Ship Dossier // Faulcon DeLacy

Cobra Mk VTrading

Series Ships Updated 2026-07-01
Briefing

The biggest small-pad hold — still a fraction of any real freighter

The Cobra Mk V packs nine optional internals into a cheap, fast, rank-free small hull, carrying about 110 tonnes and docking at every outpost in the galaxy. That's the largest hold any small ship can move — but it's still a fraction of a dedicated freighter, and its defences are thin. A capable runabout hauler, not a bulk trader.

Cobra Mk V
Cobra Mk V · Faulcon DeLacy
52/100
~110 t
Max cargo
412 m/s
Boost speed
~1.48M 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 V is the modern heir to the legendary Cobra line, and as a trader it does what small hulls rarely can: fill nine optional internals with cargo racks for around 110 tonnes while still docking at any small pad. It is cheap (~1.48M Cr), needs no rank or permit, and is fast enough to boost a laden hold clear of an interdiction rather than lose it.

But measured as a trader, 110 tonnes is small. Even the cheap medium transporters carry two to four times as much, and the dedicated freighters seven or eight times more. What the Mk V offers is the largest small-pad hold in the game on a fast, forgiving hull — ideal for outpost-only runs, high-value or rare-goods loops, and early profit while you fund a real freighter. As a dedicated bulk hauler it's outclassed, and the rating reflects that.

Where this hull shines

Small-pad trading: outpost and surface-port runs that lock out medium and large freighters, high-value or rare-goods loops where a fast, agile, anywhere-landing hull slips in and out quicker than a fat freighter, and early profit runs to bankroll a bigger ship.

02

Key Stats & What Makes It Haul

Top speed / boost
291 / 412 m/s
Max cargo
~110 t (~102 t shielded)
Optional internals
5·4·4·4·3·3·3·2·1
Utility mounts
4
Hull mass
150 t
Laden jump
~22 LY (engineered)
Base shield
~160 MJ (thin)
Hardpoints
3 Medium · 2 Small (unused)
Pad
Small (docks anywhere)
Rank / permit
None
Agility
Excellent

Three things make the Mk V a trader worth the slot:

The ceiling, stated honestly

110 tonnes is a fraction of any dedicated freighter — a Type-8 carries ~406 t on the same medium routes, a Type-9 ~790 t. Defences are thin: a light class-3 bi-weave and four utilities, with no military slots. The Mk V's case is reach and speed on a tiny hold — not tonnage.

03

Why This Rating

Scorecard

The largest small-pad hold in the game on a cheap, fast, rank-free hull earns the score; a ~110 t hold that is a fraction of any real freighter, plus thin defences and short laden range, cap it at 52.

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 cargo16/35
~110 t all-cargo (~102 t behind a bi-weave) across nine optionals (5·4·4·4·3·3·3·2·1) is the largest hold any small-pad ship carries — above the Cobra Mk IV (~92 t) and Mk III (~64 t), level with a Type-6 (~110 t) but on a small pad, and a fraction of the dedicated freighters (Type-8 ~406 t, Type-9 ~790 t, Cutter ~794 t). Small in absolute terms on the role's heaviest factor.
Pad class & market reach15/20
Small pad lands at every outpost and surface port that locks out medium and large freighters — the broadest market reach in the field, with no rank or permit gate — but small-pad class is also what caps the hold at ~110 t.
Laden jump range6/15
A size-4 FSD on a 150 t hull carrying a full ~110 t hold reaches only ~9 LY stock, ~15 A-rated, ~22 LY with G5 Increased Range + Mass Manager — short hops, heavier-laden than the lighter Cobra Mk III, mid-to-low for routed trade.
Survivability8/20
Four utility mounts (twice the Cobra Mk III's) carry two Heavy-Duty boosters over a light class-3 bi-weave, but the shield is thin and there are no military slots; survival leans on a ~485 m/s engineered boost to submit and high-wake out rather than tank.
Speed & cost7/10
~1.48M Cr hull with no rank or permit and 412 m/s boost (~485 engineered) make it a cheap, fast, forgiving entry to hauling with a trivial rebuy — but pace and price are ordinary next to the field's best-value freighters.
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
~1.48M Cr
Retail (A-rated)
~5M Cr
Engineered
~12–18M Cr
Pad
Small
Rank
None
Permit
None

At ~1.48M Cr the hull is cheap, with no rank or permit gate. A trade fit — cargo racks, a light bi-weave, A-rated drives — costs little in credits; most of the outlay is the FSD and thruster engineering that stretch laden range and boost speed.

Its low rebuy means a lost cargo run stings far less than it would in a freighter worth twenty times as much — part of why the Mk V is a sensible hull to learn trade routes and interdiction escapes in before committing to an expensive medium or large hauler.

Cheap, quick, low-risk

The largest small-pad hold for under 1.5M Cr hull, no rank gate, and a trivial rebuy. The Mk V lets you run profit loops and fund a real freighter without risking a fortune per trip.

