E:D Black Box
Nine hardpoints and the highest armour in the game make the Type-10 a natural anti-Xeno tank: it anchors in an AX conflict zone, saturates scouts and swarms with turreted AX fire, and simply absorbs the interceptor attacks lighter ships must dodge. It ranks just behind the agile mediums because it is painfully slow and is outmatched one-on-one against a manoeuvring Interceptor — its case is endurance and mount count, not finesse.
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.
Where an AX Chieftain dodges and a Krait kills fast, the Type-10 Defender simply endures. Lakon's bulk-freighter chassis reborn as a warship carries nine hardpoints (four large, three medium, two small), two military slots, eight utilities and the single highest armour base of any ship (1,044) — everything you need to stand in Thargoid airspace and not die. It is the premier anti-Xeno fortress: load the mounts with turreted Enhanced AX multi-cannons and a pair of Guardian Gauss, anchor it, and let armour and saturation do the work.
Its niche is the AX conflict zone and the scout swarm, not the solo Interceptor duel. The Type-10 is glacially slow, turns terribly and has feeble shields for its size, so it cannot reposition to dodge a Thargoid's heart phase or follow an interceptor's exhaust manoeuvre — it tanks the lightning and the caustic instead. With deep Guardian module and hull reinforcement it shrugs off the module-stripping shock that breaks lighter hulls, and its eight utilities feed a relentless heat-sink and caustic-sink supply. For AXCZ work, spire support and swarm-clearing, nothing out-lasts it.
Sustained anti-Xeno combat: AX conflict zones, scout-swarm clearing, spire and ground-installation support, and wing tanking — any fight where being nearly indestructible and out-gunning everything around you beats moving.
Four things make the Type-10 the ultimate AX tank:
It is brutally slow, turns dreadfully and has feeble shields, so it cannot dodge a heart phase or chase a fleeing interceptor — it tanks everything on armour. One-on-one against an agile Cyclops or Medusa it kills slowly and takes the full punishment. Its strength is the swarm and the conflict zone, where mount count and endurance beat mobility; for fast solo Interceptor hunts a Chieftain or Krait is better.
Highest armour in the game (1,044 base, ~6,000+ engineered), nine mounts and eight utilities make it the AX endurance fortress; a 179 m/s, dreadful-turning hull caps it below the agile mediums.
The 86/100 headline is a verdict against the anti-Xeno 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 for Gauss | 24/25 | Nine mounts (4L 3M 2S) is the most in the AX field, but Guardian Gauss only fits class-1/2 so the four large mounts run AX multi-cannons/Shard while just the 3M + 2S host Gauss/Shard hearts. Abundant mount count, oversized large hardpoints wasted for pure Gauss. |
| Heat capacity & management | 19/20 | Eight utilities allow a deep heat-sink bank and the G5 Overcharged plant carries Thermal Spread, but a 1,200t hull running nine mounts plus eight utilities runs warm and isn't a thermally efficient platform; managed, not naturally cool. |
| Hull tank & reinforcement room | 20/20 | Role-leading: 1,044 base armour (highest of any ship), ~6,000+ effective engineered, two class-5 military slots plus the deep 8·7·6·5·4·4·3·3·2·1 optional stack give unmatched room for Guardian hull and module reinforcement. |
| Agility | 13/25 | The clear limiter: 179 m/s top, 219 boost, and dreadful turn on a 1,200t hull. It cannot dodge a heart phase or chase a fleeing interceptor and tanks attacks lighter AX hulls evade; worst agility in the role field. |
| Caustic handling & support slots | 10/10 | Eight utility mounts feed caustic sinks, heat sinks, xeno scanner and point defence at once, and spare optionals hold a Decontamination Limpet Controller plus an SLF decoy hangar. Best-in-field caustic handling and support breadth. |
| Weighted total | 86/100 | 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 anti-Xeno combat specifically. The role column is the hardpoint loadout — the basis for an AX weapon suite. Evasion, hardening and heat management matter as much as raw mounts.
