E:D Black Box
A large ore hold, nine hardpoints for a full mining suite and a gun battery, and the highest armour base in the game — the Type-10 mines without ever fearing the pirates that hunt laden ships. But it is large-pad only, glacially slow to reach and work a ring, leans on armour because its shields are feeble, and costs more than the bulk haulers that out-carry it. A durable, self-defending heavy miner that earns a solid rating but never tops the role.
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.
Mining is a slow, stationary business that turns a laden ship into a pirate magnet — and the Type-10 answers that with sheer durability. Lakon's anti-Thargoid fortress doubles as a heavy miner: nine hardpoints (four large, three medium, two small) carry every mining tool you need and still leave mounts for a gun battery, its deep class-8 internals hold a full refinery, limpet controllers and a large ore rack, and the single highest armour base of any ship (580, climbing far higher with reinforcement) means it simply tanks the pirate that interdicts it mid-session.
The catch is that it pays for that durability in mobility and access. It is large-pad only, so it skips medium-pad outposts; it is brutally slow (179 m/s) to reach a ring and to reposition between rocks; and its shields are feeble for the hull, so survival rests on armour, not a shield bubble. It carries less than the bulk haulers (Type-9, Cutter) and lacks the dedicated mining edge of the Type-11, and it costs more than either. For a commander who already flies a Type-10 and wants it to mine valuable cores in dangerous rings without ever fleeing, it is a genuinely capable, near-indestructible platform — just not the efficient choice.
Durable, self-defending mining: core and laser work in pirate-heavy rings where being near-indestructible matters more than speed or pad access — painite, platinum and tritium hotspots worked solo, with a gun battery ready for anyone who comes for the haul.
Four things make the Type-10 a workable heavy miner:
It is large-pad only, painfully slow to reach and work a ring, and its shields are weak — survival leans on armour, and any reposition between rocks wastes time. It out-carries the medium miners but trails the bulk haulers (Type-9, Cutter) and lacks the Type-11's dedicated mining modules, all while costing more. Its case is durability and self-defence, not tonnage, speed or value.
It rates 70 on the single highest armour in the game (580 base, ~5,000+ engineered) plus a 9-hardpoint full-suite-and-guns fit, limited by a ~528 t hold the bulk haulers beat and a 165M-Cr, large-pad-only, glacial frame.
The 70/100 headline is a verdict against the mining 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 |
|---|---|---|
| Effective ore capacity | 22/35 | ~528 t max, ~360-420 t practical once refinery and limpet controllers fit; out-carries medium miners but trails Type-9 (~790 t), Cutter (~794 t) and Panther (~1,200 t), and even the Anaconda (~470 t). Mid-field tonnage, not a leader. |
| Tool & slot fit | 20/25 | Nine hardpoints (4L/3M/2S) seat two mining lasers, seismic launcher, sub-surface missile and abrasion blaster while still mounting a turreted multi-cannon battery; class-8 optional plus a deep internal ladder hold refinery, prospector/collector controllers, scanner and large racks, with 8 utility mounts. Lacks the Type-11's exclusive mining modules. |
| Survivability | 14/15 | Highest base armour in the game (580), scaling to ~5,000+ with Heavy-Duty hull reinforcement across two military slots plus an optional; tanks an interdictor outright. Role-leading toughness, though shields are feeble and survival rests entirely on armour. |
| Pad class & access | 9/15 | Large pad only — locked out of medium-pad outposts — and brutally slow at 179/219 m/s to reach and reposition in a ring. Offset by no rank and no permit gate, so anyone with credits can fly it. |
| Cost & specialisation | 5/10 | ~125M Cr hull, ~165M all-in A-rated — more than the dedicated trade-miners and the Python, yet not a specialised mining hull. You pay for durability, not tonnage-per-credit; a Type-9 holds more ore for less. |
| Weighted total | 70/100 | 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 mining specifically. The role column is the maximum cargo capacity in tonnes — though practical ore capacity is lower once the mining suite (refinery, limpet controllers) is fitted.
| Ship | Class | Max cargo (t) | Pros & cons vs Type-10 Defender | Rating |
|---|---|---|---|---|
| Type-10 Defender this | Large | ~528 | — this hull (baseline) | 70 |
| Type-9 Heavy | Large | ~790 | Far larger ore hold; cheaperFlimsy; can't fight pirates | 90 |
| Panther Clipper Mk II | Large | ~1,200 | Vast hold; the heavy-hauler minerPricier; even slower; less armour | 77 |
| Type-7 Transporter | Large | ~310 | Cheaper; nimble for a haulerCan't fight; weak hull | 78 |
| Imperial Clipper | Large | ~232 | Fast; agile; defensibleSmall hold; few tool mounts | 70 |
| Federal Corvette | Large | ~228 | Warship; out-fights any pirateFederal rank; small hold; pricier | 64 |
Among large-pad miners the Type-10 sits in the middle. The Type-9 and Panther haul far more ore for the same pad, and the Type-7 does it cheaper; the Type-10's edge is that it tanks and fights off the pirates that gut those flimsy haulers. It out-mines the combat hulls (Clipper, Corvette) on hold size while matching their survivability — a durable compromise rather than a leader.
