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.
Every table rates ships for combat specifically, split by landing-pad class. The Hardpoints column is the hardpoint loadout — the basis for a weapon suite; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3L 2S | Higher-rated; hardpoints; flexibilityArmour | 85 |
| Vulture | Small | 2L | Higher-rated; agility; shieldArmour | 80 |
| Cobra Mk V this | Small | 3M 2S | — this hull (baseline) | 78 |
| Imperial Courier | Small | 3M | Agility; shieldLower-rated; armour | 70 |
| Viper Mk IV | Small | 2M 2S | Armour; distributorLower-rated; agility | 66 |
| Diamondback Explorer | Small | 1L 2M | Flexibility; agilityLower-rated; armour | 65 |
| Viper Mk III | Small | 2M 2S | Agility; hardpointsLower-rated; armour | 63 |
| Diamondback Scout | Small | 2M 2S | Flexibility; armourLower-rated; shield | 60 |
| Cobra Mk III | Small | 2M 2S | Agility; distributorLower-rated; shield | 58 |
| Eagle Mk II | Small | 3S | Agility; hardpointsLower-rated; shield | 55 |
| Imperial Eagle | Small | 1M 2S | Agility; hardpointsLower-rated; flexibility | 54 |
| Cobra Mk IV | Small | 2M 3S | Hardpoints; armourLower-rated; agility | 44 |
| Sidewinder Mk I | Small | 2S | Agility; flexibilityLower-rated; hardpoints | 40 |
13 small-pad combat hulls carry a rating, led by Kestrel Mk II (85). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | Higher-rated; hardpoints; distributorShield | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Higher-rated; distributor; shieldAgility | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Higher-rated; distributor; shieldAgility | 88 |
| Imperial Clipper | Large | 2L 2M | Higher-rated; agility; distributorHardpoints | 79 |
| Type-10 Defender | Large | 4L 3M 2S | Hardpoints; armourAgility | 78 |
The large-pad combat field (5 rated), led by Federal Corvette (98) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Hardpoints | Pros & cons | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Higher-rated; agility; hardpointsArmour | 93 |
| Krait Mk II | Medium | 3L 2M | Higher-rated; hardpoints; armourDistributor | 90 |
| Python Mk II | Medium | 4L 2M | Higher-rated; hardpoints; distributorArmour | 90 |
| Mamba | Medium | 1H 2L 2S | Higher-rated; distributor; hardpointsArmour | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Higher-rated; agility; armourShield | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Higher-rated; armour; shieldAgility | 86 |
| Corsair | Medium | 3L 3M | Higher-rated; distributor; flexibilityAgility | 85 |
| Federal Assault Ship | Medium | 2L 2M | Higher-rated; distributor; agilityShield | 84 |
| Python | Medium | 3L 2M | Higher-rated; distributor; flexibilityAgility | 83 |
| Federal Gunship | Medium | 1L 4M 2S | Higher-rated; distributor; armourAgility | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | Higher-rated; distributor; armourAgility | 80 |
| Federal Dropship | Medium | 1L 4M | Armour; hardpointsLower-rated; agility | 76 |
| Krait Phantom | Medium | 2L 2M | Flexibility; agilityLower-rated; armour | 74 |
The medium-pad combat field (13 rated), led by Fer-de-Lance (93) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
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.