E:D Black Box
A specialist's combat ship and a brilliant one in the right hands. The Mamba takes the Fer-de-Lance chassis and trades agility for raw speed, pairing a huge hardpoint with a fixed-weapon firing-pass style. Its speed and huge-mount alpha are elite, but its poor turn rate punishes pilots who try to dogfight it — slightly below the FDL and Krait because it's less forgiving and narrower in build, not less lethal.
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.
The Mamba shares the Fer-de-Lance's bones but flies nothing like it. Where the FDL turns to hold a target, the Mamba runs it down: it has the highest top speed of any medium ship, and a fixed-weapon loadout built for high-speed firing passes rather than circling dogfights. A huge hardpoint plus two large and two small mounts deliver a brutal alpha as you scream past.
The cost is agility. The Mamba turns poorly for its speed — it's a straight-line attacker, not a turn-fighter. Pilots who try to dogfight it find themselves overshooting and exposed; pilots who learn to joust it, lining up rail guns or plasma accelerators on each pass, find one of the deadliest alpha platforms in the game. It rewards a specific, disciplined style.
High-alpha firing-pass combat: rail-gun and plasma-accelerator builds that strip a target's shields or hull in a single pass, PvP hit-and-run, and hunting large slow ships it can out-speed.
Four things define the Mamba as a combat ship:
The Mamba's poor turn rate is a genuine weakness — in a sustained dogfight a more agile medium will get and keep guns on it. Its small internals (six optionals) limit tanking, like the FDL. It's a narrow, demanding build: superb for firing-pass alpha, awkward for anything that forces it to circle.
Elite firing-pass alpha from a huge-plus-two-large battery on the fastest medium hull, held just under the FDL/Krait by a poor turn rate and shallow six-slot internals.
The 89/100 headline is a verdict against the combat 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 | 28/30 | 1 Huge, 2 Large, 2 Small mounts deliver elite single-pass alpha; the huge mount carries a plasma accelerator or rail battery few mediums can match. Five total mounts and two smalls cap sustained DPS below the FDL's 1H-4M and Python Mk II's 4L-2M. |
| Power distributor | 10/10 | Oversized class-6 distributor on a 250t hull sustains distributor-hungry fixed rails, plasma and boost simultaneously — role-leading feed for a medium, exactly what the firing-pass weapon suite demands. |
| Shield | 13/15 | Base ~244 MJ climbs past 1,000+ MJ engineered via a 5C bi-weave plus three Heavy-Duty boosters across six utilities; strong padding, though the bi-weave-on-class-5 ceiling trails the Krait/Python tanks. |
| Armour & internals | 11/15 | 414 base armour with HRP stacking is workable, but six optional internals (5·4·3·2·2·1) cap reinforcement and cell-bank depth — the narrowest tanking ceiling here, FDL-shallow; weakest factor. |
| Agility | 18/20 | 316/387 m/s stock, ~490 m/s boost engineered — the highest top speed of any medium, dictating range and disengage at will. Turn rate is genuinely poor, so the score rides linear speed, not maneuverability. |
| Utility & flexibility | 9/10 | Six utility mounts allow a full shield-booster stack plus chaff and twin heat sinks — more defensive and heat flexibility than the agility-light frame would otherwise carry, though the build stays narrow. |
| Weighted total | 89/100 | 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 the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.
| Ship | Class | Hardpoints | Pros & cons vs Mamba | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Same huge mount; far better agility for turn fightsSlower; less raw straight-line speed | 93 |
| Python Mk II | Medium | 4L 2M | More sustained DPS; deeper tankMuch slower; no huge mount | 90 |
| Krait Mk II | Medium | 3L 2M | SLF bay; deep internals; balancedSlower; no huge mount | 90 |
| Mamba this | Medium | 1H 2L 2S | — this hull (baseline) | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Superb agility; tough; cheapLower alpha; far slower | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Tankiest Alliance hullSlow; less alpha | 86 |
| Corsair | Medium | 3L 3M | Six guns; modern; roomierNo huge mount; slower | 85 |
| Federal Assault Ship | Medium | 2L 2M | Fast and agile Federal brawlerLess alpha; Federal rank gate | 84 |
The Mamba and Fer-de-Lance are siblings with opposite philosophies: the FDL turns, the Mamba runs. For firing-pass alpha and dictating range the Mamba leads; for sustained turn-fighting the FDL and the tankier Krait/Python Mk II are better. Choose the Mamba if you fly disciplined high-speed passes.
| Ship | Class | Hardpoints | Pros & cons vs Mamba | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | More guns, tank and (engineered) surprising agilityFederal rank; ~187M Cr; large pad | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Vast shields and firepower; also fast for a large shipImperial rank; poor agility; large pad | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Eight hardpoints; vast internalsPonderous; large pad | 88 |
| Kestrel Mk II | Small | 3L 2S | Small-pad firepower; agileLess speed and alpha than the Mamba | 85 |
| Vulture | Small | 2L | Tiny, agile small-pad duellistSlow; two guns; power-starved | 80 |
Larger ships out-gun and out-tank the Mamba but can't match its speed; the Cutter is the closest large ship for pace. The Mamba's niche — the fastest medium, built for alpha passes — isn't really replicated elsewhere, which is its appeal to pilots who like to dictate the fight's tempo.
At ~55M Cr the Mamba is a premium medium, with no rank or permit gate. Like the FDL its small internals keep the module bill modest; the cost is dominated by the hull, the heavy weapons and the engineering to push its speed and alpha to their ceilings.
Rail guns and plasma accelerators are the natural fit — weapons that reward the Mamba's distributor and firing-pass style — so budget for those and the experimental effects that make them sing.
