Ship Dossier // Faulcon DeLacy

Python Mk IICombat

Series Ships Updated 2026-06-25
Briefing

The best medium gunship credits can buy — no rank gate, just firepower

Six hardpoints headlined by four large mounts, strong defences and a class-6 distributor built to run all of them. The Python Mk II trades the original Python's cargo flexibility for focused killing power — it sits a couple of points below the Fer-de-Lance on pure duelling agility but is more flexible and durable in the sustained grind of RES and CZ work.

Python Mk II
Python Mk II · Faulcon DeLacy
90/100
4L · 2M
Hardpoints
6
Utility mounts
~64.7M
Hull price (Cr)
M
Pad size
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

The Python Mk II is Faulcon DeLacy's modern answer to 'what is the best medium combat ship?'. It keeps the Python name but is a different beast — a focused gunship with four large hardpoints (a count usually reserved for large ships), two mediums for support weapons, six utility mounts, and a hull and distributor sized to actually run all of it.

Critically, it has only six optional internals and no military slots — by design. Every defensive module (shield generator, shield cell banks, hull and module reinforcement) competes for those same six bays, so building it is an exercise in deliberate trade-offs rather than slotting everything. Get the balance right and it is a medium that fights like a small large ship.

Where this hull shines

High-intensity conflict zones, Hazardous RES, pirate massacres and PvP. Anywhere sustained firepower and the ability to take return fire matter more than cargo or jump range.

02

Key Stats & What Makes It Fight

Top speed / boost
256 / 345 m/s
Hardpoints
4 Large · 2 Medium
Utility mounts
6
Hull mass
450 t
Base shield
335 MJ
Base armour
280
Distributor
Class 6
Optional internals
6·4·3·2·1·1
Military slots
0 (by design)
Mass-lock
17
Crew seats
2

Four things make the Mk II a top-tier medium fighter:

The ceiling, stated honestly

Only six optionals and zero military slots is the real constraint — you cannot fit a big shield, multiple cell banks, and a wall of hull reinforcement all at once. The Fer-de-Lance out-turns it in a pure duel; the Corvette and Cutter out-tank and out-gun it outright. The Mk II's answer is balance and pad access: it does almost everything a large combat ship does, from a medium pad, for a fraction of the cost and grind.

03

Why This Rating

Scorecard

Four large hardpoints and a class-6 distributor give it near-large-ship firepower from a medium pad with no rank gate; only six optionals and zero military slots cap its tank.

The 90/100 headline is a verdict against the combat 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
Hardpoints30/30
Four large plus two medium mounts — a six-gun battery whose large-hardpoint count is normally reserved for large ships, beating the Krait Mk II's 3L 2M and outgunning the Fer-de-Lance's single huge mount for sustained DPS. Role-leading firepower ceiling among mediums.
Power distributor10/10
Class-6 distributor sized specifically to fire all six guns and boost without brown-outs — the largest distributor available to a medium hull, matching the demands of four large mounts. A-rated and Charge-Enhanced it sustains the full battery indefinitely.
Shield13/15
335 MJ base shield reaches ~1,100+ MJ engineered with a Reinforced bi-weave plus three Heavy-Duty boosters across the six utilities. Strong for a medium, but the Cutter, Corvette and Anaconda field far higher raw MJ.
Armour & internals10/15
280 base armour scales to ~1,800+ engineered, but only six optional internals (6·4·3·2·1·1) and zero military slots is the hull's hard ceiling — shield, cells and hull reinforcement all compete for the same six bays. The clear limiter on its survivability.
Agility17/20
450t hull at 256/345 m/s base, ~400 boost engineered with Dirty Drives — agile enough to control range and brawl, but the Fer-de-Lance and Federal Assault Ship out-turn it in a pure duel.
Utility & flexibility10/10
Six utility mounts hold a full defensive suite — three shield boosters plus chaff, heat sink and point defence — that smaller mediums cannot field. No rank or permit gate (~64.7M Cr hull) makes it the most accessible top-tier combat hull.
Weighted total90/100
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

Both tables rate ships for the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.

