E:D Black Box
Fast, nimble and balanced across combat, trade, exploration and missions, the Cobra Mk III costs ~208k Cr, needs no rank or permit, and lands on any small pad. It ranks mid-pack against the medium all-rounders — outclassed in firepower, cargo and range — but unmatched for cheap, fast, do-everything versatility.
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 the ship that taught a generation what a versatile spacecraft could be. Fast, nimble, cheap and balanced, it fights pirates, hauls cargo, explores respectably and runs any mission you throw at it — all on a small pad that lands anywhere, for around 200k credits. It does nothing at the top end, but it does almost everything well enough, and that breadth at that price is its enduring magic.
Against the medium all-rounders it carries less, fights softer and explores shorter, but it costs a fraction of any of them and remains gloriously fun to fly. For a new commander it's the perfect do-everything first ship; for a veteran it's a beloved cheap runabout that's always worth keeping in the hangar. Forty years on, the Cobra Mk III is still one of the great all-rounders.
Cheap, fast, do-everything play: early-game versatility across combat, trade, exploration and missions, learning the game in one forgiving hull, and a beloved budget runabout for any commander.
Four things make the Cobra Mk III a great cheap all-rounder:
It's small: light shields, only two utilities, modest cargo and firepower, and no role it excels at. The medium all-rounders out-do it everywhere — more guns, more cargo, more range, more tank. The Cobra's case is breadth and joy at a tiny price; it's the best cheap all-rounder, not a capable one by medium standards.
It leads the field on cheap, rank-free, land-anywhere flexibility and respectable ~50 LY range across eight optionals, but light 2M·2S firepower and a size-4 ceiling cap it at 72.
The 72/100 headline is a verdict against the multipurpose 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 |
|---|---|---|
| Breadth of internals | 21/30 | Eight optional internals (4·4·4·2·2·2·1·1) cover ~64 t cargo, a size-4 bi-weave, scoop, SRV or shield cell, but the largest slot is only size 4 — versatile yet modest, mid-field for the role. |
| Firepower | 11/20 | Only 2 medium + 2 small hardpoints across 2 utility mounts cap it at light combat; capability stays 'light' even fully engineered, the clear weakest dimension versus the medium all-rounders. |
| Jump range | 15/20 | ~32 LY stock rising to ~50 LY engineered as an explorer fit is strong for a small all-rounder — beats the Courier (~40 t hold) and Adder, trailing only the dedicated DBX in class. |
| Flexibility & re-fit cost | 14/15 | ~208k Cr hull, ~5M Cr all-in engineered, no rank or permit, and a small pad landing anywhere; re-roles between combat/trade/explore by swapping optionals — role-leading on cost and access. |
| Survivability & handling | 11/15 | Light size-4 bi-weave, a single shield booster across just 2 utilities and a 2D hull reinforcement make it fragile, but 403 m/s boost (~480 engineered) and nimble handling let it disengage at will. |
| Weighted total | 72/100 | 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 multipurpose use — versatility across combat, trade, exploration and more. The role column is the maximum cargo capacity in tonnes as one measure of capacity; versatility is judged across all roles.
| Ship | Class | Max cargo (t) | Pros & cons vs Cobra Mk III | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~110 | The modern successor — roomier; tougherPricier | 80 |
| Cobra Mk III this | Small | ~64 | — this hull (baseline) | 72 |
| Cobra Mk IV | Small | ~92 | More hardpoints and cargoSlower; less agile | 70 |
| Diamondback Explorer | Small | ~60 | Far better range; cool-runningWeaker combat; less versatile | 68 |
| Imperial Courier | Small | ~40 | Faster; strong shieldsImperial rank; tiny hold | 66 |
| Adder | Small | ~30 | CheaperSlower; less capable | 62 |
Among small all-rounders the Cobra Mk III is the fast, balanced classic. Its modern successor the Cobra Mk V is roomier and tougher, and the Cobra Mk IV carries a touch more — but none matches the Mk III's blend of pace, balance, charm and rock-bottom price.
| Ship | Class | Max cargo (t) | Pros & cons vs Cobra Mk III | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 | Capital-scale everythingVastly pricier; large pad | 88 |
| Python | Medium | ~294 | Far more of everything; defensibleFar pricier; medium pad | 86 |
| Krait Mk II | Medium | ~230 | Far more firepower; SLFFar pricier; medium pad | 84 |
| Asp Explorer | Medium | ~128 | Better range and roomPricier; medium pad | 80 |
| Cobra Mk V | Small | ~110 | The modern small upgradePricier | 80 |
The medium all-rounders do everything far better, but cost many times more and need a medium pad. The Cobra Mk III's role is to do almost everything well enough for pocket change, on a ship that lands anywhere — the cheap, joyful generalist that gets you started.
