Ship Dossier // Faulcon DeLacy

Viper Mk IIICombat

Series Ships Updated 2026-06-25
Briefing

The budget interceptor — fast, four-gunned, and expendable

A classic entry-level combat ship. Its 395 m/s boost and four hardpoints make it a punchy interceptor for the price, and at under 100k credits the rebuy is negligible — the ideal hull to learn aggressive combat in. Thin defences and shallow internals keep it a starter platform; it wins by speed and aggression, not by trading blows.

Viper Mk III
Viper Mk III · Faulcon DeLacy
63/100
2M 2S
Hardpoints
395
Boost m/s
~97k
Hull price Cr
Small
Pad size
2
Utility mounts
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 Viper Mk III is Faulcon DeLacy's budget interceptor and one of the cheapest real combat ships in the game. Built for speed, it boosts to nearly 400 m/s and carries four hardpoints — two medium and two small — making it a punchy little chaser that runs targets down and opens fire before they can react. For under 100k credits, it's a remarkable amount of fight.

Its limits are predictable: thin armour, modest shields, only two utilities and shallow internals mean it can't trade blows for long or carry much defence. The Viper Mk III is a glass interceptor — fast and aggressive, but fragile. It's the ship many pilots cut their combat teeth in, learning to win through speed and aggression before graduating to something tougher.

Where this hull shines

Cheap, fast, aggressive combat: low-intensity RES, learning the fundamentals of interception and target priority, and budget bounty hunting where speed ends fights before the thin hull is tested.

02

Key Stats & What Makes It Fight

Top speed / boost
316 / 395 m/s (fast)
Hardpoints
2 Medium · 2 Small
Utility mounts
2
Hull mass
50 t
Base shield
~137 MJ
Base armour
126 (thin)
Optional internals
3·3·2·1·1·1
Military slots
1 (class 3)
Pad
Small (docks anywhere)
Agility
Good

Four things define the Viper Mk III as a combat ship:

The ceiling, stated honestly

Thin armour, modest shields, only two utilities and a class-3 plant mean it can't tank, carry much defence, or run guns indefinitely. It's outclassed by every pricier small ship for sustained combat. The Viper Mk III's case is pure value and speed — a fast, cheap interceptor to learn in, not a ship to keep once you can afford better.

03

Why This Rating

Scorecard

A 395 m/s boost and four hardpoints make it a cheap, punchy interceptor; thin armour, a class-3 plant and only two utilities cap it as a starter.

The 63/100 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
Hardpoints19/30
Four mounts (2 Medium, 2 Small) out-gun most ships at its price, but all are size 2 and below — no large hardpoint, so peak alpha and sustained DPS sit well under Vulture (2L) or Cobra Mk V (3M 2S).
Power distributor6/10
A class-3 power distributor feeds four guns plus boost with little margin; even Charge Enhanced G5 + Super Conduits leaves WEP draining fast under sustained fire — adequate, not strong.
Shield8/15
Base shield ~137 MJ on a 50 t hull, reaching only ~450 MJ engineered with a single size-3 bi-weave and one spare utility for a booster — modest, below pricier small-pad peers.
Armour & internals7/15
Base armour 126 is thin; one class-3 military slot plus shallow optionals (3·3·2·1·1·1) reach only ~550 effective armour engineered. It cannot trade blows for long.
Agility18/20
316/395 m/s base, pushing past 480 m/s with Dirty Drives + Drag Drives, plus good handling — it dictates engagement range and runs targets down, the core interceptor strength.
Utility & flexibility5/10
Only 2 utility mounts force a choice between shield booster and chaff; combined with a small pad and shallow internals there is little room to flex beyond pure combat.
Weighted total63/100
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 — small-pad combat ships

