Ship Dossier // Faulcon DeLacy

Cobra Mk IVMultipurpose

Series Ships Updated 2026-06-25
Briefing

More capacity, less joy — the practical Cobra

The Cobra Mk IV trades the Mk III's blistering speed and agility for an extra hardpoint, more internals and a ~92-tonne hold. More capable on paper; less beloved in practice. A sensible, honest small all-rounder for commanders who value capacity over pace — but the modern Mk V outclasses it for a bit more credit.

Cobra Mk IV
Cobra Mk IV · Faulcon DeLacy
70/100
2M · 3S
Hardpoints
~92 t
Max cargo
~50 LY
Max jump range
~623k Cr
Hull price
Small
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 Mk III's bigger, heavier cousin: it adds a hardpoint (five total), more optional internals and a larger ~92-tonne hold, making it the more capable Cobra on paper. It fights a touch harder, hauls noticeably more, and carries a fuller kit for any role — a sturdier, more practical do-everything small ship.

The catch is what it gave up: the Mk III's signature speed and razor agility. The Mk IV is slower and heavier, and for many that lost the Cobra magic — it's the practical Cobra, not the joyful one. Still, for a commander who wants the Cobra's cheap versatility with more hardpoints and cargo, and doesn't mind the slower pace, the Mk IV is a sensible, capable little all-rounder that quietly out-carries its famous sibling.

Where this hull shines

Practical cheap versatility: do-everything play with a bit more firepower and cargo than the Mk III, for a commander who values capacity and hardpoints over pace.

02

Key Stats & What Makes It Versatile

Max cargo
~92 t
Hardpoints
2M · 3S (five)
Top speed / boost
200 / 300 m/s
Utility mounts
2
Optional internals
4·4·4·4·3·3·2·2·1·1
Max jump
~50 LY (as explorer)
Pad
Small (lands anywhere)
Hull cost
~623k Cr
Rank
None
Permit
None

Four things make the Cobra Mk IV a practical all-rounder:

The ceiling, stated honestly

It lost the Mk III's speed and agility — it's noticeably slower and heavier, which dulls the Cobra magic — and it's still small: light shields, two utilities, modest everything by medium standards. The medium all-rounders far outclass it. The Mk IV's case is more cargo and guns than the Mk III at the cost of pace; whether that trade appeals is personal.

03

Why This Rating

Scorecard

Ten optional internals, a ~92t hold and five hardpoints make it the most capacious cheap small all-rounder, but lost speed, light shields and only two utilities cap it at mid-field.

The 70/100 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 internals22/30
Ten optional internals (4·4·4·4·3·3·2·2·1·1) and a ~92t hold out-carry the Mk III by half again — strong breadth for a small hull, though absolute slot sizes stay modest beside any medium.
Firepower14/20
Five hardpoints (2M·3S) — one more than the Mk III, enough kinetic-plus-laser pressure for light bounties and mission combat, but small-class mounts cap real damage output.
Jump range14/20
~50 LY engineered as an explorer (Increased Range FSD on the size-4 drive), ~42 LY A-rated — solid travel and light-exploration legs for a cheap all-rounder, short of the dedicated DBX/Asp range.
Flexibility & re-fit cost12/15
~623k Cr hull, ~6M all-in, no rank or permit gate, and a small pad that lands anywhere — re-role between cargo, guns or a fuel scoop across ten optionals at the lowest cost of any Cobra.
Survivability & handling8/15
The clear limiter: 200/300 m/s on a heavier frame than the Mk III, a light 4C bi-weave shield and only two utility mounts — slow, soft and modest by medium standards despite hull reinforcement.
Weighted total70/100
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 IVRating
Cobra Mk VSmall~110Roomier; tougher; faster; modernPricier80
Cobra Mk IIISmall~64Far faster and more agile; cheaperLess cargo and firepower72
Cobra Mk IV thisSmall~92— this hull (baseline)70
Diamondback ExplorerSmall~60Far better range; cool-runningWeaker combat; less versatile68
Imperial CourierSmall~40Far faster; strong shieldsImperial rank; tiny hold66
AdderSmall~30CheaperLess capable62

Among small all-rounders the Cobra Mk IV is the practical, capacious one. The Mk III is faster and more fun, the Mk V is the modern upgrade in every way — so the Mk IV is a niche pick for those who specifically want more Cobra cargo and guns without paying for a Mk V.

