E:D Black Box
The toughest hull in the game with the highest mount count, pressed into the do-everything role it fits worst. Deep internals and nine hardpoints make it a genuine warship and a big hauler, but a ~16–20 LY jump, glacial 179/219 handling, feeble shields and a large-pad, six-figure price mean it fails the "multi" test. It hauls and fights — slowly — and does nothing else, which is why it sits at the bottom of 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.
The Type-10 Defender is Lakon's bulk-freighter chassis reborn as a warship, and as a multipurpose hull that heritage cuts both ways. It carries the highest armour base in the game (1,044), nine hardpoints (four large, three medium, two small), two military slots, eight utilities and a deep bank of optional internals — more raw combat and reinforcement capability than most ships in this class. Load cargo racks and it hauls ~530 t; load guns and reinforcement and it becomes an all-but-indestructible turret tank.
What it cannot do is the other half of "multipurpose". A size-7 frame shift drive dragging a 1,200 t hull yields only a ~16–20 LY laden jump — the worst in the field — so exploration is off the table. It is glacially slow at 179/219 m/s and turns dreadfully, so it can't run trade loops quickly, dodge, or escape a fight it doesn't want. And it is a large pad that never sees an outpost. It is a combat/AX hull that dabbles at hauling, not a hull that genuinely switches between roles.
Only where being tough and heavily-armed beats being mobile: durable PvE combat and RES/CZ work with a hold of cargo, wing tanking, and its true calling — AX. For a rounded generalist that can also explore, trade quickly and land anywhere, a Python or Anaconda is the better buy.
Two things make it capable, two things cap it hard:
Its firepower and toughness are real, but the multipurpose role rewards doing several things well — and the Type-10 does exactly two (fight, haul) and does them slowly. The dreadful jump range, glacial handling, feeble shields and large pad are why a hull this capable in combat lands at the bottom of the generalist ladder.
The game's toughest hull and its most-mounted gun array, mis-cast as a generalist: deep internals and nine hardpoints are real, but a ~16-20 LY jump, glacial handling, feeble shields and a large-pad, six-figure price mean it can only fight and haul, slowly, capping it at the bottom of the role.
The 44/100 headline is a verdict against the multipurpose 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 |
|---|---|---|
| Breadth of internals | 20/30 | Ten optional internals (8·7·6·5·4·4·3·3·2·1) plus two class-5 military slots and eight utility mounts hold ~530 t of cargo or a fortress reinforcement stack — genuinely deep, but a large-pad hull that can't leverage the room for the mobile roles. |
| Firepower | 14/20 | Nine hardpoints (4L 3M 2S) is the highest mount count of any hull — real warship teeth; capped by no Huge mount, a class-7 distributor and a slow platform that struggles to bring fixed guns to bear. |
| Jump range | 3/20 | A size-7 FSD dragging a 1,200 t hull yields only ~16-20 LY laden engineered — the worst in the field, ruling out exploration entirely. |
| Flexibility & re-fit cost | 3/15 | No rank gate, but a large pad (no outposts), a ~121M Cr hull climbing past ~185M engineered, and glacial handling mean module-swap re-roling only ever spans combat and hauling, never explorer or fast trader. |
| Survivability & handling | 4/15 | The highest armour in the game (1,044 base, ~6,000+ effective) over two military slots makes it the toughest tank in the role, but feeble ~99 MJ base shields and glacial 179/219 m/s handling that can't dodge or escape drag the handling half to the floor. |
| Weighted total | 44/100 | 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.
Every table rates ships for multipurpose specifically, split by landing-pad class. The Max cargo column is maximum cargo tonnage — a proxy for internal room; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Anaconda | Large | ~470 t | Higher-rated; internals; firepowerSurvivability | 88 |
| Imperial Cutter | Large | ~794 t | Higher-rated; survivability; internalsRange | 82 |
| Federal Corvette | Large | ~618 t | Higher-rated; firepower; internalsRange | 78 |
| Imperial Clipper | Large | ~250 t | Higher-rated; flexibility; internalsFirepower | 73 |
| Caspian Explorer | Large | ~434 t | Higher-rated; internals; rangeFirepower | 66 |
| Beluga Liner | Large | ~370 t | Internals; survivabilityRange | 44 |
| Panther Clipper Mk II | Large | ~662 t | Internals; firepowerFlexibility | 44 |
| Type-10 Defender this | Large | ~534 t | — this hull (baseline) | 44 |
| Type-7 Transporter | Large | ~310 t | Internals; flexibilityFirepower | 44 |
| Type-9 Heavy | Large | ~790 t | Internals; flexibilitySurvivability | 44 |
10 large-pad multipurpose hulls carry a rating, led by Anaconda (88). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Python | Medium | ~294 t | Higher-rated; internals; firepowerRange | 86 |
| Krait Mk II | Medium | ~230 t | Higher-rated; firepower; internalsRange | 84 |
| Krait Phantom | Medium | ~190 t | Higher-rated; range; flexibilityFirepower | 84 |
| Corsair | Medium | ~318 t | Higher-rated; firepower; internalsRange | 82 |
| Asp Explorer | Medium | ~130 t | Higher-rated; flexibility; rangeFirepower | 80 |
| Type-11 Prospector | Medium | ~288 t | Higher-rated; internals; survivabilityFirepower | 64 |
| Type-8 Transporter | Medium | ~406 t | Higher-rated; internals; flexibilityFirepower | 58 |
| Type-6 Transporter | Medium | ~114 t | Range; internalsFirepower | 44 |
The medium-pad multipurpose field (8 rated), led by Python (86) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~110 t | Higher-rated; flexibility; internalsSurvivability | 80 |
| Cobra Mk III | Small | ~64 t | Higher-rated; flexibility; rangeFirepower | 72 |
| Imperial Courier | Small | ~34 t | Higher-rated; flexibility; survivabilityInternals | 66 |
| Dolphin | Small | ~88 t | Flexibility; internalsFirepower | 44 |
The small-pad multipurpose field (4 rated), led by Cobra Mk V (80) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
At ~125M Cr the Type-10 is a major purchase with no rank gate — anyone with the credits can fly one. But as a generalist it is poor value: for the same money a Python or Anaconda covers far more of the role, and cheaper mediums haul and travel better.
