E:D Black Box
A capable and characterful all-rounder. Good speed, a decent range and genuine cargo room make it a versatile deep-space pick; it ranks solidly mid-pack — below the dedicated explorers on range and capacity, but more flexible, more affordable, and better at re-rolling than most. The ship that took a generation to the stars.
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 has carried explorers to the stars since the dawn of the genre, and it still makes a lovely budget deep-space ship. A light-enough hull and class-4 FSD give it a solid ~50 LY engineered, while eight optional internals (three class-4) carry a proper expedition kit — scoop, scanner, AFMU, SRV bay — with room left for cargo. It's fast, it handles beautifully, and it lands at any outpost.
Like everywhere else, the Cobra's exploration strength is versatility rather than specialisation. The dedicated explorers jump further and carry more single-mindedly, but few match the Cobra's blend of decent range, real cargo capacity, speed and charm at so low a price. For a flexible explorer that can also haul or run missions — and as the sentimental favourite of a generation of pilots — it remains a wonderful choice.
Versatile, affordable exploration: budget expeditions, mixed explore-and-haul trips, exobiology, and fast deep-space touring on the beloved all-rounder that does a bit of everything well.
Four things make the Cobra Mk III a fine budget explorer:
Its class-4 FSD and only two utilities mean a good but not premium range and limited heat-sink/booster room, and its shields are thin. The dedicated explorers — even the cheaper DBE — jump further and carry exploration kit more single-mindedly. The Cobra's case is versatility, speed and charm; it explores well, but doesn't specialise.
A versatile ~50 LY all-rounder with deep eight-slot internals, fast 403 m/s boost, superb canopy and ~208k Cr cost; the class-4 FSD range ceiling is the limiter.
The 71/100 headline is a verdict against the exploration 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 |
|---|---|---|
| Engineered jump range | 23/35 | Class-4 FSD plus Guardian booster yields ~50 LY engineered on the 180t hull — solid but clearly mid-field, trailing the same-pad DBE (~68) and the Asp Explorer (~62) that out-range it as dedicated explorers. |
| Heat profile | 8/15 | Only two utility mounts cap heat-sink and booster room, and a G5 Low Emissions class-4 plant runs cool but not premium; the DBS, Dolphin and DBE all run cooler, so hot scoops demand careful sink management. |
| Fuel tank & reach | 7/10 | A class-4 (16t) fuel tank paired with a Class 4 scoop balances scoop interval against mass well for the bracket — decent reach between stars without the long unfuelled legs of larger explorers. |
| Canopy & visibility | 9/10 | The Cobra Mk III's wide forward-arc canopy is among the best fields of view in the game, giving clean sightlines for honk-and-scan surveying and surface approach work. |
| Internals | 16/20 | Eight optional internals (4·4·4·2·2·2·1·1, three class-4) carry a full expedition kit — class-4 scoop, SRV bay, AFMU, scanner, bi-weave — with room left for cargo; only the zero military slots and absent class-5+ slots cap it below dedicated hulls. |
| Comfort & cost | 8/10 | At ~208k Cr hull and ~5M Cr all-in with no rank or permit gate, a small pad that lands anywhere, and a 403 m/s boost with superb handling — exceptional value, pace and access for a deep-space ship. |
| Weighted total | 71/100 | 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 exploration specifically. The role column is the maximum engineered jump range in light-years — the headline number for deep-space travel.
| Ship | Class | Max jump (LY) | Pros & cons vs Cobra Mk III | Rating |
|---|---|---|---|---|
| Diamondback Explorer | Small | ~68 | More range and kit; cool-runningLess cargo; less versatile | 88 |
| Dolphin | Small | ~58 | Coolest-running; comfortableLess versatile; slower | 80 |
| Diamondback Scout | Small | ~55 | Cool-running; four utilitiesLess cargo and versatility | 74 |
| Imperial Courier | Small | ~55 | Faster; strong shieldsImperial rank; less cargo | 73 |
| Cobra Mk III this | Small | ~50 | — this hull (baseline) | 71 |
| Hauler | Small | ~50 | Lighter; cheaperFar less kit and versatility | 62 |
| Adder | Small | ~47 | Cheaper; versatileShorter range; less room | 60 |
Among budget small-pad explorers the Cobra Mk III is the versatile, fast pick. The Diamondbacks out-range it as dedicated explorers, but none matches the Cobra's blend of decent range, real cargo, speed and charm. The flexible all-rounder that also explores well.
| Ship | Class | Max jump (LY) | Pros & cons vs Cobra Mk III | Rating |
|---|---|---|---|---|
| Krait Phantom | Medium | ~75 | Premium range and full kitFar pricier; medium pad | 93 |
| Diamondback Explorer | Small | ~68 | The dedicated-explorer upgradeLess cargo and versatility | 88 |
| Asp Explorer | Medium | ~62 | Roomy; great view; medium padPricier | 86 |
| Cobra Mk V | Small | ~48 | The modern successor — roomier; tougherPricier; slightly shorter range | 72 |
| Type-6 Transporter | Medium | ~48 | Far more cargo; medium padSlower; less specialised | 68 |
The Cobra Mk III's nearest rival is its own modern successor, the Cobra Mk V, which is roomier and tougher. For dedicated range, a DBE or Asp Explorer is the step up. The Mk III endures as the fast, versatile, affordable classic that explores as happily as it does everything else.