Other classes — the better all-rounders

ShipClassMax cargo (t)Pros & cons vs Cobra Mk IVRating
PythonMedium~294Far more of everything; defensibleFar pricier; medium pad86
Cobra Mk VSmall~110The modern Cobra — more of everythingPricier80
Asp ExplorerMedium~128Better range and roomPricier; medium pad80
Cobra Mk IIISmall~64Faster; more agile; cheaperLess cargo and firepower72
Diamondback ExplorerSmall~60Far better rangeWeaker combat68

The Cobra Mk V is simply the better modern small all-rounder, and the mediums outclass everything small. The Mk IV's narrow appeal is more cargo and a hardpoint over the Mk III, cheaply — a practical choice for a specific taste, not a standout.

05

Cost & Access

Hull
~623k Cr
A-rated multirole
~2.5M Cr
Engineered
~6M Cr
Pad
Small
Rank
None
Permit
None

At ~623k Cr the Cobra Mk IV is cheap, with no rank gate, and a full multirole fit stays around 6M Cr all-in — a practical, capacious small all-rounder for little money.

It's a niche value pick: more cargo and guns than the Mk III for a bit more, but the modern Mk V is the better all-round small ship if budget allows. The Mk IV suits a commander who specifically wants the extra Cobra capacity at the lowest price.

Practical, cheap, niche

Around 6M Cr all-in for a roomier, better-armed Cobra than the Mk III — though the modern Mk V outclasses it for a bit more.

06

3-State Loadout

A practical, capacious multirole fit. Initial is buy-only; A-rated is the multirole baseline; Engineered makes a sturdy, well-armed little do-everything ship.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellMedium gimballed multi-cannon is the main kinetic gun; Overcharged adds DPS and one Corrosive Shell strips armour resistance for the whole battery.
Medium 22F Pulse Laser (Gimballed)G5 Efficient + Thermal VentMedium gimballed pulse for shield work; Efficient keeps heat and draw low, Thermal Vent runs it cold.
Small 11G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSmall gimballed multi-cannon fills out the kinetic side; Auto Loader keeps it firing without reload pauses.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Thermal VentSmall gimballed pulse adds laser pressure on shields; Efficient + Thermal Vent keeps it cool and cheap on the distributor.
Small 31G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond small multi-cannon for sustained chip damage; Auto Loader removes the reload gap.
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsSingle shield booster on the bi-weave; Heavy Duty is the cheapest large multiplier on raw shield MJ.
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-rate to power five guns, the bi-weave and a cell bank; Overcharged adds headroom and Thermal Spread bleeds the extra heat.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated thrusters with Dirty Drives recover some of the pace this heavier-than-Mk-III hull gives up; Drag Drives lifts top speed.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG5 Increased Range + Mass ManagerA-rate and max Increased Range so the all-rounder still jumps well for travel and light exploration; Mass Manager squeezes out more.
Life Support3E Life Support3D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass — capacity is identical; Lightweight trims more and life support takes no experimental.
Power Distributor3E Power Distributor3A Power DistributorG5 Engine Focused + Super ConduitsA-rate the size-3 distributor so guns and boost stay fed; Engine Focused + Super Conduits favour mobility for a jack-of-all-trades.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)D-rate and go Lightweight; a multirole hull needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock 4C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 44C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave generator regenerates fast under fire for survivability across every role; Reinforced maximises its MJ and Hi-Cap adds more.
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 44E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 33E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
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 PlatingHull reinforcement for armour insurance across roles; Heavy Duty + Deep Plating is the cheapest effective-armour gain.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11I Detailed Surface Scanner(No blueprint available)Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
Open in planner / Export
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Copy SLEFCopies the raw Ship Loadout Export Format for that state.
More room than the Mk III

