Ship Dossier // Faulcon DeLacy

Cobra Mk IIIMultipurpose

Series Ships Updated 2026-06-25
Briefing

The original all-rounder — still the best cheap do-everything hull in the game

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.

Cobra Mk III
Cobra Mk III · Faulcon DeLacy
72/100
2M · 2S
Hardpoints
~64 t
Max cargo
403 m/s
Boost speed
~50 LY
Max jump (engineered)
~208k Cr
Hull price
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 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.

Where this hull shines

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.

02

Key Stats & What Makes It Versatile

Max cargo
~64 t
Hardpoints
2M · 2S
Top speed / boost
282 / 403 m/s (fast)
Utility mounts
2
Optional internals
4·4·4·2·2·2·1·1
Max jump
~50 LY (as explorer)
Pad
Small (lands anywhere)
Hull cost
~208k Cr
Rank
None
Permit
None

Four things make the Cobra Mk III a great cheap all-rounder:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Breadth of internals21/30
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.
Firepower11/20
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 range15/20
~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 cost14/15
~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 & handling11/15
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 total72/100
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 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.

Same class — small all-rounders

ShipClassMax cargo (t)Pros & cons vs Cobra Mk IIIRating
Cobra Mk VSmall~110The modern successor — roomier; tougherPricier80
Cobra Mk III thisSmall~64— this hull (baseline)72
Cobra Mk IVSmall~92More hardpoints and cargoSlower; less agile70
Diamondback ExplorerSmall~60Far better range; cool-runningWeaker combat; less versatile68
Imperial CourierSmall~40Faster; strong shieldsImperial rank; tiny hold66
AdderSmall~30CheaperSlower; less capable62

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.

Other classes — the medium all-rounders

ShipClassMax cargo (t)Pros & cons vs Cobra Mk IIIRating
AnacondaLarge~470Capital-scale everythingVastly pricier; large pad88
PythonMedium~294Far more of everything; defensibleFar pricier; medium pad86
Krait Mk IIMedium~230Far more firepower; SLFFar pricier; medium pad84
Asp ExplorerMedium~128Better range and roomPricier; medium pad80
Cobra Mk VSmall~110The modern small upgradePricier80

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.

05

Cost & Access

Hull
~208k Cr
A-rated multirole
~1.5M Cr
Engineered
~5M Cr
Pad
Small
Rank
None
Permit
None

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.

Cheap, fast, forever

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellMain gimballed multi-cannon; Overcharged for DPS, Corrosive Shell strips target resistance for the whole battery.
Medium 22F Pulse Laser (Gimballed)G5 Efficient + Thermal VentGimballed pulse for shield-stripping; Efficient keeps it power-cheap, Thermal Vent vents heat on a small hull.
Small 11G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond multi-cannon; Overcharged with Auto Loader so it never stops firing.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Thermal VentSmall pulse adds chip damage; Efficient + Thermal Vent run it cold.
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsSingle Heavy-Duty booster multiplies the bi-weave's raw MJ — the cheapest large gain in shield strength.
Utility 20I Heat Sink LauncherG1 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
BulkheadsLightweight AlloyLightweight AlloyG5 Heavy Duty + Deep Plating
Power Plant4E Power Plant4A Power PlantG5 Overcharged + Thermal SpreadA-rated size-4 plant powers guns, shield and cell; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated thrusters + Dirty Drives give the Cobra its signature pace.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated + Increased Range with Mass Manager for travel and respectable exploration jumps.
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 Engine Focused + Super ConduitsA-rate for weapon and boost regen; Engine Focused biases capacity toward the drives.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)D-rate and go Lightweight; a multirole Cobra needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 44C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises MJ and Hi-Cap adds capacity.
Size 44E Cargo Rack4E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 44E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
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 Hull ReinforcementG5 Heavy Duty + Deep PlatingHull Reinforcement adds effective armour; Heavy Duty + Deep Plating is the cheapest big gain.
Size 11I Detailed Surface ScannerG5 Expanded Probe Scanning Radius (no experimental effect)Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
Size 11E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
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.
A little of everything

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a cheap all-rounder:

Cheap to make sharp

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.

09

Engineering Plan

The house all-rounder engineering pattern on the beloved classic. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.

ModuleBlueprintExperimentalEngineer
Power Plant (4)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (4)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Frame Shift Drive (4)Increased Range (G5)Mass ManagerFelicity Farseer
Power Distributor (3)Engine Focused (G5)The Dweller
Bi-Weave Shield (4)Reinforced (G5)Hi-CapLei Cheung
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (other)Tod McQuinn
Pulse LasersEfficient (G5)Thermal VentBroo Tarquin
Shield BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull Reinforcement (2)Heavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Speed (boost)403 m/s403 m/s~480 m/s
Armour (eff.)~108~108~340
Combat capabilitylightlightlight
Max cargo (t)~16~38~64
Max jump (LY)~32~42~50
Versatilityhighhighhigh

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.

11

Key Activities & Where To Do Them

Getting started
  • Do-everything early game. Fight, trade, explore and run missions in one cheap hull.
  • Learning the game. A fast, forgiving ship to try every activity in.
  • Cheap fun. A nimble runabout that's a joy to fly for any quick task.
Advanced
  • Beloved keeper. Cheap enough to own forever as a fast, versatile hangar staple.
  • Re-role in minutes. Swap optionals to switch between combat, trade and exploration.
  • Bubble taxi-of-all-trades. Quick errands, missions and short trips with style.
Generic example uses

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.

12

Field Notes — What Else To Know

Verdict

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.

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