| Ship | Class | Hardpoints | Pros & cons vs Type-10 Defender | Rating |
|---|---|---|---|---|
| Imperial Cutter | Large | 1H 2L 4M | Best shields; far faster; immense tankImperial Duke rank; fewer mounts; less armour | 90 |
| Anaconda | Large | 1H 3L 2M 2S | Eight mounts; vast internals; faster; no rankLess raw armour; lower mount count | 88 |
| Federal Corvette | Large | 2H 1L 2M 2S | Two huge mounts; agile-for-a-large; warship hullFederal Rear Admiral rank; fewer mounts | 86 |
| Type-10 Defender this | Large | 4L 3M 2S | — this hull (baseline) | 86 |
The Type-10 is the armour-and-saturation specialist of the large AX class. The Cutter out-shields it and the Corvette out-guns it, both far faster — but neither matches its 1,044 armour or its nine mounts, and neither sits on a swarm as long. It ties the Corvette on rating while needing no rank gate, which makes it the most accessible large AX tank.
| Ship | Class | Hardpoints | Pros & cons vs Type-10 Defender | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2L 1M 3S | Agile; dodges heart phases; cheap; no rankFar less tank and fewer mounts | 90 |
| Krait Mk II | Medium | 3L 2M | Highest-DPS popular medium; SLF; fast killsFar less tank for sustained AXCZ | 89 |
| Alliance Challenger | Medium | 1L 3M 3S | Tough; agile; 3 military slots; no rankFar less armour and mounts | 88 |
| Krait Phantom | Medium | 2L 2M | Fast skirmisher; great reach to MaelstromsFewer mounts; no military slots; little tank | 84 |
| Federal Gunship | Medium | 1L 4M 2S | The medium gun barge; cheaper; tough Federal hullLess armour and mounts; Federal rank | 82 |
For AX specifically the agile mediums dodge the Thargoid attacks the Type-10 must simply tank, and many pilots rate them higher for that reason. But for a stationary, near-indestructible AX gun platform that out-lasts everything — clearing swarms and holding an AXCZ for an entire instance — the Type-10 is unrivalled. It is the choice when endurance and mount count beat mobility.
At ~125M Cr the Type-10 is a major purchase but carries no rank gate — the cheapest route to the toughest hull in the game. A full AX fit with nine AX/Guardian weapons, Guardian module/hull reinforcement and class-8 cores brings the all-in figure to around 346M Cr, with a rebuy near 17M; much of that is Guardian-tech unlocks rather than raw credits.
It is most worth the cost for committed AX pilots who fly conflict zones and swarms and want a platform that never needs to retreat. For fast solo Interceptor hunting the cheaper, more agile Chieftain or Krait is better value; the Type-10 is bought for what it uniquely does — survive and saturate.
Around 346M Cr all-in (much of it Guardian unlocks) for the most accessible heavy AX tank — no rank, no permit, just credits and the Guardian grind. Buy it to anchor a conflict zone, not to chase interceptors.
Lakon offers a Type-10 'AX Combat' themed pre-built in some storefronts, aligned directly to its anti-Thargoid strength. The standard pre-built rules apply: stock modules sell for 0 Cr and cannot be stored or transferred, but engineering the stock cores in place preserves the free rebuy. Add AX/Guardian weapons and Guardian reinforcement to open slots and engineer the cores in situ — never strip the stock modules out.
