Ship Dossier // Lakon Spaceways

Type-10 DefenderCombat

Series Ships Updated 2026-06-25
Briefing

The flying fortress — a specialist turret tank with unmatched armour and nine hardpoints

A specialist turret-and-tank platform with a clear niche. Glacial speed and feeble shields cap its rating for general combat, but nine mounts and the highest armour in the game make it nearly indestructible as a turret boat. Its true calling is AX, where hardpoint count and toughness are the deciding factors.

Type-10 Defender
Type-10 Defender · Lakon Spaceways
78/100
4L 3M 2S
Hardpoints
2
Military slots
1,044
Base armour
~121M
Hull price (Cr)
None
Rank required
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 Type-10 Defender is Lakon's bulk-freighter chassis reborn as a warship — and the result is the toughest hull in the game. It carries nine hardpoints (four large, three medium, two small), two military slots, eight utilities and the single highest armour base of any ship (1044), all wrapped around a slow, immense airframe built to sit in a fight and simply not die.

It is the antithesis of a duellist. The Type-10 is glacially slow, turns terribly and has surprisingly weak shields for its size — so it doesn't dodge or chase; it anchors and saturates, loaded with turrets that fire on everything around it while its armour soaks the return. That profile makes it a famous anti-Thargoid platform: nine mounts of AX weaponry on a hull that survives interceptor attacks. As a turret tank, nothing is harder to kill.

Where this hull shines

Turret-saturation and AX combat: holding the line in conflict zones, anti-Thargoid engagements (its signature role), and any fight where being nearly indestructible and out-gunning everything around you beats moving.

02

Key Stats & What Makes It Fight

Top speed / boost
179 / 219 m/s (very slow)
Hardpoints
4 Large · 3 Medium · 2 Small
Utility mounts
8
Hull mass
1,200 t
Base armour
1,044 (highest in game)
Base shield
~99 MJ (feeble)
Military slots
2 (class 5)
Optional internals
8·7·6·5·4·4·3·3·2·1
Agility
Very poor · 4 crew + SLF
Rank
None

Four things make the Type-10 the ultimate turret tank:

The ceiling, stated honestly

It is brutally slow, turns dreadfully, and — oddly for a tank — has feeble shields, so it relies almost entirely on armour. It cannot chase, dodge, escape or hold guns on an agile target manually (hence turrets). For general PvE it's outclassed by faster, harder-hitting ships; its niche is turret saturation and, above all, AX, where its toughness and mount count are ideal.

03

Why This Rating

Scorecard

Nine mounts and game-highest armour lead the score; the limiter is glacial 179/219 m/s agility plus feeble ~99 MJ shields, capping it as a stand-and-saturate specialist.

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
Hardpoints30/30
Nine hardpoints (4 Large, 3 Medium, 2 Small) is the highest mount count of any combat hull, ideal for turret saturation. The ceiling is no Huge mount, so peak alpha trails the Corvette's 2H and Cutter's 1H burst.
Power distributor9/10
Class-7 distributor must feed nine turrets, a fighter and eight utilities; A-rated it sustains turret fire adequately but sits a class below the Corvette/Cutter capital distributors. Lower draw from turrets keeps it serviceable, not class-leading.
Shield8/15
Base shield is ~99 MJ — feeble for a 1,200 t hull and explicitly its oddest weakness. Even with bi-weave plus three Heavy-Duty boosters it reaches only ~430 MJ, far below the Cutter; the shield is a buffer, not the tank.
Armour & internals15/15
1,044 base armour is the single highest in the game, climbing past ~6,000 effective with two military slots plus deep optional HRP stacking. Module reinforcement across internals makes it the most survivable hull in the role — outright role-leading.
Agility6/20
179 / 219 m/s on a 1,200 t hull with very poor handling is worst-in-class; even Dirty Drives reach only ~270 m/s boost. It cannot chase, dodge, escape or hold fixed guns on agile targets — the dominant drag on the score.
Utility & flexibility10/10
Eight utility mounts is the largest suite in the game, fitting triple shield boosters, dual point defence, heat sinks and chaff alongside a 4-crew SLF bay. No rank gate adds access flexibility; the turret-only constraint slightly narrows weapon versatility.
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 — large-pad combat ships

