E:D Black Box
The Mamba brings the highest medium speed in the game to anti-Xeno work: it dictates range, outruns swarms, and slides clear of caustic clouds at will. Two small mounts carry Gauss for heart damage, the huge and large mounts take AX multi-cannons. But its case is narrow — no military slots means feeble module hardening against the lightning, its small internals starve the tank, and its poor turn rate fights you when you try to hold fixed Gauss on a moving heart. A capable fast skirmisher, but the most demanding and least forgiving AX hull on the ladder.
This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.
Point the fastest medium in the game at the Thargoids and you get a skirmisher, not a warship. The Mamba's defining trait — 380 m/s boost stock, pushing ~490 engineered — lets it dictate range against an Interceptor, run down Scouts and Thargons, and pull clear of a caustic cloud before it eats the hull. Its two small hardpoints carry Gauss cannons (the meta heart-stripper, a small-class fixed weapon), while the huge and two large mounts take AX multi-cannons or Guardian shard cannons for swarm and structure work.
The reasons it sits at 70 — the lowest of the rated AX hulls — are structural and honest. The Mamba has no military slots, so the Guardian Module Reinforcement that lets dedicated AX ships shrug off Thargoid lightning has to come out of its already-cramped optional internals (5·4·3·2·2·1). Those same small internals limit the shield, hull and decontamination kit you can carry. And its poor turn rate — the price of all that straight-line speed — fights you every time you try to keep fixed Gauss on a heart that is drifting. It survives by speed, not by standing in the fire.
Fast, mobile AX skirmishing: Scout and Thargon clearing where speed clears the field quickly, Gauss firing-passes on an exposed heart, kiting a single Interceptor while a wing does the heavy work, and any fight where the option to disengage at will keeps you alive.
Three things keep the Mamba in the AX fight — and one keeps it out of the top tier:
The Mamba has no military slots, so module hardening against Thargoid lightning competes with shields, hull and decon for its six small optionals — you cannot have all of it. Its turn rate is poor, which makes fixed Gauss on a drifting heart genuinely hard, and its shield/armour are light for the role. Its case is speed and the ability to disengage — a fast skirmisher that kites the fight, not a hull that absorbs it.
Highest-medium speed makes it a strong Gauss-pass skirmisher, but no military slot, a 5·4·3·2·2·1 internal set and 230 armour cap it at the bottom of the rated AX field.
The 70/100 headline is a verdict against the anti-Xeno role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.
| Role factor | Score | Why this score |
|---|---|---|
| Hardpoints for Gauss | 17/25 | 1H·2L·2S gives two small Gauss mounts — the meta heart-strippers — plus huge and large mounts for Enhanced AX multi-cannons and a Guardian Shard. Workable for firing-passes, but trails Gauss-rich hulls like the Anaconda (1H·3L·2M·2S) that mount more cannons. |
| Heat capacity & management | 15/20 | Six utility mounts allow two heat-sink launchers alongside Xeno scanner, caustic sink and boosters, and 380/490 m/s lets it run cool between passes. Adequate Gauss-heat dumping, but the small frame offers no large heat reservoir. |
| Hull tank & reinforcement room | 10/20 | The clear weakness: zero military slots, so Guardian module/hull reinforcement must come from cramped 5·4·3·2·2·1 optionals, competing with the class-5 bi-weave and decon. Base armour 230 on a 250t hull — light for the role; it tanks the lightning worst of any rated AX hull. |
| Agility | 21/25 | Role-leading among mediums: 380 m/s boost stock, ~490 engineered, dictating range and kiting caustic clouds and swarms. Offset by a poor turn rate that makes holding fixed Gauss on a drifting heart genuinely hard, forcing pass-and-reset over circling. |
| Caustic handling & support slots | 7/10 | Six utilities and a class-3 bay fit a caustic-sink launcher and decontamination limpet controller, plus a Guardian HRP for caustic resistance — and speed pulls clear of clouds at will. But scarce optionals mean decon and hardening compete with shields and hull. |
| Weighted total | 70/100 | Matches the headline suitability rating for this ship in this role. |
Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.
