Elite Dangerous

Elite Dangerous

1,104 ratings
A Guide To Ships [Up to Date as of 12/26/2020]
By 🌈 Rhys
Learn about each ship in Elite, regarding its cost, internals, and capabilities. Featuring opinion pieces by yours truly!
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Overview
Thank you for reading my guide!

In my guide, I will explain every ship in the game, and talk about their uses, and statistics, so you can know what ship you want to go for! This guide has the ships organized by price, so use that to your advantage if you're on a budget!*

DISCLAMERs: All thoughts on each ships' Combat/Trade/Exploration/Mining ability is by opinion of me, the author. You might think different, as may other players.

Along with this, I have not taken into account the singular Class 1 Internal Compartment that was added with the exploration update, as every ship has it.


*Does not include outfitting cost.
Sidewinder
The Sidewinder is the ship every new player starts with.


"Most pilots start their careers in the Sidewinder. It is a classic ship design that has been in use (in various configurations) since 2982. Its original design was a light support ship and it lacked jump capability. Modern compact drives have enabled jump-capable versions to be created, making this a useful all rounder. Some navies still use these ships as fighters and patrol craft." -Ingame Description

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Statistics

  • Cost: 32,000 Credits
  • Top Speed: 220 m/s
  • Boost Speed: 321 m/s
  • Maneuverability: 5
  • Landing Pad Size: Small
  • Shields: 52 MJ
  • Armour: 108
  • Hull Mass: 25T
  • Cargo Capacity: 4T
  • Fuel Tank Capacity: 4T
  • Unladen Jump Range: 7.56 LY
  • Hardpoints: 2x Small Hardpoints
  • Utility Mounts: 2

Internals
  • 1x Size 1 Internal Compartment
  • 2x Size 2 Internal Compartments
______________________________________________________________________________

Combat: Sporting only 2 small hardpoints, the Sidewinder isn't very capable, or so it seems. When equipped suitably, and in the hands of a skilled pilot, you can take on most similarly-sized ships. As for a starting player, this isn't the greatest for it, and can only really take on another Sidewinder, or an Eagle.

Trading: Not good at all. It can only hold 10T of cargo at a maximum, so it won't be able to sufficiently profit.

Exploration: Not good at this either. You won't get near 30LY at all, and it doesn't have the internals.

Mining: You can do some surface mining, but it's not recommended.
Eagle
The Eagle is an entry-level combat vessel.


"The Eagle is a proven combat fighter with a distinguished history. It is one of the smallest fighters available with jump capability. It has the distinction of being the only ship that has been so successful versions have been built for both the Federation and Imperial navies. This role has been superseded by the respective navies' short range fighter programmes, but the Eagle still sees extensive service across human space. Core Dynamics are no longer building these ships, but do still provide parts and servicing due to their popularity." -Ingame Description

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Statistics

  • Cost: 44,800 Credits
  • Top Speed: 240 m/s
  • Boost Speed: 350 m/s
  • Maneuverability: 7
  • Landing Pad Size: Small
  • Shields: 78 MJ
  • Armour: 72
  • Hull Mass: 50T
  • Cargo Capacity: 2T
  • Fuel Tank Capacity: 4T
  • Unladen Jump Range: 8.47 LY
  • Hardpoints: 3x Small Hardpoints
  • Utility Mounts: 1

Internals
  • 2x Size 1 Internal Compartment
  • 1x Size 2 Internal Compartment
  • 1x Size 2 Military Compartment
  • 1x Size 3 Internal Compartment
______________________________________________________________________________

Combat: Better than the Sidewinder. It sports three hardpoints at the cost of a utility mount, but it allows for more firepower. Be careful, because the ship is very frail and relies on agility to survive. It can also suffer heat problems if you use more than one Beam Laser.

Trading: Don't even think about it. You'd be silly to trade in this thing.

Exploration: Also no. It lacks the jump range, and the internal compartments.

Mining: You can. It has another hardpoint but less cargo relative to the Sidewinder, so...still not recommended.
Hauler
The Hauler is an entry-level trading ship.


"The Hauler is Zorgon Peterson's low level entry in the freighter market and has been a big success. A large cargo capacity (for its size), cheap purchase price and low running costs have made these the most popular small cargo ships in human space." -Ingame Description

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Statistics

  • Cost: 52,720 Credits
  • Top Speed: 200 m/s
  • Boost Speed: 305 m/s
  • Maneuverability: 4
  • Landing Pad Size: Small
  • Shields: 65 MJ
  • Armour: 180
  • Hull Mass: 14T
  • Cargo Capacity: 8T
  • Fuel Tank Capacity: 4T
  • Unladen Jump Range: 9.87 LY
  • Hardpoints: 1x Small Hardpoint
  • Utility Mounts: 2x Utility Mounts

Internals
  • 1x Size 1 Internal Compartment
  • 1x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
______________________________________________________________________________

Combat: No. It only has 1 small hardpoint, which is only for self-defence, which it still can't manage.

Trading: Okay. It's an entry-level ship so you can't expect too much out of it, as it can only carry 22T at max. This is still good enough to be a good start for Rare Commodity trading.

Exploration: Rather good, actually. It has decent internals to allow for a Fuel Scoop, and an AFM is you desire. Watch the small fuel tank, as you can easily plot your route wrong and be stranded in the void.

Mining: More cargo than the Sidewinder but one less hardpoint. Similar enough, really.
Adder
The Adder is a starting multipurpose ship.


"The Adder is another classic design, this ship was tailored as a general utility vessel. the original model was first built in 2914 by Outworld Workshops and the type is now manufactured by Zorgon Peterson. Although lightly armed it has more cargo capacity than a Sidewinder and this ship can often be seen doing shuttle runs as well as light trading." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 87,808 Credits
  • Top Speed: 220 m/s
  • Boost Speed: 320 m/s
  • Maneuverability: 4
  • Landing Pad Size: Small
  • Shields: 60 MJ
  • Armour: 90
  • Hull Mass: 35T
  • Cargo Capacity: 6T
  • Fuel Tank Capacity: 8T
  • Unladen Jump Range: 9.12 LY
  • Hardpoints: 2x Small Hardpoints, 1x Medium Hardpoint
  • Utility Mounts: 2x Utility Mounts
  • Crew: 1 Seat

Internals
  • 1x Size 1 Internal Compartment
  • 2x Size 2 Internal Compartments
  • 2x Size 3 Internal Compartments
______________________________________________________________________________

Combat: It's a step up. This is the first ship with a Medium hardpoint, so it can hit a bit harder than ships like the Eagle.

Trading: Another step up. It can haul 26T, making it a bit better than the Hauler. It is also capable of doing Rare Commodity trading.

Exploration: Not too bad. Its jump range leaves something to be desired slightly, but it contains good internal compartments for AFMs and a good Fuel Scoop, to make up for it. This makes for the Adder to be a good budget explorer.

Mining: The first ship you can acquire capable of Deep Core mining! There's the big money. As the Adder features a medium hardpoint, you can apply a Seismic Charge Launcher, which is required for Deep Core extraction. I'd recommend this solely to get a few Void Opals early on and get yourself a significant upgrade.
Imperial Eagle
The Imperial Eagle is a stronger, combat-modified Eagle.


"The Eagle is a proven combat fighter with a distinguished history. It is one of the smallest fighters available with jump capability. It has the distinction of being the only ship that has been so successful versions have been built for both the Federation and Imperial navies. This role has been superseded by the respective navies' short range fighter programmes, but the Eagle still sees extensive service across human space. Core Dynamics are no longer building these ships, but do still provide part and servicing due to their popularity." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 110,825 Credits
  • Top Speed: 302 m/s
  • Boost Speed: 403 m/s
  • Maneuverability: 5
  • Landing Pad Size: Small
  • Shields: 104 MJ
  • Armour: 108
  • Hull Mass: 50T
  • Cargo Capacity: 2T
  • Fuel Tank Capacity: 8T
  • Unladen Jump Range: 8.22 LY
  • Hardpoints: 2x Small Hardpoints, 1x Medium Hardpoint
  • Utility Mounts: 1

Internals
  • 1x Size 1 Internal Compartment
  • 1x Size 2 Internal Compartment
  • 1x Size 2 Military Compartment
  • 1x Size 3 Internal Compartment
______________________________________________________________________________

Combat: The Imperial Eagle is the first combat-oriented ship with a medium hardpoint so it's a good step if you want to take that path. The problem is it requires you to travel into Imperial Space and earn one rank, but at that rate it's easier to get a Viper for only about 30k credits more.

