Ship Dossier // Zorgon Peterson

Panther Clipper Mk IIMultipurpose

Series Ships Updated 2026-07-01
Briefing

A freighter that dabbles, not an all-rounder

The Panther Clipper Mk II is the game's biggest freighter, and as a multirole hull that is both its one strength and its whole problem. It can arm every hardpoint, tank behind a heavy shield and out-carry every rival by a wide margin — but it is glacially slow, jumps worse than anything in the field, and is the most expensive hull in the game to buy and re-fit. For do-everything versatility the Anaconda, Python and the versatile mediums do more, faster, for a fraction of the price. It rates 44: a superb hold bolted to a poor generalist.

Panther Clipper Mk II
Panther Clipper Mk II · Zorgon Peterson
44/100
~1,048 t
Max cargo
2L · 4M · 4S
Hardpoints
Large
Pad class
~287M Cr
Hull price
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

“Multipurpose” asks a hull to fight, haul, explore and re-tune between them, and the Panther answers only half the brief. Its twelve optional internals — two of them class 8 — make it the deepest-holding ship in the game, and it mounts two large, four medium and four small hardpoints with six utilities for a genuine self-defence battery. As a hauler that can also shrug off a pirate, it is unmatched. As an all-rounder, it is a barge asked to do a fighter's and an explorer's jobs.

The problems compound. It masses 1,200 t, cruises at 181 m/s and boosts at only 250 — the slowest large hull, ponderous to turn and impossible to disengage. Its class-7 Frame Shift Drive dragging that mass gives the worst jump range in the role, ruling out exploration. And at ~287M Cr it is the priciest hull in the game, so re-roling it — the entire point of a multipurpose ship — costs more than owning a dedicated hull for each job. The Anaconda does everything the Panther does at capital scale and jumps ~78 LY doing it; the Python and the versatile mediums do most of it faster and far cheaper.

Where this hull shines

As a defensible super-hauler that occasionally needs to fight off an interdiction — not as a true generalist. If your “multipurpose” means “haul enormous loads and survive the trip,” nothing carries more; if it means fight, explore and re-fit cheaply, almost anything else is a better buy.

02

Key Stats & What Makes It Versatile

Max cargo
~1,048 t
Optional internals
8·8·7·7·6·6·6·5·5·4·2·1
Hardpoints
2L · 4M · 4S
Utility mounts
6
Speed / boost
181 / 250 m/s
Base shield
~350 MJ (base)
Jump range
Low (~20 LY eng.)
Pad
Large (no outposts)
Rank
None
Permit
None

What the Panther does bring to a multirole brief:

Where it falls short, stated honestly

Every axis except cargo drags. Its class-7 FSD on a 1,200 t hull caps jumps near ~20 LY engineered — the worst in the field — so it cannot explore. Two large mounts and no huge gun make it a self-defence platform, not a warship. It is the slowest large hull, large-pad-bound, and at ~287M Cr the most expensive hull in the game to buy and re-fit. Multipurpose rewards flexibility; the Panther is elite at exactly one job and mediocre-to-poor at the rest.

03

Why This Rating

Scorecard

It owns the deepest hold in the game (~1,048 t), but a class-7 FSD dragging a 1,200 t hull, self-defence-only firepower, the slowest large-hull handling and the highest price in the game hold it near the bottom of the multipurpose field — an elite super-freighter, a poor generalist.

The 44/100 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 factorScoreWhy this score
Breadth of internals28/30
Twelve optional internals (8·8·7·7·6·6·6·5·5·4·2·1) including two class-8 give ~1,048 t cargo — the deepest hold in the game, out-carrying the Cutter (~794 t) and Anaconda (~470 t), with room for any role's full module set; capped just short of max only by fewer total slots than the 14-slot Caspian.
Firepower7/20
2L·4M·4S mounts with six utilities is a genuine self-defence battery, but no huge and only two large guns on a glacially slow, ponderous platform fed by a class-7 distributor make it a deterrent, not a warship — it cannot out-fight the Anaconda, Cutter or Corvette.
Jump range3/20
A class-7 FSD dragging a 1,200 t hull caps jumps near ~20 LY engineered — the worst in the multipurpose field — which rules out exploration entirely; the Anaconda (~78 LY) and Krait Phantom (~75 LY) jump multiples further.
Flexibility & re-fit cost2/15
No rank or permit gate, but at ~287M Cr hull (~350M+ engineered) it is the most expensive ship in the game to own and re-fit, and large-pad-only access bars outposts — re-roling it costs more than owning a dedicated hull per job.
Survivability & handling4/15
A tough purpose-built frame, ~350 MJ base shield rising to ~1,300 MJ engineered and six utilities make it hard to gank even laden, but 181/250 m/s (~290 boost engineered) is the slowest large hull — it can never disengage, so survivability leans entirely on the tank while handling drags it down.
Weighted total44/100
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 multipurpose specifically, split by landing-pad class. The Max cargo column is maximum cargo tonnage — a proxy for internal room; the rating is the same 1–100 suitability verdict used across the site.

