|Dimensions||155L - 62W - 32.0H|
|Top Speed||183 m/s|
|Boost Speed||244 m/s|
|Hull Mass||400 t|
|Cargo Capacity||114 t|
|Fuel Capacity||32 t|
|Unladen Jump Range||9.41 ly|
|Landing Pad Size||Large|
|Hardpoints||8x Utility Mounts|
2x Small Hardpoints
2x Medium Hardpoints
3x Large Hardpoints
1x Huge Hardpoint
|Internals||1x Size 2 Compartment|
3x Size 4 Compartments
3x Size 5 Compartments
3x Size 6 Compartments
1x Size 7 Compartment
1x Size 5 Military Compartment
|Jump Range||41.45 ly|
|Top Speed||209 m/s|
|Top Boost||279 m/s|
|Cargo Capacity||468 t|
|Mass lock factor||23|
The Anaconda is a ponderous yet highly versatile vessel that excels in multiple roles. With a base cost just shy of 147 million Credits, it is the third most expensive ship available, behind only the Federal Corvette and the Imperial Cutter. While the Federal Corvette is specialized for combat, and the Imperial Cutter is a multipurpose ship with exceptional cargo capacity, the Anaconda can be competitively adapted for combat, mining, trading, or exploration as necessary. It also currently has the highest potential jump range of all ships after Engineering, making it the best choice for long-distance journeys.
The Anaconda is the pride of Faulcon deLacy's shipyards. 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, however most are only capable of supporting short-range fighters.
— In-Game Description
Boasting an array of weapon hardpoints, the Anaconda is a formidable combat ship capable of holding its own against multiple opponents. It, the Fer-de-Lance, the Federal Corvette, and the Imperial Cutter are the only ships capable of equipping powerful Class 4 weaponry. Its hardpoint convergence allows effective use of fixed weapons. The ship also has a reasonable powerplant and power distributor letting all its hardpoints stay fully powered. The downside is the ship's low mobility means it can often struggle against any nimbler ships and may struggle to bear its full firing power upon a target. Turreted mounts can help alleviate this problem to a certain point as only a few of its hardpoints work well with turret mounts, and the Anaconda suffers quite heavily with large blind spots. The Anaconda is not the best ship for combat but performs incredibly effectively.
Defensively, the Anaconda is extremely sturdy when customized for survivability. It has 8 utility mounts, matching the Federal Corvette, Imperial Cutter, and Type-10 Defender; and its potent Class 8 power plant allows a Shield Generator, a Shield Cell Bank and multiple Shield Boosters to be activated simultaneously whilst still having enough output leftover to comfortably power the weapons and other systems. Even if the shields fail, the Anaconda has a base armor strength of 945, the second only to the Type-10 Defender, and the large number of optional internal compartments give plenty of room to install Hull or Module Reinforcement Packages to stack even more protection. Optimizing for hull/armour strength allows a maximum of 6,137.5 without Engineering, or 9,821.5 with, the most of any ship. Last but not least, should the need to retreat arise, the Anaconda's mass lock factor of 23 means it can be masslocked only by a Federal Corvette, Imperial Cutter or a Type-10, so it can escape from smaller vessels with relative ease.
Statistically speaking, the Anaconda is the single best exploration ship in the game. With a staggering jump range of 41.45lys before engineering, it can easily jump massive distances. What puts it above ships like Diamondback Explorer is its larger optional internal capacity (allowing more freedom in terms of AFMUs and SRVS) and its ludicrous jump range, topping out at 84lys if every possible measure is taken to maximize its range. It has a large supply of internal compartments as well and can also equip very small shields, letting explorers take along a bit of protection from bumps and scratches. Its large fuel tank and ability to fit a Class 7 Fuel Scoop top it off as an impressive vessel for exploration. However, the Diamondback Explorer has slightly better range without engineering, as well as a much lower price and rebuy, and a much smaller footprint for landing in rough terrain. Some traders make use of the Anaconda due to its high jump range and decent cargo capacity; however, at only 468T of cargo, it is surpassed by several other large ships such as Lakon's Type-9 Heavy & Type-10 Defender, the Federal Corvette, and the Imperial Cutter, making it the least effective ship in its price range.
The Anaconda makes for a fantastic miner; with a large amount of potential Mining Lasers as well as lots of space for Limpets and cargo holds not to mention the ability to mount a Fighter Hanger and great self defense, the Anaconda fits the role very well.
