E:D Black Box
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.
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.
“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.
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.
What the Panther does bring to a multirole brief:
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.
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 factor | Score | Why this score |
|---|---|---|
| Breadth of internals | 28/30 | 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. |
| Firepower | 7/20 | 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 range | 3/20 | 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 cost | 2/15 | 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 & handling | 4/15 | 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 total | 44/100 | 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 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.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 t | Higher-rated; internals; firepowerSurvivability | 88 |
| Imperial Cutter | Large | ~794 t | Higher-rated; survivability; internalsRange | 82 |
| Federal Corvette | Large | ~618 t | Higher-rated; firepower; internalsRange | 78 |
| Imperial Clipper | Large | ~250 t | Higher-rated; flexibility; internalsFirepower | 73 |
| Caspian Explorer | Large | ~434 t | Higher-rated; internals; rangeFirepower | 66 |
| Beluga Liner | Large | ~370 t | Internals; survivabilityRange | 44 |
| Panther Clipper Mk II this | Large | ~662 t | — this hull (baseline) | 44 |
| Type-10 Defender | Large | ~534 t | Firepower; internalsRange | 44 |
| Type-7 Transporter | Large | ~310 t | Internals; flexibilityFirepower | 44 |
| Type-9 Heavy | Large | ~790 t | Internals; flexibilitySurvivability | 44 |
10 large-pad multipurpose hulls carry a rating, led by Anaconda (88). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 t | Higher-rated; internals; firepowerRange | 86 |
| Krait Mk II | Medium | ~230 t | Higher-rated; firepower; internalsRange | 84 |
| Krait Phantom | Medium | ~190 t | Higher-rated; range; flexibilityFirepower | 84 |
| Corsair | Medium | ~318 t | Higher-rated; firepower; internalsRange | 82 |
| Asp Explorer | Medium | ~130 t | Higher-rated; flexibility; rangeFirepower | 80 |
| Type-11 Prospector | Medium | ~288 t | Higher-rated; internals; survivabilityFirepower | 64 |
| Type-8 Transporter | Medium | ~406 t | Higher-rated; internals; flexibilityFirepower | 58 |
| Type-6 Transporter | Medium | ~114 t | Range; internalsFirepower | 44 |
The medium-pad multipurpose field (8 rated), led by Python (86) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~110 t | Higher-rated; flexibility; internalsSurvivability | 80 |
| Cobra Mk III | Small | ~64 t | Higher-rated; flexibility; rangeFirepower | 72 |
| Imperial Courier | Small | ~34 t | Higher-rated; flexibility; survivabilityInternals | 66 |
| Dolphin | Small | ~88 t | Flexibility; internalsFirepower | 44 |
The small-pad multipurpose field (4 rated), led by Cobra Mk V (80) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary large mount; one Corrosive Shell strips armour resistance for the whole battery. |
| Large 2 | 3E Pulse Laser (Gimballed) | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Large beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire. |
| Medium 1 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Medium multi-cannon for sustained kinetic DPS; Auto Loader removes reloads. |
| Medium 2 | 2F Pulse Laser (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon fills the kinetic battery; Auto Loader keeps it firing. |
| Medium 3 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Medium pulse rounds out the laser side; Efficient + Thermal Vent runs it cool and power-cheap. |
| Medium 4 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Second medium pulse; same Efficient + Thermal-Vent pattern. |
| Small 1 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Small multi-cannon adds chip damage; Auto Loader keeps it topped up. |
| Small 2 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second small multi-cannon; Auto Loader keeps the battery uninterrupted. |
| Small 3 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Small pulse fills a mount; swap freely when re-roling. |
| Small 4 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Last small mount; leave stock or strip when hauling. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the bi-weave's raw MJ. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster; diminishing returns set in but it still pays. |
| Utility 4 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fourth Heavy-Duty booster rounds out the shield stack. |
| Utility 5 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 6 | — | 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. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Overcharged + Thermal Spread | Powers ten guns, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 8E Thrusters | 8A Thrusters | G5 Dirty Drive Tuning + Drag Drives | 8A + Dirty Drives recover what agility a 1,200t hull can — it stays slow no matter what. |
| Frame Shift Drive | 7E Frame Shift Drive | 7A Frame Shift Drive | G5 Increased Range + Mass Manager | 7A with Increased Range + Mass Manager claws jump range back on the heavy hull; even engineered it is a poor jumper. |
| Life Support | 5E Life Support | 5A Life Support | G5 Lightweight (no experimental effect) | A-rated for endurance; Lightweight trims mass — life support has no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this early — the gun battery plus boost drain the class-7 distributor; Charge Enhanced + Super Conduits keep WEP and ENG full. |
| Sensors | 5E Sensors | 5D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; multirole needs no sensor range, so save the mass. |
| Fuel Tank | 7C Fuel Tank | 7C Fuel Tank | (No blueprint available) | Stock 7C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 8 | 8E Cargo Rack | 8E 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 8 | 8E Cargo Rack | 8E 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 7 | 7E Cargo Rack | 7E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 7 | 7E Shield Generator | 7C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more — the survivable all-round choice. |
| Size 6 | — | 6E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 6 | — | 6A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 6 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement caps at size 5, so a 5D HRP under-fills this size-6 slot for max effective armour. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second 5D HRP (HRP's largest) fully fills this slot — armour stacks linearly. |
| Size 5 | — | 5E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement (a 4D HRP) where the slot allows. |
| Size 2 | — | 2E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't 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 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.
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.
A-rating priority for a defensible all-rounder:
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.
Engineering targets the whole ship — defence, mobility and the gun battery. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
Approximate progression across the three states (figures are representative, not exact rolls):
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (8) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (8) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Frame Shift Drive (7) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Bi-Weave Shield (7) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (7) | Charge Enhanced (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 |
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.
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.
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.
Figures on this page are verified against the sources below.