Ship Dossier // Faulcon DeLacy

Cobra Mk IIICombat

Series Ships Updated 2026-06-25
Briefing

Competent budget fighter — the versatile classic that brawls, hauls and explores on one cheap hull

Four hardpoints and a 403 m/s boost make the Cobra Mk III a capable small-pad fighter, but thin shields, only two utilities and small-class internals keep its pure-combat ceiling modest. Its real strength is doing everything adequately on one frame — fight a RES, then swap optionals and haul cargo the same day. No rank gate, ~208k Cr hull.

Cobra Mk III
Cobra Mk III · Faulcon DeLacy
58/100
2M 2S
Hardpoints
403
Boost m/s
~208k
Hull price Cr
8
Optional internals
S
Pad size
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 Cobra Mk III is one of gaming's most storied spaceships, carried into Elite Dangerous as the definitive jack-of-all-trades. Four hardpoints (two medium, two small), a genuinely useful cargo hold, good speed and eight optional internals make it a ship that fights, hauls, explores and runs missions — all competently, none superbly, on a cheap and cheerful hull.

As a combat ship specifically it's a capable budget fighter: enough guns to threaten, enough speed to choose its fights, and enough room to add shields and a little reinforcement. Its shields are thin and its guns small-class, so it won't out-fight the dedicated small combat hulls — but few ships are more pleasant or flexible, and as a do-everything starter that can also brawl, the Cobra Mk III remains a perennial favourite.

Where this hull shines

Versatile budget combat: low-to-medium RES, mixed mission boards (bounty plus cargo plus delivery), and as a single cheap hull that fights, hauls and explores without buying separate ships.

02

Key Stats & What Makes It Fight

Top speed / boost
282 / 403 m/s (fast)
Hardpoints
2 Medium · 2 Small
Utility mounts
2
Hull mass
180 t
Base shield
~92 MJ (thin)
Base armour
216
Optional internals
4·4·4·2·2·2·1·1
Military slots
0
Pad
Small (docks anywhere)
Agility
Good

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

The ceiling, stated honestly

Thin shields, only two utilities, no military slots and small-class guns mean it can't trade blows for long or hit very hard. Every dedicated small combat ship out-fights it. The Cobra Mk III's case is versatility, not combat focus — it's the ship that does everything adequately, not the one that wins straight-up fights.

03

Why This Rating

Scorecard

Four small-class guns and a 403 m/s boost on a cheap, no-rank-gate hull make a competent versatile fighter, but thin ~92 MJ shields and only two utilities cap its pure-combat ceiling.

The 58/100 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
Hardpoints17/30
Four mounts (2 Medium, 2 Small) make a respectable budget battery, but all small-class — out-gunned by the Vulture's 2L, the Courier's 3M and the Cobra Mk V's 3M 2S, level with the Vipers and DBS at 2M 2S.
Power distributor6/10
Only a class-3 distributor (3A engineered with Charge Enhanced); four guns plus boost drain its small WEP pool quickly — adequate for the small-class battery but with little sustain headroom.
Shield7/15
Base shield is a thin ~92 MJ; even a 4C bi-weave with Heavy-Duty booster and SCBs reaching ~330 MJ engineered can't trade blows for long.
Armour & internals8/15
216 base armour and zero military slots, but eight optional internals (three class-4) leave room for stacked hull reinforcement, SCBs and a module reinforcement — depth offsets the weak base.
Agility14/20
282/403 m/s top/boost with good handling on a 180 t hull lets it dictate range, chase and escape — a clear strength among small combat hulls, short of only the Vulture and Eagle.
Utility & flexibility6/10
Only two utility mounts limit chaff plus boosters for a fighter, but eight deep optionals re-role it from brawler to hauler to explorer in minutes — the versatility that defines it.
Weighted total58/100
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 Cobra Mk IIIRating
VultureSmall2LTwo large guns; elite agility; toughFar pricier; power-starved; no cargo80
Cobra Mk VSmall3M 2SThe modern Cobra: more guns, tank, speedFar pricier78
Imperial CourierSmall3MFaster; far stronger shieldsImperial rank; paper armour; no cargo70
Viper Mk IVSmall2M 2STougher; four utilitiesLess cargo and versatility66
Viper Mk IIISmall2M 2SFaster; cheaper interceptorThinner; less room and cargo63
Diamondback ScoutSmall2M 2SCool-running; four utilities; tougherLess cargo and versatility60
Cobra Mk III thisSmall2M 2S— this hull (baseline)58
Eagle Mk IISmall3SMore agile; even cheaperTiny guns; eggshell hull; no cargo55

