Ship Dossier // Faulcon DeLacy

Sidewinder Mk ICombat

Series Ships Updated 2026-06-25
Briefing

The roster floor — valued for its free rebuy, not its firepower

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.

Sidewinder Mk I
Sidewinder Mk I · Faulcon DeLacy
40/100
2×S
Hardpoints
2
Utility mounts
4,588 Cr
Hull price
221 m/s
Top speed
Free
Rebuy cost
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 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.

Where this hull shines

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.

02

Key Stats & What Makes It Fight

Top speed / boost
221 / 322 m/s
Manoeuvrability
High (light & nimble)
Base shield
52 MJ
Base armour
108 · low hardness
Hull mass
25 t
Size 1 (the bottleneck)
Hardpoints
2×S
Utility mounts
2
Core sizes
PP2 · TH2 · FSD2 · LS1 · PD1 · SS1 · FT1
Optional internals
2·2·1·1·1·1
Crew seats
1
Rebuy
Free (insurance fallback)

Almost nothing about the Sidewinder favours combat — the honest reasons it can fight at all are situational, not statistical:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Hardpoints7/30
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 distributor4/10
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.
Shield5/15
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 & internals5/15
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.
Agility14/20
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 & flexibility5/10
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 total40/100
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 Sidewinder is the baseline floor of the small-pad combat field; every other hull listed is an upgrade.

Same class — small-pad combat

ShipClassHardpointsPros & cons vs SidewinderRating
Kestrel Mk IISmall3×L 2×SThree Large hardpoints — the biggest small-ship alpha; superb agility & shieldCosts real credits; paper hull; pure combat only85
VultureSmall2×LTwo Large hardpoints and a real dogfighter's turnPower-starved; only 2 guns; pricey vs a free hull80
Cobra Mk VSmall3×M 2×SFive hardpoints, a real tank and refit flexibility~1.5M Cr hull; needs a full fit to shine78
Imperial CourierSmall3×MBig shields, very fast, three medium mountsImperial rank to buy; paper hull70
Viper Mk IVSmall2×M 2×STanky hull for the price; four mountsSluggish; small distributor66
Viper Mk IIISmall2×M 2×SFastest small ship; very nimble; cheapGlass cannon — thin hull63
Diamondback ScoutSmall2×M 2×SCool-running, agile, cheapWeak shield; low DPS ceiling60
Cobra Mk IIISmall2×M 2×SClassic cheap multirole that also fightsDated for pure combat; weak shield58
Eagle Mk IISmall3×SAbsurd agility, dirt cheap, three gunsTissue-paper hull & shield55
Imperial EagleSmall1×M 2×SFast, agile, one medium mountEven more fragile; tiny internals54
Sidewinder Mk I thisSmall2×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.

The step up — medium & large combat field

ShipClassHardpointsWhy you'd move upRating
Federal CorvetteLarge2×H 1×L 2×M 2×SEndgame firepower & tank — the combat kingFederal Rear Admiral rank, ~187M Cr, large pad98
Fer-de-LanceMedium1×H 4×MHuge hardpoint, monster shield, best convergenceThirsty distributor; short jump range93
Imperial CutterLarge1×H 2×L 4×MEnormous shield tank; fast for a largeImperial Duke rank, ~208M Cr, lazy turn91
Python Mk IIMedium4×L 2×MFour Large hardpoints — medium combat apexTiny cargo; thirsty on an all-PA fit90
Krait Mk IIMedium3×L 2×MBig tank, SLF bay, also the AX metaLess agile than a Chieftain; bigger target90
MambaMedium1×H 2×L 2×SHighest alpha & top speed of the mediumsPoor agility & distributor; ammo-hungry89
AnacondaLarge1×H 3×L 2×M 2×SVersatile heavy gunship; no rank gateSlow & ponderous; large pad; pricey88
Alliance ChieftainMedium2×L 1×M 3×SSuperb agility + tank — the CZ darlingOnly one medium among the small mounts88
Alliance ChallengerMedium1×L 3×M 3×STankiest Alliance medium; great convergenceSlower than the Chieftain86
Kestrel Mk IISmall3×L 2×SThree Large mounts on a small padPaper hull; pure combat only85
CorsairMedium3×L 3×MSix hardpoints; size-7 distributor runs energyBig target; out-damaged by the Python Mk II85
Federal Assault ShipMedium2×L 2×MFast, agile, tanky Federal brawlerOnly 4 mounts84
PythonMedium3×L 2×MTanky combat-freighter; huge mass-lockMediocre agility83
Federal GunshipMedium1×L 4×M 2×SSeven mounts + SLF; powers all its gunsSlow and heavy82
VultureSmall2×LBest small-pad duellistPower-starved; 2 guns only80
Alliance CrusaderMedium1×L 2×M 3×STwo-seat + SLF bay; tankySlowest Alliance medium80
Imperial ClipperLarge2×L 2×MVery fast for its size; stylish brawlerLarge pad; poor convergence79
Type-10 DefenderLarge4×L 3×M 2×SNine mounts; ultimate CZ/scout-farm tankGlacial; awful 1v1 convergence78
Cobra Mk VSmall3×M 2×SBest all-round small combat hullOut-gunned by mediums78
Federal DropshipMedium1×L 4×MCheap, durable Federal entry brawlerSlow & clumsy76
Imperial CourierSmall3×MFast shield-tank skirmisherPaper hull; tiny internals70

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.