Same class — medium-pad combat ships

ShipClassHardpointsPros & cons vs Python Mk IIRating
Fer-de-LanceMedium1H 4MHuge hardpoint, best-in-class agility; the classic duellistTiny internals, short jump range, thirsty distributor93
Krait Mk IIMedium3L 2MBig guns, SLF bay, more internal room and rangeSlightly less raw firepower; broader not deeper90
Python Mk II thisMedium4L 2M— this hull (baseline)90
MambaMedium1H 2L 2SFastest medium; brutal alpha with fixed weaponsPoor agility for its speed; narrow build window89
Alliance ChieftainMedium2L 1M 3SSuperb agility, tough, great AX hullLower raw DPS ceiling than the Mk II88
Alliance ChallengerMedium1L 3M 3STankiest Alliance hull; many hardpointsSlower; less alpha than the Mk II86
CorsairMedium3L 3MSix guns, modern hull, strong all-rounderNewer; build knowledge still maturing85
Federal Assault ShipMedium2L 2MFast, agile, tough Federal brawlerFewer/smaller guns; Federal rank to buy84
Python (original)Medium3L 2MVersatile, roomy, can also haul and mineLess focused; lower combat ceiling than the Mk II83
Federal GunshipMedium1L 4M 2SSeven hardpoints, very tough turret boatSluggish; Federal rank gate82

Among mediums the Python Mk II is the firepower-and-balance pick. The Fer-de-Lance edges it for one-on-one duelling and the Krait Mk II offers more room and an SLF, but for sustained four-large-hardpoint killing in CZ and RES work, the Mk II is at or near the top of the class.

Other classes — the larger leagues

ShipClassHardpointsPros & cons vs Python Mk IIRating
Federal CorvetteLarge2H 1L 2M 2SThe combat apex — firepower and tank without peerFederal Rear Admiral rank; ~187M Cr; large pad only98
Imperial CutterLarge1H 2L 4MEnormous shields and cargo; brutal when built for warImperial rank; turns like a moon; large pad only91
AnacondaLarge1H 3L 2M 2SEight hardpoints, vast internals, can do everythingExpensive to engineer; ponderous88
VultureSmall2LSmall-pad agility with two large gunsFar less firepower, tank and endurance80
Type-10 DefenderLarge4L 3M 2STurret platform; superb AX; very toughSlow and unwieldy in normal PvE combat78

Stepping up from the Mk II means a large pad and, usually, a rank grind. The Corvette is the definitive upgrade if you'll do the Federal grind; the Cutter if Imperial. Until then, the Python Mk II delivers most of a large ship's combat capability from a medium pad — which is exactly why it's a flagship-tier choice.

05

Cost & Access

Hull
~64.7M Cr
Retail (A-rated)
~90M Cr
Engineered
~110M+ Cr
Pad
Medium
Rank
None
Permit
None

The Python Mk II is not cheap — the hull alone is around 64.7M Cr — but it carries no rank or permit gate, so it is open to any commander with the credits. That makes it the most accessible top-tier combat ship: no Federal or Imperial grind required, just money.

Full A-rating and engineering push the all-in figure past 110M Cr including modules. For the capability — near-large-ship firepower on a medium pad — it is reasonable value, and considerably less total investment than a rank-gated Corvette or Cutter.

No rank gate

Unlike the Corvette (Federal Rear Admiral) and Cutter (Imperial Duke), the Python Mk II asks only for credits. If you want elite combat without a navy grind, this is the ship.

06

ARX Pre-Built Option

Faulcon DeLacy offers the Python Mk II as an ARX pre-built 'Stellar' package and as a Stored-access hull. The pre-built ships follow the standard rule: stock modules sell for 0 Cr and cannot be stored or transferred, but engineering the stock cores in place does not void the free rebuy.