Trading: Still meh. It's a bit better but not much, regardless. Adder will do better for this price range.

Exploration: Not good at this either. It's a bit better than a normal Eagle but not by much.

Mining: Same hardpoint loadout as the Adder, but less cargo due to the ship's intented function.
Viper MK. III
A step up, from the Eagle, this ship is a formidable Combat scout ship.


"The Viper Mk III is the most recent development of the most successful fighter classes ever built. The original Viper Defence Craft was designed by Faulcon Manspace in 2762 in the Reorte shipyards. The basic model was beefed up with the Viper II by Faulcon deLacy. The new Viper III is a revitalised model with a new more armoured look. It is a top class fighter found in many well-equipped police and naval forces." -Ingame Description

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Statistics

  • Cost: 142,931 Credits
  • Top Speed: 310 m/s
  • Boost Speed: 388 m/s
  • Maneuverability: 4
  • Landing Pad Size: Small
  • Shields: 137 MJ
  • Armour: 126
  • Hull Mass: 60T
  • Cargo Capacity: 4T
  • Fuel Tank Capacity: 4T
  • Unladen Jump Range: 6.92 LY
  • Hardpoints: 2x Small Hardpoints, 2x Medium Hardpoints
  • Utility Mounts: 2x Utility Mounts

Internals
  • 1x Size 1 Internal Compartment
  • 1x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 1x Size 3 Military Compartment
______________________________________________________________________________

Combat: Very good for its price. It features 2 medium hardpoints along with 2 small, so you can hit hard while staying manoeuverable.

Trading: Not good. it has the same 22T that the Hauler can hold at max, but the Hauler beats it with jump range.

Exploration: Not good either. It has decent internals, but its jump range leaves something to be desired, barely able to get to 20LY.

Mining: Possible but not recommended, due to the low cargo space.
Cobra Mk. III
The Cobra Mk. III is a combat ship that's an excellent Bounty Hunter.


"The Cobra Mk III is a classic all purpose ship found throughout human space. The model was first built in Lave Cowell & MgRath shipyard in Lave in 3100. Despite its age it remains a popular ship for lone pilots who value its balance of carrying capacity and ability in combat." -Ingame Description

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Statistics

  • Cost: 379,718 Credits
  • Top Speed: 282 m/s
  • Boost Speed: 402 m/s
  • Maneuverability: 5
  • Landing Pad Size: Small
  • Shields: 92 MJ
  • Armour: 216
  • Hull Mass: 180T
  • Cargo Capacity: 18T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 10.46 LY
  • Hardpoints: 2x Small Hardpoints, 2x Medium Hardpoints
  • Utility Mounts: 2x Utility Mounts
  • Crew: 1 Seat

Internals
  • 3x Size 2 Internal Compartments
  • 3x Size 4 Internal Compartments
______________________________________________________________________________

Combat: The Cobra makes an excellent Bounty Hunter. Having the fastest vanilla boost speed in the game, topping out at 464 metres per second, it can easily pursue any target you're after.

Trading: Good for rare-goods trade runs. It can haul 60T, which is much better than any ship below it, and it can jump pretty well, too.

Exploration: Comparable to the Adder, but better. It's the same case: Okay jump range, but good internals. The cockpit is better, as well, so you can get a better view.

Mining: When I recommended a significant upgrade via the Adder, this is what I would suggest. A great ship for core mining: fast, multiple medium hardpoints for lots of seismic charges, and lots of cargo to boot.
Viper MK. IV
The Viper MK. IV is a successor to the commonplace Viper MK. III.


"Faulcon deLacy's Viper MkIV takes the MkIII model and beefs it up to a heavy fighter role. While it lacks the speed of the older ship, it enjoys much better protection from its shields and armour. With the capacity for a more capable powerplant and frame shift drive, the MkIV is also better suited for long-range patrols and rapid deployment. The powerplant upgrade potential supports greater customization for weapons and modules, making this a versatile fighter that would be and excellent addition to any navy or private-security concern." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 437,930 Credits
  • Top Speed: 271 m/s
  • Boost Speed: 342 m/s
  • Maneuverability: 3
  • Landing Pad Size: Small
  • Shields: 103 MJ
  • Armour: 270
  • Hull Mass: 190T
  • Cargo Capacity: 18T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 10.36 LY
  • Hardpoints: 2x Small Hardpoints, 2x Medium Hardpoints
  • Utility Mounts: 2x Utility Mounts

Internals
  • 1x Size 1 Internal Compartment
  • 2x Size 2 Internal Compartments
  • 1x Size 3 Internal Compartment
  • 1x Size 3 Military Compartment
  • 2x Size 4 Internal Compartments
______________________________________________________________________________

Combat: Compared to the ship it succeeded, it's very formidable. It has a ton of internal compartments plus a military compartment, so it can be loaded up to be a strong hull tank.

Trading: It can carry 50T, which is rather good for a combat vessel, but the jump range won't be any different from a combat fit (As in, it'll still suck.)

Exploration: It has nice internals for its price tag, but it can only get around 25LY of jump range. So, it's okay but not good.

Mining: Same as the Viper MK. III except even less recommended due to the price.
Diamondback Scout
The Diamondback Scout is an agile combat-explorer hybrid.


"The Diamondback Scout is Lakon Spaceway's specialist combat explorer vessel. Unlike its bigger brother Asp, the Diamondback isn't suited as an all rounder vessel. It is popular with elite recon and pathfinder units with navies throughout human space. Its relatively low cost also makes it a popular choice with independent pilots who appreciate its combat and exploration potential." -Ingame Description

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Statistics

  • Cost: 564,329 Credits
  • Top Speed: 283 m/s
  • Boost Speed: 384 m/s
  • Maneuverability: 5
  • Landing Pad Size: Small
  • Shields: 92 MJ
  • Armour: 216
  • Hull Mass: 170T
  • Cargo Capacity: 0T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 11.35 LY
  • Hardpoints: 2x Small Hardpoints, 2x Medium Hardpoints
  • Utility Mounts: 4x Utility Mounts

Internals
  • 1x Size 2 Internal Compartment
  • 3x Size 3 Internal Compartments
______________________________________________________________________________

Combat: Rather good. This ship has excellent heat management, which makes it popular for a Stealth Diamondback, which features four railguns, and a lot of silent running. It also has four Utility Mounts, for good, well, Utility.

Trading: It leaves something to be desired. It can only haul 28T at the most, but it has an alright jump range.

Exploration: Hence the function of the ship, it's a decent explorer. It has a good jump range, and internals that are good enough for exploring. The cockpit gives a good view, as well. Its only drawback is how it lacks internal compartments.

Mining: The Scout is a good ship but I would recommend against it solely due to the lack of cargo compared to the Cobra MK. III.

Extra Note: The Scout has incredibly good cooling, making this the most effective ship at Silent Running, should you need to use that.
Cobra MK. IV
The Cobra MK. IV is the successor to the iconic Cobra MK. III.


"The Cobra MkIV is Faulcon deLacy's development of the famous Cobra MkIII. It's heavier and slower than the MkIII, but packs an extra punch and better weaponry placement makes it a more effective combat vessel. It's tougher to improve survivability and allows better upgrading, but at the expense of some of its agility." -Ingame Description

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Statistics

  • Cost: 764,720 Credits
  • Top Speed: 200 m/s
  • Boost Speed: 299 m/s
  • Maneuverability: 3
  • Landing Pad Size: Small
  • Shields: 125 MJ
  • Armour: 216
  • Hull Mass: 210T
  • Cargo Capacity: 34T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 9.37 LY
  • Hardpoints: 3x Small Hardpoints, 2x Medium Hardpoints
  • Utility Mounts: 2x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 2 Internal Compartments
  • 2x Size 3 Internal Compartments
  • 4x Size 4 Internal Compartments
______________________________________________________________________________

Combat: There's a lot of mixed feelings regarding the Cobra MK. IV. It has very strong hull, in the style of the Viper MK. IV where it trades mobility for durability. It's a matter of the pilot at this point. It can be effective if used right.

Trading: Better than the MK. III. It can haul up to 88 tons, but it doesn't jump as well.

Exploration: Sub-par. It has the internals but it lacks jump range.

Mining: You can do it, and it'll be effective like its predecessor, but you'll be sacrificing speed and jump range for more cargo and another hardpoint.
!!! Just a Note !!!!
The Viper Mk. III, Cobra Mk. III, and Diamondback Scout are all very similar ships when it comes to combat ability, but each has their own differences, advantages, and disadvantages compared to the other two. Use which one you'd like based on preference!
Type-6 Transporter
The Type-6 Transporter is a good starting Trade vessel.