The Mamba needs only credits. It's an accessible elite alpha platform for any commander willing to learn its jousting style.
A firing-pass alpha fit. Initial is buy-only; A-rated is the combat-ready baseline; Engineered leans into speed and fixed-weapon alpha. The pattern swaps the learner gimbals for fixed plasma, beams and rails and tightens convergence around the Mamba's straight-line speed.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | 4A Multi-Cannon (Gimballed) | 4A Plasma Accelerator (Fixed) | G5 Efficient + Plasma Slug | The signature huge mount; an Efficient plasma accelerator delivers the alpha that defines the firing pass while running cool enough to sustain. |
| Large 1 | 3C Multi-Cannon (Gimballed) | 3C Beam Laser (Fixed) | G5 Efficient + Thermal Vent | Beam laser for shield-stripping; Thermal Vent keeps it cold so heat never forces you off the trigger. |
| Large 2 | 3E Pulse Laser (Gimballed) | 3C Beam Laser (Fixed) | G5 Efficient + Thermal Vent | Second beam doubles shield-strip throughput; Thermal Vent vents heat on every hit. |
| Small 1 | 1G Multi-Cannon (Gimballed) | 1D Rail Gun (Fixed) | G5 Long Range + Feedback Cascade | Fixed rail gun for ranged shield and module sniping; Long Range removes drop-off so the Mamba's speed sets the engagement range. |
| Small 2 | 1G Multi-Cannon (Gimballed) | 1D Rail Gun (Fixed) | G5 Long Range + Feedback Cascade | Paired rail gun stacks ranged burst; Feedback Cascade collapses enemy shield-cell heals. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First Heavy-Duty shield booster; raw MJ is the cheapest way to pad a hull that can't out-turn return fire. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster; stacking multiplies the bi-weave's base strength. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster rounds out the shield stack before utilities turn to countermeasures. |
| Utility 4 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 5 | — | 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 6 | — | 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. |
| 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 for the headroom heavy fixed weapons, shields and boost demand; Overcharged adds output and Thermal Spread bleeds the extra heat. |
| Thrusters | 5E Thrusters | 5A Thrusters | G5 Dirty Drive Tuning + Drag Drives | Speed is the Mamba's primary weapon and defence — A-rate, then Dirty Drives + Drag Drives for maximum boost. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rate to soften a short jump range; only G3 Increased Range — combat doesn't need a jump monster. |
| Life Support | 4E Life Support | 4D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more, and life support has no experimental effect. |
| Power Distributor | 6E Power Distributor | 6A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate to feed distributor-hungry rails and plasma; Charge Enhanced + Super Conduits sustain the weapon and boost draw. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight — combat needs no sensor range, so bank the mass for speed. |
| Fuel Tank | 3C Fuel Tank | 3C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | 5E Shield Generator | 5C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire, padding the agility-light frame; Reinforced maximises MJ and Fast Charge speeds recovery. |
| Size 4 | — | 4A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; Deep Plating adds more. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP; armour stacks linearly so every plate counts. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | Class-1 Module Reinforcement protects the cores in the last slot; 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. | |||
Fixed plasma and rail guns reward the Mamba's straight-line speed and tight convergence. Line the target up, alpha it on the pass, boost out, and come around — don't try to hold a turning fight the hull can't win.
Buy the hull and fit the largest shield the class-5 bay allows — a 5E Shield Generator. The hull ships with stock Lightweight Alloy bulkheads; leave them on at this stage, and leave the hull-reinforcement, module-reinforcement and cell-bank optional slots empty for now.
Start with gimballed weapons — 4A and 3C Multi-Cannons, a 3E Pulse Laser and paired 1G Multi-Cannons — to learn the firing-pass timing before committing to fixed rails/plasma.
Fit a single 0A Shield Booster in the first utility; the other five utility mounts stay empty until the A-rated pass pads the frame out.
A-rating priority for a speed-and-alpha platform:
The house combat pattern tuned for speed and fixed-weapon alpha. 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 |
| Plasma Accelerator (4) | Efficient (G5) | Plasma Slug | Bill Turner |
| Beam Lasers (3) | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Rail Guns (1) | Long Range (G5) | Feedback Cascade | The Sarge |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (5) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Moderate-to-heavy — rail and plasma blueprints plus the usual core G5s. Bill Turner (plasma) and The Sarge (rails) unlocks are needed for the signature weapons. With a complete inventory this is spend, not farm. Ask for exact per-blueprint counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 387 m/s | 387 m/s | ~490 m/s |
| Agility | low | low | low (by design) |
| Armour (raw) | ~414 | ~805 | ~2,500+ |
| Shield (MJ) | ~340 | ~480 | ~1,000+ |
| Alpha damage | very high | very high | elite (huge mount) |
| Jump range | short | short | short |
Initial armour rides on stock Lightweight Alloy (~414); the A-rated pass swaps in Military Grade Composite (~805), then Heavy Duty G5 + Deep Plating plus the 3D/2D hull reinforcements push raw armour past ~2,500. Engineering pushes boost toward 490 m/s — untouchable among mediums — while shields climb past 1,000 MJ behind a 4A cell bank. Agility stays deliberately low; the Mamba is the fastest medium alpha platform, and engineering sharpens that identity rather than rounding it off.
Any Haz RES or CZ suits a disciplined Mamba pilot. Its short range means basing near your hunting grounds rather than roaming far.
The Mamba is the fastest medium in the game and one of its deadliest alpha platforms — in the hands of a pilot who joust-fights rather than dogfights. Its low agility and small internals make it unforgiving and narrow, but for high-speed firing passes with a huge plasma or rail battery, nothing in the class dictates a fight quite like it.
Figures on this page are verified against the sources below.