Among small combat ships the Cobra Mk III is the versatile budget pick. The dedicated fighters out-shoot it, but none combines competent guns, good speed and real cargo room on one cheap hull. Buy it to do everything, including a fight; buy a focused hull to win fights.

Other classes — and its own roles

ShipClassHardpointsPros & cons vs Cobra 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 small-pad fighter step-upFar pricier; no cargo80
Cobra Mk VSmall3M 2SThe modern successor — more of everythingFar pricier78
AdderSmall1M 2SCheaper multi-role with cargoSlower; fewer and smaller guns

The Cobra Mk III is rivalled most by its own modern successor, the Cobra Mk V, which does everything it does but more. For pure combat, step up to a Vulture or a medium. The Mk III's enduring charm is being the affordable do-everything classic — and it has dedicated exploration and multipurpose manuals of its own.

05

Cost & Access

Hull
~208k Cr
Retail (A-rated)
~1.5M Cr
Engineered
~6M+ Cr
Pad
Small
Rank
None
Permit
None

At ~208k Cr the Cobra Mk III is very cheap, with no rank gate and a negligible rebuy. Its small modules keep engineering inexpensive, so even a fully kitted Cobra stays affordable.

It's a value-and-versatility pick: cheap enough to own alongside specialist ships, and flexible enough to re-role from fighter to hauler to explorer by swapping its deep optionals.

Cheap and flexible

Around 200k credits for a four-gun fighter that also hauls and explores — the do-everything classic that costs almost nothing to own.

06

3-State Loadout

A versatile budget combat fit. Initial is buy-only and keeps cargo room; A-rated is the combat-ready baseline; Engineered applies the house combat pattern — leaning on speed and a bi-weave since the shields are thin and the guns small-class.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Pulse Laser (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary medium multi-cannon; 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 it never stops firing.
Small 11G Pulse Laser (Gimballed)1G Pulse Laser (Gimballed)G5 Efficient + Thermal VentGimballed pulse for shield-stripping; Efficient cuts heat and draw, Thermal Vent runs it cold.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Thermal VentLeft empty on the buy-only fit; a second Efficient pulse once the hull is paid off doubles the laser output.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsOne of only two utilities — a Heavy-Duty booster multiplies the thin bi-weave's raw MJ for the cheapest tank gain.
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 SpreadA-rate to power four guns, a shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rate FIRST — speed lets the Cobra dictate range and escape; Dirty Drives push the boost that defines it.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated for range across the Cobra's many roles; only G3 Increased Range — combat doesn't need a jump monster.
Life Support3E Life Support3D 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 early — four guns plus boost drain the small class-3 distributor fast; Charge Enhanced restores the WEP pool.
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 C-rated tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 44E Shield Generator4C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeBi-weave regenerates fast under fire — the right shield for a thin-hulled brawler; Reinforced maximises its MJ, Fast Charge speeds the rebuild.
Size 44E Cargo Rack4A 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 44E Cargo Rack4D Hull ReinforcementG5 Heavy Duty + Deep PlatingHull reinforcement is the cheapest large multiplier on effective armour; Heavy Duty plus Deep Plating stacks integrity.
Size 22D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty hull reinforcement — armour stacks linearly across the optionals.
Size 22A 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 Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across the internals; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingClass-1 slot takes a small Heavy-Duty HRP for a little more effective armour.
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.
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.
Fight, then re-role

The Cobra Mk III's charm is flexibility — keep a bi-weave and light reinforcement for combat, but its deep optionals can swap to cargo racks in minutes to turn the fighter into a hauler or explorer.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~208k Cr) and fit a stock 4E Shield Generator plus a 0A Shield Booster for a thin starting buffer — armour stays at the stock Lightweight Alloy bulkhead and there's no hull reinforcement on the buy-only fit.