"Lakon Spaceways are famous for building dependable, jump capable transport vessels. The Type 6 is their smallest commercially available model. It has limited combat capability, but is capable of transporting decent size loads for its size class." -Ingame Description

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Statistics

  • Cost: 1,045,945 Credits
  • Top Speed: 223 m/s
  • Boost Speed: 355 m/s
  • Maneuverability: 3
  • Landing Pad Size: Medium
  • Shields: 77 MJ
  • Armour: 324
  • Hull Mass: 155T
  • Cargo Capacity: 50T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 12.39 LY
  • Hardpoints: 2x Small Hardpoints
  • Utility Mounts: 3x Utility Mounts

Internals
  • 2x Size 2 Internal Compartments
  • 1x Size 3 Internal Compartment
  • 2x Size 4 Internal Compartments
  • 2x Size 5 Internal Compartments
______________________________________________________________________________

Combat: Don't even. The hardpoints are only there for self defense.

Trading: Excellent. It's a great starting trader that's a step up from the Cobra, and it can carry 112T of Cargo at most. It also has a good jump range to go along with it.

Exploration: It's not bad for exploring. It can break 30 LY with an explorer build, and it has the internals to maintain itself. It's only a bit risky because it's not too good with heat management, so you might suffer damages when scooping fuel.

Mining: Good as a surface miner due to its large cargo bay but lack of medium hardpoints. Make what you will of this.
Dolphin
The Dolphin is a small luxury liner.


"Saud Kruger builds some of the finest luxury vessels traveling the space lanes. Their Dolphin class passenger vessel is able to transport a small number of people in extreme comfort." -Ingame Description

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Statistics

  • Cost: 1,337,330 Credits
  • Top Speed: 258 m/s
  • Boost Speed: 361 m/s
  • Maneuverability: 3
  • Landing Pad Size: Small
  • Shields: 143 MJ
  • Armour: 196
  • Hull Mass: 140T
  • Cargo Capacity: 14T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 10.67 LY
  • Hardpoints: 2x Small Hardpoints
  • Utility Mounts: 3

Internals
  • 3x Size 2 Internal Compartment
  • 1x Size 3 Internal Compartment
  • 2x Size 4 Internal Compartments
  • 1x Size 5 Internal Compartment
______________________________________________________________________________

Combat: It's fast, mobile, but only has two hard points. I'd keep with what it does best: Being pretty and moving people around.

Trading: It's fast, so it makes for quick escapes, but a Type-6 will be better suited for the job, being cheaper and able to hold more.

Exploration: Very good. It's cheap, beautiful looking, and has good internals. It also has the reserved compartment, so you can take a passenger(s) along.

Mining: You could, but the Type 6 carries more, so...style points, I guess?
Diamondback Explorer
The Diamondback Explorer is an excellent Exploration vessel, as well as a good ship for other things.


"The Diamondback Explorer was Lakon Spaceways' response to criticism of the original Diamondback ship class. By extending the ship's frame it allowed greater cargo capacity and so greater mission variety and endurance. It also brought the ship more into line as a smaller brother to the successful Asp line although at much more modest price range. The Explorer model can fulfil the same roles as its companion ship type, but also able to operate as a fast transport and resupply vessel useful for supporting deep space operations in a hostile environment." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 1,894,760 Credits
  • Top Speed: 242 m/s
  • Boost Speed: 316 m/s
  • Maneuverability: 4
  • Landing Pad Size: Small
  • Shields: 115 MJ
  • Armour: 270
  • Hull Mass: 298T
  • Cargo Capacity: 12T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 14.15 LY
  • Hardpoints: 2x Medium Hardpoints, 1x Large Hardpoint
  • Utility Mounts: 4x Utility Mounts

Internals
  • 2x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 2x Size 4 Internal Compartments
______________________________________________________________________________

Combat: Pretty good. This is the first ship featuring a Large Hardpoint, so you can give it some good firepower.

Trading: Not too bad. It has good jump range, but can only carry 52T, so I'd only recommend it for Rare Commodity trading.

Exploration: As the name suggests, it's an excellent exploration vessel. It has internals for everything you need, as well as a jump range comparable to the Asp, but for a much lower price.

Mining: The DBX lacks cargo compared to the Cobras but it has a superior jump range. It may be worth it to lose a few tons and get a few light-years, depending on your route.
Imperial Courier
The courier is a small, agile fighting ship.

NOTE: This is a faction ship, and requires rank Master to be able to purchase it.


"The Imperial Courier is the quintessential Imperial ship. It epitomises elegance of form while packing a good punch. Officially the class is used to provide transport for officials that don't warrant the use of a Cutter or Interdictor. However its flexibility means that it fills many roles within the Imperial Navy and prominent citizens." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 2,542,931 Credits
  • Top Speed: 277 m/s
  • Boost Speed: 380 m/s
  • Maneuverability: 4
  • Landing Pad Size: Small
  • Shields: 230 MJ
  • Armour: 144
  • Hull Mass: 35T
  • Cargo Capacity: 12T
  • Fuel Tank Capacity: 8T
  • Unladen Jump Range: 7.81 LY
  • Hardpoints: 3x Medium Hardpoints
  • Utility Mounts: 4x Utility Mounts

Internals
  • 1x Size 1 Internal Compartment
  • 3x Size 2 Internal Compartments
  • 2x Size 3 Internal Compartments
______________________________________________________________________________

Combat: Excellent. This ship can run a Shield Cell Bank build, allowing it to constantly regenerate rings of shields and take a godly amount of punishment. It has major heat issues though, which has given it the title of the 'Super Eagle' so I wouldn't recommend more than one Beam Laser on this either.

Trading: Not good. It has an okay jump range, but it can only haul 28T.

Exploration: Not too good either, sadly. It can explore, but only get to around 26LY with an explorer build, as well as having major heat issues for fuel scooping, and the small tank. It's disappointing because its cockpit view is fantastic.

Mining: Not recommended due to its low cargo and high heat generation.
Keelback
The Keelback is a more battle-ready variant to the Type 6 trader.


"This is Lakon Spaceways new combat-trader class vessel, designed for hostile-environment deliveries and light support duties. It's based on the Type 6 frame but with extra weapon hardpoints. It has a reduced cargo capacity to support a higher class of powerplant, and can even accomodate a fighter bay. Its durability is improved by better defence capabilities for armour and shields. Its similiar shioluette to the Type 6 makes it a suitable vessel for commerce raiding or convoy support." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 3,126,150 Credits
  • Top Speed: 202 m/s
  • Boost Speed: 303 m/s
  • Maneuverability: 2
  • Landing Pad Size: Medium
  • Shields: 99 MJ
  • Armour: 486
  • Hull Mass: 180T
  • Cargo Capacity: 38T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 10.94 LY
  • Hardpoints: 2x Small Hardpoints, 2x Medium Hardpoints
  • Utility Mounts: 3x Utility Mounts
  • Crew Seats: 1
  • Fighter Bay

Internals
  • 2x Size 2 Internal Compartments
  • 1x Size 3 Internal Compartments
  • 1x Size 4 Internal Compartments
  • 2x Size 5 Internal Compartments
______________________________________________________________________________

Combat: Not bad. It has okay hardpoints. Two small and two medium, so it can do some damage. The real DPS will come from the Fighter Bay, and even moreso now that the Keelback has a crew seat. Decently effective.

Trading: It can defend itself better than a Type 6, but obviously comes at the cost of speed, mobility, and most importantly, cargo space. Make what you will of that.

Exploration: Compared to the Type 6, it jumps less but makes up for it having two size 5 internals, which could be excellent for a good fuel scoop or AFM.

Mining: A sidegrade to the Type-6, it can surely provide you some self defense if you're mining in a RES, or traveling through a dangerous region of space.

Extra Note: This is the cheapest ship in the game with a Fighter Bay.
Asp Scout
The Asp Scout is a cheaper, budget variant to the Asp Explorer.


