Ship Dossier // Zorgon Peterson

HaulerTrading

Series Ships Updated 2026-06-25
Briefing

The cheapest dedicated cargo ship in the game — a starter and nothing more

Its cargo is small and its defences minimal, placing it at the bottom of the trading rankings — but it's almost free, lands anywhere, and jumps well for its size. A near-zero-risk first cargo ship: buy low, jump, sell high, and earn your first capital before stepping up to a Type-6.

Hauler
Hauler · Zorgon Peterson
42/100
~26 t
Max cargo
2
Utility mounts
~30k Cr
Hull price
Small
Pad size
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 Hauler is exactly what its name says: the cheapest dedicated cargo ship in the game, a tiny 14-tonne hull built to carry goods for almost nothing. Its hold is modest — around 26 tonnes — but it's near-free, lands at any outpost, and its featherweight mass gives it a surprisingly good laden jump range for shuttling cargo between nearby markets.

It is, of course, a starter and nothing more. Its cargo is tiny next to any real freighter, its defences are minimal, and it's slow. But for a brand-new commander learning to trade with no capital to risk, the Hauler does the job: buy low, jump, sell high, and watch the credits trickle in until you can afford a Type-6 and begin scaling up. The humble first rung of a trading career.

Where this hull shines

Absolute entry-level trading: a first cargo ship with no capital at risk, learning the buy-low/sell-high rhythm, short courier-style commodity hops, and near-free mission delivery.

02

Key Stats & What Makes It Haul

Max cargo
~26 t
Top speed / boost
204 / 306 m/s
Utility mounts
2
Hull mass
14 t (lightest in game)
Laden jump
Good (for size)
Optional internals
3·3·2·1·1·1
Pad
Small (lands anywhere)
Rank
None
Permit
None

Four things define the Hauler as a trader:

The ceiling, stated honestly

Its hold is tiny — a fraction of even the cheap Type-6 — its defences minimal, and it's slow. It earns very little per trip and is helpless against a determined pirate. The Hauler is purely a starter: the ship you trade in for a week to build your first few hundred thousand credits, then never fly again.

03

Why This Rating

Scorecard

Unbeatable cost and small-pad reach make it the pure starter trader, but a ~26 t hold and near-zero defences pin it to the bottom of the trading field.

The 42/100 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 cargo4/35
At ~26 t fully fitted (six optionals: two size-3, one size-2, three size-1, minus the shield/scanner slots) it carries the least of any dedicated trader; a Type-6 quadruples it and a Type-9 holds ~790 t. Bottom of the role field on the highest-weight factor.
Pad class & market reach19/20
Small pad lands at every outpost and planetary port with zero route restriction, the maximum possible market reach. No rank gate, no permit. Role-leading on access, matched only by other small hulls.
Laden jump range9/15
At 14 t hull mass (lightest in game) it jumps well for its size: ~28 LY laden A-rated, ~36 LY with a G5 Increased Range FSD. Genuinely respectable per-tonne, though absolute range trails larger dedicated freighters.
Survivability3/20
Minimal defences: a token 1A shield, light armour and only 2 utility mounts on a Class-2 power plant. Helpless against a determined pirate; survival relies on submitting and boosting clear, not on tanking.
Speed & cost7/10
Cheapest dedicated cargo ship at ~30k Cr hull with a trivial rebuy, the lowest-risk start in the role. Speed is poor though at 204 m/s cruise, 306 m/s boost; cost leads, pace lags.
Weighted total42/100
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 trading specifically. The role column is the maximum cargo capacity in tonnes — the headline number for bulk hauling.

Same class — small-pad traders

ShipClassMax cargo (t)Pros & cons vs HaulerRating
Cobra Mk VSmall~90Far more cargo; fast; versatilePricier52
Cobra Mk IVSmall~110Much more cargo; versatilePricier52
Cobra Mk IIISmall~64More cargo; faster; versatilePricier48
DolphinSmall~30Comfortable; cool-runningSimilar cargo; pricier46
Hauler thisSmall~26— this hull (baseline)42

The Hauler carries the least of the small traders, but it's the cheapest by far. Almost any pricier small ship hauls more — the Hauler's sole advantage is costing nothing, making it the pure starter trader and nothing else.

Other classes — what you graduate to

ShipClassMax cargo (t)Pros & cons vs HaulerRating
Type-9 HeavyLarge~790The bulk-hauler dreamLarge pad; far pricier94
Type-8 TransporterMedium~406Vastly more cargoFar pricier76
Type-6 TransporterMedium~110Four times the cargo; good rangePricier; medium pad65
Cobra Mk IIISmall~64More cargo; faster; versatilePricier48

The Hauler is rung zero of the trading ladder. The very next step — a Type-6 — quadruples your cargo, and it only goes up from there. Fly the Hauler to earn your first few hundred thousand credits, then upgrade and never look back.

05

Cost & Access

Hull
~30k Cr
A-rated trader
~400k Cr
Engineered
~2M Cr
Pad
Small
Rank
None
Permit
None

At ~30k Cr the Hauler is almost free, with no rank gate and a trivial rebuy. There's little point heavily engineering a starter, but even A-rated it costs only a few hundred thousand credits.

It's the pure entry pick: a near-zero-risk way to learn trading and earn your first capital. The moment you can afford a Type-6, take it — the Hauler has done its job.

