Python Mission Build

Goals

Create a ship to handle solo mission running, usually to move minor faction influence or increase superpower reputation. This build needs to:

  1. Land at stations and outposts. This effectively requires a medium-sized ship.
  2. Handle cargo loads of at least 196 T. This size is the largest a non-wing cargo mission requires. It also makes a viable, if suboptimal, medium pad trader.
  3. Complete non-cargo missions, including smuggling, theft and scanning, in space and on planet surfaces. This means various limpet controllers and a planetary vehicle hanger. 
  4. Defeat pirates likely sent after a high-rank pilot. These are usually large, sluggish targets like Anacondas or Federal Corvettes. This requires weapons and shields, unlike many weapon-less and shield-less builds.
  5. Handle high-end assassination missions against the same targets as mentioned above. If you can defend against elite pirates, why not add a few assassination missions? This requires an FSD interdictor and, possibly, a wake scanner.
  6. Gather engineering materials, such as from High Grade Emission signal sources or scanning wake signals at Distribution Centres. This is a bonus use emerging out of the above requirements.

Build

Python Blueprint by CMDR-Arithon (https://swat-portal.com/forum/gallery/image/9457-python/)

Links: EDSY or Coriolis (have your preferred one open as you read the guide for easy reference)

The Python is an excellent choice. It can land on a medium pad but has ample optional internal slots, high firepower and strong armour. A Krait Mk II lacks a class six slot, hurting its cargo carrying capacity. Combat-focused medium ships lack sufficient internal space, such as the Fer-de-Lance or Mamba.

However, general or multi-purpose builds are more challenging than specific purpose builds. Prioritization is vital because you rarely can do everything. The missions available in your favourite systems or personal preference also may dictate change. 

Utility:

  1. Cargo: Cargo racks dominate the optional internal slots, totalling 200 T. This is enough to carry the required 196 T and a few limpets or extra cargo.
  2. Operations Multi Limpet Controller: Surprisingly, the cargo racks constrain the optional internal slots. The 3B Operations Multi Limpet Controller provides collector, hatch breaker and recon limpets in a single slot. It facilitates a broad range of missions and material gathering uses. The choice of 3B versus 3C is not clear cut, but I prefer the 3B for its longer range.
  3. Assassination: The 3A Frame Shift Drive Interdictor and 0A Frame Shift Wake Scanner allow pulling targets out of supercruise, such as for assassination or theft missions, and following them if they high wake out, respectively. The Expanded Capture Arc blueprint on the FSD interdictor can interdict targets from the side, but Longer Range can also be effective. Long Range on the Frame Shift Wake Scanner makes it much easier to scan wake signals with such a relatively slow ship, including encoded material gathering.
  4. Planetary Vehicle Hanger: SRVs are vital for surface missions or surface material gathering. Carry a spare or both a Scarab and a Scorpion.
  5. Advanced Docking Computer: This module is worth it when repeatedly docking or playing when distracted.
  6. Power Priorities: The fitted modules exceed the Power Plant’s capacity. This build moves the Planetary Vehicle Hanger, FSD interdictor and Advanced Docking Computer to the lowest priority, meaning deploying hardpoints shuts down modules not needed during combat.

Offence:

  1. Broad choice: Just about every weapon loadout is viable. However, given the intended targets, this is a chance to try out something fun and unusual. Adjust to taste or your place in the game’s progression. For example, consider a laser/multicannon build if you fight smaller or more agile opponents.
  2. Plasma accelerators: Plasma Accelerators with Efficient are highly effective at damaging large ships. The intended targets cannot dodge, chaff and ECM are ineffective, and plasma’s high Armour Piercing values negate their high armour. Plasma Accelerators are effective against turrets for surface missions but struggle against agile skimmers. Many Plasma Accelerator experimental effects are only consequential in PVP, so Oversized is a good fallback choice.
  3. Seeker missiles: This is an arbitrary but fun choice. High Capacity ensures it takes a while to run out of ammunition and the Thermal Cascade experimental effect does something impactful on a shield hit. Useful for smaller targets or at range. Remember that missiles take time to lock on and a have minimum range of 500m. Consider the double engineered versions from a technology broker. Drag Munitions are also a useful option.

Defence:

  1. Bi-Weave shields: Nothing special here. This build still has a class six shield generator, despite the temptation to use a smaller shield to free up larger slots for cargo racks.
  2. Weak without shields: This build lacks hull and module reinforcements. It is vulnerable when its shields drop, particularly to explosive damage. Flee if outnumbered or outgunned.

Variations

  1. Swap surface capability for longer operational range: Replace the planetary vehicle hanger with a 4A Fuel Scoop, then use the Plasma Slug experimental effect on the Plasma Accelerators. This change gives the build a longer reach, useful for long-distance cargo missions or accessing engineers. It also extends the build’s combat life and reduces ammunition costs. Use this variation if you have an alternate ship for surface missions.
  2. Plasma accelerators: Focused is an alternate blueprint, unincreasing their shot speed and, therefore, accuracy. However, heat management may be a problem.

Solo Tactics

  1. Choose when to fight: Apart from assassination missions, fighting is optional in most missions. NPC interdictions are easily escapable. However, combat can be fun or lucrative. Redeeming bounty vouchers improves minor faction influence. This build is not a dedicated combat ship but gives you options.
  2. Ignore lighter ships and fighters: Plasma accelerators will have difficulty hitting faster or more agile targets. Ignore them. Missiles can help but it takes a lot of missiles to take down even a small target.
  3. Batch missions to the same location for efficiency: For example, if you have a cargo mission delivering to a particular station, look for missions going to the same station to minimize travel time.
  4. Batch similar mission types for efficiency: For example, elections often spawn missions to capture cargo from other ships. Repeating the same mission type means you will not forget limpets and your time efficiency will increase.

Wing or Team Tactics

  1. None: This build is for running missions solo. Large ships are better for wing missions. This build does not need other commanders protecting it. You can wing up, such as for casual conversation or sharing trade dividends, but other builds are usually superior for the wing’s purpose.

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