E:D Black Box
Around 92 tonnes on a ~623k Cr small-pad hull that needs no rank — the second-largest small-pad hold in the game after the Cobra Mk V, and half again what a Mk III carries. But it's slow (300 m/s boost) and was a limited-availability hull, so it ranks mid-field: a capable little hauler you can't always buy, not a step up to a real freighter.
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 Faulcon DeLacy's fatter take on the Cobra: a small-pad hull that gives up the Mk III's speed and agility in exchange for a wider frame and two extra optional internals. Fill its ten optionals (4·4·4·4·3·3·2·2·1·1) with cargo racks and it moves around 92 tonnes — roughly half again what a Mk III hauls, and the most any small-pad ship carries short of the newer Cobra Mk V.
It still lands anywhere and needs no rank, so it's a genuinely useful early hauler. Two things hold it back. First, it's slow: a 300 m/s boost (against the Mk III's 400) means it can't reliably outrun an interdiction, so it leans on a deterrent gun and a light shield instead. Second, it was sold only as a Horizons early-adoption reward, so many commanders simply can't buy one. Where you can fly it, it's a solid small-pad hauler; the rating reflects the tonnage against those limits.
Roomier early-game trading: cheap profit loops with a bigger hold than the Mk III, small high-value runs, and outpost hauling where a large-hold small-pad ship reaches markets that lock out every dedicated freighter.
Three things make the Cobra Mk IV a workable small-pad hauler:
Speed is the problem: a 300 m/s boost can't break an interdiction cleanly the way the Mk III's 400 can, so a laden Mk IV often has to fight or bleed cargo rather than simply run. Add the Horizons-only availability and the tonnage that's still a fraction of any real freighter, and it stays a mid-field starter — for bulk, step up to a Type-6 or beyond.
The second-largest small-pad hold in the game after the Cobra Mk V — ~92 t on a cheap, rank-free hull — but a slow 300 m/s boost that can't break interdictions and a Horizons-only shipyard keep it a mid-field starter rather than a step up.
The 52/100 headline is a verdict against the trading 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 |
|---|---|---|
| Maximum cargo | 15/35 | Ten optionals (4·4·4·4·3·3·2·2·1·1) carry ~92 t unshielded and ~74 t behind a bi-weave — half again a Cobra Mk III's ~64 t and second only to the Cobra Mk V's ~110 t among small-pad hulls, though still a fraction of any real freighter (Type-6 ~112 t, Type-9 ~790 t). |
| Pad class & market reach | 14/20 | Small pad lands at every outpost and surface port that locks out medium and large freighters, so market reach is broad and rank-free — but small-pad class is also what caps the hold, and the Horizons-only shipyard narrows who can fly it. |
| Laden jump range | 7/15 | A 4A FSD on a heavy 210 t hull carrying a full hold reaches only ~18 LY laden A-rated and ~26 LY with G5 Increased Range + Mass Manager — shorter-legged than the lighter Mk III, mid-to-low for routed trade. |
| Survivability | 8/20 | Only 2 utilities and a light class-4 bi-weave (~140 MJ A-rated, ~230+ engineered), and it's too slow to flee cleanly; survival leans on two medium multi-cannon deterrents to discourage a pirate rather than boosting clear like a Mk III. |
| Speed & cost | 8/10 | ~623k Cr hull with no rank and a full A-rated fit under 2M Cr make it a cheap entry to hauling, but a sluggish 200/300 m/s (~360 engineered) is ordinary-to-poor and undercuts the value the low price buys. |
| Weighted total | 52/100 | 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 trading specifically, split by landing-pad class. The Max cargo column is maximum cargo tonnage behind a shield; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Cobra Mk IV this | Small | ~92 t | — this hull (baseline) | 52 |
| Cobra Mk V | Small | ~110 t | Reach; speed/valueSurvivability | 52 |
| Cobra Mk III | Small | ~64 t | Speed/value; reachLower-rated; cargo | 48 |
| Dolphin | Small | ~88 t | Reach; laden rangeLower-rated; survivability | 46 |
| Hauler | Small | ~26 t | Reach; speed/valueLower-rated; cargo | 42 |
5 small-pad trading hulls carry a rating, led by Cobra Mk IV (52). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Panther Clipper Mk II | Large | ~662 t | Higher-rated; cargo; reachSpeed/value | 98 |
