E:D Black Box
Two small hardpoints, a size-1 distributor, and the weakest shield in the game put the Sidewinder at the absolute bottom of the combat bracket. It can earn bounties only where system-security forces do the heavy lifting — Low RES and Nav Beacons in high-security systems. Every other combat hull is a direct upgrade. Treat it as a training hull and graduate the moment your wallet allows.
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 Sidewinder Mk I is the ship every commander starts in and the one the game hands back for free whenever you can't afford a rebuy. That free-rebuy property is its entire combat identity: you can throw it at things and lose it without consequence. What you can't do is expect it to trade blows — two small hardpoints, 52 MJ of base shield and 108 armour put it at the very bottom of the combat bracket.
In role terms it sits below the Eagle and Viper line in the small-pad combat tier. The community consensus is unanimous and unsentimental: the Sidewinder is a starter you graduate out of as fast as your credits allow. The one place it genuinely works is a Low RES in a high-security system, where NPC security wings tag and soften targets and you collect a share of the bounty for surviving.
Low Resource Extraction Sites and Nav Beacons in high-security systems — anywhere system security does the dangerous part. It is not a hull for Hazardous RES, Conflict Zones or anti-Xeno work; it will be destroyed before it contributes.
Almost nothing about the Sidewinder favours combat — the honest reasons it can fight at all are situational, not statistical:
A size-1 power distributor cannot feed sustained fire, the shield is the weakest in the game, and two small guns cap your DPS far below even an Eagle. There is no build that makes the Sidewinder a real combat ship — only one that lets it survive long enough to learn. Graduate to an Eagle Mk II, Viper or Cobra the moment you can.
A free-rebuy starter at the combat floor: just 2×S hardpoints, a size-1 distributor and the weakest shield in the game cap it well below every other small hull, redeemed only by 25 t agility.
The 40/100 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 | 7/30 | Only 2×S mounts — the fewest and smallest in the combat field; an Eagle has 3×S and every medium carries Large hardpoints. Two small guns cap DPS below even the cheapest skirmisher. |
| Power distributor | 4/10 | Size-1 power distributor is the hard bottleneck — it cannot sustain WEP for two guns, so fire is intermittent even after an A-rate. The single worst distributor among combat hulls. |
| Shield | 5/15 | 52 MJ base shield is the weakest in the game; a 2C bi-weave reaches only ~70 MJ A-rated. Paper protection that folds to any sustained return fire. |
| Armour & internals | 5/15 | 108 base armour at low hardness, hull mass 25 t, and only 2·2·1·1·1·1 optional internals — barely enough for one shield gen plus a hull reinforcement. Effective hull tops out near 300 A-rated. |
| Agility | 14/20 | Its one combat-relevant strength: 25 t hull gives a tight turn and quick 322 m/s boost, letting it hold an NPC's six while security finishes the kill. Mid-field agility, beaten by the Eagle and Vipers. |
| Utility & flexibility | 5/10 | Two utility mounts (booster plus chaff/heat sink) and small-pad access everywhere with no permit, rank or engineer gate. But six optional slots and a size-1 distributor leave almost no room to flex. |
| Weighted total | 40/100 | 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 Sidewinder is the baseline floor of the small-pad combat field; every other hull listed is an upgrade.
| Ship | Class | Hardpoints | Pros & cons vs Sidewinder | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3×L 2×S | Three Large hardpoints — the biggest small-ship alpha; superb agility & shieldCosts real credits; paper hull; pure combat only | 85 |
| Vulture | Small | 2×L | Two Large hardpoints and a real dogfighter's turnPower-starved; only 2 guns; pricey vs a free hull | 80 |
| Cobra Mk V | Small | 3×M 2×S | Five hardpoints, a real tank and refit flexibility~1.5M Cr hull; needs a full fit to shine | 78 |
| Imperial Courier | Small | 3×M | Big shields, very fast, three medium mountsImperial rank to buy; paper hull | 70 |
| Viper Mk IV | Small | 2×M 2×S | Tanky hull for the price; four mountsSluggish; small distributor | 66 |
| Viper Mk III | Small | 2×M 2×S | Fastest small ship; very nimble; cheapGlass cannon — thin hull | 63 |
| Diamondback Scout | Small | 2×M 2×S | Cool-running, agile, cheapWeak shield; low DPS ceiling | 60 |
| Cobra Mk III | Small | 2×M 2×S | Classic cheap multirole that also fightsDated for pure combat; weak shield | 58 |
| Eagle Mk II | Small | 3×S | Absurd agility, dirt cheap, three gunsTissue-paper hull & shield | 55 |
| Imperial Eagle | Small | 1×M 2×S | Fast, agile, one medium mountEven more fragile; tiny internals | 54 |
| Sidewinder Mk I this | Small | 2×S | — this hull (baseline) | 40 |
Every small hull above is a step up, and most are cheap. The Eagle Mk II (more agile, three guns) and the Viper Mk III (fast, four mounts) are the two natural first purchases — both leave the Sidewinder behind for a few hundred thousand credits. Keep the Sidewinder only as your free insurance fallback.