If you took a pre-built, never strip the stock modules — only add to open slots and engineer the cores where they sit.

PackagePython Mk II (pre-built access)
IncludesPre-fitted hull, ship kit, paint job
Pre-built rule

Engineering a stock module in place is safe and keeps the free rebuy. Swapping a stock module out forfeits it for 0 Cr. Build around the stock fit, not over it.

07

3-State Loadout

A three-state combat fit working within the Python Mk II's hard six-optional / zero-military constraint. Every defensive choice trades against another — this build prioritises a strong bi-weave plus reinforcement over a deep cell-bank stack. Initial is buy-only survivability; A-Rated is the RES-ready baseline; Engineered applies the house combat pattern on a heavy medium.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13E Pulse Laser (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary large multi-cannon; the single Corrosive Shell strips armour resistance for the whole battery.
Large 23E Pulse Laser (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond large multi-cannon; Overcharged for raw DPS, Auto Loader removes reloads so it never stops firing.
Large 33C Multi-Cannon (Gimballed)3C Beam Laser (Gimballed)G5 Efficient + Thermal VentLarge beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire.
Large 43C Multi-Cannon (Gimballed)3C Beam Laser (Gimballed)G5 Efficient + Thermal VentSecond Thermal-Vent beam — paired beams crack shields fast while keeping the hull heat-neutral.
Medium 12F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSupport multi-cannon; Overcharged + Auto Loader keeps its DPS uninterrupted.
Medium 22F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond medium multi-cannon mirrors the first for a continuous kinetic stream once shields drop.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst of the shield-booster stack; Heavy Duty multiplies the bi-weave's raw MJ.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsStacked Heavy-Duty booster — the cheapest large gain in shield strength.
Utility 30I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 40I 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.
Utility 50I Point DefenceG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes.
Utility 60A Shield BoosterG5 Heavy Duty + Super CapacitorsThird Heavy-Duty booster fills the last utility, completing the shield stack.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant6E Power Plant6A Power PlantG5 Overcharged + Thermal SpreadPowers six guns, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters6E Thrusters6A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives keep a 450t brawler agile enough to control range.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG3 Increased Range (no experimental effect)A-rated to reposition between fights; only G3 range — combat doesn't need a jump monster.
Life Support4E Life Support4D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor6E Power Distributor6A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this FIRST — four large guns plus boost drain the class-6 distributor faster than anything else.
Sensors5E Sensors5D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; combat needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 66E Shield Generator6C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeThe class-6 bay holds the shield: a bi-weave regenerates fast under fire, Reinforced maximises its MJ and Fast Charge speeds the broken-shield recharge for a brawler that re-engages.
Size 44E Hull Reinforcement4D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; size-4 is the largest the spare bay allows.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty HRP — armour stacks linearly, so a second plate is pure survivability.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Size 11A Shield Cell BankG4 Specialised + Flow ControlOptional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 11D Module Reinforcement(No blueprint available)Last small bay takes a second Module Reinforcement to protect the cores; not engineerable.
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.
Six bays, no military

With no military slots, the class-6 optional almost always holds the shield generator and the rest become a deliberate reinforcement/cell-bank balance. Hull-tank and shield-tank variants simply re-weight these six bays.

08

Initial Loadout — Buy-Only Plan

Buy the hull and keep the stock Lightweight Alloy bulkheads — spend nothing on armour yet. Fit the largest shield generator the class-6 bay allows, plus a single hull reinforcement — survivability first.

Arm the four large mounts with two gimballed pulse lasers and two gimballed multi-cannons, and both mediums with gimballed multi-cannons; gimbals are forgiving before engineering.

Fit a single shield booster in the first utility and leave the remaining utility and optional bays empty for now — even this minimal buy-only state is RES-capable.

09

A-Rated Loadout — Upgrade Plan

A-rating priority for a heavy medium fighter:

The full utility bank fills out here too — three shield boosters, chaff, a heat sink and point defence — backed by a 1A shield cell bank and module reinforcement for a layered, hard-to-crack defence.