05

Cost & Access

Base hull
4,588 Cr
Shipyard (stock fit)
~32,000 Cr
Unlock requirement
None · base game
Where to buy
Every shipyard

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.

Budget reality

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Small 11G Multi-Cannon (Gimballed)1G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderPrimary gimballed multi-cannon; Overcharged lifts the tiny DPS ceiling, Auto Loader keeps it firing through the fight.
Small 21G Pulse Laser (Gimballed)1G Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellSecond multi-cannon (swapped in from the starter pulse); Overcharged + Corrosive Shell strips target armour resistance for the whole battery.
Utility Mounts
Utility 10E Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsShield booster; Heavy Duty is the cheapest large multiplier on a paper shield, Super Capacitors adds raw MJ.
Utility 20I Heat Sink Launcher0I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant2E Power Plant2A Power PlantG5 Overcharged + Thermal SpreadA-rate for headroom to run two guns and a shield; Overcharged adds power, Thermal Spread bleeds the extra heat.
Thrusters2E Thrusters2A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rate + Dirty Drives for the agility a fragile hull lives or dies on; Drag Drives sharpens the boost.
Frame Shift Drive2D Frame Shift Drive2A Frame Shift DriveG5 Increased Range + Mass ManagerA-rate to reach your RES; Increased Range with Mass Manager — combat itself needs no jump range.
Life Support1D Life Support1D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass; Lightweight trims more, and life support has no experimental effect.
Power Distributor1D Power Distributor1A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this FIRST — the single biggest fix; Charge Enhanced + Super Conduits let the two guns fire longer before WEP empties.
Sensors1D Sensors1D SensorsG5 Lightweight (no experimental effect)D-rate and go Lightweight; combat needs no sensor range, so save the mass on a hull this light.
Fuel Tank1C Fuel Tank1C Fuel Tank(No blueprint available)Stock tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 22D Shield Generator2C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast between passes so the paper shield comes back; Reinforced + Hi-Cap maximise its MJ.
Size 22D Hull Reinforcement2D Hull ReinforcementG5 Heavy Duty + Deep PlatingHull reinforcement; Heavy Duty + Deep Plating is the cheapest large gain in effective armour.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond hull reinforcement fills the next slot for a little more survivability.
Size 11D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across the cores; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep Plating
Size 11D Hull ReinforcementG5 Heavy Duty + Deep Plating
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.
Reality check

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

There's very little to A-rate, but if you insist on squeezing the hull before moving on, do it in this order:

Total A-rated cost

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.

09

Engineering Plan

Engineering a Sidewinder for combat is shown for completeness only. If you do it, it reuses the standard small-combat tour — no unique blueprints:

ModuleBlueprintExperimentalEngineer
Power Distributor (1)Charge Enhanced (G5)Super ConduitsThe Dweller
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (other)Tod McQuinn
Shield Generator (2)Reinforced (G5)Hi-CapLei Cheung
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
Power Plant (2)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (2)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean
Frame Shift Drive (2)Increased Range (G5)Mass ManagerFelicity Farseer

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Shield strength~45 MJ~70 MJ~110 MJ
Effective hull~150~350~750
Speed / boost221 / 322221 / 322~250 / 360
Sustained DPSVery lowLowLow
Power headroomTightOKOK
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.

11

Key Activities & Where To Do Them

Getting started
  • Low RES at any ringed metal-rich planet in a high-security system. Security wings tag and soften targets; you collect a survival share of the bounty.
  • Nav Beacon scanning in high-security systems — scan ships, let security engage the Wanted ones, finish and collect.
  • Where: any high-security system with a ringed planet and a station to cash in — classic examples include LHS 3447 or Deciat.
Advanced
  • There is no 'advanced' Sidewinder combat. The advanced move is buying a better ship.
  • If you want a challenge, solo Low-RES kills with no security assist test your fundamentals — but that's a self-imposed exercise, not an income source.
  • Where: nowhere you'd profit. Graduate to an Eagle, Viper or Cobra Mk V and revisit the combat venues that hull unlocks.
Currency note

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.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/sidewinder
Elite Dangerous (official)Frontier's official Sidewinder ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../sidewinder
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/sidewinder.json
Inara — Sidewinder Mk IShip-specific stats, hardpoint & internal layout, and shipyard pricing.inara.cz/elite/ship/1
Fandom — SidewinderFaulcon DeLacy lore, starter-ship role, and the ship's spec reference.fandom.com/wiki/Sidewinder
YouTube — Down to Earth AstronomyLivestream build outfitting a Sidewinder as an anti-Xeno combat ship, walking through fitting choices for AX engagements.youtube.com/watch?v=o7DHctRPra8