Ship Dossier // Faulcon DeLacy

Viper Mk IVCombat

Series Ships Updated 2026-06-25
Briefing

The durable small-pad bounty hunter — trades speed for armour and room

The Viper Mk IV swaps its Mk III sibling's raw pace for a far tougher hull, two extra optional slots, and meaningful module room. A solid, forgiving platform — tanky for its size and cheap to run. It sits mid-pack because it lacks the Vulture's punch or the Mk III's agility; its case is the balance of survivability, flexibility, and price at a small pad.

Viper Mk IV
Viper Mk IV · Faulcon DeLacy
66/100
2M · 2S
Hardpoints
342 m/s
Boost speed
313k Cr
Hull price
8
Optional internals
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 IV is Faulcon DeLacy's heavyweight take on the Viper formula. Where the Mk III is a knife — fast, fragile, all-offence — the Mk IV is a hammer: slower off the line but markedly tougher, with a higher base armour, more internal room and the headroom to fit real defences alongside its guns.

For a small-pad combat hull it punches a respectable weight. Two medium plus two small hardpoints give a flexible four-gun bite, and the extra optionals over the Mk III let you carry a shield cell bank or hull reinforcement that the lighter Vipers simply can't. The trade is pace: it boosts well but won't out-run the genuinely fast interceptors. As a low-cost RES and bounty-hunting platform that survives mistakes, it's one of the best value combat ships in the game.

Where this hull shines

Resource-extraction-site bounty hunting, low-stakes conflict zones, and as a cheap, durable second combat ship that shrugs off the rookie mistakes that vaporise a Viper Mk III.

02

Key Stats & What Makes It Fight

Top speed / boost
272 / 342 m/s
Hardpoints
2 Medium · 2 Small
Utility mounts
2
Hull mass
190 t
Base armour
270
Base shield
105 MJ
Distributor
Class 3
Optional internals
4·4·3·2·2·1·1·1
Military slot
1 (class 3)
Mass-lock
7
Crew seats
1

Three things make the Mk IV a fighter rather than just a tougher taxi:

The ceiling, stated honestly

The Vulture out-damages it with two large hardpoints and out-turns it; the Imperial Courier out-shields it; the Mk III out-runs it. The Viper Mk IV wins on none of those single axes — its case is the balance of all of them at a bargain price. Against a fully-engineered medium it is outclassed and should pick its fights.

03

Why This Rating

Scorecard

A durable, dirt-cheap small-pad brawler whose balanced tank and flexibility earn 66, capped by a four-gun 2M-2S battery and modest agility that trail the Vulture and Mk III.

The 66/100 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
Hardpoints20/30
Two Medium plus two Small hardpoints give a flexible four-gun bite, but no large mount caps the damage ceiling below the Vulture (2L), Kestrel Mk II (3L 2S) and Imperial Courier (3M). Solid mid-field firepower for a small pad, not class-leading.
Power distributor7/10
Class-3 distributor is standard for a small combat hull and sustains four guns plus boost once Charge Enhanced; adequate weapon/boost endurance but no larger reservoir than its small-pad peers.
Shield10/15
Base 105 MJ rising to ~330 MJ engineered on a 4C bi-weave; respectable burst-tank for the class but out-shielded by the Imperial Courier. Bi-weave regen suits a brawler that keeps trading hits.
Armour & internals12/15
Standout factor: 270 base armour (highest of any Viper) plus a class-3 military slot and eight optionals stacking HRPs reach ~900+ effective armour. The deep internal room for HRPs and a shield cell bank is what makes it forgive mistakes.
Agility11/20
272/342 m/s base, ~430 m/s boost engineered — at 190 t it trades pace for armour and is out-run by the Mk III and out-turned by the Vulture. Modest agility is the clearest limiter for a fighter.
Utility & flexibility6/10
Only 2 utility mounts (one booster, one chaff) versus four on the Cobra Mk V and Diamondback Scout; eight optionals add defensive flexibility but the thin utility count limits shield-booster and countermeasure stacking.
Weighted total66/100
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 that decide your damage ceiling.