A turret-saturation AX fortress: turreted Enhanced AX multi-cannons for no-aim swarm coverage, Guardian Shard and Gauss cannons for interceptor hearts, Guardian module and hull reinforcement in the military slots and optionals, and a deep caustic and heat utility suite. Initial is buy-only (AX and Guardian weapons are unlocks, so they appear at the A-rated state); A-rated is the combat-ready baseline; Engineered hardens the cores, mobility, heat and shield buffer — AX and Guardian weapons take no engineering.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | — | 3D Enhanced AX Multi-Cannon (Turreted) | (No blueprint available) | Enhanced AX Multi-Cannon turret — turreted so the sluggish hull saturates the scout swarm without aiming; AX weapons take no engineering. |
| Large 2 | — | 3D Enhanced AX Multi-Cannon (Turreted) | (No blueprint available) | Second large AX turret doubles the no-aim swarm fire that defines the build. |
| Large 3 | — | 3C Guardian Shard Cannon (Fixed) | (No blueprint available) | Guardian Shard Cannon (fixed) on a big mount for interceptor-heart damage; Guardian weapons can't be engineered. |
| Large 4 | — | 3C Guardian Shard Cannon (Fixed) | (No blueprint available) | Second large fixed Shard Cannon for the hearts when you can line them up. |
| Medium 1 | — | 2E Enhanced AX Multi-Cannon (Turreted) | (No blueprint available) | Enhanced AX MC turret — more no-aim swarm coverage across the mid mounts. |
| Medium 2 | — | 2E Enhanced AX Multi-Cannon (Turreted) | (No blueprint available) | Second medium AX turret keeps scout pressure constant. |
| Medium 3 | — | 2A Guardian Shard Cannon (Fixed) | (No blueprint available) | Guardian Shard Cannon adds Guardian anti-heart punch from a medium mount. |
| Small 1 | — | 1D Guardian Gauss Cannon (Fixed) | (No blueprint available) | Guardian Gauss Cannon — the hardest-hitting anti-heart gun that fits a small mount. |
| Small 2 | — | 1D Guardian Gauss Cannon (Fixed) | (No blueprint available) | Second small Gauss completes the Guardian heart battery. |
| Utility Mounts | ||||
| Utility 1 | — | 0E Xeno Scanner | (No blueprint available) | Xeno Scanner IDs the Thargoid and exposes heart timing; scanners aren't engineerable. |
| Utility 2 | — | 0I Caustic Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds caustic-sink charges. Clears caustic damage in Thargoid fights. |
| Utility 3 | — | 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. |
| 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. |
| Utility 5 | — | 0A Shield Booster | G5 Thermal Resistant + Thermo Block | Shield Booster — Thermal Resistant hardens the bi-weave against Thargoid thermal damage. |
| Utility 6 | — | 0A Shield Booster | G5 Thermal Resistant + Thermo Block | Second Thermal-Resistant booster; Thermo Block stacks more thermal resist on the buffer. |
| Utility 7 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Utility 8 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Overcharged + Thermal Spread | A-rate to feed nine weapons, the SLF and the utilities; Overcharged adds headroom, Thermal Spread bleeds the heat. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives claw back the little mobility a 1,200t hull allows. |
| Frame Shift Drive | 7E Frame Shift Drive | 7A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated + Increased Range so the heavy hull can still relocate between systems. |
| Life Support | 5E Life Support | 5A Life Support | G5 Lightweight (no experimental effect) | A-rated for the longest canopy-breach oxygen timer; Lightweight trims mass and has no experimental. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this early — sustained fire and boost drain the class-7 distributor; Charge Enhanced + Super Conduits keep the guns up. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight — combat needs no sensor range, so save the mass. |
| Fuel Tank | 6C Fuel Tank | 6C Fuel Tank | (No blueprint available) | Stock C tank; capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | — | 5D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement spreads penetrating-hit damage across internals and resists Thargoid lightning; Guardian modules aren't engineerable. |
| Military 2 | — | 5D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement adds armour plus caustic/thermal resist — the core of the AX tank. |
| Optional Internals | ||||
| Size 8 | — | 8C Bi-Weave Shield Generator | G5 Thermal Resistant + Fast Charge | Bi-Weave 8 regenerates fast under fire; Thermal Resistant + Fast Charge suit Thargoid thermal — it is a buffer, not the tank. |
| Size 7 | — | 7D Fighter Hangar | (No blueprint available) | Fighter Hangar launches an SLF decoy to split Thargoid fire; hangars aren't engineerable. |
| Size 6 | — | 5D Guardian Hull Reinforcement | (No blueprint available) | Guardian HRP caps at size 5, so a 5D under-fills this size-6 slot — still the biggest armour multiplier available. |
| Size 5 | — | 5D Guardian Hull Reinforcement | (No blueprint available) | Second size-5 Guardian HRP; Guardian armour stacks linearly with caustic and thermal resist. |
| Size 4 | — | 3E Decontamination Limpet Controller | (No blueprint available) | Decontamination Limpet Controller strips caustic off the hull between passes; limpet controllers carry no blueprint. |
| Size 4 | — | 4D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement protects the cores against lightning; not engineerable. |
| Size 3 | — | 3D Guardian Hull Reinforcement | (No blueprint available) | More Guardian hull where the slot allows. |
| Size 3 | — | 3D Module Reinforcement | (No blueprint available) | Standard Module Reinforcement fills the last internal-protection slot; regular MRP isn't engineerable. |
| Size 2 | — | 2D Guardian Hull Reinforcement | (No blueprint available) | Small Guardian HRP squeezes a little more armour and resist from a size-2 slot. |
| Size 1 | — | 1E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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. | |||
The Type-10 can't aim fixed guns at agile targets, so the bulk of its mounts go to turreted AX multi-cannons that saturate a whole scout swarm while you manage position. Reserve the two large fixed Shard Cannons and the small Gauss for interceptor hearts. Tank on armour and Guardian reinforcement — the feeble bi-weave is a buffer, not the tank — and feed the eight utilities a constant caustic-sink and heat-sink supply.