ShipClassHardpointsPros & cons vs Type-10 DefenderRating
Federal CorvetteLarge2H 1L 2M 2STwo huge mounts; agile; apex firepowerFederal rank; ~187M Cr; far less armour98
Imperial CutterLarge1H 2L 4MBest shields; huge mount; far fasterImperial rank; less armour91
AnacondaLarge1H 3L 2M 2SEight mounts; vast internals; faster; no rankLess armour; lower mount count88
Imperial ClipperLarge2L 2MFar faster and more agileOnly four mounts; far less tank79
Type-10 Defender thisLarge4L 3M 2S— this hull (baseline)78

The Type-10 is the armour-and-saturation specialist of the large class. The others out-gun, out-shield or out-run it, but none can match its armour or its nine mounts. As a stand-and-saturate turret tank — especially for AX — it occupies a niche the faster, harder-hitting warships simply don't fill.

Other classes — the turret-tank cousins

ShipClassHardpointsPros & cons vs Type-10 DefenderRating
Krait Mk IIMedium3L 2MAgile AX medium; SLF; medium padFar less tank for sustained AX90
AnacondaLarge1H 3L 2M 2STanky AX-capable capital; no rank; fasterLess raw armour88
Alliance ChieftainMedium2L 1M 3SAgile AX medium; cheap; no rankFar less tank; fewer mounts88
Alliance ChallengerMedium1L 3M 3STough; agile; medium pad; no rankFar less armour and mounts86
Federal GunshipMedium1L 4M 2SThe medium turret tank; cheaper; class-7 distributorLess armour and mounts; Federal rank82

For AX specifically the agile mediums (Chieftain, Krait Mk II) dodge Thargoid attacks the Type-10 must simply tank, and many pilots prefer them. But for a stationary, indestructible AX gun platform that out-lasts everything, the Type-10 is unrivalled — the choice when survivability and mount count beat mobility.

05

Cost & Access

Hull
~121M Cr
Retail (A-rated)
~150M Cr
Engineered
~185M+ Cr
Pad
Large
Rank
None
Permit
None

At ~121M Cr the Type-10 is a major purchase but carries no rank gate — the most accessible heavy-tank warship. A turret-and-armour fit doesn't need expensive duelling engineering, so the bill is dominated by the hull, nine weapons and deep reinforcement.

It's most worth the cost for dedicated AX pilots and wing tanks; for general combat, faster and harder-hitting ships offer more per credit. Buy it for what it uniquely does — survive and saturate.

No rank, all armour

The Type-10 needs only credits — the cheapest route to the toughest hull in the game. Buy it for AX and turret-tanking, not for chasing or duelling.

06

ARX Pre-Built Option

Lakon offers a Type-10 'AX Combat' themed pre-built in some storefronts, aligned 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.

If you fly a pre-built, add AX/Guardian weapons and reinforcement to open slots and engineer the cores in situ — never strip the stock modules out.

PackageType-10 Defender (AX-themed pre-built, where offered)
ThemeAnti-Thargoid (AX) combat
AX is its calling

The Type-10's armour and nine mounts make it a natural AX platform — an AX-themed pre-built plays directly to its strength. Build the AX kit into open slots and keep the rebuy free.