At ~208k Cr the Cobra Mk III is very cheap, with no rank gate, and a full explorer fit stays around 5M Cr all-in — a fast, versatile deep-space ship for very little.
It's a value-and-versatility pick: cheap enough to own alongside other ships, and flexible enough to explore, haul or run missions by swapping its deep optionals.
A versatile explorer for around 5M Cr all-in that also hauls and runs missions — the beloved all-rounder, deep-space edition.
A versatile explorer fit that keeps cargo room. Initial is buy-only; A-rated is the expedition baseline; Engineered maximises range while preserving the Cobra's flexibility.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | 0I Heat Sink Launcher | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Heavy Duty multiplies raw shield strength. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 4E Power Plant | 4D Power Plant | G5 Low Emissions + Thermal Spread | D-rate to save mass; Low Emissions runs the plant cool so you can sit deep in a star's corona and scoop. |
| Thrusters | 4E Thrusters | 4D Thrusters | G5 Clean Drive Tuning + Stripped Down | D-rated thrusters move a 180t hull easily; Clean Drive Tuning with Stripped Down trims heat and mass for range. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate this FIRST and max Increased Range with Mass Manager — jump range is the whole point of the build. |
| Life Support | 3E Life Support | 3D Life Support | G5 Lightweight (no experimental effect) | D-rate and Lightweight to save every kilo; life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3D Power Distributor | G3 Engine Focused (no experimental effect) | D-rate is enough with no guns to feed; Engine Focused keeps the boost charging for fast scooping turns. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; exploration needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Class-4 (16t) tank balances scoop interval against mass; fuel capacity cannot be engineered. |
| Optional Internals | ||||
| Size 4 | 4E Fuel Scoop | 4A Fuel Scoop | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the scoop; scoop rate is unchanged. Refuels from stars. |
| Size 4 | 4E Cargo Rack | 4H Guardian FSD Booster | (No blueprint available) | Guardian FSD Booster adds a flat jump-range bonus on top of the engineered drive; Guardian tech carries no blueprint. |
| Size 4 | — | 2G Planetary Vehicle Hangar | (No blueprint available) | A big size-4 SRV Hangar opens surface prospecting and exobiology; hangars are not engineerable. |
| Size 2 | — | 2E AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 2 | — | 2C Bi-Weave Shield Generator | G5 Enhanced Low Power (no experimental effect) | Enhanced Low Power keeps the shield light and low-draw for the long haul. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Size 1 | — | 1E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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's eight optionals fit a class-4 scoop, Guardian booster, big SRV bay, AFMU and scanner — with room for cargo. Its speed makes in-system work brisk; swap optionals to turn the explorer into a hauler whenever the trip changes.
Buy the hull (~208k Cr) and run it on stock E-rated cores plus the 4C Fuel Tank — all bought, nothing engineered. The default Lightweight Alloy bulkheads ship with the hull, so there is nothing to buy there.
Fit a buy-only 4E Fuel Scoop and a 0I Heat Sink Launcher in Utility 1; a 4E Cargo Rack fills the second size-4 for early hauling.
Leave Utility 2, the third size-4, all three size-2 slots and both size-1 slots empty (—) — the Guardian booster, SRV bay, AFMU, bi-weave shield and scanner all arrive on the A-rated pass.
A-rating priority for a versatile explorer:
Bulkheads stay stock Lightweight Alloy — an explorer keeps armour light; the mass-reduction engineering comes later, not a Military-Grade swap.
A full A-rated, lightly engineered Cobra explorer is fast, flexible and cheap — and the same hull re-roles to hauling or missions whenever you like.
The exploration engineering pattern on the beloved classic. Felicity Farseer (maxed) carries the FSD; Professor Palin or Mel Brandon does the thrusters; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (4) | Clean Drive Tuning (G5) | Stripped Down | Professor Palin / Mel Brandon |
| Power Plant (4) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Life Support (3) | Lightweight (G5) | — | Etienne Dorn |
| Sensors (3) | Lightweight (G5) | — | Bill Turner / Juri Ishmaak |
| Power Distributor (3) | Engine Focused (G3) | — | The Dweller |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Light — standard exploration blueprints on small modules; the Guardian FSD Booster needs a Guardian-site run. 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 |
|---|---|---|---|
| Max jump (LY) | ~30 | ~40 | ~50 |
| Speed (boost) | 403 m/s | 403 m/s | ~480 m/s |
| Power / heat | stock | stable | Low-Emissions, cool |
| Versatility | high | high | high |
| Cost-efficiency | excellent | excellent | excellent |
Engineered, the Cobra Mk III jumps ~50 LY, rockets around systems at ~480 m/s, and carries a full expedition kit with cargo room to spare. The Lightweight Alloy bulkheads take mass-reduction engineering and the SRV bay drops to a single-SRV 2G hangar, so the hull stays light for range; the power plant re-rolls to Low Emissions for cool, stable power on long hauls. A fast, flexible, affordable explorer — the dedicated ships out-range it, but few out-charm or out-flex it.
Any deep-space target suits it. From your home base it reaches expedition start points fast and carries enough to combine exploring with a cargo run.
The Cobra Mk III is the classic explorer's all-rounder: a solid jump range, real cargo room and lovely speed on the most beloved multi-role hull in the game. The dedicated explorers reach further, but few match its blend of range, flexibility, pace and charm at so low a price. The ship that took a generation to the stars, and still happily will.
Figures on this page are verified against the sources below.