E:D Black Box
The Cobra Mk V brings five hardpoints, four utilities and nine optional internals to a fast, small hull. It ranks at the top of the small combat bracket — behind only dedicated large-mount specialists on raw alpha — while beating them on flexibility, tank and pad access. A genuine giant-killer that docks anywhere.
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 V is the modern heir to the legendary Cobra line, and as a combat ship it redefines what a small hull can do. Three medium and two small hardpoints give it five guns — more than any other small fighter except the specialist gunboats — while four utility mounts and nine optional internals let it carry a full defensive suite and tank like a much larger ship.
Crucially, it keeps small-pad access: it docks at every outpost in the galaxy, reaching combat zones and turn-ins that lock out medium and large warships. Fast, well-armed and surprisingly tough, it's the small ship that bridges the gap to the mediums — a giant-killer that can clear a RES, defend a run and still slip into the tightest outpost.
Small-pad combat: RES bounty hunting, low-to-medium conflict zones, pirate massacres and mixed mission-board fighting — anywhere a fast, well-armed, outpost-docking fighter that survives mistakes is wanted.
Four things make the Mk V the top all-round small combat ship:
Its class-4 power plant and distributor cap how much it can run and sustain, and three mediums plus two smalls deal less alpha than the Vulture's or Kestrel's two large mounts. Against a fully-engineered medium it's outmatched and should pick its fights. The Mk V's case is breadth, tank and pad access — not peak small-ship alpha.
Five guns, four utilities and medium-grade tank from an outpost-docking small hull lead the score; the class-4 distributor and power ceiling, plus sub-large alpha, cap it at 78.
The 78/100 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 | 24/30 | Five mounts (3 Medium, 2 Small) — more guns than any small hull bar the two-large gunboats, and far more flexible. Three mediums plus two smalls still deal less alpha than the Vulture's or Kestrel's large mounts, so it leads on breadth, not peak burst. |
| Power distributor | 6/10 | Class-4 distributor must be A-rated first because five guns plus boost drain it faster than anything else on the hull; even Charge Enhanced + Super Conduits leaves a hard sustained-fire ceiling that medium hulls clear easily. |
| Shield | 12/15 | ~235 MJ base shield is exceptional for a small hull; with a 5C bi-weave plus two Heavy-Duty boosters it reaches ~850 MJ engineered, topping every same-class rival short of the Imperial Courier's raw shielding. |
| Armour & internals | 12/15 | 324 base armour climbs past ~1,400 effective via three Heavy-Duty hull reinforcements across nine optionals (5·4·4·4·3·3·3·2·1) — a reinforcement and cell-bank stack no other small ship can carry. |
| Agility | 15/20 | 415 m/s boost (294 cruise) with excellent agility on a 150 t hull lets it reach and leave fights bigger ships can't, but the heavier all-rounder frame trails the Eagle and Vulture on raw turn rate. |
| Utility & flexibility | 9/10 | Four utility mounts carry a full booster/chaff/heat-sink suite, three crew seats allow multicrew gunning, and the small pad docks at every outpost — top-of-class flexibility and reach for a combat small. |
| Weighted total | 78/100 | 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 the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.
| Ship | Class | Hardpoints | Pros & cons vs Cobra Mk V | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Three large mounts — freakish small-pad alphaNewer; shallower internals; less tank | 85 |
| Vulture | Small | 2L | Two large guns; superb agilityPower-starved; only two guns; less room | 80 |
| Cobra Mk V this | Small | 3M 2S | — this hull (baseline) | 78 |
| Imperial Courier | Small | 3M | Superb shields; very fastFewer guns; paper hull without shields | 70 |
| Viper Mk IV | Small | 2M 2S | Tough; cheap; forgivingFewer guns; less room and speed | 66 |
| Viper Mk III | Small | 2M 2S | Fast; cheap; agileFragile; little room | 63 |
| Diamondback Scout | Small | 2M 2S | Cool-running; four utilitiesModest guns and speed | 60 |
| Cobra Mk III | Small | 2M 2S | Cheap; versatile classicThinner defences; fewer guns | 58 |
| Eagle Mk II | Small | 3S | Best agility; dirt cheapTiny guns; eggshell hull | 55 |
| Sidewinder Mk I | Small | 2S | Free starterOutclassed by everything | 40 |
The Cobra Mk V is the best all-round small combat ship. The Kestrel and Vulture out-alpha it with large mounts, but neither matches its blend of five guns, four utilities, deep internals and speed. If you want one small fighter that does everything well and docks anywhere, this is the one.
| Ship | Class | Hardpoints | Pros & cons vs Cobra Mk V | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Huge mount; elite agility and alphaMedium pad; far pricier; fragile internals | 93 |
| Krait Mk II | Medium | 3L 2M | SLF bay; big guns; deep tankMedium pad; far pricier | 90 |
| Python Mk II | Medium | 4L 2M | Four large mounts; sustained DPSMedium pad; far pricier | 90 |
| Alliance Chieftain | Medium | 2L 1M 3S | Agile tank; military slots; cheap-ishMedium pad; pricier | 88 |
| Vulture | Small | 2L | The small-pad alpha step-upPower-starved; only two guns | 80 |
When the Mk V's class-4 power ceiling starts to limit you, the small-pad next step is a Vulture for more alpha; the real leap is a medium — a Krait Mk II or Python Mk II — that carries several times the firepower and tank, at the cost of small-pad access.