"Lakon Spaceways unveiled the Asp Scout in late 3301 as a cheaper alternative to the well-regarded Asp Explorer, and in terms of the market it sits between the Diamondback range and the Asp Explorer. It utilises much of the same airframe as the explorer, but the reduced hardpoint capacity (Compared to its parent model) means it packs less of a punch. Test pilots reported that the mass reduction resulted in a vessel that handles better than the Asp Explorer while maintining its impressive jump capability." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 3,961,150 Credits
  • Top Speed: 223 m/s
  • Boost Speed: 304 m/s
  • Maneuverability: 5
  • Landing Pad Size: Medium
  • Shields: 105 MJ
  • Armour: 324
  • Hull Mass: 150T
  • Cargo Capacity: 16T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 11.69 LY
  • Hardpoints: 2x Small Hardpoints, 2x Medium Hardpoints
  • Utility Mounts: 2x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 2 Internal Compartments
  • 2x Size 3 Internal Compartments
  • 1x Size 4 Internal Compartment
  • 1x Size 5 Internal Compartment
______________________________________________________________________________

Combat: It's rather equal to the Asp Explorer. It lacks the hardpoints, and is slower despite the lighter frame, but it can handle considerably better, and has less "drift" than the Explorer does when doing tight turns.

Trading: Not as good as the Asp Explorer. For its price, you could do better with a Cobra MK. III or a Type 6, even.

Exploration: Not bad. It doesn't completely maintain the jump range the Explorer had, but you can still get above 30 LY with an exploration build.

Mining: You could use it, but the same with trading, you could just get a Cobra instead.
Vulture
The Vulture is a deadly, agile combat ship.


"The Vulture space superiority fighter sacrifices hardpoint flexibility for manoeuvrability. Advanced manufacturing techniques have allowed the Vulture to integrate large hardpoints into its relatively small frame, offsetting the ship's limited weapon count, but its nimble flight characteristics make it equally devastating against smaller targets. A limited cargo and passenger capability has not stopped it becoming a preferred personal transport for those who like to project a certain attitude in their dealings." -Ingame Screenshot

______________________________________________________________________________
Statistics

  • Cost: 4,925,615 Credits
  • Top Speed: 210 m/s
  • Boost Speed: 340 m/s
  • Maneuverability: 5
  • Landing Pad Size: Small
  • Shields: 293 MJ
  • Armour: 288
  • Hull Mass: 230T
  • Cargo Capacity: 8T
  • Fuel Tank Capacity: 8T
  • Unladen Jump Range: 7.93 LY
  • Hardpoints: 2x Large Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 1 Internal Compartments
  • 1x Size 2 Internal Compartment
  • 1x Size 4 Internal Compartment
  • 1x Size 5 Military Compartment
______________________________________________________________________________

Combat: Excellent. Having two Large hardpoints, this ship can pack a lot of firepower. It being a small target, as well as having agility to boot, makes it a nasty ship to take on, and when piloting one, gives you the ability to take on any target. It's major drawback is the small power plant, so you need to build carefully.

Trading: It can haul 56T at max, but it has an abysmal jump range, so I wouldn't recommend it at all.

Exploration: Not good. It has terrible fuel management, range, and bad range, too.

Mining: It can mine, sort of. It's not recommended but if you want to learn how to be more effective at placing seismic charges when core mining, a mobile ship like this could make for good practice.
Asp Explorer
The Asp Explorer is a mid-range Multi-Purpose ship.


"The Asp Explorer is the civilian version of the military model Asp Mk II's (Which first saw service in 2878). Lakon Spaceways now owns the licence to construct these ships and has marketed them heavily at customers looking for their first multi-crewed ships. The ship class has earned a solid reputation for long range missions and those requiring some discretion." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 6,661,153 Credits
  • Top Speed: 254 m/s
  • Boost Speed: 345 m/s
  • Maneuverability: 6
  • Landing Pad Size: Medium
  • Shields: 152 MJ
  • Armour: 378
  • Hull Mass: 280T
  • Cargo Capacity: 38T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 13.12 LY
  • Hardpoints: 4x Small Hardpoints, 2x Medium Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 2 Internal Compartments
  • 3x Size 3 Internal Compartments
  • 1x Size 5 Internal Compartment
  • 1x Size 6 Internal Compartment
______________________________________________________________________________

Combat: Not great. It makes for a decent combat ship; having six hardpoints allows for a lot of versatility in your loadout, but it has a very small distributor in contrast to this, which makes using lasers very unwieldy.

Trading: An upgrade from the Type 6. It can jump a bit better when laden, and can hold 128T of cargo at the max, compared to 112T. It's also more maneuverable.

Exploration: Also as the name suggests, excellent. The ship has great internals so you can equip a nasty scoop for quick refueling, as well as anything else you might need. The cockpit is also a fantastic view, to enjoy space through.

Mining: The grandfather of exploration ships is a respectable miner and probably your next step from the Cobra. Able to carry over 100 tons, you can carry a lot and have the room to have the equipment to crack asteroids. I would recommend it more for core mining over surface mining, as the Distributor will be unpleasant on your Mining Lasers.
Federal Dropship
The Federal Dropship is a Federation heavy ship.

NOTE: This is a faction ship, and requires rank Midshipman to be able to purchase it.


"The Federal Dropship is the Federation Navy's workhorse ship for tactical and special forces deployments. This is a well armoured and well armed ship capable of carrying large loads. Its versatile nature means that it is well suited to tackling even the most hostile environment." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 14,314,210 Credits
  • Top Speed: 183 m/s
  • Boost Speed: 304 m/s
  • Maneuverability: 3
  • Landing Pad Size: Medium
  • Shields: 104 MJ
  • Armour: 540
  • Hull Mass: 580T
  • Cargo Capacity: 56T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 7.25 LY
  • Hardpoints: 4x Medium Hardpoints, 1x Large Hardpoint
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 1x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 1x Size 4 Internal Compartment
  • 2x Size 4 Military Compartments
  • 2x Size 5 Internal Compartments
  • 1x Size 6 Internal Compartment
______________________________________________________________________________

Combat: Excellent (In my opinion). The agility is average, but the hardpoint placement is really good, and it can pack a lot of firepower. Having 5 hardpoints allows for versatility, as well. It is also very tanky, and it can take a ton of damage. Great ship for its low price.

Trading: Not good, necessarily. It can carry a lot of cargo, but it's not good, as the Type 7 is a similar price and does everything better. (More tonnage, better jump)

Exploration: Not good. Something weighed down with this much armor isn't expected to be good at exploring, now is it?

Mining: I consider this a sidegrade to the Asp in terms of mining. It has more cargo and more medium hardpoints (More seismic charges!) but less speed and jump range.
Type-7 Transporter
The Type-7 Transporter is the next-level freighter.


"The Type 7 Transporter is Lakon Spaceway's medium size transport vessel. This is a new model, released in 3290. It's slow but moves a lot of tonnage for its size." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 17,472,252 Credits
  • Top Speed: 182 m/s
  • Boost Speed: 304 m/s
  • Maneuverability: 1
  • Landing Pad Size: Large
  • Shields: 99 MJ
  • Armour: 612
  • Hull Mass: 350T
  • Cargo Capacity: 128T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 12.27 LY
  • Hardpoints: 4x Small Hardpoints
  • Utility Mounts: 4x Utility Mounts

Internals
  • 2x Size 3 Internal Compartments
  • 3x Size 5 Internal Compartments
  • 3x Size 6 Internal Compartments
______________________________________________________________________________

Combat: Not good. It's a trader ship, so there's not much to expect aside from self defense.

Trading: A good step up from a Type 6. It can haul about double the cargo, totaling at 304T at max, but it jumps rather badly.

Exploration: Holy crap this thing is amazing. They buffed it along with the T9, giving it a bump up in FSD size. Besides its unusual heat issue, this ship can get 50+ LY for cheap, and is a nice alternative to the ubiquitous Asp Explorer.

Mining: A hefty hauler, it can carry a ton of cargo, which means more money for you. The only downfall is it lacks medium hardpoints, meaning it can't go core mining. As for surface mining though, it's a fantastic choice.
Federal Assault Ship
The Federal Assault Ship is a Federation combat vessel that's the successor to the Federal Dropship.

NOTE: This is a faction ship, and requires rank Chief Petty Officer to be able to purchase it.


