E:D Black Box
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.
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 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.
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.
Four things define the Cobra Mk III as a combat ship:
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.
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 factor | Score | Why this score |
|---|---|---|
| Hardpoints | 17/30 | 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 distributor | 6/10 | 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. |
| Shield | 7/15 | 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 & internals | 8/15 | 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. |
| Agility | 14/20 | 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 & flexibility | 6/10 | 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 total | 58/100 | 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 Cobra Mk III | Rating |
|---|---|---|---|---|
| Vulture | Small | 2L | Two large guns; elite agility; toughFar pricier; power-starved; no cargo | 80 |
| Cobra Mk V | Small | 3M 2S | The modern Cobra: more guns, tank, speedFar pricier | 78 |
| Imperial Courier | Small | 3M | Faster; far stronger shieldsImperial rank; paper armour; no cargo | 70 |
| Viper Mk IV | Small | 2M 2S | Tougher; four utilitiesLess cargo and versatility | 66 |
| Viper Mk III | Small | 2M 2S | Faster; cheaper interceptorThinner; less room and cargo | 63 |
| Diamondback Scout | Small | 2M 2S | Cool-running; four utilities; tougherLess cargo and versatility | 60 |
| Cobra Mk III this | Small | 2M 2S | — this hull (baseline) | 58 |
| Eagle Mk II | Small | 3S | More agile; even cheaperTiny guns; eggshell hull; no cargo | 55 |
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.
| Ship | Class | Hardpoints | Pros & cons vs Cobra 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 small-pad fighter step-upFar pricier; no cargo | 80 |
| Cobra Mk V | Small | 3M 2S | The modern successor — more of everythingFar pricier | 78 |
| Adder | Small | 1M 2S | Cheaper 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.
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.
Around 200k credits for a four-gun fighter that also hauls and explores — the do-everything classic that costs almost nothing to own.
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.
| 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 | Primary medium multi-cannon; 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 it never stops firing. |
| Small 1 | 1G Pulse Laser (Gimballed) | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed pulse for shield-stripping; Efficient cuts heat and draw, Thermal Vent runs it cold. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Left empty on the buy-only fit; a second Efficient pulse once the hull is paid off doubles the laser output. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One of only two utilities — a Heavy-Duty booster multiplies the thin bi-weave's raw MJ for the cheapest tank gain. |
| 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 | A-rate to power four guns, a shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rate FIRST — speed lets the Cobra dictate range and escape; Dirty Drives push the boost that defines it. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated for range across the Cobra's many roles; only G3 Increased Range — combat doesn't need a jump monster. |
| Life Support | 3E Life Support | 3D 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 early — four guns plus boost drain the small class-3 distributor fast; Charge Enhanced restores the WEP pool. |
| 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 C-rated tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 4 | 4E Shield Generator | 4C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire — the right shield for a thin-hulled brawler; Reinforced maximises its MJ, Fast Charge speeds the rebuild. |
| Size 4 | 4E Cargo Rack | 4A 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 4 | 4E Cargo Rack | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement is the cheapest large multiplier on effective armour; Heavy Duty plus Deep Plating stacks integrity. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty hull reinforcement — armour stacks linearly across the optionals. |
| Size 2 | — | 2A 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 Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across the internals; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Class-1 slot takes a small Heavy-Duty HRP for a little more effective armour. |
| 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. |
| 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 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.
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.
A-rating priority for a versatile budget fighter:
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.
The house combat pattern on a versatile classic. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Thrusters (4) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (4) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (other) | Tod McQuinn |
| Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (3) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Frame Shift Drive (4) | Increased Range (G3) | Mass Manager | Felicity Farseer |
| Bi-Weave Shield (4) | 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; a cheap grind. 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) | 403 m/s | 403 m/s | ~480 m/s |
| Shield (MJ) | ~120 | ~170 | ~330 |
| Armour (eff.) | 216 | ~450 | ~750 |
| Sustained DPS | medium | medium | medium |
| Versatility | high | high | high |
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.
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.
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.
Figures on this page are verified against the sources below.