The buy-only state is just the hull and its stock cores: at purchase you fit the E-rated Power Plant, Thrusters, Frame Shift Drive, Life Support, Power Distributor and Sensors, plus the stock 6C Fuel Tank. The hull keeps its free Lightweight Alloy bulkheads — 1,044 armour — until you can afford the Military Grade swap. A-rate the cores later.
Every hardpoint, utility, military slot and optional is left empty (—) at this stage. The turreted AX multi-cannons, Guardian Shard and Gauss cannons, Guardian module and hull reinforcement and the bi-weave shield all depend on Guardian-ruin and Tech-Broker unlocks, so they only arrive at the A-rated state.
Unlock Guardian and AX weapons at the relevant ruins and Tech Brokers in parallel — once they are available the empty slots fill out and even unengineered the Type-10 anchors a conflict zone.
AX-fitting priority for the fortress:
The Type-10 survives by out-lasting the fight, not ending it fast — prioritise Military Grade plate, Guardian reinforcement and a full utility suite over chasing more DPS. Hull reinforcement tops out at size 5, so the size-6 optional runs a 5D Guardian HRP — the caustic resistance is worth more here than the spare rank. Once it can tank the lightning and saturate the swarm, it never has to leave the zone.
AX engineering hardens armour, mobility, heat and survival; AX/Guardian weapons have limited engineering. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (8) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (7) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (8) | Thermal Resistant (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Thermal Resistant (G5) | Thermo Block | Didi Vatermann |
| Frame Shift Drive (7) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
Heavy — nine weapons plus deep Guardian reinforcement and class-8 cores, on top of the Guardian-tech grind for weapons and modules. Ship blueprints are standard; the real cost is the Guardian unlocks. Ask for exact per-blueprint or unlock counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Bulkheads | Lightweight | Military Grade | Mil-Grade Heavy Duty |
| Effective armour | 1,044 | ~4,050 | ~6,000+ |
| AX mount count | none | nine | nine (most in AX) |
| Module hardening | none | Guardian MRP | deep Guardian |
| Has a decoy fighter | no | yes | yes |
| Agility (dodge) | very poor | very poor | very poor |
Engineered and Guardian-armed, the Type-10 is the toughest AX platform in the game — effective armour past 6,000 behind Heavy Duty Military Grade plate, nine mounts saturating a whole swarm, and deep module hardening against the lightning. It never becomes fast or nimble; it doesn't try. As an immovable, near-indestructible AX gun platform, nothing out-lasts it.
Wherever Thargoids are fought in numbers — AXCZ, scout swarms, spire support, Maelstrom and Titan ops. The Type-10 is the anchor for pilots who fight long and refuse to retreat.
The Type-10 Defender is the scout-killing AX fortress: the highest armour in the game, nine hardpoints and deep Guardian hardening on a hull with no rank gate. It's far too slow and graceless to duel an interceptor one-on-one, but as a stationary, near-indestructible AX gun platform — clearing swarms and holding a conflict zone for an entire instance — nothing out-lasts it. A specialist's fortress, and the best at what it does.
Figures on this page are verified against the sources below.