| Imperial Cutter | Large | ~794 t | Higher-rated; survivability; reachSpeed/value | 95 |
| Type-9 Heavy | Large | ~790 t | Higher-rated; cargo; reachSurvivability | 94 |
| Type-7 Transporter | Large | ~310 t | Higher-rated; laden range; cargoSurvivability | 78 |
| Anaconda | Large | ~470 t | Higher-rated; laden range; survivabilitySpeed/value | 76 |
| Imperial Clipper | Large | ~250 t | Higher-rated; speed/value; survivabilityCargo | 74 |
| Federal Corvette | Large | ~618 t | Higher-rated; survivability; cargoSpeed/value | 70 |
| Type-10 Defender | Large | ~534 t | Higher-rated; survivability; reachLaden range | 68 |
| Caspian Explorer | Large | ~434 t | Higher-rated; reach; survivabilityLaden range | 66 |
| Beluga Liner | Large | ~370 t | Higher-rated; reach; survivabilityLaden range | 58 |
The large-pad trading field (10 rated), led by Panther Clipper Mk II (98) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~406 t | Higher-rated; reach; speed/valueLaden range | 76 |
| Corsair | Medium | ~318 t | Higher-rated; reach; speed/valueLaden range | 74 |
| Python | Medium | ~294 t | Higher-rated; reach; survivabilitySpeed/value | 72 |
| Type-6 Transporter | Medium | ~114 t | Higher-rated; reach; speed/valueSurvivability | 65 |
| Krait Mk II | Medium | ~230 t | Higher-rated; survivability; reachLaden range | 64 |
| Krait Phantom | Medium | ~190 t | Higher-rated; laden range; reachSurvivability | 62 |
| Type-11 Prospector | Medium | ~288 t | Higher-rated; reach; survivabilitySpeed/value | 60 |
| Asp Explorer | Medium | ~130 t | Higher-rated; laden range; reachSurvivability | 58 |
| Keelback | Medium | ~98 t | Survivability; reachCargo | 52 |
The medium-pad trading field (9 rated), led by Type-8 Transporter (76) — 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 a full A-rated trade fit stays under 2M Cr — recoverable in a handful of good loops. The real barrier isn't credits: the Cobra Mk IV was sold only to Horizons early adopters, so it never appears in most shipyards.
If it's in your fleet, it's a low-cost, roomy small-pad hauler worth keeping. If it isn't, the freely-sold Cobra Mk V offers the same large-small-pad-hold idea with more speed and more cargo.
Cheap to buy and cheap to run, but only if you can find one. Commanders without the Horizons early-adoption unlock should look to the Cobra Mk V or a Type-6 instead.
A cheap small-pad hauler that trades the Mk III's speed for a bigger hold: cargo first, a light shield to survive interdiction, and two medium multi-cannons as a deterrent. Initial is buy-only; A-rated is the trade baseline; Engineered stretches laden range and protected cargo.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Deterrent medium multi-cannon; the single Corrosive Shell strips armour resistance so even a light gun bites. |
| Medium 2 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon; Auto Loader removes reloads so the deterrent never stops firing while you high-wake out. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One shield booster is the cheapest large multiplier on a thin trade shield; Heavy Duty stacks raw 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 Lightweight (no experimental effect) | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Low Emissions + Thermal Spread | A-rated runs the shield, guns and core with margin; Low Emissions keeps it cool and light for range. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives claw back what the heavy Mk IV loses on pace — the boost that gets a laden hold clear. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated is the single biggest trade gain; Increased Range + Mass Manager maximise laden jump range. |
| 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 | 3D Power Distributor | G5 Engine Focused + Super Conduits | D-rated feeds the boost and the low-draw multi-cannons; Engine Focused prioritises the getaway capacitor. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | D and Lightweight — a trader needs no sensor range, so claw back the mass for jump range. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock 16t tank matches the laden jump range; fuel capacity cannot be engineered. |
| Optional Internals | ||||
| Size 4 | 4E Cargo Rack | 4C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more for surviving interdiction. |