| Ship | Class | Max cargo (t) | Pros & cons vs Type-10 Defender | Rating |
|---|---|---|---|---|
| Type-11 Prospector | Large | ~288 | Dedicated miner; exclusive Mk II mining modulesSmaller hold; less raw armour | 95 |
| Imperial Cutter | Large | ~794 | Vast hold; best shields; far fasterImperial rank; pricier | 92 |
| Python | Medium | ~294 | Medium pad; faster; defends itself; cheaperSmaller hold; less armour | 90 |
| Anaconda | Large | ~470 | Big hold; warship; far fasterPricier; less raw armour | 86 |
| Keelback | Medium | ~98 | Cheap; medium pad; SLF for defenceTiny hold beside the Type-10 | 68 |
The dedicated and capital miners out-haul or out-specialise the Type-10 and most are far faster, while the Python delivers most of its self-defence on a cheaper, quicker medium hull. The Type-10 beats them only on raw toughness — it is the miner you take into the worst rings when surviving the attention matters more than tonnage, speed or pad access.
At ~125M Cr the Type-10 is a major purchase with no rank gate. A mining fit — tools, refinery, limpet controllers, a large ore rack, hull and module reinforcement and A-rated cores to run it all — brings the all-in figure to around 165M Cr, more than the dedicated trade-miners and the Python.
You pay for durability, not tonnage per credit. A Type-9 holds more ore for less, the Type-11 mines more efficiently, and the Python defends itself on a cheaper, faster medium hull. The Type-10 earns its price only if you value being near-indestructible above all else — or already own one and want it to mine.
Around 165M Cr all-in for a miner that never has to flee a pirate — but cheaper hulls out-carry it and the Python out-defends-per-credit it. Buy it for the armour, not the haul.
A heavy mining fit for laser and core work that keeps a turreted gun battery and deep armour for self-defence. Initial is buy-only; A-rated is the mining baseline; Engineered focuses on armour, mobility and heat — the mining tools themselves are not meaningfully engineered.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 2D Mining Laser (Fixed) | 2D Mining Laser (Fixed) | (No blueprint available) | Fixed mining laser is the bread-and-butter laser-mining tool; mining tools gain nothing from engineering, so leave it stock. |
| Large 2 | — | 2D Mining Laser (Fixed) | (No blueprint available) | Second mining laser doubles laser throughput on a fragment rock; it under-fills the large slot but lasers max at size 2. |
| Large 3 | — | 2B Seismic Charge Launcher (Fixed) | (No blueprint available) | Seismic charge launcher for core (motherlode) mining; ordnance with no blueprint, fitted in a large slot since it only comes in medium. |
| Large 4 | — | 3E Multi-Cannon (Turreted) | G5 Overcharged + Corrosive Shell | Size-3 turret multi-cannon is the heaviest defensive gun; Overcharged + Corrosive Shell strips a pirate's hull resistance for the whole battery. |
| Medium 1 | — | 2B Sub Surface Displacement Missile (Fixed) | (No blueprint available) | Sub-surface displacement missile cracks deposits inside cores; mining ordnance, left stock. |
| Medium 2 | — | 2F Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | Turret multi-cannon so it tracks the pirate while you keep lasers on the rock; Overcharged + Auto Loader for uninterrupted fire. |
| Medium 3 | — | 2F Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | Second medium defensive turret; Overcharged + Auto Loader keeps the gun battery firing while you mine. |
| Small 1 | — | 1D Abrasion Blaster (Fixed) | (No blueprint available) | Abrasion blaster knocks surface deposits off asteroids; fixed-only mining tool, left stock. |
| Small 2 | — | 1G Multi-Cannon (Turreted) | G5 Overcharged + Auto Loader | Small turret multi-cannon fills the last weapon mount for extra tracking fire; Overcharged + Auto Loader. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Pulse Wave Analyser | (No blueprint available) | Pulse wave analyser lights up high-yield rocks across the ring; A-rated for the widest pulse, no blueprint exists. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Shield booster stacks onto the bi-weave buffer; Heavy Duty + Super Capacitors is the cheapest large gain in raw MJ. |
| Utility 5 | — | 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 6 | — | 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 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 | Lightweight Alloy | G5 Lightweight + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Low Emissions + Thermal Spread | Powers lasers, limpets, turrets and reinforcement together; Low Emissions + Thermal Spread keeps heat down across long mining runs. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recover the barest 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 (G5) eases the jumps to distant hotspots; Mass Manager offsets the heavy fit. |
| Life Support | 5E Life Support | 5D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more, and life support has no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G3 Engine Focused + Super Conduits | A-rate FIRST so lasers and limpets never brown out; Engine Focused + Super Conduits speeds recharge for sustained mining. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; mining needs no sensor range, so save the mass. |
| Fuel Tank | 6C Fuel Tank | 6C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in the military slot is the cheapest large multiplier on the Type-10's signature armour. |
| Military 2 | — | 5D Module Reinforcement | (No blueprint available) | Module reinforcement spreads penetrating-hit damage across the internals that keep you mining; not engineerable. |
