E:D Black Box
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.
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 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.
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.
Four things define the Viper Mk III as a combat ship:
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.
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 factor | Score | Why this score |
|---|---|---|
| Hardpoints | 19/30 | 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 distributor | 6/10 | 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. |
| Shield | 8/15 | 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 & internals | 7/15 | 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. |
| Agility | 18/20 | 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 & flexibility | 5/10 | 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 total | 63/100 | 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 Viper Mk III | Rating |
|---|---|---|---|---|
| Vulture | Small | 2L | Two large guns; elite agility; toughFar pricier; power-starved | 80 |
| Cobra Mk V | Small | 3M 2S | More guns, room and tankFar pricier | 78 |
| Imperial Courier | Small | 3M | Faster; far stronger shieldsImperial rank; paper armour | 70 |
| Viper Mk IV | Small | 2M 2S | Same guns but much tougher; four utilitiesSlower; pricier | 66 |
| Viper Mk III this | Small | 2M 2S | — this hull (baseline) | 63 |
| Diamondback Scout | Small | 2M 2S | Cool-running; four utilities; tougherSlower; pricier | 60 |
| Cobra Mk III | Small | 2M 2S | More room; versatile; cargo capacitySlightly slower | 58 |
| Eagle Mk II | Small | 3S | More agile; even cheaperTiny guns; eggshell hull | 55 |
| Sidewinder Mk I | Small | 2S | Free starterOutclassed by everything | 40 |
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.
| Ship | Class | Hardpoints | Pros & cons vs Viper Mk III | Rating |
|---|---|---|---|---|
| Krait Mk II | Medium | 3L 2M | Big guns; deep tank; SLFMedium pad; vastly pricier | 90 |
| Alliance Chieftain | Medium | 2L 1M 3S | A proper combat medium; tank and firepowerMedium pad; vastly pricier | 88 |
| Vulture | Small | 2L | The agile two-large-gun step-upFar pricier; power-starved | 80 |
| Cobra Mk V | Small | 3M 2S | The roomy, tougher small-pad upgradeFar pricier | 78 |
| Viper Mk IV | Small | 2M 2S | The tougher Viper for trading blowsSlower; pricier | 66 |
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.
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary medium gun; the single Corrosive Shell strips armour resistance for the whole battery. |
| Medium 2 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon; Auto Loader removes reloads so its DPS never pauses. |
| Small 1 | 1G Pulse Laser (Gimballed) | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Pulse laser for shield-stripping; Efficient slashes draw and heat on the small plant, Thermal Vent runs it cold. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Second Efficient pulse; matched experimental keeps both small mounts heat-free under sustained fire. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Only shield booster the ship can spare a mount for; Heavy Duty multiplies the bi-weave's raw MJ. |
| Utility 2 | — | 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 | 3E Power Plant | 3A Power Plant | G5 Overcharged + Thermal Spread | Class-3 plant runs four guns and a shield with no margin; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 3E Thrusters | 3A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rate FIRST — speed is the Viper's whole identity; Dirty Drives + Drag Drives push boost well past 480 m/s. |
| Frame Shift Drive | 3E Frame Shift Drive | 3A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to reach RES sites and turn-ins; only G3 range — a brawler needs no jump monster. |
| Life Support | 2E Life Support | 2D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass on a speed hull, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate early — four guns plus boost drain the class-3 distributor fast; Super Conduits deepen the WEP reservoir. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; combat needs no sensor range, so save the mass for speed. |
| Fuel Tank | 2C Fuel Tank | 2C Fuel Tank | (No blueprint available) | Stock class-3 tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 3E Hull Reinforcement | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in the size-3 military slot is the cheapest large multiplier on the thin armour. |
| Optional Internals | ||||
| Size 3 | 3E Shield Generator | 3C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast between passes — the right buffer for a hit-and-run hull; Reinforced maximises MJ, Fast Charge restores its regen edge. |
| Size 3 | — | 3A 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 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty hull reinforcement stacks linearly on effective armour. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 1 | — | 1A 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 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Last size-1 slot takes more Heavy-Duty hull where it fits. |
| 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. | |||
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.
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.
A-rating priority for a budget interceptor:
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.
The house combat pattern on a budget interceptor. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Thrusters (3) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (3) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (3) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (3) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 395 m/s | 395 m/s | ~480 m/s |
| Shield (MJ) | ~180 | ~250 | ~450 |
| Armour (eff.) | ~210 | ~560 | ~900 |
| Sustained DPS | medium | medium | medium |
| Toughness | thin | fair | solid |
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.
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.
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.
Figures on this page are verified against the sources below.