Ship Dossier // Zorgon Peterson

MambaCombat

Series Ships Updated 2026-06-25
Briefing

The fastest medium — built for alpha on the pass, not the circle

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.

Mamba
Mamba · Zorgon Peterson
89/100
1H · 2L · 2S
Hardpoints
6
Utility mounts
387 m/s
Boost speed (stock)
~490 m/s
Boost speed (engineered)
~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

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.

Where this hull shines

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.

02

Key Stats & What Makes It Fight

Top speed / boost
316 / 387 m/s (highest medium)
Hardpoints
1 Huge · 2 Large · 2 Small
Utility mounts
6
Hull mass
250 t
Base shield
~244 MJ
Base armour
414
Distributor
Class 6 (oversized)
Optional internals
5·4·3·2·2·1
Agility
Low (for its speed)
Style
Firing-pass / joust
Crew seats
2

Four things define the Mamba as a combat ship:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Hardpoints28/30
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 distributor10/10
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.
Shield13/15
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 & internals11/15
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.
Agility18/20
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 & flexibility9/10
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 total89/100
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 the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.

Same class — medium-pad combat ships

ShipClassHardpointsPros & cons vs MambaRating
Fer-de-LanceMedium1H 4MSame huge mount; far better agility for turn fightsSlower; less raw straight-line speed93
Python Mk IIMedium4L 2MMore sustained DPS; deeper tankMuch slower; no huge mount90
Krait Mk IIMedium3L 2MSLF bay; deep internals; balancedSlower; no huge mount90
Mamba thisMedium1H 2L 2S— this hull (baseline)89
Alliance ChieftainMedium2L 1M 3SSuperb agility; tough; cheapLower alpha; far slower88
Alliance ChallengerMedium1L 3M 3STankiest Alliance hullSlow; less alpha86
CorsairMedium3L 3MSix guns; modern; roomierNo huge mount; slower85
Federal Assault ShipMedium2L 2MFast and agile Federal brawlerLess alpha; Federal rank gate84

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.

Other classes — the larger leagues

ShipClassHardpointsPros & cons vs MambaRating
Federal CorvetteLarge2H 1L 2M 2SMore guns, tank and (engineered) surprising agilityFederal rank; ~187M Cr; large pad98
Imperial CutterLarge1H 2L 4MVast shields and firepower; also fast for a large shipImperial rank; poor agility; large pad91
AnacondaLarge1H 3L 2M 2SEight hardpoints; vast internalsPonderous; large pad88
Kestrel Mk IISmall3L 2SSmall-pad firepower; agileLess speed and alpha than the Mamba85
VultureSmall2LTiny, agile small-pad duellistSlow; two guns; power-starved80

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.

05

Cost & Access

Hull
~55M Cr
Retail (A-rated)
~72M Cr
Engineered
~90M+ Cr
Pad
Medium
Rank
None
Permit
None

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.