Arm one medium with a gimballed multi-cannon and the other with a gimballed pulse laser; fit a single 1G gimballed pulse in one small and leave the second small hardpoint empty until the hull is paid off.

Fill the two spare size-4 optionals with cargo racks so the same hull can run delivery missions between fights; the smaller optionals and the second utility stay empty for now.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a versatile budget fighter:

Cheap, flexible spec

A full A-rating costs only a couple of million — and because the Cobra re-roles so easily, that investment serves combat, hauling and exploration alike.

09

Engineering Plan

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

ModuleBlueprintExperimentalEngineer
Thrusters (4)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (4)Overcharged (G5)Thermal SpreadHera Tani
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (other)Tod McQuinn
Pulse LasersEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (3)Charge Enhanced (G5)Super ConduitsThe Dweller
Frame Shift Drive (4)Increased Range (G3)Mass ManagerFelicity Farseer
Bi-Weave Shield (4)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; a cheap grind. 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)403 m/s403 m/s~480 m/s
Shield (MJ)~120~170~330
Armour (eff.)216~450~750
Sustained DPSmediummediummedium
Versatilityhighhighhigh

The A-rated jump in effective armour is the Military Grade Composite bulkhead plus stacked hull reinforcements; engineering Heavy Duty bulkheads and HRPs roughly doubles it again to ~750. The three Specialised Shield Cell Banks all run Thermal Spread, so the burst heals don't cook the hull. Engineered, the Cobra Mk III is a fast, flexible budget fighter — 480 m/s boost, a usable shield, four guns, and the room to carry cargo too. Its combat ceiling stays modest; its enduring value is doing everything adequately on one cheap, charming hull.

11

Key Activities & Where To Do Them

Getting started
  • Low-to-medium RES. Competent guns and good speed clear lower-tier bounties while you keep cargo room for missions.
  • Mixed mission boards. Stack bounty, delivery and small cargo missions and run them all in one hull.
  • Bounty turn-ins. Cash vouchers toward the Tod McQuinn unlock in a cheap, flexible ship.
Advanced
  • Combat-and-cargo runs. Fight, then haul salvage or trade goods on the same frame — the Cobra's signature flexibility.
  • Re-role on demand. Swap optionals to turn the fighter into a hauler or explorer in minutes.
  • Budget learning. Cheap and forgiving, it's a fine ship to learn versatile play in.
Generic example systems

Any low or medium RES near an outpost suits it; its cargo room lets you combine bounty hunting with delivery runs around your home base.

12

Field Notes — What Else To Know

Verdict

The Cobra Mk III is the legendary all-rounder: four guns, good speed and real cargo room on a cheap, beloved hull. As a pure fighter it's merely competent — every dedicated small combat ship out-shoots it — but as the do-everything classic that brawls, hauls and explores on one frame, it has earned its place in spaceflight history many times over.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/cobra_mk_iii
Elite Dangerous (official)Frontier's official Cobra Mk III ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../cobra-mk-iii
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/cobra_mk_iii.json
Inara — Cobra Mk IIIStock hull stats, hardpoint/internal layout, and module sellers for this ship.inara.cz/elite/ship/25
Fandom — Cobra Mk IIIManufacturer (Faulcon DeLacy), multirole role assessment, and lore reference.elite-dangerous.fandom.com/wiki/Cobra_Mk_III