E:D Black Box
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.
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 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.
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.
Three things define the Cobra Mk IV as a combat ship — two of them working against it:
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.
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 factor | Score | Why this score |
|---|---|---|
| Hardpoints | 17/30 | 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 distributor | 5/10 | 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. |
| Shield | 6/15 | 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 & internals | 8/15 | 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. |
| Agility | 5/20 | 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 & flexibility | 3/10 | 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 total | 44/100 | 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.
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.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Higher-rated; hardpoints; flexibilityArmour | 85 |
| Vulture | Small | 2L | Higher-rated; agility; shieldArmour | 80 |
| Cobra Mk V | Small | 3M 2S | Higher-rated; flexibility; hardpointsDistributor | 78 |
| Imperial Courier | Small | 3M | Higher-rated; agility; shieldArmour | 70 |
| Viper Mk IV | Small | 2M 2S | Higher-rated; armour; distributorAgility | 66 |
| Diamondback Explorer | Small | 1L 2M | Higher-rated; flexibility; agilityArmour | 65 |
| Viper Mk III | Small | 2M 2S | Higher-rated; agility; hardpointsArmour | 63 |
| Diamondback Scout | Small | 2M 2S | Higher-rated; flexibility; armourShield | 60 |
| Cobra Mk III | Small | 2M 2S | Higher-rated; agility; distributorShield | 58 |
| Eagle Mk II | Small | 3S | Higher-rated; agility; hardpointsShield | 55 |
| Imperial Eagle | Small | 1M 2S | Higher-rated; agility; hardpointsFlexibility | 54 |
| Cobra Mk IV this | Small | 2M 3S | — this hull (baseline) | 44 |
| Sidewinder Mk I | Small | 2S | Agility; flexibilityLower-rated; hardpoints | 40 |
13 small-pad combat hulls carry a rating, led by Kestrel Mk II (85). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | Higher-rated; hardpoints; distributorShield | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Higher-rated; distributor; shieldAgility | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Higher-rated; distributor; shieldAgility | 88 |
| Imperial Clipper | Large | 2L 2M | Higher-rated; agility; distributorHardpoints | 79 |
| Type-10 Defender | Large | 4L 3M 2S | Higher-rated; hardpoints; armourAgility | 78 |
The large-pad combat field (5 rated), led by Federal Corvette (98) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Higher-rated; agility; hardpointsArmour | 93 |
| Krait Mk II | Medium | 3L 2M | Higher-rated; hardpoints; armourDistributor | 90 |
| Python Mk II | Medium | 4L 2M | Higher-rated; hardpoints; distributorArmour | 90 |
| Mamba | Medium | 1H 2L 2S | Higher-rated; distributor; hardpointsArmour | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Higher-rated; agility; armourShield | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Higher-rated; armour; shieldAgility | 86 |
| Corsair | Medium | 3L 3M | Higher-rated; distributor; flexibilityAgility | 85 |
| Federal Assault Ship | Medium | 2L 2M | Higher-rated; distributor; agilityShield | 84 |
| Python | Medium | 3L 2M | Higher-rated; distributor; flexibilityAgility | 83 |
| Federal Gunship | Medium | 1L 4M 2S | Higher-rated; distributor; armourAgility | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | Higher-rated; distributor; armourAgility | 80 |
| Federal Dropship | Medium | 1L 4M | Higher-rated; armour; hardpointsAgility | 76 |
| Krait Phantom | Medium | 2L 2M | Higher-rated; flexibility; agilityArmour | 74 |
The medium-pad combat field (13 rated), led by Fer-de-Lance (93) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
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.
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.
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.
| 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 | Second Efficient pulse — the Mk IV's third small hardpoint is its firepower edge over the Mk III. |
| Small 3 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Third Efficient pulse; three small lasers plus two mediums is heavy output for a small pad hull. |
| 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 five 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 to reclaim what the heavy Mk IV loses on pace; Dirty Drives push the boost, but it never matches the Mk III. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated for range across 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 — five 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 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second class-4 HRP — the Mk IV's extra big slot over the Mk III goes straight into effective armour. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Third Heavy-Duty hull reinforcement — armour stacks linearly across the optionals. |
| Size 3 | — | 3A 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 | Class-2 Heavy-Duty HRP for a little more effective armour. |
| 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 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.
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.
A-rating priority for a slow, gun-heavy budget brawler:
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.
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.
| 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) | 300 m/s | 300 m/s | ~360 m/s |
| Shield (MJ) | ~140 | ~200 | ~330 |
| Armour (eff.) | 120 | ~400 | ~700 |
| Sustained DPS | medium | medium-high | medium-high |
| 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 ~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.
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.
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.
Figures on this page are verified against the sources below.