No rank gate

The Mamba needs only credits. It's an accessible elite alpha platform for any commander willing to learn its jousting style.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Huge 14A Multi-Cannon (Gimballed)4A Plasma Accelerator (Fixed)G5 Efficient + Plasma SlugThe signature huge mount; an Efficient plasma accelerator delivers the alpha that defines the firing pass while running cool enough to sustain.
Large 13C Multi-Cannon (Gimballed)3C Beam Laser (Fixed)G5 Efficient + Thermal VentBeam laser for shield-stripping; Thermal Vent keeps it cold so heat never forces you off the trigger.
Large 23E Pulse Laser (Gimballed)3C Beam Laser (Fixed)G5 Efficient + Thermal VentSecond beam doubles shield-strip throughput; Thermal Vent vents heat on every hit.
Small 11G Multi-Cannon (Gimballed)1D Rail Gun (Fixed)G5 Long Range + Feedback CascadeFixed rail gun for ranged shield and module sniping; Long Range removes drop-off so the Mamba's speed sets the engagement range.
Small 21G Multi-Cannon (Gimballed)1D Rail Gun (Fixed)G5 Long Range + Feedback CascadePaired rail gun stacks ranged burst; Feedback Cascade collapses enemy shield-cell heals.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst Heavy-Duty shield booster; raw MJ is the cheapest way to pad a hull that can't out-turn return fire.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster; stacking multiplies the bi-weave's base strength.
Utility 30A Shield BoosterG5 Heavy Duty + Super CapacitorsThird Heavy-Duty booster rounds out the shield stack before utilities turn to countermeasures.
Utility 40I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 50I 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 60I 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.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant6E Power Plant6A Power PlantG5 Overcharged + Thermal SpreadA-rate for the headroom heavy fixed weapons, shields and boost demand; Overcharged adds output and Thermal Spread bleeds the extra heat.
Thrusters5E Thrusters5A ThrustersG5 Dirty Drive Tuning + Drag DrivesSpeed is the Mamba's primary weapon and defence — A-rate, then Dirty Drives + Drag Drives for maximum boost.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG3 Increased Range + Mass ManagerA-rate to soften a short jump range; only G3 Increased Range — combat doesn't need a jump monster.
Life Support4E Life Support4D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass; Lightweight trims more, and life support has no experimental effect.
Power Distributor6E Power Distributor6A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate to feed distributor-hungry rails and plasma; Charge Enhanced + Super Conduits sustain the weapon and boost draw.
Sensors4E Sensors4D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight — combat needs no sensor range, so bank the mass for speed.
Fuel Tank3C Fuel Tank3C Fuel Tank(No blueprint available)Stock C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 55E Shield Generator5C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeBi-weave regenerates fast under fire, padding the agility-light frame; Reinforced maximises MJ and Fast Charge speeds recovery.
Size 44A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; Deep Plating adds more.
Size 22D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty HRP; armour stacks linearly so every plate counts.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Size 11D Module Reinforcement(No blueprint available)Class-1 Module Reinforcement protects the cores in the last slot; 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.
Build for the pass, not the circle

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a speed-and-alpha platform:

Speed first

Unlike most fighters, the Mamba's survival and offence both come from speed — A-rate and engineer thrusters before anything else. Military Grade bulkheads are the one buy-once exception: fit them early because the thin shield leaves armour doing the work.

09

Engineering Plan

The house combat pattern tuned for speed and fixed-weapon alpha. 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
Plasma Accelerator (4)Efficient (G5)Plasma SlugBill Turner
Beam Lasers (3)Efficient (G5)Thermal VentBroo Tarquin
Rail Guns (1)Long Range (G5)Feedback CascadeThe Sarge
Power Distributor (6)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (5)Reinforced (G5)Fast ChargeLei Cheung
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Top speed (boost)387 m/s387 m/s~490 m/s
Agilitylowlowlow (by design)
Armour (raw)~414~805~2,500+
Shield (MJ)~340~480~1,000+
Alpha damagevery highvery highelite (huge mount)
Jump rangeshortshortshort

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.

11

Key Activities & Where To Do Them

Getting started
  • Firing-pass RES hunting. Use speed to dictate range, alpha targets on the pass, and reset — ideal once you've learned the rhythm.
  • Assassination targets. Run down and alpha single high-value targets that slower ships struggle to catch.
  • Bounty turn-ins. Cash vouchers toward the Tod McQuinn unlock while you fly heavy weapons his and others' blueprints serve.
Advanced
  • PvP hit-and-run. The Mamba's speed and alpha make it a feared ambush and disengage platform in player combat.
  • Hunting large slow ships. It out-runs Anacondas, Cutters and barges, dictating every pass while they can't escape.
  • Rail/plasma sniping in CZs. Pick off priority targets at range with Long-Range rails, using speed to stay out of the brawl.
Generic example systems

Any Haz RES or CZ suits a disciplined Mamba pilot. Its short range means basing near your hunting grounds rather than roaming far.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/mamba
Elite Dangerous (official)Frontier's official Mamba ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../mamba
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/mamba.json
Inara — MambaPer-ship page: base stats, price, and outfitting reference for the Mamba.inara.cz/elite/ship/59
Fandom wikiMamba hull profile, top speed, hardpoints, and role notes.fandom.com/wiki/Mamba
YouTube — TheYamiksHead-to-head comparison of the Mamba and Fer-de-Lance, weighing the Mamba's straight-line speed and large mount against the FDL's agility.youtube.com/watch?v=E3ssKpcaBAk
YouTube — Obsidian AntFirst-impressions review of the Mamba and Krait Phantom at launch, covering speed, the large hardpoint, fixed-weapon firing passes, and heat.youtube.com/watch?v=4SGgxNuKlWM