Elite Dangerous Codexery

Krait Mk II

A glass cannon that bites harder than it bleeds.

The Krait Mk II is a medium-class assault fighter in Elite Dangerous, prized by players who favour raw firepower over survivability. Its angular, predatory silhouette—swept-back wing panels flanking a narrow fuselage—gives it the look of a space-borne raptor, and its combat profile reflects that: a concentrated burst of devastating energy weapon damage delivered from a hull that shivers under sustained return fire.

Available as one of the earliest ships a new captain can acquire, the Krait Mk II serves as a gateway into the game's medium-fighter tier. It rewards aggressive, hit-and-run tactics: punch in, unload, and disengage before the enemy's shields catch up. For pilots who enjoy being the first ship into a fight and the last one to leave, it remains a beloved early-to-mid-game workhorse.

Class
Medium Fighter
Role
Assault / Combat
Crew
1 (pilot only)
Hardpoints
4
Cargo Capacity
16 t
Availability
Purchasable from the start of a new game
Design Aesthetic
Angular, predatory, military

Lore & Background

In the shipyards of the Core Systems, the Krait Mk II was designed for a single doctrine: overwhelm. Its four hardpoints are clustered to maximise forward-facing fire arcs, and its internal power routing prioritises weapon output over shield regeneration. The result is a vessel that can melt a rival's shields in seconds but will itself crack under a sustained barrage. Engineers at the manufacturer's facility reportedly called the prototype 'the angry wasp'—small, fast, and not built to be touched.

The ship's single-seat cockpit is cramped by medium-fighter standards, with a forward canopy that gives the pilot a sweeping view of the kill zone. There is no dedicated gunner, no co-pilot, no cargo bay large enough to haul more than a modest run of contraband. Every kilogram of mass was spent on weapon feeds, heat sinks, and the structural lattice that keeps the airframe from tearing itself apart at high-g manoeuvres. It is, in the words of one in-game pilot log, 'a bullet with a cockpit bolted on.'

Despite its fragility, the Krait Mk II has a cult following among players who enjoy the high-risk, high-reward dance of close-range energy combat. In the hands of an experienced pilot, its burst damage can turn a losing engagement into a one-sided slaughter, and its relatively low purchase price makes it a forgiving platform for learning the rhythms of shield management and heat cycling that define Elite's combat model.

In Their Own Story

The jump-out was clean—no debris, no patrol signatures. Commander Vasquez settled into the Krait's single seat, the canopy framing a field of cold stars and the distant amber glow of a gas giant's upper atmosphere. She had three minutes before the next patrol sweep, and the smuggler's freighter was sitting in the gas giant's shadow like a fat, slow fish.

She punched the throttle. The Krait shuddered, its four hardpoints glowing a deep, hungry red as the power cells spun up. No shields to waste, no cargo to protect. Just her, the guns, and the window.

First volley: the freighter's port shields flickered. Second: a crack of blue-white light split its hull. The freighter's guns swiveled, finding her—she rolled hard, the G-forces pressing her into the seat, a spiderweb of damage blooming across her aft plating. She didn't care. Third volley. The freighter listed, venting atmosphere in a slow, silent plume.

She was already jumping. Behind her, the gas giant swallowed the wreckage. In the Krait's cockpit, the only sound was the soft tick of cooling heat sinks and her own breathing, quick and shallow. The angry wasp had fed.

Reader's Guide

Ship Class: Medium Fighter (Assault). The Krait Mk II sits in the medium-fighter tier of Elite's tech tree, bridging the gap between the nimble small fighters (like the EMD or Taipan) and the heavily armoured capital ships. It is one of the ships available for purchase at the very start of a new game, making it a natural first combat platform.

Hardpoints & Firing Arcs: Four weapon hardpoints are distributed to give strong forward coverage and reasonable rear coverage. This clustering suits energy weapons—lasers and missiles—where forward-facing fire arcs dominate. Pilots who favour railguns or autocannels may feel the rear hardpoints are underutilised, but the forward concentration is the ship's identity.

Playstyle Impact: The Krait Mk II is a pure glass cannon. Its structural integrity and shield capacity are modest for the class, so sustained brawls are suicidal. The intended loop is aggressive: close to within 200–400 metres, dump a full heat cycle of weapon fire, and disengage before the enemy's shields regenerate. Heat management is critical—overheating locks your guns at the worst possible moment. Pair it with a well-tuned power plant and a heat-sink module, and the Krait becomes a devastating burst-damage platform that can outgun ships twice its size in a single exchange.

Crew & Cargo: Single pilot only, with a 16-tonne cargo hold. It is not a hauler. It is a weapon that happens to have a seat. If you need to carry goods, look elsewhere; if you need to make someone's shields forget they existed, look here.

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