| Optional Internals | ||||
| Size 8 | 8E Cargo Rack | 8E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 7 | — | 7E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 6 | — | 6C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave shield is just a fast-regen buffer over the armour; Reinforced + Fast Charge maximise that buffer. |
| Size 5 | — | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | — | 4A Refinery | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the refinery. Processes mined fragments. |
| Size 4 | — | 3A Collector Limpet Controller | G5 Lightweight (no experimental effect) | Optional / low-priority — Lightweight trims the controller's mass. Deploys collector limpets. |
| Size 3 | — | 3A Prospector Limpet Controller | G5 Lightweight (no experimental effect) | Optional / low-priority — Lightweight trims the controller's mass. Deploys prospector limpets. |
| Size 3 | — | 3A Collector Limpet Controller | G5 Lightweight (no experimental effect) | Optional / low-priority — Lightweight trims the controller's mass. Deploys collector limpets. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Extra Heavy-Duty hull reinforcement where the small slot allows; armour is the tank. |
| Size 1 | — | 1I Detailed Surface Scanner | (No blueprint available) | 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. | |||
A complete heavy miner: two lasers and a seismic launcher for both mining styles, a Pulse Wave Analyser to find rocks, a refinery, prospector and collector controllers to work fast, and a large ore rack — plus the Type-10's signature wall of armour, hull/module reinforcement and a turreted gun battery so the pirate who interdicts you regrets it. The bi-weave is a buffer; the armour is the tank.
Initial is a bare frame: buy the hull — it ships with stock Lightweight Alloy bulkheads at no cost — hang a single 2D Mining Laser (Fixed) on the first large hardpoint, and run the stock E-rated cores (8E plant, 7E thrusters, 7E FSD, 5E life support, 7E distributor, 4E sensors) on a 6C fuel tank. Every weapon, utility and military mount stays empty.
The rest of the mining suite — the second laser, the seismic charge launcher, the sub-surface missile, the abrasion blaster, the refinery and the limpet controllers — and the whole defensive layer — the turreted multi-cannons, Pulse Wave Analyser, the shield booster, heat sinks, point defence and the military hull/module reinforcement — all wait for the A-rated pass, not this one.
The only optional fitted buy-only is an 8E Cargo Rack in the class-8 slot; the bi-weave buffer and the remaining cargo racks come later. Nothing here needs an unlock — it is all purchasable.
A-rating priority for a durable miner:
Mining lasers, limpets and turrets all draw heavily — A-rate the distributor and plant first so the whole suite runs without browning out, then stack hull and module reinforcement so an interdiction is an annoyance, not a threat. The 6C bi-weave floors on a 1,200t-plus laden hull, so it carries a single booster — extra boosters only multiply a collapsed base — and armour, not shield, soaks the hits.
Mining engineering is light and focuses on the ship, not the tools — the mining hardware itself isn't meaningfully engineered. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Bulkheads | Lightweight (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement (5) | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Power Plant (8) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Power Distributor (7) | Engine Focused (G3) | Super Conduits | The Dweller |
| Thrusters (7) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Bi-Weave Shield (6) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Multi-Cannons (3) | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Frame Shift Drive (7) | Increased Range (G5) | Mass Manager | Felicity Farseer |
Moderate — the ship's armour, mobility and defence blueprints (hull reinforcement adds a real grind), but the mining tools are left stock so there's no weapon-style farm. With a stocked inventory this is mostly 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 |
|---|---|---|---|
| Ore per trip (t) | ~300 | ~380 | ~420 |
| Survives pirates | yes | yes | decisively |
| Effective armour | ~580 | ~2,000 | ~5,000+ |
| Tool mounts | all | all | all |
| Pad access | large | large | large |
Engineered, the Type-10 mines a ~420t hold behind thousands of points of armour — an engineered Lightweight Alloy bulkhead plus the hull/module reinforcement stack, kept light so the 1,200t frame still moves — and a turreted gun battery. The bi-weave is a thin buffer, not the tank; the armour is. It works cores in the worst rings and shrugs off the pirates that come for the haul. It carries less than the bulk haulers and stays slow and large-pad bound, but none of them mines as durably.
Any pristine metallic or icy ring with a large-pad station within reach suits it. From your home base it lumbers to mining systems and works them without fear of pirates — mine, refine, and tank the ore home.
The Type-10 Defender is the miner that out-tanks the pirate: a large ore hold, a full mining suite, a turreted gun battery and the highest armour in the game — it never has to flee. But it is large-pad only, painfully slow, weak-shielded and pricey, and the bulk haulers out-carry it while the Python defends itself on a cheaper, faster medium. That mix of real durability and real drawbacks is exactly why it lands at 70: a genuinely capable, near-indestructible heavy miner, but never the efficient or top choice for the role.
Figures on this page are verified against the sources below.