Both tables rate ships for anti-Xeno combat specifically. The role column is the hardpoint loadout — the basis for an AX weapon suite. Evasion, hardening and heat management matter as much as raw mounts.
| Ship | Class | Hardpoints | Pros & cons vs Mamba | Rating |
|---|---|---|---|---|
| Krait Mk II | Medium | 3L 2M | More mounts; SLF decoy; deeper internals; agileSlower; can't kite clouds like the Mamba | 89 |
| Alliance Challenger | Medium | 1L 3M 3S | Agile tank; 3 military slots for hardeningFar slower; no straight-line escape | 88 |
| Alliance Crusader | Medium | 1L 2M 3S | SLF bay; military slots; agile and toughSlower; less raw alpha | 79 |
| Federal Assault Ship | Medium | 2L 2M | Agile brawler; military slot; cheapSlower; Federal rank gate; less Gauss room | 77 |
| Federal Dropship | Medium | 1L 4M | Four medium mounts; tough; military slotSlow and clumsy; Federal rank gate | 73 |
| Mamba this | Medium | 1H 2L 2S | — this hull (baseline) | 70 |
Among the AX mediums the Mamba is the outlier: every hull above it either hardens its modules with military slots (Challenger, Crusader, the Federal brawlers) or carries deeper internals and more Gauss mounts. The Mamba trades all of that for speed no other medium can touch — valuable for kiting and disengaging, but not enough to lift it past hulls that simply survive the lightning better.
| Ship | Class | Hardpoints | Pros & cons vs Mamba | Rating |
|---|---|---|---|---|
| Imperial Cutter | Large | 1H 2L 4M | Vast shield tank; many mounts; also fast for a largeImperial Duke rank; large pad; can't kite | 90 |
| Anaconda | Large | 1H 3L 2M 2S | Eight mounts; vast internals; no rank gatePonderous; large pad; slow to reposition | 88 |
| Federal Corvette | Large | 2H 1L 2M 2S | Battleship tank; two military slots; eight utilitiesRear Admiral rank; ~188M Cr; large pad | 86 |
| Type-10 Defender | Large | 4L 3M 2S | Most mounts; huge armour; no rank gateFar slower; feeble shields; large pad | 86 |
The large AX battleships out-gun, out-tank and out-harden the Mamba completely — they win by standing in the fire. What the Mamba offers that none of them can is pace: it picks its range, runs down Scouts, and leaves a fight whenever it likes. That is a real edge for skirmishing and cloud-dodging, but in AX, survivability decides the ladder, and the battleships simply do not die.
At ~55M Cr the Mamba is a premium medium with no rank or permit gate. Its small internals keep the module bill modest, so a full AX fit — Gauss, AX multi-cannons, a bi-weave shield and what hardening the optionals allow — lands around ~75M Cr A-rated, rising past ~95M Cr engineered, with a low ~5M rebuy. The real cost is the Guardian and AX weapon-tech grind, which is the same for every AX hull.
That accessibility is the Mamba's strongest AX argument: it needs only credits and the weapon unlocks, and it fits a medium pad. But spend the same money on a Krait Mk II or an Alliance Challenger and you get a more survivable, more forgiving AX platform. The Mamba is a sidegrade for pilots who already own and love its speed — not the medium to buy for AX.
No rank gate and a ~5M rebuy make the Mamba an inexpensive AX hull to own. The price is paid in difficulty: thin hardening, a shallow tank and a low turn rate mean it punishes mistakes a tankier medium would forgive. Bring it because you fly it well, not because it's affordable.
