Ship Dossier // Faulcon DeLacy

Cobra Mk IVCombat

Series Ships Updated 2026-07-01
Briefing

More guns than a Mk III — but far slower to bring them to bear

Five hardpoints (two medium, three small) give the Cobra Mk IV a heavier budget battery than the Mk III, but a slow 300 m/s boost, a heavy 210t hull, thin shields and only two utilities make it a worse pure fighter. Deep internals for hull stacking and a Horizons-only shipyard round out a niche pick. No rank gate, ~623k Cr hull.

Cobra Mk IV
Cobra Mk IV · Faulcon DeLacy
44/100
2M 3S
Hardpoints
300
Boost m/s
~623k
Hull price Cr
10
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 IV is the heavier, fatter Cobra: a small-pad hull that swaps the Mk III's speed and agility for a wider frame, five hardpoints (two medium, three small) and ten optional internals. On paper that extra gun and those deep slots read like a better fighter than the Mk III — more firepower, more room to stack hull reinforcement.

In practice it isn't. A combat ship lives on speed, and the Mk IV is slow: 200 m/s cruise, 300 m/s boost on a 210t hull, well short of the Mk III's 403. It can't dictate range, chase a fleeing target, or escape a fight going wrong — the core skills a small fighter needs. Its shields are thin, it has only two utilities, and it was sold only to Horizons early adopters, so most commanders can't even buy one. It works as a slow, gun-heavy budget brawler that leans on stacked armour, but every dedicated small fighter out-flies and out-fights it.

Where this hull shines

Slow, armour-heavy budget combat: low RES bounty grinding where the target won't flee, escort and defence roles that reward staying power over speed, and combat-plus-cargo runs on one gun-heavy small-pad hull.

02

Key Stats & What Makes It Fight

Top speed / boost
200 / 300 m/s (slow)
Hardpoints
2 Medium · 3 Small
Utility mounts
2
Hull mass
210 t
Base shield
~120 (thin)
Base armour
120
Optional internals
4·4·4·4·3·3·2·2·1·1
Military slots
0
Pad
Small (docks anywhere)

Three things define the Cobra Mk IV as a combat ship — two of them working against it:

The ceiling, stated honestly

Speed is everything a small fighter lacks here. Thin shields, only two utilities, no military slots and a sluggish hull mean it can't dictate an engagement or break off a losing one. The extra gun and deep armour slots make it a passable slow brawler, but every dedicated small combat ship — and its own faster Mk III — out-fights it.

03

Why This Rating

Scorecard

More guns than a Cobra Mk III — two medium and three small hardpoints — but a slow, heavy 210 t hull with thin shields and only two utilities makes it a worse pure fighter than the ship it succeeded; deep internals for hull stacking and re-role flexibility are its saving grace.

The 44/100 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
Five mounts (2 Medium, 3 Small) is one more gun than the Mk III and the most in its small-pad group, but all small/medium class — out-classed by the Vulture's 2L and the Cobra Mk V's 3M 2S, only marginally ahead of the 2M 2S interceptors on raw count.
Power distributor5/10
Only a class-3 distributor (3A engineered with Charge Enhanced); five guns plus boost drain its small WEP pool faster than the Mk III's four — sustain is tight for the heavier battery.
Shield6/15
Base shield is thin (~120); even a 4C bi-weave with a Heavy-Duty booster and shield cell banks reaching ~330 MJ engineered can't trade blows for long, and the slow hull must tank longer than a Mk III that can disengage.
Armour & internals8/15
120 base armour and zero military slots, but ten optional internals (four class-4 — two more big slots than the Mk III) leave room for stacked hull reinforcement, shield cell banks and a module reinforcement; depth offsets the weak base.
Agility5/20
The defining weakness — 200/300 m/s top/boost (~360 engineered) on a 210 t hull is sluggish for a combat ship and far short of the Mk III's 403 boost, so it can neither dictate range nor escape a losing fight.
Utility & flexibility3/10
Only two utility mounts for a five-gun brawler limits chaff plus boosters, and it can't use flexibility mid-fight; the ten deep optionals do re-role it from fighter to hauler to explorer, the one flexible bright spot.
Weighted total44/100
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

Every table rates ships for combat specifically, split by landing-pad class. The Hardpoints column is the hardpoint loadout — the basis for a weapon suite; the rating is the same 1–100 suitability verdict used across the site.

Same class — small combat ships

Other classes — the heavy hitters

Other classes — the versatile mediums

05

Cost & Access

Hull
~623k Cr
Retail (A-rated)
~2M Cr
Engineered
~6M+ Cr
Pad
Small
Rank
None
Availability
Horizons early-adoption

At ~623k Cr the hull is cheap and needs no rank, and its small modules keep engineering inexpensive. Credits were never the barrier: the Cobra Mk IV was sold only to Horizons early adopters, so most shipyards never stock it.

