsLess capacity; pricier | 96 |
| Caspian Explorer | Large | ~78 | Vast module space; flagship comfort~189M Cr; large pad only | 94 |
| Anaconda | Large | ~78 | Huge range and internalsFar pricier; large pad; ponderous | 94 |
| Diamondback Explorer | Small | ~68 | Far cheaper; lands anywhereLess capacity and comfort | 88 |
| Dolphin | Small | ~58 | Very cool-running; cheap; comfortableShorter range; less capacity | 80 |
The large explorers carry more and the Mandalay jumps further, but both trade away the Phantom's medium-pad flexibility (or, for the capitals, a great deal of money). The Phantom sits in the sweet spot: premium range and capacity without the pad and cost penalties of going large.
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.