The Mk IV's ten optionals and five guns give it more cargo and firepower than the Mk III — re-tune with a fuel scoop and SRV to explore, cargo to trade, or all guns for combat. It just won't move as fast doing any of it.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~623k Cr); the buy-only baseline is just its stock kit — the free Lightweight Alloy bulkhead, E-rated core internals (4E plant, thrusters and FSD; 3E life support, distributor and sensors), the stock 4C fuel tank, and a single 4E cargo rack for a starter hold.

The five hardpoints, both utility mounts, the bi-weave shield and the rest of the optionals come empty at this stage — fit them in the A-rated pass once credits allow.

A-rate the core internals first — they serve every role; then swap optionals (cargo, surface scanner, role kit) to re-role as you like.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a practical all-rounder:

Cheap and capable

A full A-rated, lightly engineered Cobra Mk IV is a sturdy, well-armed little all-rounder for a few million — just don't expect Mk III pace.

09

Engineering Plan

The house all-rounder engineering pattern. 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)Super ConduitsThe Dweller
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Pulse LasersEfficient (G5)Thermal VentBroo Tarquin
Bi-Weave Shield (4)Reinforced (G5)Hi-CapLei Cheung
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
Max cargo (t)~16~60~92
Armour (HP)~216~216~540
Hardpoints555
Speed (boost)300 m/s300 m/s~360 m/s
Max jump (LY)~32~42~50
Versatilitygoodgoodgood

Engineered, the Cobra Mk IV hauls ~92t, fights across five mounts and explores ~50 LY. The hull stays on Lightweight Alloy but Heavy Duty G5 plus Deep Plating roughly doubles effective armour to ~540 — more capacious, better-armed and tougher than the Mk III, but slower and heavier. A practical small all-rounder; the Mk III is more fun and the Mk V simply better.

11

Key Activities & Where To Do Them

Getting started
  • Practical do-everything play. A bit more cargo and firepower than the Mk III for any early-game role.
  • Cheap versatile hauling. Its bigger hold suits mixed trade-and-task trips.
  • Budget combat and missions. Five mounts handle light bounties and mission combat.
Advanced
  • Capacious cheap runabout. More room than the Mk III for the same low budget.
  • Re-role on demand. Swap optionals to switch between combat, trade and exploration.
  • A practical taste. For those who prefer Cobra capacity over Cobra pace.
Generic example uses

Whatever you fancy, with a bit more room — a cargo-and-bounty trip, a mission stack, a short expedition. From your home base, the Mk IV does a bit of everything, practically.

12

Field Notes — What Else To Know

Verdict

The Cobra Mk IV is the roomier Cobra: more hardpoints, more internals and a bigger hold than the Mk III, at the cost of the speed and agility that made its sibling beloved. It's the practical Cobra, not the joyful one, and the modern Mk V outclasses it — but for cheap versatility with extra capacity, the Mk IV quietly does an honest job.

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_iv
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/cobra_mk_iv.json
Inara — Cobra Mk IVStock hull stats, hardpoint/internal layout, and module sellers for this ship.inara.cz/elite/ship/26
Fandom — Cobra Mk IVManufacturer (Faulcon DeLacy), Horizons-exclusive availability, Mk III comparison, and the ship image used on this page.elite-dangerous.fandom.com/wiki/Cobra_Mk_IV
YouTube — Ricardos GamingSide-by-side comparison of every Cobra variant (Mk III, Mk IV, Mk V), ranking them best to worst.youtube.com/watch?v=k2gtc3ywjsI
YouTube — TheYamiksOpinionated tier list placing the Cobra Mk IV in the bottom rank among several weaker ships.youtube.com/watch?v=6yB4Tlf9Y6Y