Ship Dossier // Faulcon DeLacy

Cobra Mk IVTrading

Series Ships Updated 2026-07-01
Briefing

A roomier Cobra that trades speed for cargo

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.

Cobra Mk IV
Cobra Mk IV · Faulcon DeLacy
52/100
~92 t
Max cargo
300 m/s
Boost speed
~623k Cr
Hull price
Small
Pad requirement
None
Rank / permit
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 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.

Where this hull shines

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.

02

Key Stats & What Makes It Haul

Max cargo (unshielded)
~92 t
Cargo (shielded fit)
~74 t
Top speed / boost
200 / 300 m/s (slow)
Optional internals
4·4·4·4·3·3·2·2·1·1
Utility mounts
2
Hull mass
210 t
Pad
Small (lands anywhere)
Hull cost
~623k Cr
Rank
None
Availability
Horizons early-adoption

Three things make the Cobra Mk IV a workable small-pad hauler:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Maximum cargo15/35
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 reach14/20
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 range7/15
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.
Survivability8/20
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 & cost8/10
~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 total52/100
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 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.

Same class — small trading ships

Other classes — the bulk freighters

Other classes — the medium haulers

05

Cost & Access

Hull
~623k Cr
A-rated trader
~1.8M Cr
Engineered
~4M Cr
Pad
Small
Rank
None
Availability
Horizons early-adoption

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.

The catch is the shipyard, not the price

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellDeterrent medium multi-cannon; the single Corrosive Shell strips armour resistance so even a light gun bites.
Medium 22F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond medium multi-cannon; Auto Loader removes reloads so the deterrent never stops firing while you high-wake out.
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsOne shield booster is the cheapest large multiplier on a thin trade shield; Heavy Duty stacks raw 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 Lightweight (no experimental effect)
Power Plant4E Power Plant4A Power PlantG5 Low Emissions + Thermal SpreadA-rated runs the shield, guns and core with margin; Low Emissions keeps it cool and light for range.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives claw back what the heavy Mk IV loses on pace — the boost that gets a laden hold clear.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated is the single biggest trade gain; Increased Range + Mass Manager maximise laden jump range.
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 Distributor3D Power DistributorG5 Engine Focused + Super ConduitsD-rated feeds the boost and the low-draw multi-cannons; Engine Focused prioritises the getaway capacitor.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)D and Lightweight — a trader needs no sensor range, so claw back the mass for jump range.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock 16t tank matches the laden jump range; fuel capacity cannot be engineered.
Optional Internals
Size 44E Cargo Rack4C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more for surviving interdiction.
Size 44E Cargo Rack4E 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 44E Cargo Rack4E Cargo Rack(No blueprint available)Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 44E Cargo Rack4E Cargo Rack(No blueprint available)Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 33E Cargo Rack(No blueprint available)Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 33E Cargo Rack(No blueprint available)Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 22E Cargo Rack(No blueprint available)Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 22E Cargo Rack(No blueprint available)Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 11E Cargo Rack(No blueprint available)Cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable.
Size 11I Detailed Surface ScannerG5 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 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.
Shield, then fill the rest with cargo

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a roomy small-pad hauler that can't simply run:

Defence over pure tonnage

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.

09

Engineering Plan

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.

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (4)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (4)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (4)Low Emissions (G5)Thermal SpreadHera Tani
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (other)Tod McQuinn
Bi-Weave Shield (4)Reinforced (G5)Hi-CapLei Cheung
Shield Booster (0)Heavy Duty (G5)Super CapacitorsDidi Vatermann
Power Distributor (3)Engine Focused (G5)Super ConduitsThe Dweller
Life Support / Sensors (3)Lightweight (G5)Etienne Dorn
BulkheadsLightweight (G5)Selene Jean

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Max cargo (t)~64~74 (shielded)~92 (stripped)
Shield (MJ)none~140~230+
Speed (boost)300 m/s300 m/s~360 m/s
Laden jump (LY)~12~18~26
Hull massLightweight Alloy (stock)Lightweight Alloy (stock)G5 Lightweight (trimmed)
Survivabilitylowfairfair

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.

11

Key Activities & Where To Do Them

Getting started
  • Early profit loops. Run a reliable two-station commodity loop with a bigger hold than the Mk III to fund your first real freighter.
  • Mission cargo. Stack delivery and supply missions its ~92t hold can satisfy in one trip.
  • Outpost runs. A small pad plus a large hold reaches markets that lock out every dedicated hauler.
Advanced
  • Rare-goods runs. Small-batch rares loops where a roomy small-pad hull slips into cramped ports.
  • Escorted routes. Its deterrent guns and shield let it work slightly hotter lanes the Mk III would flee.
  • Pocket hauler. A cheap large-hold small-pad keeper for any quick high-value errand.
Generic example routes

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.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisOutfitting planner used to verify the cargo-maximised trade fit, shielded vs unshielded tonnage, and laden jump range.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 optional-internal slot sizes (4·4·4·4·3·3·2·2·1·1), hardpoint layout and hull mass used for the cargo and 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 trade fit.inara.cz/elite/ship/26
Fandom — Cobra Mk IVManufacturer (Faulcon DeLacy), Horizons availability, role profile, and lore reference for the trading assessment.elite-dangerous.fandom.com/wiki/Cobra_Mk_IV