Ship Dossier // Faulcon DeLacy

Cobra Mk VCombat

Series Ships Updated 2026-06-25
Briefing

The best all-round small combat ship — five guns, four utilities, outpost access

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.

Cobra Mk V
Cobra Mk V · Faulcon DeLacy
78/100
3M 2S
Hardpoints
4
Utility mounts
415 m/s
Boost speed
~1.48M
Hull price (Cr)
Small
Pad class
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 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.

Where this hull shines

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.

02

Key Stats & What Makes It Fight

Top speed / boost
294 / 415 m/s
Hardpoints
3 Medium · 2 Small
Utility mounts
4
Hull mass
150 t
Base shield
~235 MJ (strong for size)
Base armour
324
Distributor
Class 4
Optional internals
5·4·4·4·3·3·3·2·1
Pad
Small (docks anywhere)
Agility
Excellent
Crew seats
3 (multicrew)

Four things make the Mk V the top all-round small combat ship:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Hardpoints24/30
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 distributor6/10
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.
Shield12/15
~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 & internals12/15
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.
Agility15/20
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 & flexibility9/10
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 total78/100
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 the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.

Same class — small-pad combat ships

ShipClassHardpointsPros & cons vs Cobra Mk VRating
Kestrel Mk IISmall3L 2SThree large mounts — freakish small-pad alphaNewer; shallower internals; less tank85
VultureSmall2LTwo large guns; superb agilityPower-starved; only two guns; less room80
Cobra Mk V thisSmall3M 2S— this hull (baseline)78
Imperial CourierSmall3MSuperb shields; very fastFewer guns; paper hull without shields70
Viper Mk IVSmall2M 2STough; cheap; forgivingFewer guns; less room and speed66
Viper Mk IIISmall2M 2SFast; cheap; agileFragile; little room63
Diamondback ScoutSmall2M 2SCool-running; four utilitiesModest guns and speed60
Cobra Mk IIISmall2M 2SCheap; versatile classicThinner defences; fewer guns58
Eagle Mk IISmall3SBest agility; dirt cheapTiny guns; eggshell hull55
Sidewinder Mk ISmall2SFree starterOutclassed by everything40

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.

Other classes — the mediums you graduate to

ShipClassHardpointsPros & cons vs Cobra Mk VRating
Fer-de-LanceMedium1H 4MHuge mount; elite agility and alphaMedium pad; far pricier; fragile internals93
Krait Mk IIMedium3L 2MSLF bay; big guns; deep tankMedium pad; far pricier90
Python Mk IIMedium4L 2MFour large mounts; sustained DPSMedium pad; far pricier90
Alliance ChieftainMedium2L 1M 3SAgile tank; military slots; cheap-ishMedium pad; pricier88
VultureSmall2LThe small-pad alpha step-upPower-starved; only two guns80

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.

05

Cost & Access

Hull
~1.48M Cr
Retail (A-rated)
~6M Cr
Engineered
~20–30M Cr
Pad
Small
Rank
None
Permit
None

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.

Cheap, capable, forgiving

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Medium 12F Pulse Laser (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellPrimary medium multi-cannon; the single Corrosive Shell strips armour resistance for the whole battery.
Medium 22F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond medium multi-cannon; Auto Loader removes reloads so it never stops firing.
Medium 32F Multi-Cannon (Gimballed)2D Beam Laser (Gimballed)G5 Efficient + Thermal VentMedium beam for shield-stripping; Thermal Vent keeps it running cold under sustained fire.
Small 11G Multi-Cannon (Gimballed)1G Pulse Laser (Gimballed)G5 Efficient + Thermal VentBuy a cheap multi-cannon, swap to an Efficient pulse once A-rated for cool, distributor-light shield work.
Small 21G Multi-Cannon (Gimballed)1G Pulse Laser (Gimballed)G5 Efficient + Thermal VentSecond small pulse adds chip damage; Efficient + Thermal Vent keeps it cool on a class-4 power budget.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst shield booster; Heavy Duty multiplies the bi-weave's raw MJ — the cheapest large tank gain.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster stacks more shield strength before utilities turn to defence.
Utility 30I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 40I 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 AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant4E Power Plant4A Power PlantG5 Overcharged + Thermal SpreadClass-4 plant runs five guns, a big shield and cells; Overcharged adds the headroom, Thermal Spread bleeds the extra heat.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives preserve the speed and agility that define the small hull.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated to reach RES sites and turn-ins; only G3 range — combat doesn't need a jump monster.
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 Distributor4E Power Distributor4A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this FIRST — five guns plus boost drain the class-4 distributor faster than anything else.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; combat needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock C tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 55E Shield Generator5C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeBi-weave regenerates fast under fire for a brawler that re-engages; Reinforced maximises its MJ and Fast Charge speeds regen.
Size 44E Cargo Rack4A 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 44D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement is the cheapest large multiplier on effective armour.
Size 44D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty HRP — armour stacks linearly, so two size-4 plates push effective hull past 1,400.
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 33D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingMore Heavy-Duty hull where the slot allows.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement protects the cores that keep you flying; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingOptional / 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.
Tank like a medium

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a five-gun small fighter:

Watch the class-4 power

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.

09

Engineering Plan

The house combat pattern on a small all-rounder. Pin blueprints for remote G1→G5 application; visit in person for experimentals.

ModuleBlueprintExperimentalEngineer
Power Plant (4)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (4)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Pulse & Beam LasersEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (4)Charge Enhanced (G5)Super ConduitsThe Dweller
Bi-Weave Shield (5)Reinforced (G5)Fast ChargeLei Cheung
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Top speed (boost)415 m/s415 m/s~490 m/s
Shield (MJ)~330~470~850
Armour (eff.)324~1,650~2,600
Sustained DPSmedium-highhighhigh (for class)
Pad accesssmall (anywhere)smallsmall

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.

11

Key Activities & Where To Do Them

Getting started
  • RES bounty hunting. Five guns clear low and medium RES targets fast; the tank keeps you in the fight.
  • Mixed mission boards. Bounty, courier and small cargo missions all suit it — and its small pad reaches outpost-only jobs.
  • Bounty turn-ins. Cash vouchers toward the Tod McQuinn unlock while you fly the multi-cannons his blueprint serves.
Advanced
  • Hazardous RES. Engineered, the Mk V survives Haz RES where lighter small ships melt, earning premium bounties.
  • Giant-killing. With practice it can out-turn and wear down larger NPCs that underestimate a small hull.
  • Multicrew gunning. Its three crew seats let a friend run turrets while you fly — rare on a small ship.
Generic example systems

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.

12

Field Notes — What Else To Know

Verdict

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.

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_v
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/cobra_mk_v.json
Inara — Cobra Mk VStock hull stats, hardpoint/internal layout, and module sellers for this ship.inara.cz/elite/ship/29
Fandom — Cobra Mk VManufacturer (Faulcon DeLacy), multirole role assessment, and release history.elite-dangerous.fandom.com/wiki/Cobra_Mk_V
Elite Dangerous (official)Frontier's official Cobra Mk V ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../cobra-mk-v
YouTube — Ricardos GamingIn-depth review of the Cobra Mk V covering stats, builds, jump range, combat, trading and exploration potential.youtube.com/watch?v=ByfyTDgpPtY
YouTube — TheYamiksOpinionated hull review of the Cobra Mk V, focused on speed, maneuverability, power and combat handling.youtube.com/watch?v=c0gOArpwxF8