"Many of Core Dynamics customers desired more specific roles for their dropships and the Assault Ship is a response to some of those demands. The Assault Ship is designed for a more combat intensive role than the original ship. It has improved manoeuvrability and weapon carrying capacity and placement. These additions come at the expensive of smaller internals making it less versatile, but better in its specialised role." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 19,814,205 Credits
  • Top Speed: 215 m/s
  • Boost Speed: 358 m/s
  • Maneuverability: 4
  • Landing Pad Size: Medium
  • Shields: 133 MJ
  • Armour: 540
  • Hull Mass: 480T
  • Cargo Capacity: 32T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 8.33 LY
  • Hardpoints: 2x Medium Hardpoints, 2x Large Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 2 Internal Compartments
  • 1x Size 3 Internal Compartment
  • 1x Size 4 Internal Compartment
  • 2x Size 4 Military Compartments
  • 2x Size 5 Internal Compartments
______________________________________________________________________________

Combat: Wonderful. It ties well with the Clipper, both having the same hardpoints and both being rather agile, the only difference is the Fed Assault Ship is smaller, but also slightly slower. Take heed of this difference between the two.

Trading: Worse than its predecessor. It's a more combat oriented ship and isn't good for this role.

Exploration: This is lighter than its predecessor but still. C'mon.

Mining: Not worth it due to the cargo size. Don't bother. You can't crack open a rock by flying into it really fast.
Alliance Chieftain
The Alliance Chieftain is a cheap, multipurpose combat ship that gets the job done.


"The Alliance Chieftain has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more manoeuvrable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 19,382,250 Credits
  • Top Speed: 235 m/s
  • Boost Speed: 338 m/s
  • Maneuverability: 4
  • Landing Pad Size: Medium
  • Shields: 162 MJ
  • Armour: 504
  • Hull Mass: 400T
  • Cargo Capacity: 32T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 9.39 LY
  • Hardpoints: 3x Small Hardpoints, 1x Medium Hardpoint, 2x Large Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seats

Internals
  • 2x Size 2 Internal Compartment
  • 1x Size 4 Internal Compartments
  • 3x Size 4 Military Compartments
  • 1x Size 5 Internal Compartment
  • 1x Size 6 Internal Compartment
______________________________________________________________________________

Combat: It's a fantastic ship for what it is. The cheapest ship with 7 hardpoints gives you a lot of variability in weapon loadouts, and for 19 million, it's a great competitor to the Federal Assault ship and Imperial Clipper for the price range, as well as lacking a rank requirement like those two ships.

Trading: It's supbar. Too small for anything profitable.

Exploration: Great internals make the ship very able to be fit for exploration, and it has okay range. It's a great looking ship as well, so it'll look good in pictures.

Mining: Good hardpoints but bad cargo capacity, sadly. Very agile though, which is good for core mining.
Imperial Clipper
The Imperial Clipper is a large multipurpose vessel.

NOTE: This is a faction ship, and requires rank Baron to be able to purchase it.

"The Imperial Clipper is the quintessential Imperial ship. It epitomises elegance of form while delivering speed and agility. Because of its balance of Speed, Luxury and strength it is used for transporting valuable items and personnel of importance across the Empire." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: ‎22,295,860 Credits
  • Top Speed: 306 m/s
  • Boost Speed: 388 m/s
  • Maneuverability: 5
  • Landing Pad Size: Large
  • Shields: 186 MJ
  • Armour: 486
  • Hull Mass: 400T
  • Cargo Capacity: 74T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 8.98 LY
  • Hardpoints: 2x Medium Hardpoints, 2x Large Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 2 Internal Compartments
  • 2x Size 3 Internal Compartments
  • 2x Size 4 Internal Compartments
  • 1x Size 6 Internal Compartment
  • 1x Size 7 Internal Compartment
______________________________________________________________________________

Combat: Excellent. It has 2 large hardpoints and two medium. The positions of the Large hardpoints can lead to excellent turret combat, but it can also but the ship at a disadvantage because of how spread out they are. I would not recommend using fixed weapons with this ship because of this. This ship makes for a good bounty hunter as well, as it has one of the highest boost speeds despite its size, similar to the Orca.

Trading: An improvement from the Type 7. This is much faster, can jump better, and can haul a bit more. It is also much more capable of self defense, if needed.

Exploration: It's okay. It has that decent jump range, but makes up for it with excellent internals, and just generally how good the ship looks. The cockpit view is excellent as well, and the appearance of the ship can lead to some lively pictures.

Mining: It's doable and recommended due to the high speed and cargo capacity, but it has rather bad hardpoint placement.
Alliance Crusader
The Alliance Crusader is a middle-ground Alliance vessel featuring a Fighter Bay.


"A modified version of the Alliance Chieftain, the Alliance Crusader's main point of distinction is its fighter bay. The Crusader also offers three internal military compartments and space for up to two crew members, making it ideally suited to combat situations." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 25,367,279 Credits
  • Top Speed: 183 m/s
  • Boost Speed: 305 m/s
  • Maneuverability: 3
  • Landing Pad Size: Medium
  • Shields: 126 MJ
  • Armour: 540
  • Hull Mass: 500T
  • Cargo Capacity: 40T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 8.21 LY
  • Hardpoints: 3x Small Hardpoints, 2x Medium Hardpoints, 1x Large Hardpoint
  • Utility Mounts: 4x Utility Mounts
  • Crew: 2 Seats

Internals
  • 2x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 3x Size 4 Military Compartments
  • 1x Size 5 Internal Compartment
  • 1x Size 6 Internal Compartment
______________________________________________________________________________

Combat: Similar to its two brothers, this ship trades some speed for a fighter bay. If you want to play with a friend it works well, and same if you have a proficient NPC crew member. It's a solid ship, if visually lacking.

Trading: Also similar to its counterparts, it can't carry as much as the Chieftain.

Exploration: Decent internals like the other two ships, but it's the heaviest of the three, so expect the least jump range.

Mining: Same as its sister ship, the Chieftain. Lack of cargo capacity.
Alliance Challenger
The Challenger, lovingly called the "Beef Chief" is a more combat-focused Chieftain.


"A modified version of the Alliance Chieftain, the Alliance Challenger has been envisaged as a frontline combat vessel. With a generous complement of hardpoints, the Challenger can more than hold its own in a fight, and although it weighs more than its sister ship, it has retained the Chieftain's characteristic agility. It also has stronger armour than the Chieftain, allowing it to soak up a significant amount of punishment." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 30,472,265 Credits
  • Top Speed: 204 m/s
  • Boost Speed: 316 m/s
  • Maneuverability: 4
  • Landing Pad Size: Medium
  • Shields: 206 MJ
  • Armour: 504
  • Hull Mass: 450T
  • Cargo Capacity: 40T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 8.58 LY
  • Hardpoints: 3x Small Hardpoints, 3x Medium Hardpoints, 1x Large Hardpoint
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 2x Size 6 Internal Compartments
  • 3x Size 4 Military Compartments
______________________________________________________________________________

Combat: It's an improvement over the Chieftain. It's a bit tankier, especially with the addition of military compartments, making this a competitor to the Gunship. What it loses without a fighter bay, it makes up for with superior speed and agility.

Trading: Not any better than the Chieftain. Not worth trading in.

Exploration: Almost identical to its smaller twin. There's barely a difference, and still good enough internals for the job.

Mining: Do I need to repeat myself?
Federal Gunship
The Federal Gunship is a mean Federal ship that's a versatile fighter.

NOTE: This is a faction ship, and requires rank Ensign to be able to purchase it.


"The Federal Gunship came from the desire for a more supporting role in operations utilising the standard Dropship frame. It's primary role is in fire support and is tougher and also supports higher rated modules making it more versatile." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 35,658,297 Credits
  • Top Speed: 174 m/s
  • Boost Speed: 287 m/s
  • Maneuverability: 2
  • Landing Pad Size: Medium
  • Shields: 186 MJ
  • Armour: 630
  • Hull Mass: 580T
  • Cargo Capacity: 16T
  • Fuel Tank Capacity: 16T
  • Unladen Jump Range: 6.66 LY
  • Hardpoints: 2x Small Hardpoints, 4x Medium Hardpoints, 1x Large Hardpoint
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat
  • Fighter Bay

Internals
  • 2x Size 2 Internal Compartments
  • 3x Size 4 Military Compartments
  • 1x Size 5 Internal Compartment
  • 2x Size 6 Internal Compartments
______________________________________________________________________________

Combat: It's a monster. It drifts a lot, and is rather slow, but having seven hardpoints, a fighter bay, and three Size 4 military compartments makes this thing a beast. Pack a bunch of multicannons on it and you'll brrrrrt your way to money.

Trading: It's a combat oriented ship so it lacks the jump-range, but if it was better at travel it has the internals for it.

Exploration: Just as heavy as the Federal Dropship. Just as sucky at exploring.

Mining: No, you can't blow up the rocks with bullets.
Krait Phantom
A toned down rendition, the Krait Phantom is more suitable to all types of jobs.


