E:D Black Box
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.
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 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.
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.
Four things make the Cobra Mk IV a practical all-rounder:
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.
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 factor | Score | Why this score |
|---|---|---|
| Breadth of internals | 22/30 | 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. |
| Firepower | 14/20 | 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 range | 14/20 | ~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 cost | 12/15 | ~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 & handling | 8/15 | 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 total | 70/100 | 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 IV | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~110 | Roomier; tougher; faster; modernPricier | 80 |
| Cobra Mk III | Small | ~64 | Far faster and more agile; cheaperLess cargo and firepower | 72 |
| Cobra Mk IV this | Small | ~92 | — this hull (baseline) | 70 |
| Diamondback Explorer | Small | ~60 | Far better range; cool-runningWeaker combat; less versatile | 68 |
| Imperial Courier | Small | ~40 | Far faster; strong shieldsImperial rank; tiny hold | 66 |
| Adder | Small | ~30 | CheaperLess capable | 62 |
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.
| Ship | Class | Max cargo (t) | Pros & cons vs Cobra Mk IV | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 | Far more of everything; defensibleFar pricier; medium pad | 86 |
| Cobra Mk V | Small | ~110 | The modern Cobra — more of everythingPricier | 80 |
| Asp Explorer | Medium | ~128 | Better range and roomPricier; medium pad | 80 |
| Cobra Mk III | Small | ~64 | Faster; more agile; cheaperLess cargo and firepower | 72 |
| Diamondback Explorer | Small | ~60 | Far better rangeWeaker combat | 68 |
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.
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.
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.
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.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Medium gimballed multi-cannon is the main kinetic gun; Overcharged adds DPS and one Corrosive Shell strips armour resistance for the whole battery. |
| Medium 2 | — | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Medium gimballed pulse for shield work; Efficient keeps heat and draw low, Thermal Vent runs it cold. |
| Small 1 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Small gimballed multi-cannon fills out the kinetic side; Auto Loader keeps it firing without reload pauses. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Small gimballed pulse adds laser pressure on shields; Efficient + Thermal Vent keeps it cool and cheap on the distributor. |
| Small 3 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second small multi-cannon for sustained chip damage; Auto Loader removes the reload gap. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Single shield booster on the bi-weave; Heavy Duty is the cheapest large multiplier on raw shield MJ. |
| 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-rate to power five guns, the bi-weave and a cell bank; Overcharged adds headroom and Thermal Spread bleeds the extra heat. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-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 Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate and max Increased Range so the all-rounder still jumps well for travel and light exploration; Mass Manager squeezes out more. |
| Life Support | 3E Life Support | 3D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass — capacity is identical; Lightweight trims more and life support takes no experimental. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Engine Focused + Super Conduits | A-rate the size-3 distributor so guns and boost stay fed; Engine Focused + Super Conduits favour mobility for a jack-of-all-trades. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | D-rate and go Lightweight; a multirole hull needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock 4C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 4 | — | 4C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave generator regenerates fast under fire for survivability across every role; Reinforced maximises its MJ and Hi-Cap adds more. |
| 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 4 | — | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | — | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 | Hull reinforcement for armour insurance across roles; Heavy Duty + Deep Plating is the cheapest effective-armour gain. |
| 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 1 | — | 1I Detailed Surface Scanner | (No blueprint available) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| 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 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.
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.
A-rating priority for a practical all-rounder:
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.
The house all-rounder engineering pattern. 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) | Super Conduits | The Dweller |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Bi-Weave Shield (4) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| 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 |
|---|---|---|---|
| Max cargo (t) | ~16 | ~60 | ~92 |
| Armour (HP) | ~216 | ~216 | ~540 |
| Hardpoints | 5 | 5 | 5 |
| Speed (boost) | 300 m/s | 300 m/s | ~360 m/s |
| Max jump (LY) | ~32 | ~42 | ~50 |
| Versatility | good | good | good |
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.
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.
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.
Figures on this page are verified against the sources below.