ShipClassHardpointsPros & cons vs Viper Mk IIIRating
VultureSmall2LTwo large guns; elite agility; toughFar pricier; power-starved80
Cobra Mk VSmall3M 2SMore guns, room and tankFar pricier78
Imperial CourierSmall3MFaster; far stronger shieldsImperial rank; paper armour70
Viper Mk IVSmall2M 2SSame guns but much tougher; four utilitiesSlower; pricier66
Viper Mk III thisSmall2M 2S— this hull (baseline)63
Diamondback ScoutSmall2M 2SCool-running; four utilities; tougherSlower; pricier60
Cobra Mk IIISmall2M 2SMore room; versatile; cargo capacitySlightly slower58
Eagle Mk IISmall3SMore agile; even cheaperTiny guns; eggshell hull55
Sidewinder Mk ISmall2SFree starterOutclassed by everything40

The Viper Mk III is the budget speed pick. Its sibling the Mk IV trades some speed for much better toughness, and most pricier small ships beat it for sustained combat — but few match its speed-per-credit. It's the classic 'first proper fighter' you learn aggression in.

Other classes — what you graduate to

ShipClassHardpointsPros & cons vs Viper Mk IIIRating
Krait Mk IIMedium3L 2MBig guns; deep tank; SLFMedium pad; vastly pricier90
Alliance ChieftainMedium2L 1M 3SA proper combat medium; tank and firepowerMedium pad; vastly pricier88
VultureSmall2LThe agile two-large-gun step-upFar pricier; power-starved80
Cobra Mk VSmall3M 2SThe roomy, tougher small-pad upgradeFar pricier78
Viper Mk IVSmall2M 2SThe tougher Viper for trading blowsSlower; pricier66

The Viper Mk III is a stepping-stone. When its fragility frustrates you, the natural small-pad steps up are a tougher Viper Mk IV, then a Vulture or Cobra Mk V; the real leap is a combat medium. Until then it's the cheapest fast way to learn to fight.

05

Cost & Access

Hull
~97k Cr
Retail (A-rated)
~900k Cr
Engineered
~4M+ Cr
Pad
Small
Rank
None
Permit
None

At ~97k Cr the Viper Mk III is almost free, with no rank gate and a trivial rebuy. Even fully A-rated and lightly engineered it stays one of the cheapest combat ships you can field.

It's a value-and-learning pick: you fly it to build skills and earn early bounties without risking anything, then move to a tougher hull once you can afford to trade blows.

Nearly free fight

Under 100k credits for a fast four-gun interceptor with a negligible rebuy — the classic ship to learn aggressive combat in at almost no risk.

06

3-State Loadout

A fast, aggressive interceptor fit. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern, leaning on speed since defences are thin.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary medium gun; the single Corrosive Shell strips armour resistance for the whole battery.
Medium 22F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond medium multi-cannon; Auto Loader removes reloads so its DPS never pauses.
Small 11G Pulse Laser (Gimballed)1G Pulse Laser (Gimballed)G5 Efficient + Thermal VentPulse laser for shield-stripping; Efficient slashes draw and heat on the small plant, Thermal Vent runs it cold.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Thermal VentSecond Efficient pulse; matched experimental keeps both small mounts heat-free under sustained fire.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsOnly shield booster the ship can spare a mount for; Heavy Duty multiplies the bi-weave's raw MJ.
Utility 20I 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 Plant3E Power Plant3A Power PlantG5 Overcharged + Thermal SpreadClass-3 plant runs four guns and a shield with no margin; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters3E Thrusters3A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rate FIRST — speed is the Viper's whole identity; Dirty Drives + Drag Drives push boost well past 480 m/s.
Frame Shift Drive3E Frame Shift Drive3A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated to reach RES sites and turn-ins; only G3 range — a brawler needs no jump monster.
Life Support2E Life Support2D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass on a speed hull, Lightweight trims more; life support has no experimental effect.
Power Distributor3E Power Distributor3A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate early — four guns plus boost drain the class-3 distributor fast; Super Conduits deepen the WEP reservoir.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; combat needs no sensor range, so save the mass for speed.
Fuel Tank2C Fuel Tank2C Fuel Tank(No blueprint available)Stock class-3 tank; fuel capacity is fixed and cannot be engineered.
Military Slots
Military 13E Hull Reinforcement3D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement in the size-3 military slot is the cheapest large multiplier on the thin armour.
Optional Internals
Size 33E Shield Generator3C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeBi-weave regenerates fast between passes — the right buffer for a hit-and-run hull; Reinforced maximises MJ, Fast Charge restores its regen edge.
Size 33A 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 22D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty hull reinforcement stacks linearly on effective armour.
Size 11D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Size 11A 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 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingLast size-1 slot takes more Heavy-Duty hull where it fits.
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.
Speed is the defence