Same class — large multipurpose ships

Other classes — the medium all-rounders

Other classes — the small all-rounders

05

Cost & Access

Hull
~287M Cr
A-rated multirole
~320M Cr
Engineered
~350M+ Cr
Pad
Large
Rank
None
Permit
None

At ~287M Cr the Panther is the most expensive hull in the game — though, unlike the Cutter, it needs no rank or permit. A full multirole fit (guns, a strong shield, cell bank, hull reinforcement and cargo) pushes the all-in figure past 350M Cr, and every stored role module set adds more.

For versatility that price is almost impossible to justify. A whole Python costs less than a tenth as much and does most of the role better; an Anaconda gives capital-scale all-round capability for well under half. The Panther's cost is only defensible if you already own one to haul and want a single hull that also carries guns.

The wrong ship to buy for the role

Nobody should buy a Panther to be multipurpose — it is far too expensive and too specialised. Fly it multirole only because you already own the game's top freighter and want it to defend itself while it hauls.

06

3-State Loadout

A balanced multirole fit on the game's largest freighter — a real gun battery, a deep shield, an enormous cargo hold and re-tunable internals. Initial is buy-only; A-rated is the multirole baseline; Engineered lifts defence and mobility. It does every job at capital scale except jump far, and it costs a fortune to re-fit.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13C Multi-Cannon (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary large mount; one Corrosive Shell strips armour resistance for the whole battery.
Large 23E Pulse Laser (Gimballed)3C Beam Laser (Gimballed)G5 Efficient + Thermal VentLarge beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire.
Medium 12F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderMedium multi-cannon for sustained kinetic DPS; Auto Loader removes reloads.
Medium 22F Pulse Laser (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond medium multi-cannon fills the kinetic battery; Auto Loader keeps it firing.
Medium 32F Pulse Laser (Gimballed)G5 Efficient + Thermal VentMedium pulse rounds out the laser side; Efficient + Thermal Vent runs it cool and power-cheap.
Medium 42F Pulse Laser (Gimballed)G5 Efficient + Thermal VentSecond medium pulse; same Efficient + Thermal-Vent pattern.
Small 11G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSmall multi-cannon adds chip damage; Auto Loader keeps it topped up.
Small 21G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond small multi-cannon; Auto Loader keeps the battery uninterrupted.
Small 31G Pulse Laser (Gimballed)G5 Efficient + Thermal VentSmall pulse fills a mount; swap freely when re-roling.
Small 41G Pulse Laser (Gimballed)G5 Efficient + Thermal VentLast small mount; leave stock or strip when hauling.
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst shield booster; Heavy Duty multiplies the bi-weave's raw MJ.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster — the cheapest large gain in shield strength.
Utility 30A Shield BoosterG5 Heavy Duty + Super CapacitorsThird Heavy-Duty booster; diminishing returns set in but it still pays.
Utility 40A Shield BoosterG5 Heavy Duty + Super CapacitorsFourth Heavy-Duty booster rounds out the shield stack.
Utility 50I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 60I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Heavy Duty + Deep Plating
Power Plant8E Power Plant8A Power PlantG5 Overcharged + Thermal SpreadPowers ten guns, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters8E Thrusters8A ThrustersG5 Dirty Drive Tuning + Drag Drives8A + Dirty Drives recover what agility a 1,200t hull can — it stays slow no matter what.
Frame Shift Drive7E Frame Shift Drive7A Frame Shift DriveG5 Increased Range + Mass Manager7A with Increased Range + Mass Manager claws jump range back on the heavy hull; even engineered it is a poor jumper.
Life Support5E Life Support5A Life SupportG5 Lightweight (no experimental effect)A-rated for endurance; Lightweight trims mass — life support has no experimental effect.
Power Distributor7E Power Distributor7A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this early — the gun battery plus boost drain the class-7 distributor; Charge Enhanced + Super Conduits keep WEP and ENG full.
Sensors5E Sensors5D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; multirole needs no sensor range, so save the mass.
Fuel Tank7C Fuel Tank7C Fuel Tank(No blueprint available)Stock 7C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 88E Cargo Rack8E Cargo Rack(No blueprint available)Optional — the class-8 rack is the reason to fly this hull; swap for a role module set when not hauling. Cargo racks aren't engineerable.
Size 88E Cargo Rack8E Cargo Rack(No blueprint available)Optional — second class-8 rack; enormous cargo, or storage for a swapped role kit. Cargo racks aren't engineerable.
Size 77E Cargo Rack7E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 77E Shield Generator7C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more — the survivable all-round choice.
Size 66E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 66A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 65D Hull ReinforcementG5 Heavy Duty + Deep PlatingHull reinforcement caps at size 5, so a 5D HRP under-fills this size-6 slot for max effective armour.
Size 55D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond 5D HRP (HRP's largest) fully fills this slot — armour stacks linearly.
Size 55E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 44D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement (a 4D HRP) where the slot allows.
Size 22E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 11I Detailed Surface ScannerG5 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 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.
A freighter that fights, not a warship that hauls

