E:D Black Box
Premium jump range (~75 LY engineered), good speed and deep internals make the Phantom excellent for exploration and capable everywhere else. It trades the Krait Mk II's firepower and fighter bay for far greater reach, sitting among the top versatile mediums at a lower hull price than its siblings.
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 sibling, and where the Mk II leans combat, the Phantom leans range. It drops a large hardpoint and the fighter bay for less mass and far more jump range — ~75 LY as an explorer — while keeping deep internals, good speed and a medium pad. The result is a do-everything medium that's a premier explorer first, and a capable hauler, miner and light combatant besides.
It carries ~190 tonnes, mounts two large guns for self-defence, and mines or explores excellently. It fights less hard than the Mk II or Python and hauls less than a Type-8, but no versatile medium travels as far or as comfortably while still doing everything else. For a commander who explores often but wants one hull that also trades, mines and defends itself, the Phantom is the ideal range-first all-rounder.
Range-leaning versatility: long expeditions that double as trade or mining trips, deep-space self-sufficiency, and any commander who wants a fast, far-jumping medium that also hauls, mines and defends itself.
Four things make the Phantom a great range-first all-rounder:
It fights less hard than the Mk II or Python (two large hardpoints, no fighter), hauls less than a Type-8, and carries the least cargo of the top versatile mediums. Its combat is self-defence, not dominance. The Phantom's case is range-first versatility — superb for exploration-led play, second-best for combat-led.
Premium ~75 LY range plus deep internals and a cheap, rank-free medium hull lead; self-defence-only firepower (2L·2M, no fighter bay) is the limiter.
The 84/100 headline is a verdict against the multipurpose 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 |
|---|---|---|
| Breadth of internals | 25/30 | Deep optional internals (6·5·5·5·3·3·3·2·1) carry a full expedition kit plus cargo or a mining suite, but cap at size 6 and ~190t — the least cargo of the top versatile mediums (Python ~294t, Corsair ~318t). |
| Firepower | 14/20 | Two large and two medium hardpoints (2L·2M) with four utilities, but no third large mount and no fighter bay — combat is self-defence, not dominance; the Mk II and Python out-gun it. |
| Jump range | 19/20 | ~75 LY engineered is the signature stat — far beyond any other versatile medium and bettered only by the dedicated Mandalay; a premier explorer that anchors its all-round case. |
| Flexibility & re-fit cost | 14/15 | Cheapest of the top versatile mediums at ~35.7M Cr hull, no rank or permit gate, medium pad lands almost anywhere, and storable role module sets let one hull re-role between explorer, trader and miner. |
| Survivability & handling | 12/15 | 6C bi-weave plus two Heavy-Duty boosters and HRPs give solid survivability across roles, and 256/358 m/s (~400 boost engineered) outruns trouble it can't out-gun — but it is a medium hull, not a combat tank. |
| Weighted total | 84/100 | 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 multipurpose use — versatility across combat, trade, exploration and more. The role column is the maximum cargo capacity in tonnes as one measure of capacity; versatility is judged across all roles.
| Ship | Class | Max cargo (t) | Pros & cons vs Krait Phantom | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 | More cargo, shield and firepowerFar shorter range; slower | 86 |
| Krait Mk II | Medium | ~230 | More firepower; SLF bayFar shorter range | 84 |
| Krait Phantom this | Medium | ~190 | — this hull (baseline) | 84 |
| Corsair | Medium | ~318 | Modern; well-roundedShorter range | 82 |
| Asp Explorer | Medium | ~128 | Cheaper; great viewShorter range; weaker combat | 80 |
| Mandalay | Medium | ~154 | Even better range; modernWeaker combat and cargo | 78 |
The Phantom is the range-and-exploration pick of the versatile mediums. The Python and Mk II fight harder and carry more, but none travels as far or explores as well. For exploration-led versatility, the Phantom leads — only the dedicated Mandalay out-ranges it, with less all-round capability.
| Ship | Class | Max cargo (t) | Pros & cons vs Krait Phantom | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 | Capital-scale; ~78 LY; does it allLarge pad; pricier; ponderous | 88 |
| Imperial Cutter | Large | ~794 | Far more cargo and shieldsLarge pad; Imperial rank; short range | 82 |
| Cobra Mk V | Small | ~110 | Cheaper; lands anywhere; fastFar less range and capability | 80 |
| Asp Explorer | Medium | ~128 | Cheaper; great viewShorter range; weaker all-round | 80 |
| Mandalay | Medium | ~154 | Best medium rangeWeaker combat and cargo | 78 |
The Anaconda does everything at capital scale including ~78 LY, but needs a large pad and more money. Among mediums, the Phantom uniquely combines premium range with real all-round capability — the exploration-led do-everything sweet spot.
At ~35.7M Cr the Phantom is the cheapest of the top versatile mediums, with no rank gate. Its versatility spreads the cost: one engineered hull explores, hauls, mines and defends itself, switchable by swapping modules.