With thin armour and only two utilities, the Viper Mk III survives by speed and aggression, not tanking — run a bi-weave buffer and the military-slot HRP, but win fights fast and disengage if shields fall.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~97k Cr); it ships with stock Lightweight Alloy bulkheads — leave them be for now and put the credits into guns and a shield. Fit a 3E Shield Generator, the 3E military-slot Hull Reinforcement and a 0A Shield Booster.

Arm both mediums with 2F Multi-Cannons (Gimballed) and one small with a 1G Pulse Laser (Gimballed); leave the second small mount and the chaff utility empty until the A-rated pass fills them.

Use the speed immediately — intercept, strike, and don't linger in prolonged brawls.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a budget interceptor:

Cheap to bring up to spec

The Viper Mk III's small modules — bulkheads and shield cells included — keep a full A-rating cheap by combat-ship standards: a modest jump from starter to competent interceptor.

09

Engineering Plan

The house combat pattern on a budget interceptor. Pin blueprints for remote G1→G5 application; visit in person for experimentals.

ModuleBlueprintExperimentalEngineer
Thrusters (3)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (3)Overcharged (G5)Thermal SpreadHera Tani
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Pulse LasersEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (3)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (3)Reinforced (G5)Fast ChargeLei Cheung
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

Light — small-class modules throughout; one of the cheapest combat grinds. 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)395 m/s395 m/s~480 m/s
Shield (MJ)~180~250~450
Armour (eff.)~210~560~900
Sustained DPSmediummediummedium
Toughnessthinfairsolid

The armour climb is the big shift: stock Lightweight Alloy gives way to Military Grade Composite at A-rating, then Heavy Duty G5 with Deep Plating on the bulkhead and three hull-reinforcement packages push effective armour near 900. Engineered, the Viper Mk III is a 480 m/s interceptor with a usable shield, four guns and a hull that no longer folds the moment its shield drops — fast, punchy, and tougher than its size suggests. It still wins by speed and aggression, but it can now trade blows long enough to close one.

11

Key Activities & Where To Do Them

Getting started
  • Low-intensity RES. Run down and kill lower-value bounties fast while learning combat cheaply.
  • Interception practice. Master closing speed and target priority in the ship designed for it.
  • Bounty turn-ins. Cash vouchers toward the Tod McQuinn unlock in a nearly free hull.
Advanced
  • Aggressive budget hunting. Its trivial rebuy lets you fly fearlessly and learn to win through speed.
  • Skill-building. The fundamentals you learn here — closing, holding guns on, disengaging — make every later combat ship easier.
  • Fast response. Its speed makes it handy for quickly reaching nearby signals and threats.
Generic example systems

Any low or medium RES near an outpost suits it. Around your home base it's a near-free way to grind early bounties and learn aggression.

12

Field Notes — What Else To Know

Verdict

The Viper Mk III is the cheap interceptor: fast, four-gunned and aggressive on a hull that costs almost nothing. Thin defences and shallow internals keep it a budget pick, but for learning to fight through speed and aggression at near-zero risk, few ships have launched more combat careers. A classic first fighter.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/viper
Elite Dangerous (official)Frontier's official Viper Mk III ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../viper-mk-iii
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/viper.json
Inara — Viper Mk IIIShip specification, base stats, and shipyard pricing for this hull.inara.cz/elite/ship/20
ED Wiki — Viper Mk IIIHull role, manufacturer background, and hardpoint / internal layout.elite-dangerous.fandom.com/wiki/Viper_Mk_III