06

3-State Loadout

A small-pad cargo fit: cargo first, a light bi-weave to survive an interdiction, and A-rated drives to run. Initial is buy-only; A-rated is the trade baseline (~102 t protected); Engineered stretches laden jump range and boost speed so a full hold still gets clear.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst Heavy-Duty shield booster — the cheapest large multiplier on a thin trade shield.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster stacks more raw MJ so the bi-weave survives the opening salvo of an interdiction.
Utility 30I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and a fast FSD spool.
Utility 40I Point DefenceG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight (no experimental effect)
Power Plant4E Power Plant4A Power PlantG5 Low Emissions + Thermal SpreadA-rated runs the shield, drives and utilities with margin; Low Emissions keeps it cool and light for jump range.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives give the boost speed that gets a laden hold clear of an interdiction.
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 Distributor4E Power Distributor4D Power DistributorG5 Engine Focused + Super ConduitsD-rated is plenty without weapons; Engine Focused feeds the boost capacitor for the getaway.
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 16 t tank matches the laden jump range; fuel capacity cannot be engineered.
Optional Internals
Size 55E Cargo Rack5E Cargo Rack(No blueprint available)Largest cargo rack (32 t) — the core of the hold. Cargo racks aren't engineerable.
Size 44E Cargo Rack4E Cargo Rack(No blueprint available)Cargo rack (16 t). Cargo racks aren't engineerable.
Size 44E Cargo Rack4E Cargo Rack(No blueprint available)Cargo rack (16 t). Cargo racks aren't engineerable.
Size 44E Cargo Rack4E Cargo Rack(No blueprint available)Cargo rack (16 t). Cargo racks aren't engineerable.
Size 33E Cargo Rack3C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more for surviving interdiction. Sized down to a class-3 to free the size-4 slots for cargo.
Size 33E Cargo Rack3E Cargo Rack(No blueprint available)Cargo rack (8 t). Cargo racks aren't engineerable.
Size 33E Cargo Rack3E Cargo Rack(No blueprint available)Cargo rack (8 t). Cargo racks aren't engineerable.
Size 22E Cargo Rack2E Cargo Rack(No blueprint available)Cargo rack (4 t). Cargo racks aren't engineerable.
Size 11E Cargo Rack1E Cargo Rack(No blueprint available)Cargo rack (2 t) — tops the hold to ~102 t protected. Cargo racks aren't engineerable.
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.
Cargo first, then just enough shield to run

Fill every optional with a cargo rack bar one — a size-3 bi-weave in the smallest slot that still covers the hull leaves ~102 t protected (~110 t stripped). Keep the FSD and thrusters A-rated so a laden Mk V out-jumps and out-boosts the pirates rather than trying to tank them.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~1.48M Cr) on stock Lightweight Alloy bulkheads and fill every optional internal with the largest cargo rack it takes — a class-5, three class-4s, three class-3s, a class-2 and a class-1 for roughly 110 tonnes buy-only.

Leave the hardpoints empty — a trader carries no guns — and run the stock FSD and thrusters until credits allow the A-rate. Even unshielded and unengineered it turns a profit on short outpost loops.

Skip the shield for now if you want the full 110 tonnes; the moment you can afford it, drop a bi-weave into a class-3 slot so an interdiction can't strip an unshielded hold.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a small-pad hauler:

Cargo vs shield

The bi-weave costs one class-3 slot — ~8 tonnes — leaving ~102 t protected. Run it unshielded for the full ~110 t only on the safest, most-travelled routes.

09

Engineering Plan

Engineer for laden jump range and escape speed first, then the light shield — a trader's engineering is about carrying more, further, and getting clear.

10

Key Stat Upgrades

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

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
Bi-Weave Shield (3)Reinforced (G5)Hi-CapLei Cheung
Shield Boosters (0)Heavy Duty (G5)Super CapacitorsDidi Vatermann
Power Distributor (4)Engine Focused (G5)Super ConduitsThe Dweller
Life Support / Sensors (3)Lightweight (G5)Etienne Dorn
BulkheadsLightweight (G5)Selene Jean

The engineering that matters for a trader is range and speed. G5 Increased Range plus Mass Manager on the FSD and Lightweight ancillaries roughly double laden jump range from stock, while Dirty Drives push boost toward ~485 m/s for the getaway. The bi-weave and two Heavy-Duty boosters lift a thin shield to something that survives the opening salvo of an interdiction — enough to submit, high-wake and run.

11

Key Activities & Where To Do Them

Getting started
  • Outpost trade loops. The small pad reaches surface ports and outposts big freighters can't — work the markets they're locked out of.
  • Short profit runs. Cheap commodities between nearby stations turn a tidy early profit to fund a bigger hull.
  • Data and mission cargo. Small cargo and delivery missions suit the hold, and the hull docks wherever the board sends you.
Advanced
  • Rare-goods loops. Rares sell in small quantities — a fast, agile ~110 t hull runs the circuit quicker than a fat freighter.
  • High-value smuggling. Small illicit cargo where a quick, anywhere-landing hull slips in and out before scans land.
  • Colony & outpost supply. Feed medium- and small-pad depots that the bulk haulers can't approach.
Generic example systems

Any pair of nearby outpost markets with a price spread suits it — the small pad lets you base and turn in where larger freighters can't. Rare-goods circuits reward the hull's speed over its modest hold.

12

Field Notes — What Else To Know

Verdict

The Cobra Mk V carries the largest hold of any small-pad ship — about 110 tonnes — on a fast, cheap, rank-free hull that docks anywhere. That makes it the best small-pad trader there is, and a fine runabout for outpost and rare-goods runs. But 110 tonnes is a fraction of a real freighter, defences are thin, and laden range is short. A capable stepping stone, not a bulk hauler — and the 52 rating says exactly that.

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, cargo-rack sizing, and engineering blueprint data.coriolis-data/ships/cobra_mk_v.json
Inara — Cobra Mk VStock hull stats, optional-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 cargo potential.youtube.com/watch?v=ByfyTDgpPtY