Overall, the Anaconda fulfills its purpose as a multi-role ship extremely well, and is only surpassed by ships dedicated to a role. The major downsides of the ship are its sub par speed and maneuverability, as well as the cost for outfitting and maintenance: prices for less essential modules will easily exceed 1 million credits, and the most expensive modules (particularly the power plant) can run you upwards of a hundred million credits. The repair fees for the Anaconda are also relatively high, since repair costs are calculated based on the purchase price of the ship and its modules, and so it is usually cheaper to repair an Anaconda's modules using an Auto Field-Maintenance Unit. As total outfitting costs can exceed half a billion credits, hunting for discounts is strongly recommended.
The Anaconda's bridge is located on the top of the ship roughly at its midpoint. The pilot's seat is positioned in the center of the bridge, with co-pilot seats on either side. The canopy offers a wide horizontal field of view (more than 180 degrees), however the canopy's widths are tapered off to either side, limiting vertical field of view. The ship's nose also obstructs view underneath the ship. In a combat scenario, 2 large hardpoints and 2 utility mounts are deployed directly in front of the bridge, which can obstruct the pilot's view when they fire.
The weapon hardpoint locations are as follows: two Class 3 hardpoints are mounted parallel on the top of the bow; the third is located underneath the nose. Its Class 4 hardpoint is mounted behind the bottom Large, and the two Class 2 hardpoints are embedded in the sides of the ship, hidden beneath sliding panels emblazoned with the Faulcon DeLacy emblem. Finally, two additional Class 1 hardpoints are mounted on the underside of the ship, far back. With the release of Elite Dangerous: Horizons: The Guardians, the Anaconda gained the ability to mount a Fighter Hangar to launch Ship-Launched Fighters.
The Anaconda has an available 16 piece cosmetic Ship Kit that can be purchased from the Frontier store, allows you to "remodel your ship in your personal style". The ship kit is purely cosmetic and does not affect gameplay in any way.
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|LFT 374||Neville Ring||Jan. 4, 2018|
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|CD-51 102 2||Mcdermott Enterprise||Sept. 7,2018|
|LP 445-22||Trevithick Horizons||Sept. 13 2018|
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|LP 926-40||Lee CIty||Sept. 15 2018|
- Main article: Outfitting
All ships are highly customisable through the Outfitting menu of Station Services. Listed below is the default load-out for the Anaconda.
|Category||Default System||Default Rating||Default Class||Max Class|
|Small Hardpoint||Pulse Laser||F||1||1|
|Reactor Bay||Power Plant||E||8||8|
|Frame Shift Drive Housing||Frame Shift Drive||E||6||6|
|Environment Control||Life Support||E||5||5|
|Power Coupling||Power Distributor||E||8||8|
|Fuel Store||Fuel Tank [x32]||C||5||5|
|Internal Compartments||Cargo Rack [x64]||E||6||7|
|Cargo Rack [x32]||E||5||6|
|Cargo Rack [x16]||E||4||5|
|Cargo Rack [x2]||E||1||2|
- (L) = Loaned
- [x#] = Capacity
- BDS = Basic Discovery Scanner
- [m] = Military Compartment reserved for Hull Reinforcement Package, Module Reinforcement Package, or Shield Cell Bank.
- The Anaconda is somewhat unusual in that it features two Cargo Hatches; the primary Cargo Hatch is located towards the front of the vessel, whilst the secondary is located towards the rear of the vessel, behind the Fighter Bay. The forward/primary Hatch is used to manually scoop items from space and to deploy SRVs, whilst the rear/secondary Hatch is used by Collector Limpets when retrieving canisters or materials; when the Cargo Scoop is toggled, only the forward/primary Hatch will be lowered.
- Due to the location of the Cargo Hatch on the Anaconda, deploying an SRV will cause the SRV to fall the distance to the ground, or in the case of boarding it will cause the SRV to float upwards. Due to the Hatch location, it can also be difficult to get the SRV in the correct position to board, transfer cargo, etc. and using the handbrake may be necessary on uneven terrain.
- Prior to a patch, the Anaconda's cargo hatch would open directly in front of one of its lower hardpoints, causing clipping issues.
- The Anaconda is one of the only ships in the game to visually show damage to its hull, with pieces of its armour coming off and more damage being shown as its hull health lowers. This is purely cosmetic and it is unknown why the Anaconda has this feature, nor if it is planned to be added to other ships.
- When using a Standard Docking Computer at starports the ship will sometimes scratch against the entrance slot. This doesn't seem to cause damage, however.
Ships by type
|Flight Operations Carrier||