Ship Dossier // Zorgon Peterson

MambaAX Combat

Series Ships Updated 2026-06-25
Briefing

The fastest medium turned Xeno skirmisher — it kites, it doesn't tank

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.

Mamba
Mamba · Zorgon Peterson
70/100
1H · 2L · 2S
Hardpoints
6
Utility mounts
380 m/s
Boost speed (stock)
~55M Cr
Hull price
Rating methodology

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.

01

Role & Overview

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.

Where this hull shines

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.

02

Key Stats & What Makes It Fight Thargoids

Hardpoints
1H · 2L · 2S (no medium — Gauss on the smalls)
Military slots
0 (no module hardening slot)
Top speed / boost
310 / 380 m/s (highest medium)
Utility mounts
6
Optional internals
5·4·3·2·2·1
Base armour / shield
230 / ~270 MJ
Hull mass
250 t
Pad
Medium
Rank / Permit
None / None

Three things keep the Mamba in the AX fight — and one keeps it out of the top tier:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Hardpoints for Gauss17/25
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 & management15/20
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 room10/20
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.
Agility21/25
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 slots7/10
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 total70/100
Matches the headline suitability rating for this ship in this role.
How to read it

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.

04

How It Compares

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.

Same class — medium-pad AX ships

ShipClassHardpointsPros & cons vs MambaRating
Krait Mk IIMedium3L 2MMore mounts; SLF decoy; deeper internals; agileSlower; can't kite clouds like the Mamba89
Alliance ChallengerMedium1L 3M 3SAgile tank; 3 military slots for hardeningFar slower; no straight-line escape88
Alliance CrusaderMedium1L 2M 3SSLF bay; military slots; agile and toughSlower; less raw alpha79
Federal Assault ShipMedium2L 2MAgile brawler; military slot; cheapSlower; Federal rank gate; less Gauss room77
Federal DropshipMedium1L 4MFour medium mounts; tough; military slotSlow and clumsy; Federal rank gate73
Mamba thisMedium1H 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.

Other classes — the AX battleships

ShipClassHardpointsPros & cons vs MambaRating
Imperial CutterLarge1H 2L 4MVast shield tank; many mounts; also fast for a largeImperial Duke rank; large pad; can't kite90
AnacondaLarge1H 3L 2M 2SEight mounts; vast internals; no rank gatePonderous; large pad; slow to reposition88
Federal CorvetteLarge2H 1L 2M 2SBattleship tank; two military slots; eight utilitiesRear Admiral rank; ~188M Cr; large pad86
Type-10 DefenderLarge4L 3M 2SMost mounts; huge armour; no rank gateFar slower; feeble shields; large pad86

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.

05

Cost & Access

Hull
~55M Cr
AX-fitted (A-rated)
~75M Cr
Engineered
~95M+ Cr
Rebuy (eng.)
~5M Cr
Rank
None
Pad / Permit
Medium / None

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.