07

3-State Loadout

A turret-saturation armour-tank fit using both military slots and all eight utilities. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern weighted to turrets and armour. An AX variant swaps the turrets for Guardian/AX weapons.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13C Multi-Cannon (Gimballed)3E Multi-Cannon (Turreted)G5 Overcharged + Corrosive ShellLead large multi-cannon turret; the single Corrosive Shell strips armour resistance for the whole battery.
Large 23C Multi-Cannon (Gimballed)3E Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderSecond large MC turret; Auto Loader removes reloads so it tracks and fires nonstop.
Large 33E Pulse Laser (Gimballed)3D Beam Laser (Turreted)G5 Efficient + Thermal VentLarge beam turret for shield-stripping; Thermal Vent keeps it cold under sustained fire.
Large 43E Pulse Laser (Gimballed)3D Beam Laser (Turreted)G5 Efficient + Thermal VentSecond large beam turret; paired Thermal-Vent beams hold targets shieldless while the MCs work the hull.
Medium 12F Multi-Cannon (Gimballed)2F Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderMedium MC turret adds sustained kinetic DPS; Auto Loader keeps it uninterrupted.
Medium 22F Multi-Cannon (Gimballed)2F Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderSecond medium MC turret; turrets let the fortress fight while you manage position.
Medium 32F Pulse Laser (Gimballed)2E Beam Laser (Turreted)G5 Efficient + Thermal VentMedium beam turret; Thermal Vent vents heat so the laser battery runs heat-free.
Small 11G Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderSmall MC turret fills the firing arcs; Auto Loader keeps it topped up.
Small 21G Multi-Cannon (Turreted)G5 Overcharged + Auto LoaderSecond small MC turret completes nine-mount saturation coverage.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst Heavy-Duty shield booster; multiplies the bi-weave's raw MJ buffer.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster — cheap shield-buffer gain over the armour.
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 Thermal-Vent resets.
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.
Utility 50I Point DefenceG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes.
Utility 60I Point DefenceG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes.
Utility 70I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 80A Shield BoosterG5 Heavy Duty + Super CapacitorsThird Heavy-Duty booster rounds out the shield buffer.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant8E Power Plant8A Power PlantG5 Overcharged + Thermal SpreadPowers nine turrets, an SLF and eight utilities; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters7E Thrusters7A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives recover the barest mobility a 1,200t hull allows.
Frame Shift Drive7E Frame Shift Drive7A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated to relocate the fortress between fights; only G3 range — combat doesn't need a jump monster.
Life Support5E Life Support5D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor7E Power Distributor7A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate to feed nine turrets without throttling; Charge Enhanced widens the weapon capacitor.
Sensors4E Sensors4D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; combat needs no sensor range, so save the mass.
Fuel Tank6C Fuel Tank6C Fuel Tank(No blueprint available)Stock tank; fuel capacity is fixed and cannot be engineered.
Military Slots
Military 15D Hull Reinforcement5D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement is the cheapest large multiplier on effective armour.
Military 25D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Optional Internals
Size 88E Shield Generator8C Bi-Weave Shield GeneratorG5 Reinforced + Fast ChargeBi-weave regenerates fast under fire; Reinforced maximises the MJ buffer, Fast Charge keeps regen high.
Size 77E Cargo Rack5D Hull ReinforcementG5 Heavy Duty + Deep PlatingHull reinforcement caps at size 5, so a 5D HRP under-fills this size-7 slot for max effective armour.
Size 66D Fighter Hangar(No blueprint available)SLF bay adds a second gun platform that draws fire; hangars are not engineerable.
Size 55D Hull ReinforcementG5 Heavy Duty + Deep PlatingAnother Heavy-Duty 5D HRP — armour stacks linearly across the optionals.
Size 44D Module Reinforcement(No blueprint available)Module Reinforcement protects the cores that keep the fortress flying; not engineerable.
Size 44A 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 Hull ReinforcementG5 Heavy Duty + Deep PlatingMore Heavy-Duty hull where the slot allows.
Size 33D Module Reinforcement(No blueprint available)More internal protection for the modules; not engineerable.
Size 22D Module Reinforcement(No blueprint available)Last module reinforcement tops up penetrating-hit protection; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty (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.
All turrets, all armour

The Type-10 can't aim fixed guns at agile targets, so go full turret — it saturates everything in range while you focus on staying alive. Stack armour and hull reinforcement; the feeble shields are a buffer, not the tank.

08

Initial Loadout — Buy-Only Plan

Buy the hull with its stock Lightweight Alloy bulkhead and slot a 5D Hull Reinforcement in the first military slot — armour is the whole point. The Military Grade bulkhead, the second military slot and the optional-bay reinforcement stack all arrive with the A-rated pass.