| Ship | Class | Hardpoints | Why you'd move up | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2×H 1×L 2×M 2×S | Endgame firepower & tank — the combat kingFederal Rear Admiral rank, ~187M Cr, large pad | 98 |
| Fer-de-Lance | Medium | 1×H 4×M | Huge hardpoint, monster shield, best convergenceThirsty distributor; short jump range | 93 |
| Imperial Cutter | Large | 1×H 2×L 4×M | Enormous shield tank; fast for a largeImperial Duke rank, ~208M Cr, lazy turn | 91 |
| Python Mk II | Medium | 4×L 2×M | Four Large hardpoints — medium combat apexTiny cargo; thirsty on an all-PA fit | 90 |
| Krait Mk II | Medium | 3×L 2×M | Big tank, SLF bay, also the AX metaLess agile than a Chieftain; bigger target | 90 |
| Mamba | Medium | 1×H 2×L 2×S | Highest alpha & top speed of the mediumsPoor agility & distributor; ammo-hungry | 89 |
| Anaconda | Large | 1×H 3×L 2×M 2×S | Versatile heavy gunship; no rank gateSlow & ponderous; large pad; pricey | 88 |
| Alliance Chieftain | Medium | 2×L 1×M 3×S | Superb agility + tank — the CZ darlingOnly one medium among the small mounts | 88 |
| Alliance Challenger | Medium | 1×L 3×M 3×S | Tankiest Alliance medium; great convergenceSlower than the Chieftain | 86 |
| Kestrel Mk II | Small | 3×L 2×S | Three Large mounts on a small padPaper hull; pure combat only | 85 |
| Corsair | Medium | 3×L 3×M | Six hardpoints; size-7 distributor runs energyBig target; out-damaged by the Python Mk II | 85 |
| Federal Assault Ship | Medium | 2×L 2×M | Fast, agile, tanky Federal brawlerOnly 4 mounts | 84 |
| Python | Medium | 3×L 2×M | Tanky combat-freighter; huge mass-lockMediocre agility | 83 |
| Federal Gunship | Medium | 1×L 4×M 2×S | Seven mounts + SLF; powers all its gunsSlow and heavy | 82 |
| Vulture | Small | 2×L | Best small-pad duellistPower-starved; 2 guns only | 80 |
| Alliance Crusader | Medium | 1×L 2×M 3×S | Two-seat + SLF bay; tankySlowest Alliance medium | 80 |
| Imperial Clipper | Large | 2×L 2×M | Very fast for its size; stylish brawlerLarge pad; poor convergence | 79 |
| Type-10 Defender | Large | 4×L 3×M 2×S | Nine mounts; ultimate CZ/scout-farm tankGlacial; awful 1v1 convergence | 78 |
| Cobra Mk V | Small | 3×M 2×S | Best all-round small combat hullOut-gunned by mediums | 78 |
| Federal Dropship | Medium | 1×L 4×M | Cheap, durable Federal entry brawlerSlow & clumsy | 76 |
| Imperial Courier | Small | 3×M | Fast shield-tank skirmisherPaper hull; tiny internals | 70 |
Realistically you skip straight past most of this. A first real combat ship is an Eagle, Viper or Cobra Mk V; a serious one is a Krait Mk II, Python Mk II or Fer-de-Lance; the endgame is the Corvette. The Sidewinder's only enduring job is the one it does for free — being there when you can't afford the rebuy on any of these.
The Sidewinder is free in two senses: it's the ship you start the game in, and it's the one the game gives you back when you can't pay a rebuy on anything else. Buying one outright costs almost nothing (~32k Cr fitted), and it's available at literally every shipyard with no permit, rank or engineer gate. It is a base-game hull — no Odyssey requirement.
Because the hull is so cheap, the cost question is moot: the Sidewinder's value is never its purchase price, it's the zero-consequence rebuy that lets a new commander learn combat without going bankrupt.
Don't spend money engineering a Sidewinder for combat — the return is near zero. Put a pair of cheap gimballed multicannons and one shield booster on it, fly it at a Low RES until you can afford an Eagle or Viper, then keep the Sidewinder parked as your free insurance ship.