Cheap to fly, dear to learn

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Huge 13C 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 13C Enhanced AX Multi-Cannon (Gimballed)(No blueprint available)Second Enhanced AX Multi-Cannon for sustained anti-Interceptor DPS; carries no blueprint.
Large 23C Guardian Shard Cannon (Fixed)(No blueprint available)Guardian Shard Cannon for shredding Scouts, Thargons and exposed hearts; not engineerable.
Small 11D Guardian Gauss Cannon (Fixed)(No blueprint available)Guardian Gauss Cannon — the heart-damage gun; fixed-only and carries no engineering blueprint.
Small 21D Guardian Gauss Cannon (Fixed)(No blueprint available)Second Gauss for a heavier heart-phase alpha on the pass; not engineerable.
Utility Mounts
Utility 10C Xeno Scanner(No blueprint available)Xeno Scanner exposes Interceptor hearts and subsystems; scanners carry no blueprint.
Utility 20I Caustic Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds caustic-sink charges. Clears caustic damage in Thargoid fights.
Utility 30I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets.
Utility 40I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets.
Utility 50A Shield BoosterG5 Thermal Resistant + Thermo BlockThermal Resistant booster, Thermo Block stacked, hardens the bi-weave against Thargoid thermal fire.
Utility 60A Shield BoosterG5 Heavy Duty + Super CapacitorsHeavy Duty booster with Super Capacitors for the raw MJ a small shield badly needs.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant6E Power Plant6A Power PlantG5 Overcharged + Thermal SpreadA-rate it to feed Gauss, the bi-weave and boost on a 250t hull; Overcharged adds headroom, Thermal Spread bleeds the heat.
Thrusters5E Thrusters5A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rate FIRST — speed is the Mamba's only real defence; Dirty Drives + Drag Drives push boost toward ~490 m/s.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG3 Increased Range + Mass ManagerA-rate to relocate between hot zones; only G3 range — an AX skirmisher needs no jump monster.
Life Support4E Life Support4D Life Support(No blueprint available)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor6E Power Distributor6A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate to sustain Gauss capacitor draw and boost; Charge Enhanced + Super Conduits keep the WEP pool deep.
Sensors4E Sensors4D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; AX combat is close-range, so trade sensor reach for mass.
Fuel Tank3C Fuel Tank3C Fuel Tank(No blueprint available)Stock 3C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 55C Bi-Weave Shield GeneratorG5 Thermal Resistant + Hi-CapLargest bi-weave the class-5 bay allows; Thermal Resistant + Hi-Cap is the AX shield against thermal lightning.
Size 44D Guardian Hull Reinforcement(No blueprint available)Guardian Hull Reinforcement adds armour AND caustic resistance standard HRP lacks; Guardian kit carries no blueprint.
Size 33E Decontamination Limpet Controller(No blueprint available)Decontamination Limpet Controller scrubs caustic stacks off the hull; limpet controllers are not engineerable.
Size 22D Guardian Module Reinforcement(No blueprint available)Guardian Module Reinforcement protects internals from penetrating Thargoid hits; not engineerable.
Size 22D Guardian Hull Reinforcement(No blueprint available)Second Guardian HRP for more armour and caustic resistance from the scarce optionals; no blueprint.
Size 11E 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 CoriolisopenopenopenOne-click open at coriolis.io.
Open in EDSYopenopenopenOne-click open at edsy.org.
Copy SLEFCopies the raw Ship Loadout Export Format for that state.
Kite the fight, harden what you can

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

AX-fitting priority for a fast skirmisher:

Speed is the defence

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.

09

Engineering Plan

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.

ModuleBlueprintExperimentalEngineer
Thrusters (5)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (6)Overcharged (G5)Thermal SpreadHera Tani
Power Distributor (6)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (5)Thermal Resistant (G5)Hi-CapLei Cheung
Shield BoostersThermal Resistant / Heavy Duty (G5)Thermo Block / Super CapacitorsDidi Vatermann
Frame Shift Drive (4)Increased Range (G3)Mass ManagerFelicity Farseer
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Top speed (boost)380 m/s380 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 hardeningnone1 Guardian MRP1 MRP (no military slot)
Agility (dodge)lowlowlow (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.

11

Key Activities & Where To Do Them

Getting started
  • Scout & Thargon clearing. Use speed to sweep Scouts and Thargons quickly, where its agility-light frame is least exposed.
  • Gauss firing-passes. Line up Gauss on an exposed heart, alpha on the pass, and boost out before the swarm converges.
  • Cloud and swarm kiting. Pull clear of caustic clouds and Interceptor swarms that a slower AX hull must sit and absorb.
Advanced
  • Solo Interceptor harassment. Kite a single Cyclops or Basilisk, controlling range and chipping hearts between heart-phase resets.
  • Wing skirmisher. Dart and harass while tankier wingmates anchor; let speed keep you out of the lightning.
  • AXCZ hit-and-run. Strike priority targets and withdraw rather than holding ground — the Mamba can't out-last an AXCZ, only out-pace it.
Generic example operations

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.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship — used to validate the AX loadout, hardpoint sizes and power/capacitor budget on the small frame.coriolis.io/outfit/mamba
Elite Dangerous (official)Frontier's official Mamba ship page — manufacturer specs, top-speed figure, and the ship render used on this page.elitedangerous.com/.../mamba
EDCD coriolis-dataShip slot layout and module-variant data — confirms the 1H/2L/2S hardpoints, six optional internals and absence of military slots behind the AX hardening plan.coriolis-data/ships/mamba.json
Inara — MambaShip overview: base stats, internals layout, hardpoints, price, and confirmation of no rank or permit gate.inara.cz/elite/ship/59
Elite Dangerous WikiMamba hull profile and speed/agility notes, cross-referenced against AX weapon class limits (Gauss is small-class; no huge AX gun).elite-dangerous.fandom.com/wiki/Mamba