Fit gimballed multi-cannons and pulse lasers across the four large and three medium mounts so the ship fights even while you concentrate on position; the two small hardpoints stay empty until the A-rated turret swap.

Run the stock 8E shield generator with a single shield booster for a thin buffer over the armour; the bi-weave, point defence and heat sinks wait for A-rating. Even unengineered it's a near-immovable anchor.

09

A-Rated Loadout — Upgrade Plan

A-rating priority for a turret tank:

Armour first, then power

The Type-10 tanks on armour, not shields — swap to Military Grade bulkheads and reinforce the hull heavily, then A-rate plant and distributor to feed nine turrets. Fill the lone size-1 slot with a 1D Hull Reinforcement, not a surface scanner — every internal earns its mass here. Don't waste credits chasing a big shield it can't really use.

10

Engineering Plan

The house combat pattern weighted to turrets and armour. Pin blueprints for remote G1→G5 application; visit in person for experimentals.

ModuleBlueprintExperimentalEngineer
Power Plant (8)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (7)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Multi-Cannon TurretsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam TurretsEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (7)Charge Enhanced (G5)Super ConduitsThe Dweller
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean
Bi-Weave Shield (8)Reinforced (G5)Fast ChargeLei Cheung
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann

Recommended order

Material intensity (qualitative)

Heavy — nine weapons plus deep armour reinforcement and class-8 cores; a large material spend, though no exotic shield work needed. With a complete inventory it's spend, not farm. Ask for exact per-blueprint counts before committing.

11

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Top speed (boost)219 m/s219 m/s~270 m/s
Armour (eff.)1,044~3,800~6,200+
Shield (MJ)~140~200~430
Total firepowervery highvery highelite (nine mounts)
Agilityvery poorvery poorvery poor

The A-rated jump is almost all bulkhead and reinforcement — Military Grade Composite plus the full HRP stack (including the size-1 slot reclaimed from the scanner) lifts effective armour well past 3,500 before a single engineer touches it. Engineered with Heavy Duty + Deep Plating throughout, the Type-10 is the toughest ship in the game — effective armour past 6,000 and nine turrets saturating everything in range. It never becomes fast or nimble; it doesn't try. As an immovable, near-indestructible gun platform — especially for AX — nothing out-lasts it.

12

Key Activities & Where To Do Them

Getting started
  • Holding conflict zones. Anchor the Type-10 and let its nine turrets and armour grind the enemy while you manage position.
  • Hazardous RES. Its armour lets it sit in a Haz RES indefinitely, saturating wanted targets.
  • Massacre stacks. Stack missions and clear them from a fixed, indestructible firing position.
Advanced
  • Thargoid AX combat (its signature). Nine AX/Guardian mounts on game-leading armour make the Type-10 a premier anti-Thargoid platform — it tanks interceptor attacks others must dodge. (A dedicated AX manual covers loadouts.)
  • Wing tanking and area denial. As an immovable fortress it holds aggro and saturates the field while wingmates strike.
  • Spire and ground-installation support. Its toughness suits prolonged AX operations around Thargoid sites.
Generic example systems

Any CZ or Haz RES suits an anchored Type-10; its true home is Thargoid-active systems and AX conflict zones, where armour and nine mounts matter most.

13

Field Notes — What Else To Know

Verdict

The Type-10 Defender is the flying fortress: the highest armour in the game, nine hardpoints and a near-indestructible turret-tank profile, with no rank gate. It's far too slow and graceless for general combat, but as a stationary saturation platform — and above all as an anti-Thargoid AX tank — nothing out-lasts it. A specialist's fortress, and the best at what it does.

14

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/type_10_defender
Elite Dangerous (official)Frontier's official Type-10 Defender ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../type-10-defender
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/type_10_defender.json
Inara — Type-10 DefenderShip-specific stats, hardpoint & internal layout, and shipyard pricing.inara.cz/elite/ship/66
Fandom — Type-10 DefenderLakon/Alliance lore, combat-platform role, and the ship's spec reference.fandom.com/wiki/Type-10_Defender