Same class — small-pad combat ships

ShipClassHardpointsPros & cons vs Viper Mk IVRating
Kestrel Mk IISmall3L 2SThree large hardpoints on a small pad — freakish firepower; modern hullPricier; newer-meta build knowledge needed85
VultureSmall2LTwo large mounts, superb agility, hits far above its sizeNotorious power-plant starvation; only two guns80
Cobra Mk VSmall3M 2SFive guns, four utilities, far more internal roomLarger, less agile; a multirole that fights, not a pure fighter78
Imperial CourierSmall3MThree mediums, exceptional shields, very fastPaper hull; lives and dies on its shields70
Viper Mk IV thisSmall2M 2S— this hull (baseline)66
Viper Mk IIISmall2M 2SFaster, cheaper, more agileFragile; little room for defences63
Diamondback ScoutSmall2M 2SRuns cold, four utilities, tanky for sizeSlow guns-up; modest damage60
Cobra Mk IIISmall2M 2SVersatile, cheap, good speedThin defences; a trader that fights58
Eagle Mk IISmall3SBest-in-class agility; dirt cheapTiny guns; eggshell hull55
Sidewinder Mk ISmall2SFree; the universal starterOutclassed by everything40

Among small fighters the Viper Mk IV is the durable middle option: tougher than the Mk III and Courier, cheaper and roomier than the Kestrel, but out-gunned by the Vulture and Kestrel. Buy it to survive while you learn; graduate to a Vulture or medium when you want kills-per-minute.

Other classes — what you graduate to

ShipClassHardpointsPros & cons vs Viper Mk IVRating
Federal CorvetteLarge2H 1L 2M 2SThe combat apex — firepower and tank without peerNeeds Federal Rear Admiral rank; ~187M Cr98
Fer-de-LanceMedium1H 4MHuge hardpoint; the classic duellistTiny internals; short legs93
Python Mk IIMedium4L 2MSix heavy guns, real tank; dedicated medium combat platform~200× the cost to buy and engineer90
Krait Mk IIMedium3L 2MHuge firepower, SLF bay, tankyFar more expensive; large outfitting bill90
VultureSmall2LThe natural next small-pad step up in punchPower management, only two guns80

The Viper Mk IV is a stepping stone. When its damage ceiling starts to frustrate you, the small-pad answer is the Vulture; the real leap is a medium — a Python Mk II or Krait Mk II — that carries several times the firepower and tank.

05

Cost & Access

Hull
313k Cr
Retail (A-rated)
~3.5M Cr
Engineered
~12–18M Cr
Pad
Small
Rank
None
Permit
None

The hull is trivially cheap at ~313,000 Cr and there are no rank or permit gates — any commander can buy one the moment they reach a shipyard that stocks it. The cost that matters is outfitting and engineering, not the chassis.

Budget a few million credits to A-rate the cores and weapons, and the usual engineering grind (materials, not credits) to bring it to its ceiling. Even fully kitted it is one of the cheapest competent combat ships you can field.

Cheap to lose

The low hull cost means a low rebuy — the Mk IV is a ship you can fly aggressively without fear of a punishing insurance bill. That freedom to make mistakes is a real part of its value.

06

3-State Loadout

A three-state combat fit. Initial is buy-only on a budget; A-rated is the all-A combat-ready baseline; Engineered is the end-state with the house combat pattern — Overcharged plant, Dirty drives, a Corrosive multi-cannon, Thermal-Vent pulse lasers, and Heavy-Duty defences. The two mediums are the main guns; the two smalls do shield-stripping.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Pulse Laser (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellMain gun; the single Corrosive Shell strips armour resistance for the whole battery.
Medium 22F Pulse Laser (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond medium multi-cannon; Auto Loader removes reloads so it never stops firing.
Small 11G Multi-Cannon (Gimballed)1G Pulse Laser (Gimballed)G5 Efficient + Thermal VentGimballed pulse for shield-stripping; Efficient + Thermal Vent runs it cold and power-cheap.
Small 21G Multi-Cannon (Gimballed)1G Pulse Laser (Gimballed)G5 Efficient + Thermal VentSecond pulse doubles the shield-stripping; Thermal Vent vents heat instead of building it.
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsOnly utility weapon slot worth a booster; 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 Plant4E Power Plant4A Power PlantG5 Overcharged + Thermal SpreadSmall size-4 plant runs four guns plus shields on a tight budget; Overcharged adds headroom, Thermal Spread bleeds the heat.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives push boost past 430 m/s — speed is this hull's main defence.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated to move between RES sites and bounty turn-ins; only G3 range — combat doesn't need a jump monster.
Life Support2E Life Support2D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor3E Power Distributor3A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this FIRST — weapon and boost endurance is the single most-felt upgrade on a fighter.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; combat needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock 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 military slot — the cheapest large multiplier on effective armour.
Optional Internals
Size 44E Shield Generator4C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more total shield.
Size 44A Shield Cell BankG4 Specialised + Boss CellsOptional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty HRP; armour stacks linearly, so every HRP pays.
Size 22D Hull ReinforcementG5 Heavy Duty + Deep PlatingThird Heavy-Duty HRP keeps the paper-thin Mk IV alive when shields drop.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingFourth small Heavy-Duty HRP rounds out the armour stack.
Size 11D Module Reinforcement(No blueprint available)Second Module Reinforcement protects the cores; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingOptional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
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.
Spend the military slot wisely

The size-3 military slot is best spent on a Heavy-Duty hull reinforcement — it is the cheapest large gain in survivability the Mk IV has, and it stacks with the optional-slot HRPs.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~313k Cr) and fly it off the pad with whatever cores you can afford — even E-rated, it flies. Leave the stock Lightweight Alloy bulkheads on for now; real armour comes with A-rating.