Distributor is king

On a four-large-hardpoint ship the distributor decides everything — A-rate and Charge-Enhance it before you touch a gun blueprint.

10

Engineering Plan

The full house combat pattern on a heavy medium. Pin each blueprint at its engineer for remote G1→G5 application; visit in person for experimentals (Corrosive, Thermal Vent, Fast Charge).

ModuleBlueprintExperimentalEngineer
Power Plant (6)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (6)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam LasersEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (6)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (6)Reinforced (G5)Fast ChargeLei Cheung / Elvira Martuuk
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean
FSD (5)Increased Range (G3)Felicity Farseer

Recommended order

Material intensity (qualitative)

A material-heavy build — G5 across plant, thrusters, distributor, weapons and defences. With a complete material inventory this is engineering-spend rather than farming. Ask for the exact per-blueprint counts to verify reserves before committing.

11

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Top speed (boost)345 m/s345 m/s~400 m/s
Shield (MJ)~470~620~1,100+
Armour (eff.)~430~850~1,800+
Sustained DPShighvery highelite
Weapon endurancemediumlongvery long

Initial armour rides on stock Lightweight Alloy plus one reinforcement; A-rating swaps in Military Grade Composite bulkheads over dual hull reinforcement, and engineering — Heavy Duty G5 on the bulkheads atop the reinforcement packages — multiplies effective armour several-fold. Shields roughly double, and four large hardpoints sustain almost indefinitely. A Thermo Block shield cell bank lets you bank a cell mid-brawl without spiking heat — combat numbers that brush against large-ship territory from a medium pad.

12

Key Activities & Where To Do Them

Getting started
  • Hazardous RES. The Mk II's natural home — high bounty values and constant targets reward its sustained firepower and tank.
  • Pirate massacre stacks. Stack massacre missions across factions, then clear them in a single RES or CZ run for multiplied payouts.
  • Conflict zones (medium/high). Combat bonds add up fast; the six-gun loadout shreds CZ targets.
Advanced
  • High-intensity CZ farming. With full engineering the Mk II thrives where lesser ships melt — the best credits-per-hour combat outside a Corvette.
  • PvP and CG combat. The four-large-hardpoint alpha and six-utility defence suite make it competitive in player fights and combat community goals.
  • Power-play combat objectives. Useful while you grind Imperial standing — it clears enemy power assets quickly.
Generic example systems

Any system with a Haz RES and active conflict zones suits it. As your combat flagship it pairs naturally with your Imperial-rank work — CZ and massacre payouts there double as standing progress.

13

Field Notes — What Else To Know

Verdict

The Python Mk II is a medium that fights like a small large ship, with no rank gate to earn it. The six-optional/zero-military design forces real defensive trade-offs, but four large hardpoints, a class-6 distributor and six utilities make it one of the most capable combat hulls a credit-rich commander can buy. As a flagship combat platform, it's an outstanding choice.

14

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/python_nx
Elite Dangerous (official)Frontier's official Python Mk II ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../python-mk-ii
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/python_nx.json
Inara — Python Mk IIShip-specific stats, hardpoint & internal layout, and shipyard pricing.inara.cz/elite/ship/61
Fandom — Python Mk IIFaulcon DeLacy lore, combat-focused redesign, and the ship's spec reference.fandom.com/wiki/Python_Mk_II
YouTube — TheYamiksOpinionated review of the combat Python Mk II, covering firepower, hardpoint layout and its role against the original Python.youtube.com/watch?v=J_mG84lvVsQ
YouTube — Ricardos GamingBounty-hunter build for the Python Mk II centred on the Pacifier frag cannon and its large-hardpoint loadout.youtube.com/watch?v=tiMlAiRMB-k
YouTube — Obsidian AntPre-release preview of the Python Mk II, walking through its combat orientation, hardpoints and handling.youtube.com/watch?v=T9ClO098EYg