The whole build ladder on one screen. For the Sidewinder there is barely a ladder — Initial is a fightable starter, A-Rated is as far as it's worth taking, and Engineered is shown only for completeness (don't actually grind materials for this hull). A-Rated swaps the starter pulse for a second multi-cannon and A-rates the power chain; Engineered applies the standard small-combat tour at trivial grade.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Small 1 | 1G Multi-Cannon (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Primary gimballed multi-cannon; Overcharged lifts the tiny DPS ceiling, Auto Loader keeps it firing through the fight. |
| Small 2 | 1G Pulse Laser (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Second multi-cannon (swapped in from the starter pulse); Overcharged + Corrosive Shell strips target armour resistance for the whole battery. |
| Utility Mounts | ||||
| Utility 1 | 0E Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Shield booster; Heavy Duty is the cheapest large multiplier on a paper shield, Super Capacitors adds raw MJ. |
| Utility 2 | 0I Heat Sink Launcher | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 2E Power Plant | 2A Power Plant | G5 Overcharged + Thermal Spread | A-rate for headroom to run two guns and a shield; Overcharged adds power, Thermal Spread bleeds the extra heat. |
| Thrusters | 2E Thrusters | 2A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rate + Dirty Drives for the agility a fragile hull lives or dies on; Drag Drives sharpens the boost. |
| Frame Shift Drive | 2D Frame Shift Drive | 2A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate to reach your RES; Increased Range with Mass Manager — combat itself needs no jump range. |
| Life Support | 1D Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more, and life support has no experimental effect. |
| Power Distributor | 1D Power Distributor | 1A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — the single biggest fix; Charge Enhanced + Super Conduits let the two guns fire longer before WEP empties. |
| Sensors | 1D Sensors | 1D Sensors | G5 Lightweight (no experimental effect) | D-rate and go Lightweight; combat needs no sensor range, so save the mass on a hull this light. |
| Fuel Tank | 1C Fuel Tank | 1C Fuel Tank | (No blueprint available) | Stock tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 2 | 2D Shield Generator | 2C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast between passes so the paper shield comes back; Reinforced + Hi-Cap maximise its MJ. |
| Size 2 | 2D Hull Reinforcement | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement; Heavy Duty + Deep Plating is the cheapest large gain in effective armour. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second hull reinforcement fills the next slot for a little more survivability. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across the cores; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | |
| 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. | |||
This is the absolute ceiling of a Sidewinder combat fit, and it's still weaker than a stock Eagle. Build the Initial column, not the Engineered one — spend your materials on a hull that deserves them.
Goal: make the Sidewinder fightable for the price of pocket change. Buy a 1G gimballed multi-cannon for the first small hardpoint and keep the starter 1G gimballed pulse laser on the second — gimballed because you're learning aim, and the multi-cannon sips from the tiny distributor. Add one 0E shield booster on a utility and a heat sink launcher on the other.
Keep the stock Lightweight Alloy bulkhead — military composite isn't worth the credits buy-only. Drop a 2D shield generator into the largest optional slot and a 2D hull reinforcement in the other size-2; leave the four size-1 slots empty. Total spend is well under 100,000 Cr. That's the whole plan — there is no meaningful 'buy-only optimisation' beyond this on a hull this small.
There's very little to A-rate, but if you insist on squeezing the hull before moving on, do it in this order:
Roughly 150–250k Cr all-in. At that point you've spent more on modules than this hull will ever justify — buy an Eagle Mk II instead.
Engineering a Sidewinder for combat is shown for completeness only. If you do it, it reuses the standard small-combat tour — no unique blueprints:
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Distributor (1) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (other) | Tod McQuinn |
| Shield Generator (2) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Power Plant (2) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (2) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Frame Shift Drive (2) | Increased Range (G5) | Mass Manager | Felicity Farseer |
Trivial — everything is low-grade and small-class. But the payoff is also trivial: an engineered Sidewinder still loses to an A-rated Eagle. Spend the materials on a hull worth keeping.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Shield strength | ~45 MJ | ~70 MJ | ~110 MJ |
| Effective hull | ~150 | ~350 | ~750 |
| Speed / boost | 221 / 322 | 221 / 322 | ~250 / 360 |
| Sustained DPS | Very low | Low | Low |
| Power headroom | Tight | OK | OK |
| Laden jump | ~8 LY | ~10 LY | ~14 LY |
The bump in effective hull comes from the Military Grade Composite bulkhead and three hull reinforcements filling every general slot — but even fully engineered, every number here sits below a basic Eagle or Viper. The progression exists for completeness — the practical takeaway is that no amount of investment turns the Sidewinder into a real combat ship.
RES and Nav Beacons pay bounty vouchers; Conflict Zones pay combat bonds — different currencies. The Sidewinder can only realistically earn the former, and only with security backup.
The Sidewinder is the floor of the combat roster and proud of it. 40/100 — not because it fights well, but because it lets you learn to fight for free. Fit two guns and a booster, earn your first bounties at a Low RES, and move to a real combat hull as fast as your wallet allows. Keep this one as the insurance ship it was born to be.
Figures on this page are verified against the sources below.