E:D Black Box
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.
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 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.
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.
Three things make the Mk IV a fighter rather than just a tougher taxi:
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.
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 factor | Score | Why this score |
|---|---|---|
| Hardpoints | 20/30 | 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 distributor | 7/10 | 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. |
| Shield | 10/15 | 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 & internals | 12/15 | 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. |
| Agility | 11/20 | 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 & flexibility | 6/10 | 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 total | 66/100 | 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 that decide your damage ceiling.
| Ship | Class | Hardpoints | Pros & cons vs Viper Mk IV | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Three large hardpoints on a small pad — freakish firepower; modern hullPricier; newer-meta build knowledge needed | 85 |
| Vulture | Small | 2L | Two large mounts, superb agility, hits far above its sizeNotorious power-plant starvation; only two guns | 80 |
| Cobra Mk V | Small | 3M 2S | Five guns, four utilities, far more internal roomLarger, less agile; a multirole that fights, not a pure fighter | 78 |
| Imperial Courier | Small | 3M | Three mediums, exceptional shields, very fastPaper hull; lives and dies on its shields | 70 |
| Viper Mk IV this | Small | 2M 2S | — this hull (baseline) | 66 |
| Viper Mk III | Small | 2M 2S | Faster, cheaper, more agileFragile; little room for defences | 63 |
| Diamondback Scout | Small | 2M 2S | Runs cold, four utilities, tanky for sizeSlow guns-up; modest damage | 60 |
| Cobra Mk III | Small | 2M 2S | Versatile, cheap, good speedThin defences; a trader that fights | 58 |
| Eagle Mk II | Small | 3S | Best-in-class agility; dirt cheapTiny guns; eggshell hull | 55 |
| Sidewinder Mk I | Small | 2S | Free; the universal starterOutclassed by everything | 40 |
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.
| Ship | Class | Hardpoints | Pros & cons vs Viper Mk IV | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | The combat apex — firepower and tank without peerNeeds Federal Rear Admiral rank; ~187M Cr | 98 |
| Fer-de-Lance | Medium | 1H 4M | Huge hardpoint; the classic duellistTiny internals; short legs | 93 |
| Python Mk II | Medium | 4L 2M | Six heavy guns, real tank; dedicated medium combat platform~200× the cost to buy and engineer | 90 |
| Krait Mk II | Medium | 3L 2M | Huge firepower, SLF bay, tankyFar more expensive; large outfitting bill | 90 |
| Vulture | Small | 2L | The natural next small-pad step up in punchPower management, only two guns | 80 |
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.
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | 2F Pulse Laser (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Main gun; the single Corrosive Shell strips armour resistance for the whole battery. |
| Medium 2 | 2F Pulse Laser (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon; Auto Loader removes reloads so it never stops firing. |
| Small 1 | 1G Multi-Cannon (Gimballed) | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed pulse for shield-stripping; Efficient + Thermal Vent runs it cold and power-cheap. |
| Small 2 | 1G Multi-Cannon (Gimballed) | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Second pulse doubles the shield-stripping; Thermal Vent vents heat instead of building it. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Only utility weapon slot worth a booster; 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 | 4E Power Plant | 4A Power Plant | G5 Overcharged + Thermal Spread | Small size-4 plant runs four guns plus shields on a tight budget; Overcharged adds headroom, Thermal Spread bleeds the heat. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives push boost past 430 m/s — speed is this hull's main defence. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to move between RES sites and bounty turn-ins; only G3 range — combat doesn't need a jump monster. |
| Life Support | 2E Life Support | 2D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — weapon and boost endurance is the single most-felt upgrade on a fighter. |
| 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. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock 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 military slot — the cheapest large multiplier on effective armour. |
| Optional Internals | ||||
| Size 4 | 4E Shield Generator | 4C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more total shield. |
| Size 4 | — | 4A Shield Cell Bank | G4 Specialised + Boss Cells | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP; armour stacks linearly, so every HRP pays. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Third Heavy-Duty HRP keeps the paper-thin Mk IV alive when shields drop. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Fourth small Heavy-Duty HRP rounds out the armour stack. |
| Size 1 | — | 1D Module Reinforcement | (No blueprint available) | Second Module Reinforcement protects the cores; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| 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. | |||
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.
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.
A-rating priority for a small combat ship, cheapest meaningful gains first:
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.
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.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (4) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (4) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Multi-Cannons (2) | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (other) | Tod McQuinn |
| Pulse Lasers (1) | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (3) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (4) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| FSD (4) | Increased Range (G3) | Mass Manager | Felicity Farseer |
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.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 342 m/s | 342 m/s | ~430 m/s |
| Shield (MJ) | ~140 | ~190 | ~330 |
| Armour (eff.) | 270 | ~650 | ~1,000 |
| Sustained DPS | low | medium | high (for class) |
| Weapon endurance | short | medium | long |
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.
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.
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.
Figures on this page are verified against the sources below.