A fast Gauss skirmisher: two Guardian Gauss cannons on the small mounts for heart damage, AX multi-cannons in the huge and large mounts (no huge AX gun exists) and a Guardian Shard for swarm work, with module hardening squeezed from the optionals since there is no military slot. Initial is buy-only (cores only — every AX/Guardian gun needs an unlock); A-Rated adds the unlocked kit; Engineered leans into speed, shields and heat, because AX/Guardian weapons and Guardian reinforcement carry no blueprints at all.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | — | 3C Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Largest AX gun is Large, so an Enhanced AX Multi-Cannon under-fills the huge mount; gimballed for tracking. No AX/Guardian weapon can be engineered. |
| Large 1 | — | 3C Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Second Enhanced AX Multi-Cannon for sustained anti-Interceptor DPS; carries no blueprint. |
| Large 2 | — | 3C Guardian Shard Cannon (Fixed) | (No blueprint available) | Guardian Shard Cannon for shredding Scouts, Thargons and exposed hearts; not engineerable. |
| Small 1 | — | 1D Guardian Gauss Cannon (Fixed) | (No blueprint available) | Guardian Gauss Cannon — the heart-damage gun; fixed-only and carries no engineering blueprint. |
| Small 2 | — | 1D Guardian Gauss Cannon (Fixed) | (No blueprint available) | Second Gauss for a heavier heart-phase alpha on the pass; not engineerable. |
| Utility Mounts | ||||
| Utility 1 | — | 0C Xeno Scanner | (No blueprint available) | Xeno Scanner exposes Interceptor hearts and subsystems; scanners carry no blueprint. |
| Utility 2 | — | 0I Caustic Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds caustic-sink charges. Clears caustic damage in Thargoid fights. |
| Utility 3 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets. |
| Utility 4 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets. |
| Utility 5 | — | 0A Shield Booster | G5 Thermal Resistant + Thermo Block | Thermal Resistant booster, Thermo Block stacked, hardens the bi-weave against Thargoid thermal fire. |
| Utility 6 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Heavy Duty booster with Super Capacitors for the raw MJ a small shield badly needs. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 6E Power Plant | 6A Power Plant | G5 Overcharged + Thermal Spread | A-rate it to feed Gauss, the bi-weave and boost on a 250t hull; Overcharged adds headroom, Thermal Spread bleeds the heat. |
| Thrusters | 5E Thrusters | 5A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rate FIRST — speed is the Mamba's only real defence; Dirty Drives + Drag Drives push boost toward ~490 m/s. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rate to relocate between hot zones; only G3 range — an AX skirmisher needs no jump monster. |
| Life Support | 4E Life Support | 4D Life Support | (No blueprint available) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 6E Power Distributor | 6A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate to sustain Gauss capacitor draw and boost; Charge Enhanced + Super Conduits keep the WEP pool deep. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; AX combat is close-range, so trade sensor reach for mass. |
| Fuel Tank | 3C Fuel Tank | 3C Fuel Tank | (No blueprint available) | Stock 3C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | — | 5C Bi-Weave Shield Generator | G5 Thermal Resistant + Hi-Cap | Largest bi-weave the class-5 bay allows; Thermal Resistant + Hi-Cap is the AX shield against thermal lightning. |
| Size 4 | — | 4D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement adds armour AND caustic resistance standard HRP lacks; Guardian kit carries no blueprint. |
| Size 3 | — | 3E Decontamination Limpet Controller | (No blueprint available) | Decontamination Limpet Controller scrubs caustic stacks off the hull; limpet controllers are not engineerable. |
| Size 2 | — | 2D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement protects internals from penetrating Thargoid hits; not engineerable. |
| Size 2 | — | 2D Guardian Hull Reinforcement | (No blueprint available) | Second Guardian HRP for more armour and caustic resistance from the scarce optionals; no blueprint. |
| Size 1 | — | 1E Decontamination Limpet Controller | (No blueprint available) | Last small bay takes a Guardian MRP for a little more module hardening; not engineerable. |
| Open in planner / Export | ||||
| Open in Coriolis | open | open | open | One-click open at coriolis.io. |
| Open in EDSY | open | open | open | One-click open at edsy.org. |
| Copy SLEF | Copies the raw Ship Loadout Export Format for that state. | |||
With no military slot, the Mamba's module hardening has to come from its optionals — a Guardian MRP or two competing with the shield, hull and decon controller for six small bays. Run Gauss on the smalls, AX multi-cannons in the big mounts (no huge AX gun exists), and lean on speed: control range, alpha the heart on a pass, and pull clear of clouds and swarms rather than absorbing them.