Outfitting it across roles plus module sets brings the practical figure to around 68M Cr — a premier explorer that's also a capable all-rounder, for less than a Python or Mk II.
Around 68M Cr for a premier explorer that also hauls, mines and defends itself — the cheapest of the top versatile mediums.
A range-leaning multirole fit — great jump range, two guns for defence, cargo and a strong shield, ready to re-tune. Initial is buy-only; A-rated is the multirole baseline; Engineered makes it a superb explorer and capable all-rounder.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | — | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary large gun; Overcharged multi-cannon with one Corrosive Shell to strip armour resistance for the battery. |
| Large 2 | — | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Large beam for shield-stripping; Thermal Vent keeps it heat-free under sustained fire. |
| Medium 1 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed pulse fills the medium mount; Efficient + Thermal Vent runs cool for self-defence. |
| Medium 2 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Second gimballed pulse; same Efficient + Thermal Vent tune for low-heat firepower. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the bi-weave's raw MJ for survivability across all roles. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | — | 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 4 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 7E Power Plant | 7A Power Plant | G5 Armoured + Thermal Spread | A-rated, then Low Emissions for cool deep-space running; Thermal Spread bleeds heat further. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives for the pace that lets the Phantom outrun trouble it can't out-gun. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate FIRST — range is the Phantom's signature; Increased Range + Mass Manager push it to ~75 LY. |
| Life Support | 4E Life Support | 4A Life Support | G5 Lightweight (no experimental effect) | A-rated for endurance on long expeditions; Lightweight trims mass; no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rated, Engine Focused for boost/escape capacity; Super Conduits speeds the recharge. |
| Sensors | 6E Sensors | 6D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight — a multirole needs no sensor range, so save the mass for jump range. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | — | 6C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more — survivability for every role. |
| Size 5 | — | 5A Fuel Scoop | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars. |
| Size 5 | — | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 5 | — | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | — | 3A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 3 | — | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement for survivability; Heavy Duty + Deep Plating is the cheapest large armour multiplier. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP fills the size-2 slot with cheap effective armour. |
| 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. | |||
This balanced fit keeps a great jump range and self-defence; the Phantom's strength is swapping at a station — add a fuel scoop, Guardian booster, SRV and AFMU to explore deep; fill with cargo to trade; add a mining suite to mine. Keep role module sets in storage.
The Initial column fits the hull and its stock internals only — the free Lightweight Alloy bulkhead, plus E-rated core internals: 7E Power Plant, 6E Thrusters, 5E Frame Shift Drive, 4E Life Support, 7E Power Distributor, 6E Sensors and the fixed 5C Fuel Tank. Every hardpoint, utility mount, the shield generator and all optional internals are left empty (—), filled during the A-rated and role passes.
A-rate the core internals first — they serve every role, especially the FSD. Keep the Lightweight Alloy bulkhead: this is a range-first hull, and added bulkhead mass costs jump range.
Build role-specific module sets (explorer, trader, miner) in storage to swap in.
A-rating priority for a range-first all-rounder:
The Phantom's edge is reach — A-rate the FSD first, then the cores. Keep the bulkhead light and tank through HRPs and the bi-weave, then build storable module sets to swap between explorer, trader and miner.
The house all-rounder engineering pattern, range-weighted. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (7) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Bi-Weave Shield (6) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Multi-Cannon (3) | Overcharged (G5) | Corrosive Shell | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (7) | Engine Focused (G5) | Super Conduits | The Dweller |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Moderate — range-weighted all-rounder blueprints; each module done once and reused. 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) | ~40 | ~55 | ~75 |
| Combat capability | self-defence | self-defence | self-defence |
| Effective armour | light (stock) | light + 2 HRP | Heavy Duty + Deep Plating + 2 HRP |
| Max cargo (t) | ~130 | ~170 | ~190 |
| Speed (boost) | 358 m/s | 358 m/s | ~400 m/s |
| Versatility | excellent | excellent | excellent |
The bulkhead stays Lightweight Alloy to protect jump range, but Heavy Duty + Deep Plating engineering on it and the two HRPs lift effective armour well above stock without the mass of a Military-grade hull. The plant runs Armoured for integrity and output, and the distributor runs Charge Enhanced to sustain the beam + pulse battery and bi-weave recharge. Engineered, the Phantom jumps ~75 LY, hauls ~190t, mines well and defends itself with two large guns — a premier explorer that's also a capable all-rounder. It fights and carries less than the Python or Mk II, but travels far beyond either. The range-first medium do-everything.
Whatever the week demands, with a range tilt — an expedition, a trade loop, a mining run, some bounties. From your home base, one Phantom covers them all and travels furthest.
The Krait Phantom is the explorer's all-rounder: a premier long-range medium that also hauls, mines and defends itself, on a flexible pad. The Python and Krait Mk II fight harder and carry more, but none travels as far or explores as well while staying genuinely versatile. For range-first do-everything play, the Phantom is the ideal medium — and a community favourite for good reason.
Figures on this page are verified against the sources below.