"With a spacious cargo hold and a relatively generous quantity of hardpoints, the Krait Phantom is a versatile ship suited to a range of roles. It has enough firepower to hold its own against larger targets, and enough straight-line speed to outpace smaller targets. The ship also offers eight internal compartments, allowing the pilot to tailor the ship to their requirements. And while it lacks the firepower and fighter bay of its sister ship, the Krait Mk II, it is both faster and lighter." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 37,472,254 Credits
  • Top Speed: 256 m/s
  • Boost Speed: 358 m/s
  • Maneuverability: 3
  • Landing Pad Size: Medium
  • Shields: 260 MJ
  • Armour: 324
  • Hull Mass: 270T
  • Cargo Capacity: 82T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 9.78 LY
  • Hardpoints: 2x Medium Hardpoints, 2x Large Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 1x Size 2 Internal Compartment
  • 3x Size 4 Internal Compartments
  • 3x Size 5 Internal Compartments
  • 1x Size 6 Internal Compartment
______________________________________________________________________________

Combat: It's decent, but with this type of budget you can get better ships, such as the Gunship or one of the Alliance Vessels. Alternatively, save up and get the Krait MK. II.

Trading: It's not that great. Again, there are better ships for the job at similar or lesser prices.

Exploration: Amazing. The already-amazing Krait MK. II gets stripped down lighter here, leading to some pretty awesome numbers.

Mining: A good addition, the high amount of cargo and good internals make it a mild upgrade after the Asp.
Krait MK. II
The Krait MK. II is a multipurpose, combat-oriented ship, featuring a fighter bay.


"The Krait Mk. II is a reimagining of the Krait Lightspeeder, which was originally manufactured by Faulcon DeLacy in the 3100s. Although the new ship is larger than the original, it possesses many of the same characteristics, emphasizing speed, manoeuvrability and firepower over defensive capability. The ship also boasts a fighter bay and space for up to two crew members, making it a good option for those seeking a medium-weight, multipurpose vessel." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 45,814,205 Credits
  • Top Speed: 245 m/s
  • Boost Speed: 337 m/s
  • Maneuverability: 3
  • Landing Pad Size: Medium
  • Shields: 262 MJ
  • Armour: 396
  • Hull Mass: 320T
  • Cargo Capacity: 82T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 8.99 LY
  • Hardpoints: 2x Medium Hardpoints, 3x Large Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 2 Seats

Internals
  • 1x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 1x Size 4 Internal Compartment
  • 2x Size 5 Internal Compartments
  • 2x Size 6 Internal Compartments
______________________________________________________________________________

Combat: In my opinion it's an improvement over the python. Identical hardpoint configuration, combined with similar speed and better manoeuvrability, and the addition of a fighter hangar, makes this a formidable medium ship.

Trading: This is the one place it loses out to the Python. Having identical internals, sans a size 6 compartment, this is a drop in capacity.

Exploration: Similar to the python of course. It jumps a little better and can actually break 30 LY stripped down empty.

Mining: The combat ready Krait MK. II is still capable of mining. It features more cargo but less jump range, so this is often seen as a major upgrade after the Asp.
Orca
The Orca is a luxurious passenger vessel.


"Saud Kruger are famed for their range of luxury passenger vessels. This is their top of the line vessel (although they do offer custom built vessels that are bigger) and is capable of carrying passengers in extreme comfort and elegance. For its size and class it's also quite capable of defending itself." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 48,539,887 Credits
  • Top Speed: 308 m/s
  • Boost Speed: 390 m/s
  • Maneuverability: 2
  • Landing Pad Size: Large
  • Shields: 233 MJ
  • Armour: 396
  • Hull Mass: 290T
  • Cargo Capacity: 72T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 10.48 LY
  • Hardpoints: 2x Medium Hardpoints, 1x Large Hardpoint
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 2 Internal Compartments
  • 1x Size 3 Internal Compartment
  • 1x Size 4 Internal Compartment
  • 3x Size 5 Internal Compartments
  • 1x Size 6 Internal Compartment
______________________________________________________________________________

Combat: Pretty good, actually. It's on-par with the Imperial Clipper, and it makes up for the loss of a Large Hardpoint with its ramming capability and speed.

Trading: Not good for the price. The Imperial Clipper is about half the price and does everything better. This is comparable to a Federal Dropship.

Exploration: As of 2.3 they halved the hull mass on this ship. This has turned it into a fantastic explorer. It can get incredibly good range, comparable to an ASP, and look incredibly good while doing it.

Mining: It has enough hardpoints, but less cargo. It does go fast and look pretty doing it though, so...style points, again?

Fer-De-Lance
The Fer-De-Lance is a luxury Bounty-Hunting vessel.


"The Fer-de-Lance is another classic design that has now been in production for two centuries. The ship became famous for its popularity with top business executives and wealthy bounty hunters, being a fast, well armed vessel, with luxurious accommodation and high quality components fitted as standard. Early models were built by Zorgon Peterson, but more recently, limited numbers have been upgraded by Saud Kruger in a rare collaboration, resulting in even more lavish creations, without spoiling the original design and specification requirements." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 51,567,040 Credits
  • Top Speed: 265 m/s
  • Boost Speed: 357 m/s
  • Maneuverability: 4
  • Landing Pad Size: Medium
  • Shields: 271 MJ
  • Armour: 405
  • Hull Mass: 250T
  • Cargo Capacity: 24T
  • Fuel Tank Capacity: 8T
  • Unladen Jump Range: 7.00 LY
  • Hardpoints: 4x Medium Hardpoints, 1x Huge Hardpoint
  • Utility Mounts: 6x Utility Mounts
  • Crew: 1 Seat

Internals
  • 1x Size 1 Internal Compartment
  • 1x Size 2 Internal Compartment
  • 2x Size 4 Internal Compartments
  • 1x Size 5 Internal Compartment
______________________________________________________________________________

Combat: Excellent. It is the cheapest ship featuring a Huge hardpoint, the other being the Anaconda, and it is recognized as the premier PvP ship because of its agility, hardpoint positioning, and masslock capability.

Trading: Bad. It can haul 70T which is okay, but it features an awful jump range.

Exploration: Sadly, not good. The cockpit is nice because you have a wide field of view, but its jump range kills it.

Mining: Great hardpoints but low cargo capacity, so it's not good.
Mamba
The Mamba is a brother to the ever-popular Fer-De-Lance


"Based on an unreleased racing prototype, the Mamba is one of the fastest ships in production. It can also deliver a lot of punishment, boasting one huge and two large hardpoints. This emphasis on firepower and speed means the ship can hit hard and fast, vanishing before the target has a chance to react. Comparisons to the Fer-de-Lance, also produced by Zorgon Peterson, will be inevitable, but the Mamba is in fact faster in a straight line, while being slightly less maneuverable." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 55,867,041 Credits
  • Top Speed: 316 m/s
  • Boost Speed: 387 m/s
  • Maneuverability: 3
  • Landing Pad Size: Medium
  • Shields: 244 MJ
  • Armour: 414
  • Hull Mass: 250T
  • Cargo Capacity: 20T
  • Fuel Tank Capacity: 8T
  • Unladen Jump Range: 6.79 LY
  • Hardpoints: 2x Small Hardpoints, 2x Large Hardpoints, 1x Huge Hardpoint
  • Utility Mounts: 6x Utility Mounts
  • Crew: 1 Seat

Internals
  • 2x Size 2 Internal Compartments
  • 1x Size 3 Internal Compartment
  • 1x Size 4 Internal Compartment
  • 1x Size 5 Internal Compartment
______________________________________________________________________________

Combat: It's pretty good, just like its companion vessel. While the truth about trading speed is up to debate, it still deals a lot of DPS while being fast and mobile. I personally think it has better hardpoint placement, as the Huge hardpoint is now on top of the ship rather than below it.

Trading: Bad, just like the Fer-De-Lance. Similar capacity, but still very low.

Exploration: Similarly to its brother, also not good. They weigh exactly the same in Hull Mass and have the same class Frame Shift Drive, so expect similar jump ranges.

Mining: Same as its sister ship. Good hardpoints, bad cargo.
Python
The Python is a heavy multipurpose ship.