At ~1.48M Cr the hull is cheap, with no rank or permit gate. A combat fit — five engineered guns, shields, reinforcement — costs more in materials than credits, but the all-in figure stays modest for a top-of-class small fighter.
Its low rebuy means you can fly it aggressively without fear of a punishing insurance bill — part of why it's such a good ship to learn medium-tier combat tactics in before committing to an expensive medium.
Top-tier small-pad combat for under 1.5M Cr hull, with a low rebuy. The Mk V lets you fight aggressively and learn without the cost of risking a medium.
A five-gun shield-tank combat fit. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern. The deep optionals let it tank harder than any small rival.
| 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. |
| Medium 3 | 2F Multi-Cannon (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Medium beam for shield-stripping; Thermal Vent keeps it running cold under sustained fire. |
| Small 1 | 1G Multi-Cannon (Gimballed) | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap multi-cannon, swap to an Efficient pulse once A-rated for cool, distributor-light shield work. |
| Small 2 | 1G Multi-Cannon (Gimballed) | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Second small pulse adds chip damage; Efficient + Thermal Vent keeps it cool on a class-4 power budget. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the bi-weave's raw MJ — the cheapest large tank gain. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster stacks more shield strength before utilities turn to defence. |
| Utility 3 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 4 | — | 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 | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 4E Power Plant | 4A Power Plant | G5 Overcharged + Thermal Spread | Class-4 plant runs five guns, a big shield and cells; Overcharged adds the headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives preserve the speed and agility that define the small hull. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to reach RES sites and turn-ins; only G3 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 | 4E Power Distributor | 4A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — five guns plus boost drain the class-4 distributor faster than anything else. |
| 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 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | 5E Shield Generator | 5C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire for a brawler that re-engages; Reinforced maximises its MJ and Fast Charge speeds regen. |
| 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 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour. |
| Size 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP — armour stacks linearly, so two size-4 plates push effective hull past 1,400. |
| 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 3 | — | 3D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull where the slot allows. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores that keep you flying; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | 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. | |||
Nine optionals let the Mk V carry a real shield-and-reinforcement stack no other small ship can match. Shield-tank it with a bi-weave, cell banks and Heavy-Duty reinforcement — it'll survive fights that destroy lighter fighters.
Buy the hull (~1.48M Cr) on stock Lightweight Alloy bulkheads and fit the largest standard shield generator the class-5 bay allows; a cargo rack fills the first size-4 optional and the deeper reinforcement, cell-bank and size-1 slots stay empty for now.
Arm two mediums with gimballed multi-cannons and the third with a gimballed pulse laser, and fit both smalls with multi-cannons too — five guns, buy-only.
Mount a single shield booster and leave the other three utilities empty until you A-rate; even unengineered it's a serviceable RES fighter.
A-rating priority for a five-gun small fighter:
Five guns plus shields and boosters strain a class-4 plant and distributor — A-rate and Overcharge/Charge-Enhance them early or manage fire groups carefully.
The house combat pattern on a small all-rounder. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| 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 |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Pulse & Beam Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (4) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (5) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Moderate — a small hull means small-class modules and lighter material costs than a medium. 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) | 415 m/s | 415 m/s | ~490 m/s |
| Shield (MJ) | ~330 | ~470 | ~850 |
| Armour (eff.) | 324 | ~1,650 | ~2,600 |
| Sustained DPS | medium-high | high | high (for class) |
| Pad access | small (anywhere) | small | small |
Military Grade bulkheads and a four-pack of hull reinforcements already lift A-rated effective armour past 1,600; Heavy-Duty / Deep-Plating engineering across the stack drives it toward 2,600. Engineered, the Cobra Mk V tanks like a small medium — an 850 MJ shield and effective armour well past 2,500 — while boosting near 490 m/s and firing five guns. No other small ship combines this much firepower, tank and speed with universal pad access.
Any Haz RES near an outpost suits it — the small pad lets you base and turn in where larger fighters can't. Around your home base, RES and massacre payouts double as Imperial-standing progress.
The Cobra Mk V is the finest all-round small combat ship in the game: five guns, four utilities, medium-grade tanking and 415 m/s of boost, all from a hull that docks at any outpost. The dedicated gunboats out-alpha it, but nothing in its class matches its blend of firepower, toughness and reach. A giant-killer, and a joy to fly.
Figures on this page are verified against the sources below.