The Panther's multirole case is its cargo: twelve optional internals — two of them class 8 — swallow any role's kit with ore racks to spare. It arms every hardpoint and tanks behind a heavy shield, but it is glacially slow, jumps poorly and is the priciest hull in the game — re-role it at a station only if you already own one to haul.

07

Initial Loadout — Buy-Only Plan

Buy the hull on its stock Lightweight Alloy — no bulkhead spend on day one. Mount a pair of large multi-cannons and two medium pulse lasers for a self-defence battery, and fit a class-7 shield generator so a fortune in cargo isn't defenceless.

Fill the class-8 slots with cargo racks — the deep hold is the only reason to fly this hull multirole. Leave the medium and small mounts and the deeper internals for the A-rated pass.

A-rate the plant and distributor early; the gun battery and shield draw more than stock cores can feed.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a defensible all-rounder:

Power runs the battery

Ten hardpoints, a heavy shield and a cell bank all draw hard — A-rate the distributor and plant first so the whole fit runs without browning out, then add the shield. The rest of the internals split between more cargo racks and hull reinforcement depending on whether the trip is a haul or a fight.

09

Engineering Plan

Engineering targets the whole ship — defence, mobility and the gun battery. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.

10

Key Stat Upgrades

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

ModuleBlueprintExperimentalEngineer
Power Plant (8)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (8)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Frame Shift Drive (7)Increased Range (G5)Mass ManagerFelicity Farseer
Bi-Weave Shield (7)Reinforced (G5)Hi-CapLei Cheung
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam & Pulse LasersEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (7)Charge Enhanced (G5)Super ConduitsThe Dweller
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean

Engineered, the Panther fights behind a ~1,300 MJ shield, carries ten guns and hauls a hold nothing in the field can match. But the numbers that define a generalist barely move: jump range tops out near ~20 LY, boost stays around ~290 even with Dirty Drives, and the hull remains ponderous. It becomes an excellent armed super-hauler — not an excellent all-rounder.

11

Key Activities & Where To Do Them

Getting started
  • Defended bulk hauling. Run high-value cargo through hostile space where a flimsier hauler would be ganked; turn and fight if interdicted.
  • Wing support and logistics. Carry the fuel, limpets and materials a wing needs while packing enough guns to defend itself.
  • Local combat and cargo runs. Clear a low/medium RES or run bounty cargo when the trip is short enough that jump range doesn't matter.
Advanced
  • Carrier resupply under threat. Feed a fleet carrier's commodities or tritium in the fewest, best-defended runs.
  • Re-role to its real jobs. Swap module sets at a station to become the game's top trader or a marathon miner — where this hull actually excels.
  • Single-hull operator. If you want exactly one ship that hauls enormous loads and can still fight, this is it — accept the price and the pace.
Generic example activities

Any run that pairs large cargo with real danger suits it — but keep the legs short. The Panther is at its best shuttling defended loads to a carrier or through hostile lanes, not chasing missions across the bubble where its jump range costs you hours.

12

Field Notes — What Else To Know

Verdict

The Panther Clipper Mk II is a superb, decisively-defensible super-freighter that can arm every hardpoint and tank behind a heavy shield — but as a multipurpose hull that is the whole of its case. It is the slowest large ship, jumps the worst in the field, cannot reach outposts, and is the most expensive hull in the game to buy and re-fit. It rates 44: elite at cargo, mediocre-to-poor at everything else that makes a ship a generalist. Fly it multirole only because you already own one to haul.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, used to validate the multipurpose loadout, hardpoint fit and power budget.coriolis.io/outfit/panthermkii
EDSYAlternate outfitting planner, used to cross-check jump range, shield strength and mass on the engineered fit.edsy.org
Elite Dangerous (official)Frontier's official Panther Clipper Mk II ship page — manufacturer specs, hull figures, and the ship render used on this page.elitedangerous.com/.../panther-clipper-mk-ii
EDCD coriolis-dataHardpoint sizes, optional-internal slot layout, hull mass and engineering blueprint data behind the multipurpose fit.coriolis-data/ships/panther_clipper.json
Inara — Panther Clipper Mk IIShip-specific stats, internal capacity and shipyard pricing.inara.cz/elite/ship/85
Fandom — Panther Clipper Mk IILore, freighter role and the hull's spec reference informing its multipurpose suitability.fandom.com/wiki/Panther_Clipper_Mk_II