"Another classic design that has survived the centuries. The first vessel was constructed in 2700 by Whatt and Pritney Ship Constructions. With the demise of the company and after various mergers and takeovers the ship design is now owned by Faulcon deLacy. The ship remains the slow and sturdy craft it was originally famous for and some smaller navies still use this class as a patrol cruiser (although tiny compared to the Imperial Interdictors and Federal Battle cruisers)." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 56,978,179 Credits
  • Top Speed: 234 m/s
  • Boost Speed: 305 m/s
  • Maneuverability: 2
  • Landing Pad Size: Medium
  • Shields: 294 MJ
  • Armour: 468
  • Hull Mass: 350T
  • Cargo Capacity: 82T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 8.23 LY
  • Hardpoints: 2x Medium Hardpoints, 3x Large Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 1 Seat

Internals
  • 1x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 1x Size 4 Internal Compartment
  • 2x Size 5 Internal Compartments
  • 3x Size 6 Internal Compartments
______________________________________________________________________________

Combat: Good. It has strong hardpoints, and good internals, but it lacks mobility. Engineers can fix this but I'm not including them in my opinion. Without engineer upgrades, this ship can be at fault to its mobility being lackluster.

Trading: Also great. It has an advantage over the Type 7 and Imperial Clipper, because it can haul 292T at most, as well as dock at Outposts, allowing it to do all kinds of trade routes. Its disadvantage is the worse laden jump range, and slightly lower capacity than the Type 7.

Exploration: Another case of the Cobra. It has good internals, but an okay jump range. The cockpit isn't too good on this either, as if you look up, there's a bar right in your face.

Mining: The Python is the pinnacle of medium mining ships. While a bit less mobile than the Kraits, it boasts more cargo and internals, making it a more efficient miner. A great option and often the top tier of medium mining.
Type-9 Heavy
The Type-9 Heavy is a heavy cargo freighter.


"The Type-9 Heavy is Lakon Spaceways large freighter class. This ship is built to transport large cargos, a job it does very well, but it doesn't stand up well in a fight." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 76,555,842 Credits
  • Top Speed: 130 m/s
  • Boost Speed: 201 m/s
  • Maneuverability: 0
  • Landing Pad Size: Large
  • Shields: 110 MJ
  • Armour: 864
  • Hull Mass: 850T
  • Cargo Capacity: 220T
  • Fuel Tank Capacity: 64T
  • Unladen Jump Range: 8.68 LY
  • Hardpoints: 2x Small Hardpoints, 3x Medium Hardpoints
  • Utility Mounts: 4x Utility Mounts
  • Crew: 2 Seats
  • Fighter Bay

Internals
  • 1x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 2x Size 4 Internal Compartments
  • 1x Size 5 Internal Compartment
  • 1x Size 6 Internal Compartment
  • 1x Size 7 Internal Compartment
  • 2x Size 8 Internal Compartment
______________________________________________________________________________

Combat: No.

Trading: As of Beyond Ch. 1, great. They buffed the ship, giving it a second Size 8 Internal Compartment. This lets it carry up into the 700T range while having shields. Being half the price of the Imperial Cutter, as well as not behind a naval rank prerequesite, the ship is well worth the price now.

Exploration: Internals: Fantastic. Jump range: Not fantastic. Not much else to say.

Mining: My office. The big Lakon cow is in business. It's a great surface miner and core miner. Lots of cargo, good hardpoints, and a great view out the canopy. My one gripe is it's a little slow so you'll be taking your time when core mining.
Beluga Liner
The Beluga Liner is a large passenger vessel.


"The Beluga Class Liner is one of the most prestigious vessels to travel the space lanes. Only the Imperial Gutamaya liners rival these glorious vessels. If you want to travel in style, this is the vessel to do it in. A fighter hangar can be equipped to these ships." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 84,532,780 Credits
  • Top Speed: 195 m/s
  • Boost Speed: 273 m/s
  • Maneuverability: 2
  • Landing Pad Size: Large
  • Shields: 92 MJ
  • Armour: 504
  • Hull Mass: 1100T
  • Cargo Capacity: 44T
  • Fuel Tank Capacity: 128T
  • Unladen Jump Range: 9.65 LY
  • Hardpoints: 5x Medium Hardpoints
  • Utility Mounts: 6x Utility Mounts
  • Crew: 2 Seats
  • Fighter Bay

Internals
  • 4x Size 3 Internal Compartment
  • 1x Size 4 Internal Compartment
  • 2x Size 5 Internal Compartments
  • 4x Size 6 Internal Compartments
______________________________________________________________________________

Combat: It's...interesting. It's not practical at all, but some people have done engineered, shield-less hull tanks with these, relying on the fighter and turrets for DPS. Personally, I wouldn't do this unless you're very experienced/want to try something stupid fun.

Trading: Can you trade passengers? No? Good. It can carry a decent amount of cargo, but the other Large ships beat it. Not worth it for its price.

Exploration: It's pretty good at it. It can get okay range, and is a beautiful ship, but the huge fuel tank allows for long excursions without fuel scooping.

Mining: The god tier of style points, depending on your tastes. It's capable, due to the medium hardpoints and respectable cargo but...it's not effective. You'll have fun though.
Type-10 Defender
The Type-10 Defender is a beefed-up Type-9 ready for becoming a turret platform.


"The Type-10 Defender is the result of collaboration between the Alliance and Lakon Spaceways. With the threat of xeno-war looming, the Alliance's naval arm saw the urgent need for a weapons platform capable of withstanding heavy, sustained attack. Utilising a reinforced Type-9 chassis as a starting point, Lakon overhauled and geared every aspect of the design for combat, producing a military behemoth that could be produced in volume at short notice." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 124,755,342 Credits
  • Top Speed: 179 m/s
  • Boost Speed: 219 m/s
  • Maneuverability: 0
  • Landing Pad Size: Large
  • Shields: 99 MJ
  • Armour: 1,044
  • Hull Mass: 1,200T
  • Cargo Capacity: 220T
  • Fuel Tank Capacity: 64T
  • Unladen Jump Range: 6.97 LY
  • Hardpoints: 2x Small Hardpoints, 3x Medium Hardpoints, 4x Large Hardpoints
  • Utility Mounts: 8x Utility Mounts
  • Crew: 2 Seats
  • Fighter Bay

Internals
  • 1x Size 2 Internal Compartment
  • 2x Size 3 Internal Compartments
  • 2x Size 4 Internal Compartments
  • 1x Size 5 Internal Compartment
  • 2x Size 5 Military Compartments
  • 1x Size 6 Internal Compartment
  • 1x Size 7 Internal Compartment
  • 2x Size 8 Internal Compartment
______________________________________________________________________________

Combat: It's a massively powerful, tanky, but bulky combat platform. You can get the highest DPS in the game, with a whopping 9 hardpoints, the most of any ship, but it requires engineering, and patience. This ship takes a bit of TLC to reach perfection.

Trading: It's about on-par to an Anaconda on terms of cargo capacity, but the Anaconda can jump better.

Exploration: Great internals just like its smaller brother, but it jumps a bit better due to a Class 7 FSD, and only slightly higher weight. You can break the 30 LY barrier with engineering.

Mining: It works out. It's like the T6 to the Keelback relative to the T9. Less cargo but better defenses.
Anaconda
The big, bad, Anaconda. A heavy multipurpose ship.


"The Anaconda is the pride of Faulcon deLacy's ship yards. The design was first manufactured in 2856 by RimLiner Galactic. After numerous mergers the template was eventually owned by Faulcon deLacy, who have made only minor changes to the classic design. The Anaconda is a versatile craft that can transport large cargos as well as pack a decent punch. Some smaller navies use the Anaconda in the light cruiser and frigate roles. The Anaconda can also be upgraded with a docking bay allowing small fighters up to Sidewinder size to be carried and launched." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 146,969,451 Credits
  • Top Speed: 183 m/s
  • Boost Speed: 244 m/s
  • Maneuverability: 1
  • Landing Pad Size: Large
  • Shields: 362 MJ
  • Armour: 945
  • Hull Mass: 400T
  • Cargo Capacity: 114T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 9.41 LY
  • Hardpoints: 2x Small Hardpoints, 2x Medium Hardpoints, 3x Large Hardpoints, 1x Huge Hardpoint
  • Utility Mounts: 8x Utility Mounts
  • Crew: 2 Seats
  • Fighter Bay

Internals
  • 1x Size 2 Internal Compartment
  • 3x Size 4 Internal Compartments
  • 3x Size 5 Internal Compartments
  • 3x Size 6 Internal Compartments
  • 1x Size 7 Internal Compartment
  • 1x Size 5 Military Compartment
______________________________________________________________________________

Combat: Strong. It can have incredibly high shields and hull, and due to its light weight, be unusually mobile. Eight hardpoints allows for a lot of weapon variety and DPS, and 8 Utility mounts helps build for whatever you need. The fighter bay will only add to your DPS.