At ~208k Cr the Cobra Mk III is almost free, with no rank gate, and a full multirole fit stays around 5M Cr all-in — a fast, versatile ship for very little.
It's the value all-rounder: cheap enough to own forever as a fun runabout, and flexible enough to fight, trade, explore or run missions by swapping its balanced internals.
A do-everything ship for around 5M Cr all-in that lands anywhere — the beloved budget all-rounder that's always worth a hangar slot.
A balanced cheap multirole fit. Initial is buy-only; A-rated is the multirole baseline; Engineered makes it a sharp little do-everything ship, ready to re-tune.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Main gimballed multi-cannon; Overcharged for DPS, Corrosive Shell strips target resistance for the whole battery. |
| Medium 2 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed pulse for shield-stripping; Efficient keeps it power-cheap, Thermal Vent vents heat on a small hull. |
| Small 1 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second multi-cannon; Overcharged with Auto Loader so it never stops firing. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Small pulse adds chip damage; Efficient + Thermal Vent run it cold. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Single Heavy-Duty booster multiplies the bi-weave's raw MJ — the cheapest large gain in shield strength. |
| Utility 2 | — | 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. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Overcharged + Thermal Spread | A-rated size-4 plant powers guns, shield and cell; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated thrusters + Dirty Drives give the Cobra its signature pace. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated + Increased Range with Mass Manager for travel and respectable exploration jumps. |
| 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 Engine Focused + Super Conduits | A-rate for weapon and boost regen; Engine Focused biases capacity toward the drives. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | D-rate and go Lightweight; a multirole Cobra needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 4 | — | 4C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced maximises MJ and Hi-Cap adds capacity. |
| Size 4 | 4E Cargo Rack | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | — | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 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 Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull Reinforcement adds effective armour; Heavy Duty + Deep Plating is the cheapest big gain. |
| 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. | |||
One balanced fit; the Cobra re-tunes easily — add a fuel scoop and SRV to explore, fill with cargo to trade, or load all guns for combat. It does none to the top, but all of it well enough, and lands anywhere for next to nothing.
Buy the hull (~208k Cr) and run it on its stock E-rated cores — plant, thrusters, FSD, life support, distributor and sensors — with the 4C fuel tank and a single 4E cargo rack. The hull ships with its stock Lightweight Alloy bulkhead, so armour costs nothing at this stage. Weapons, the bi-weave shield, the shield booster, the shield cell bank and every other optional stay empty until you start A-rating.
A-rate the core internals first — they serve every role.
Swap optionals (fuel scoop, cargo, SRV) to re-role as you like.
A-rating priority for a cheap all-rounder:
A full A-rated, lightly engineered Cobra Mk III is a fast, capable little all-rounder for a few million — and the same hull re-roles to anything in minutes.
The house all-rounder engineering pattern on the beloved classic. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| 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 |
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Distributor (3) | Engine Focused (G5) | — | The Dweller |
| Bi-Weave Shield (4) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (other) | Tod McQuinn |
| Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement (2) | Heavy Duty (G5) | Deep Plating | Selene Jean |
Light — small-module all-rounder blueprints; cheap and quick. With a complete inventory this is trivial spend. 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 |
|---|---|---|---|
| Speed (boost) | 403 m/s | 403 m/s | ~480 m/s |
| Armour (eff.) | ~108 | ~108 | ~340 |
| Combat capability | light | light | light |
| Max cargo (t) | ~16 | ~38 | ~64 |
| Max jump (LY) | ~32 | ~42 | ~50 |
| Versatility | high | high | high |
Engineered, the Cobra Mk III rockets around at ~480 m/s, fights lightly, hauls ~64t and explores ~50 LY — a fast, balanced do-everything ship for pocket change. The Lightweight Alloy bulkhead takes Heavy Duty G5 (Deep Plating) and, with the 2D hull reinforcement, lifts effective armour to ~340 without weighing the hull down; the 2A shield cell bank runs Thermo Block and the engine-focused distributor Super Conduits to keep the hot Overcharged build cool and recharging. The mediums out-do it everywhere, but none charms or costs like the Cobra. The original all-rounder, still delightful.
Whatever you fancy — a few bounties, a cargo run, a short expedition, a mission stack. From your home base, the Cobra Mk III does a bit of everything, fast and cheap.
The Cobra Mk III is the original all-rounder: cheap, fast, balanced, and able to do a bit of everything — combat, trade, exploration, missions — on a hull that lands anywhere for pocket change. The medium all-rounders outclass it in every measure but charm and price. Forty years on, it's still one of the great do-everything ships, and always worth a place in the hangar.
Figures on this page are verified against the sources below.