Buy-only, the Mamba fits nothing but its stock hull and cores: the factory Lightweight Alloy bulkhead, an E-rated Power Plant (6E), Thrusters (5E), Frame Shift Drive (4E), Life Support (4E), Power Distributor (6E) and Sensors (4E), plus the stock 3C Fuel Tank.
Every hardpoint stays empty (—): the two Gauss cannons, both Enhanced AX multi-cannons and the Guardian Shard all need site unlocks and cannot be bought off the shelf, so none go on at this stage.
The six utilities, the class-5 bi-weave, the decon limpet controller and all the Guardian hull/module reinforcement are left empty too — the Xeno scanner, caustic and heat sinks, shield boosters, shield and hardening all arrive in the A-rated pass. Initial is purely the hull and its base cores: a chassis to fly to the unlock sites, not yet a fightable AX build.
AX-fitting priority for a fast skirmisher:
Unlike the AX battleships, the Mamba survives by leaving — A-rate and engineer thrusters first, then weapons, then shield. With no military slot you cannot out-harden the lightning, so the Military Grade plate and three Guardian HRP carry the armour while the speed lets you escape. The single decon limpet only needs a class-1 controller, so the bigger optional bay goes to a third Guardian HRP, not the limpet rig.
AX engineering hardens shields, hull, heat and mobility; AX/Guardian weapons carry no blueprint at all. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Thrusters (5) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (6) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (5) | Thermal Resistant (G5) | Hi-Cap | Lei Cheung |
| Shield Boosters | Thermal Resistant / Heavy Duty (G5) | Thermo Block / Super Capacitors | Didi Vatermann |
| Frame Shift Drive (4) | Increased Range (G3) | Mass Manager | Felicity Farseer |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
Moderate — standard core G5s on class-6-and-smaller modules, lighter than a battleship's grind. The real cost is the Guardian and AX weapon-tech unlocks, which every AX hull shares. Ask for exact per-blueprint or unlock counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 380 m/s | 380 m/s | ~490 m/s |
| Shield (MJ) | ~270 | ~450 | ~800+ |
| Armour (eff.) | 230 (Lightweight Alloy) | ~650 (MGC + 3 Guardian HRP) | ~1,400+ (HD bulkhead + 3 Guardian HRP) |
| Module hardening | none | 1 Guardian MRP | 1 MRP (no military slot) |
| Agility (dodge) | low | low | low (by design) |
Engineered, the Mamba boosts toward 490 m/s — untouchable among mediums — with shields into the high hundreds and a Military Grade hull plus three Guardian HRP lifting effective armour past fourteen hundred. But module hardening stays thin (one Guardian MRP from the optionals, no military slot) and the turn rate stays low. It is a fast, lightly-hardened AX skirmisher: it wins by controlling range and leaving, not by tanking the lightning.
Wherever Thargoids are fought — AX Conflict Zones, Scout swarms and Interceptor hunts. The Mamba is the hull you bring to dictate range and disengage at will, not to hold a position.
The Mamba is the fastest medium turned anti-Xeno skirmisher: it controls range, runs down Scouts, kites clouds and disengages at will. It scores 70 — the lowest of the rated AX hulls — because it has no military slot for module hardening, its small internals starve the tank, and its poor turn rate fights you on the heart. Bring it because you fly its speed well, not because it's the safe AX choice; for a forgiving medium, a Krait Mk II or Alliance Challenger survives the lightning far better.
Figures on this page are verified against the sources below.