Trading: Better/worse than the Type 9. It jumps much better, it's faster, and more agile, but has a lot less cargo. This will let you be more versatile with trade routes.

Exploration: Fantastic. It has more than enough internals for it, and it has the highest jump range in the game, being able to break 40LY on a low fuel tank without engineering.

Mining: Often seen as the end of upgrades, the Anaconda is a great choice. It's got good cargo space, lots of hardpoints, and it jumps incredibly well.
Federal Corvette
The Federal Corvette is a superheavy combat vessel.

NOTE: This is a faction ship, and requires rank Rear Admiral to be able to purchase it.


"The Federal Corvette is the smallest warship deployed by the Federation Navy. It is a quick, hard hitting vessel also capable of transporting cargo and personnel. Its versatility makes it the most common vessel of the Federation Navy that most people will encounter. It can be found everywhere, on long range patrol, peace keeping, pirate suppression, in fact anywhere the navy wishes to maintain a solid presence without deploying one of the Farragut class Battlecruisers. It is possible, but extremely rare for a private citizen to own one of these vessels. The ship can carry and deploy two small fighter class ships." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 187,969,450 Credits
  • Top Speed: 198 m/s
  • Boost Speed: 257 m/s
  • Maneuverability: 2
  • Landing Pad Size: Large
  • Shields: 519 MJ
  • Armour: 666
  • Hull Mass: 900T
  • Cargo Capacity: 76T
  • Fuel Tank Capacity: 32T
  • Unladen Jump Range: 6.31 LY
  • Hardpoints: 2x Small Hardpoints, 2x Medium Hardpoints, 1x Large Hardpoint, 2x Huge Hardpoints
  • Utility Mounts: 8x Utility Mounts
  • Crew: 2 Seats
  • Fighter Bay

Internals
  • 1x Size 3 Internal Compartment
  • 2x Size 4 Internal Compartments
  • 2x Size 5 Internal Compartments
  • 2x Size 5 Military Compartments
  • 2x Size 6 Internal Compartments
  • 3x Size 7 Internal Compartments
______________________________________________________________________________

Combat: People often call this ship a giant Vulture, and they're right. It's strong, and extremely mobile for its size, akin to the Anaconda. Two huge hardpoints will contribute heavily to DPS (And power issues depending on your build) and the three Size 7 internal compartments will let you run multiple shield cell banks.

Trading: It can do a big 616T of cargo at max, but the Corvette is more biased towards Combat, whereas the Cutter is more biased towards trading.

Exploration: It's gigantic. Please. (I'm kidding) For its size, it isn't too bad. It can get about 21LY of jump range, so it's okay for all the internals it's got. It's certainly not the best choice, though.

Mining: It works and has a lot of cargo relative to the Anaconda, but jumps worse. I'd consider this actually a side grade to the T9. It has less cargo and jump range, but it flies faster and could most certainly defend itself if you get attacked.
Imperial Cutter
The Imperial Cutter is a superheavy multipurpose vessel.

NOTE: This is a faction ship, and requires rank Duke to be able to purchase it.


"The Imperial Cutter fulfils a similar role as the corvette for the Imperial Navy. The design philosophy reflects Imperial sensibilities as it is faster and more elegant than the corvette, but doesn't quite match it in firepower. As with other Imperial warships the cutter is also used for projecting soft power, via diplomatic missions and support for friendly powers. It is possible, although rare, for a well connected client or patron to own one of these ships. Like the corvette it can deploy two small fighter class ships." -Ingame Description

______________________________________________________________________________
Statistics

  • Cost: 208,969,451 Credits
  • Top Speed: 202 m/s
  • Boost Speed: 323 m/s
  • Maneuverability: 0
  • Landing Pad Size: Large
  • Shields: 704 MJ
  • Armour: 720
  • Hull Mass: 1100T
  • Cargo Capacity: 164T
  • Fuel Tank Capacity: 64T
  • Unladen Jump Range: 8.21 LY
  • Hardpoints: 4x Medium Hardpoints, 2x Large Hardpoints, 1x Huge Hardpoint
  • Utility Mounts: 8x Utility Mounts
  • Crew: 2 Seats
  • Fighter Bay

Internals
  • 1x Size 3 Internal Compartment
  • 1x Size 4 Internal Compartment
  • 2x Size 5 Internal Compartments
  • 2x Size 5 Military Compartments
  • 3x Size 6 Internal Compartments
  • 2x Size 8 Internal Compartments
______________________________________________________________________________

Combat: Having made this my main ship, I can say it's an absolute beast. As powerful as it is expensive, it will very easily tear things apart with power leftover. Its disadvantage is how much it drifts, so watch your speed and boost.

Trading: It has the biggest cargo capacity in the game, being able to carry a whopping 792T of whatever crap you wanna haul, combined with good jump range. What more could you ask for?

Exploration: Surprisingly good. But expensive. This gigantic hunk of sexy metal can do almost 26LY stripped down, making this the biggest, baddest explorer around. (Not really, unless you pack guns on it.)

Mining: My personal favorite for mining, due to the combination of good jump range, lots of cargo, and lots of speed. It's in a way a side grade to the Anaconda due to the jump range, but...I like it more.
In Post...
For those who made it this far, I hope you all enjoyed the guide. If you felt it helped you out, please leave a positive rating and maybe an award!

o7 to all CMDRs out there in the black. See you next time!
150 Comments
cetacean 23 Apr, 2023 @ 7:54pm 
It looks like they really hurt Imperial players wanting to keep to those ships with making the Clipper size large unlike The competing Alliance Crusader and Federal Gunship (actually the better match than Dropship since it''s the Federal Rank 7 ship). Making it size large means there is no Medium Imperial rep ship, and keeps it from being useful at outposts. Really no reason it should be large rather than medium like the others- even it's hull mass is the same or lower than medium ships its level. On top of that it lack access to a hanger that the Alliance or Federal can equip. I like the look of the Imperial ships, but "on the fence" about getting a Clipper over an Alliance/faction-independent ship.
AWR Chris 19 Mar, 2023 @ 8:17am 
The combat description of the Type-9 Heavy cracked me up hard lmao
Sammy The Angel 6 Apr, 2022 @ 9:44pm 
hey just a heads up the imp eagle doesn't require any rank in the navy you can buy it from select non imperial stations as well
ALTIMA 17 Feb, 2022 @ 10:26pm 
bruh their is like 4 ships total (humor) for the longest time......im pretty sure everyone already knows all the bells and whistles for all of the ships by now
🌈 Rhys  [author] 29 Jul, 2021 @ 7:06am 
Hello everyone, hope you're all still well. We've gotten word that Frontier will be adding FOUR PLAYER MULTICREW! This is awesome. I will wait for this update to do the big Horizons merger, as engineering is vanilla game now and has been for a while!

Should I also update this with a brand new section regarding Odyssey engineering for guns/suits? Let me know, please.
Mist Rising 4 Jun, 2021 @ 8:08pm 
" problem is it requires you to travel into Imperial Space and earn one rank, "

The Imperial Eagle doesn't require a rank, and new players start almost on top of Imperial space, just so you know.
Genoscythe 8 Apr, 2021 @ 6:57am 
This guide doesn't really take engineering and guardian modules into account, both radically changing the way ships behave. Nice for absolute starters, but as everyone has access to horizons content now it would be recommendable to give an outlook into the advanced options for each ship. Also things like "highest DPS in the game" with t10 say nothing, as on-paper DPS is basically worthless in Elite, especially when hardpoint placement actually prevents you from actively applying said damage. Nevertheless, lovely guide. Appreciate the effort!
Captain Canuck 5 Mar, 2021 @ 11:18pm 
Great guide. As a bounty hunter with a Viper MK3 and Vulture for combat, and a Cobra MK3 for exploration, I've been saving up for upgrades to replace my fighters. I haven't played in over a year, so I'm not familiar with some of the ships so this is helping with my decision making. A lot to consider!
russianlee 22 Feb, 2021 @ 12:52pm 
Thank you very much, it helps a lot. I'm a beginner of ED, not very good at combat, just exploring this wonderful universe and doing some trading for living. Sadly, I choose the wrong vessel for the job, hope I saw your post earlier.
🌈 Rhys  [author] 26 Dec, 2020 @ 8:30am 
Remember everyone, if you liked the guide, please give it a good rating and maybe an award. <3 Love you all.