Near-free first trader

A dedicated cargo ship for ~30k Cr — the lowest-risk way to learn trading. Upgrade to a Type-6 the moment you can.

06

3-State Loadout

A minimalist starter trade fit. Initial is buy-only; A-rated is the trade baseline; Engineered is rarely worth it on a starter, but maximises range if you wish.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsHeavy Duty multiplies raw shield strength.
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 Plant2E Power Plant2A Power PlantG5 Low Emissions + Thermal SpreadA-rate to power the shield and modules; Low Emissions keeps heat and signature down so you draw less attention.
Thrusters2E Thrusters2A ThrustersG5 Clean Drive Tuning + Double BracedA-rate the thrusters so a laden hull can boost away from an interdiction; Clean Drive Tuning adds speed without the heat.
Frame Shift Drive2E Frame Shift Drive2A Frame Shift DriveG5 Increased Range + Mass ManagerA-rate first — range is the Hauler's one real strength; Increased Range with Mass Manager stretches every laden jump between markets.
Life Support1E Life Support1D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass and credits; Lightweight trims more, and life support has no experimental effect.
Power Distributor1E Power Distributor1D Power DistributorG5 Charge Enhanced + Super ConduitsCharge Enhanced raises the weapon, engine and system capacitors.
Sensors1E Sensors1D SensorsG5 Lightweight (no experimental effect)D-rate and go Lightweight; a trader needs no sensor range, so save the mass for jump range.
Fuel Tank2C Fuel Tank2C Fuel Tank(No blueprint available)Stock class-2 tank; fuel capacity is fixed and cannot be engineered.
Optional Internals
Size 33E Cargo Rack3E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 33E Cargo Rack3E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11A Shield GeneratorG5 Reinforced + Hi-CapReinforced shield for survivability.
Size 11E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
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.
Cargo and a token shield

Fill the tiny optionals with cargo racks and a small shield. The Hauler can't really defend itself, so trade in safe systems while you learn — the shield buys seconds to submit-and-flee an interdiction with your goods.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~30k Cr) and fit the two large optionals with stock 3E cargo racks; the cores ship stock E-rated.

The hull ships with Lightweight Alloy bulkheads as standard — nothing to buy there. A trader never pays for Military Grade; keeping the plating light is exactly what you want.

Leave both utility mounts and the smaller optionals empty for now — the shield, the extra cargo racks and the scanner all arrive with the A-rated pass.

A-rate the FSD so even a full hold jumps well.

Trade in safe systems; submit and boost away from any interdiction.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a starter trader:

Leave the bulkheads on stock Lightweight Alloy — Military Grade only adds mass and cost a trader doesn't want.

Don't over-invest

The Hauler is a stepping-stone — A-rate the basics cheaply and trade your way to a Type-6; heavy engineering on a 30k hull isn't worth it.

09

Engineering Plan

Light engineering only — the Hauler rarely warrants more. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote application if you bother.

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (2)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (2)Clean Drive Tuning (G5)Double BracedProfessor Palin / Mel Brandon
Power Plant (2)Low Emissions (G5)Thermal SpreadHera Tani
Life Support / Sensors (1)Lightweight (G5)Etienne Dorn
BulkheadsLightweight (G5)Selene Jean

Recommended order

Material intensity (qualitative)

Negligible — tiny modules, and rarely worth engineering at all on a starter. Spend nothing you'd regret; upgrade to a Type-6 instead. Ask for exact per-blueprint counts if you do bother.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Max cargo (t)~16~24~26
Laden jump (LY)~20~28~36
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight
Defensibilityminimalminimalminimal
Speed (boost)306 m/s306 m/s~330 m/s
Cost-efficiencystarterstarterstarter

The stock Lightweight Alloy bulkhead carries a G5 Lightweight Armour roll — it shaves ~40% off plating mass (protecting that ~36 LY laden jump) and adds a sliver of resistance, while barely touching raw armour. Defensibility stays minimal by design.

Even at its best the Hauler carries ~26t — a starter's load. It jumps well for its size and costs nothing, which is the whole point: a near-free way to learn trading and earn your first capital before stepping up to a Type-6.

11

Key Activities & Where To Do Them

Getting started
  • Your very first trade runs. Learn buy-low/sell-high with no capital at risk.
  • Short commodity hops. Shuttle small high-margin loads between nearby markets.
  • Near-free mission delivery. Run small cargo missions to build starting credits.
Advanced
  • Risk-free learning. Its trivial rebuy means mistakes cost nothing — ideal for a new trader.
  • Building first capital. Earn the few hundred thousand credits that buy a Type-6.
  • Courier-style runs. Its light hull and good range suit quick, small deliveries.
Generic example routes

Any short, safe high-margin loop suits it. From your home base it's the near-free way to take your first steps as a trader.

12

Field Notes — What Else To Know

Verdict

The Hauler is the starter freighter: the cheapest dedicated cargo ship in the game, a tiny near-free hull that carries a modest load and jumps well for its size. Every real freighter dwarfs it — but none gets a trader started with less risk. Fly it to learn the trade and earn your first capital, then step up and never look back. The humble first rung, and an honest one.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/hauler
Elite Dangerous (official)Frontier's official Hauler ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../hauler
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/hauler.json
Inara — HaulerShip reference page: stat block, cargo capacity, module slot layout, sell locations.inara.cz/elite/ship/10
Fandom wikiHauler ship article: role profile, manufacturer, and design history.fandom.com/wiki/Hauler