| Size 4 | 4E Cargo Rack | 4E Cargo Rack | (No blueprint available) | Cargo — the Mk IV's extra class-4 slot over the Mk III is why it out-hauls its predecessor. Cargo racks aren't engineerable. |
| Size 4 | 4E Cargo Rack | 4E Cargo Rack | (No blueprint available) | Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 4 | 4E Cargo Rack | 4E Cargo Rack | (No blueprint available) | Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 3 | — | 3E Cargo Rack | (No blueprint available) | Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 3 | — | 3E Cargo Rack | (No blueprint available) | Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 2 | — | 2E Cargo Rack | (No blueprint available) | Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 2 | — | 2E Cargo Rack | (No blueprint available) | Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 1 | — | 1E Cargo Rack | (No blueprint available) | Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | 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. | |||
Drop a bi-weave generator in one class-4 slot and pack everything else with cargo — ~74 tonnes protected, or ~92 unshielded if you'd rather run light. The Mk IV is slower than the Mk III (300 m/s boost vs 400), so keep thrusters and FSD A-rated and lean on the two medium gimballed multi-cannons to make a pirate reconsider.
Buy the hull (~623k Cr), keep the stock E-rated core (plus the 4C fuel tank) and the factory Lightweight Alloy bulkheads, and fill the four big class-4 optionals with 4E cargo racks for an immediate ~64t to start running loops.
Both utility mounts, the hardpoints and the smaller optional slots stay empty for now — no shield, no gun, no scanner. Because the Mk IV can't outrun trouble the way a Mk III can, run cautious routes until you can afford the A-rate pass.
A-rate the thrusters and FSD as soon as funds allow so the laden ship keeps what pace and range it has.
A-rating priority for a roomy small-pad hauler that can't simply run:
Because the Mk IV can't reliably flee, spend on the bi-weave and the two deterrent guns before you top off every last cargo slot — a protected ~74t beats a helpless ~92t. Leave the bulkheads at stock Lightweight Alloy: Military Grade only buys mass a hauler can't afford.
The trading engineering pattern, kept light on a small hull, with a pair of deterrent guns added. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (4) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (4) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (other) | Tod McQuinn |
| Bi-Weave Shield (4) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Shield Booster (0) | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Power Distributor (3) | Engine Focused (G5) | Super Conduits | The Dweller |
| Life Support / Sensors (3) | Lightweight (G5) | — | Etienne Dorn |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Light — small-module blueprints on a cheap hull; quick and inexpensive. With a complete inventory this is trivial spend, not a 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 |
|---|---|---|---|
| Max cargo (t) | ~64 | ~74 (shielded) | ~92 (stripped) |
| Shield (MJ) | none | ~140 | ~230+ |
| Speed (boost) | 300 m/s | 300 m/s | ~360 m/s |
| Laden jump (LY) | ~12 | ~18 | ~26 |
| Hull mass | Lightweight Alloy (stock) | Lightweight Alloy (stock) | G5 Lightweight (trimmed) |
| Survivability | low | fair | fair |
Engineered, the Cobra Mk IV hauls ~74t behind a light shield with two deterrent guns and ~26 LY of laden range, boosting to ~360 m/s. It carries meaningfully more than a Mk III, but it can't run the way a Mk III can, so it survives by discouraging pirates rather than escaping them. A capable, roomy small-pad hauler — held back by pace and by a shipyard most commanders can't reach.
Any short, high-margin loop near your home base suits it — the Mk IV makes its money on hold size and reach, not pace. Plan routes that avoid the busiest interdiction lanes, since it can't simply boost clear.
The Cobra Mk IV is the roomy Cobra: ~92 tonnes on a ~623k Cr small-pad hull, no rank, lands anywhere. It earns its 52 by out-hauling the Mk III — but a slow boost that can't break interdictions, and a Horizons-only shipyard, keep it a mid-field starter rather than a step up. Where you can fly one, it's a solid little hauler; where you can't, the Mk V does the job better.
Figures on this page are verified against the sources below.