For a combat buyer that settles it. If you already own one, it's a cheap, gun-heavy oddity worth a slow-brawler build; if you don't, the freely-sold Cobra Mk V is a straight upgrade in every combat metric.

The catch is the shipyard, not the price

Cheap to buy and cheap to run — but only if you have the Horizons early-adoption unlock. Everyone else should fight in a Cobra Mk V, a Vulture or a Viper instead.

06

3-State Loadout

A budget brawler with more guns than a Cobra Mk III — two medium and three small hardpoints — but a slower, heavier hull. Initial is buy-only and keeps some cargo; A-rated is the combat-ready baseline; Engineered applies the house combat pattern, leaning on a bi-weave, stacked hull and the extra gun since the shields are thin and speed is only fair.

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 VentSecond Efficient pulse — the Mk IV's third small hardpoint is its firepower edge over the Mk III.
Small 31G Pulse Laser (Gimballed)G5 Efficient + Thermal VentThird Efficient pulse; three small lasers plus two mediums is heavy output for a small pad hull.
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 five guns, a shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rate to reclaim what the heavy Mk IV loses on pace; Dirty Drives push the boost, but it never matches the Mk III.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated for range across 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 — five 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 44D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond class-4 HRP — the Mk IV's extra big slot over the Mk III goes straight into effective armour.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingThird Heavy-Duty hull reinforcement — armour stacks linearly across the optionals.
Size 33A 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 PlatingClass-2 Heavy-Duty HRP for a little more effective armour.
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.
More guns, less speed

The Mk IV's edge over the Mk III is a fifth hardpoint — two medium multi-cannons plus three small pulses put out real hurt for a small hull. The cost is pace: 300 m/s boost (~360 engineered) can't dictate range the way the Mk III does, so it must tank longer behind a bi-weave and stacked hull reinforcement.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~623k 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 pulse laser and the other with a gimballed multi-cannon; fit a single 1G gimballed pulse in one small and leave the other two small hardpoints empty until the hull is paid off.

Fill 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 slow, gun-heavy budget brawler:

Tank, since you can't run

The Mk IV's deep internals are its combat argument — spend them on hull reinforcement and shield cell banks so it can absorb the punishment a faster ship would simply avoid. A full A-rating still costs only a couple of million.

09

Engineering Plan

The house combat pattern, leaning hard on armour and a bi-weave since the hull can't out-run trouble. 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)300 m/s300 m/s~360 m/s
Shield (MJ)~140~200~330
Armour (eff.)120~400~700
Sustained DPSmediummedium-highmedium-high
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 ~700. Engineered, the Cobra Mk IV is a slow, gun-heavy brawler — five guns and a deep armour stack behind a thin shield, boosting to only ~360 m/s. It out-guns and out-tanks a Mk III but can never out-fly it; its combat ceiling stays low because it can't choose or break off a fight.

11

Key Activities & Where To Do Them

Getting started
  • Low RES bounties. Slow but heavily armed — grind lower-tier bounties where targets stand and fight rather than flee.
  • Mixed mission boards. Stack bounty, delivery and small cargo missions and run them on one gun-heavy hull.
  • Bounty turn-ins. Cash vouchers toward the Tod McQuinn unlock while learning the guns.
Advanced
  • Escort & hold. Staying power over speed — sit on a point and out-last attackers rather than chase them.
  • Combat-and-cargo runs. Fight, then haul salvage or trade goods on the same deep-holds frame.
  • Budget brawling. Cheap and forgiving if you already own one — a fine place to learn armour-tanked play.
Generic example systems

Any low RES near an outpost suits it — pick venues where you can pin targets rather than chase them, since the Mk IV can't run anything down or disengage cleanly.

12

Field Notes — What Else To Know

Verdict

The Cobra Mk IV is the slow, heavy Cobra: five guns and deep armour slots on a cheap small-pad hull — but a 300 m/s boost, thin shields, two utilities and a Horizons-only shipyard make it a poor pure fighter. It earns a 44 because raw hardpoint count can't cover for the speed and agility a small combat ship needs. A niche slow-brawler if you own one; for everyone else, the faster Mk III or the modern Mk V wins the fight.

13

Sources

Figures on this page are verified against the sources below.

CoriolisOutfitting planner used to verify the weapon layout, shield and hull-reinforcement fit, power budget and boost speed.coriolis.io/outfit/cobra_mk_iv
Elite Dangerous (official)Frontier's official Cobra Mk IV ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../cobra-mk-iv
EDCD coriolis-dataAuthoritative hardpoint layout (2 Medium · 3 Small · 2 Utility), core slot sizes and hull mass used for the loadout tables.coriolis-data/ships/cobra_mk_iv.json
Inara — Cobra Mk IVStock hull price, small-pad requirement, and module-seller reference for outfitting the combat fit.inara.cz/elite/ship/26
Fandom — Cobra Mk IVManufacturer (Faulcon DeLacy), Horizons availability, role profile, and lore reference for the combat assessment.elite-dangerous.fandom.com/wiki/Cobra_Mk_IV