Fit two gimballed pulse lasers on the mediums and cheap multi-cannons on the smalls; gimballed weapons are forgiving while you learn target leading.

Add the largest shield generator that fits the class-4 optional, then a single hull reinforcement. That alone makes it RES-ready.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a small combat ship, cheapest meaningful gains first:

Order matters

Distributor and thrusters before guns. A fighter that can keep firing and keep moving out-performs one with bigger guns it can't sustain.

Fill the optionals with a 4A shield cell bank and a stack of D-rated hull and module reinforcements — light, cheap, and the difference between a RES toy and a hull-tank that shrugs off a wing. Round out the utility mounts with a shield booster and a chaff launcher.

09

Engineering Plan

The house combat pattern applied to a small hull. All blueprints progress G1→G5 in sequence; pin them at the engineer for remote application, then visit in person for the experimental effects.

ModuleBlueprintExperimentalEngineer
Power Plant (4)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (4)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Multi-Cannons (2)Overcharged (G5)Corrosive Shell (one) / Auto Loader (other)Tod McQuinn
Pulse Lasers (1)Efficient (G5)Thermal VentBroo Tarquin
Power Distributor (3)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (4)Reinforced (G5)Hi-CapLei Cheung
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
FSD (4)Increased Range (G3)Mass ManagerFelicity Farseer

Recommended order

Material intensity (qualitative)

Material cost is light for a small hull — the weapon and distributor blueprints lean on common manufactured and encoded mats you'll already hold from combat. Ask if you want the exact per-blueprint material list.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Top speed (boost)342 m/s342 m/s~430 m/s
Shield (MJ)~140~190~330
Armour (eff.)270~650~1,000
Sustained DPSlowmediumhigh (for class)
Weapon enduranceshortmediumlong

Military Grade bulkheads and a full stack of heavy-duty hull reinforcements — six of them once the old surface scanner becomes a 1D HRP — lift effective armour from ~270 to past 1,000 by the time it's engineered. Engineering then roughly doubles effective shields and adds ~90 m/s of boost speed, turning a forgiving starter into a small ship that genuinely holds its own in a RES.

11

Key Activities & Where To Do Them

Getting started
  • Resource Extraction Sites (Low/Haz). Drop into a RES, let security tag the wanted ships, and clean up bounties. The Mk IV's tank lets you sit in the fight longer than lighter Vipers.
  • Nav-beacon hunting. Scan ships at a system nav beacon for easy early bounties while you learn target priorities.
  • Bounty turn-ins. Cash vouchers at any station in the controlling faction's space — useful toward the Tod McQuinn unlock (bounty vouchers, not combat bonds).
Advanced
  • Hazardous RES farming. With engineered defences the Mk IV survives Haz RES, where bounty values climb steeply.
  • Conflict zones (low intensity). It can earn combat bonds in a CZ, though a medium does it far better — treat this as a stepping-stone activity.
  • Massacre stacking. Stack pirate-massacre missions across factions, then clear them in one RES session for multiplied payouts.
Generic example systems

Any system with a Haz RES around a ringed planet and an Imperial- or independent-controlled station for turn-ins works well. Your home region has suitable RES sites within a couple of jumps.

12

Field Notes — What Else To Know

Verdict

The Viper Mk IV is the sensible small-pad combat ship: tough, cheap, forgiving, and competent in a RES once engineered. It will never top a damage chart, but it will keep you alive and earning while you build toward a medium. For the price, nothing teaches combat more safely.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/viper_mk_iv
Elite Dangerous (official)Frontier's official Viper Mk IV ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../viper-mk-iv
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/viper_mk_iv.json
Inara — Viper Mk IVShip specification, base stats, and shipyard pricing for this hull.inara.cz/elite/ship/21
ED Wiki — Viper Mk IVHull role, manufacturer background, and hardpoint / internal layout.elite-dangerous.fandom.com/wiki/Viper_Mk_IV
YouTube — TheYamiksOpinionated review of the Viper Mk IV, covering its handling, durability and small-pad combat role as a bounty hunter.youtube.com/watch?v=coC_CYy0-8M