Buy it for what it uniquely does — armour and mount count — not for versatility. If your week is mostly combat, AX and the occasional cargo run, the Type-10 earns its price; if you want a hull that also explores, trades quickly or lands at outposts, spend the credits elsewhere.
The Type-10 needs only credits — the accessible heavy tank — but its multirole range is combat plus hauling and little else. Buy it as a warship that can carry cargo, not as a do-everything hull.
A balanced multirole fit on the game's toughest hull — nine gimballed guns, a deep bi-weave over stacked armour, ~216 t of cargo and enough range to travel. Initial is buy-only; A-rated is the multirole baseline; Engineered makes it capable across combat, hauling and defence. Strip the cargo and HRPs for a bigger hold to trade, or add more reinforcement to tank — the T-10 re-tunes at a station.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Lead large multi-cannon; the single Corrosive Shell strips armour resistance for the whole battery. |
| Large 2 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second large multi-cannon for sustained kinetic DPS; Auto Loader removes reloads. |
| Large 3 | 3C Beam Laser (Gimballed) | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Large beam for shield-stripping; Thermal Vent keeps it cold under sustained fire. |
| Large 4 | 3E Pulse Laser (Gimballed) | 3E Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Large pulse adds efficient laser damage; Efficient + Thermal Vent runs it cool. |
| Medium 1 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Medium multi-cannon fills the kinetic battery; Auto Loader keeps it firing. |
| Medium 2 | 2F Pulse Laser (Gimballed) | 2F Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Medium pulse rounds out the laser side; cheap on power and heat. |
| Medium 3 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second medium multi-cannon adds chip damage; Auto Loader keeps it topped up. |
| Small 1 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Small multi-cannon fills a firing arc; Auto Loader keeps it uninterrupted. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Thermal Vent | Small pulse fills the last mount; swap freely when re-roling. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield-booster; Heavy Duty multiplies the bi-weave's raw MJ — vital on a hull with feeble base shields. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster; the shield needs the stack to be worth anything. |
| Utility 4 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fourth Heavy-Duty booster before utilities turn to defence. |
| 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 Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Utility 7 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 8 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fifth Heavy-Duty booster fills the last utility; the huge utility suite is what lets the thin shield hold up. |
| 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 | Powers nine guns, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recover the barest agility a 1,200 t hull allows — it stays glacial. |
| Frame Shift Drive | 7E Frame Shift Drive | 7A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated with Increased Range and Mass Manager; the size-7 FSD needs both just to make the hull travel-usable. |
| Life Support | 5E Life Support | 5D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate early — nine guns plus boost drain the class-7 distributor; Charge Enhanced + Super Conduits keep WEP and ENG up. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; multirole needs no sensor range, so save the mass. |
| Fuel Tank | 6C Fuel Tank | 6C Fuel Tank | (No blueprint available) | Stock 6C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 5D Hull Reinforcement | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in the first military slot is the cheapest large multiplier on effective armour — the T-10's whole point. |
| Military 2 | — | 5D Module Reinforcement | (No blueprint available) | Module Reinforcement in the second military slot spreads penetrating-hit damage across internals; not engineerable. |
| Optional Internals | ||||
| Size 8 | 8E Shield Generator | 8C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Size-8 bi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more — the survivable all-round choice for a shield-poor hull. |
| Size 7 | 7E Cargo Rack | 7E Cargo Rack | (No blueprint available) | Cargo rack for hauling; strip it for more reinforcement when tanking. Cargo racks aren't engineerable. |
| Size 6 | — | 6E Cargo Rack | (No blueprint available) | Optional — more cargo space for dedicated trade runs. Cargo racks aren't engineerable. |
| Size 5 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement; armour stacks linearly and this hull leans on it, not shields. |
| Size 4 | — | 4A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 4 | — | 4E Cargo Rack | (No blueprint available) | Optional — adds cargo space; swap for an HRP when a pure tank is wanted. Cargo racks aren't engineerable. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull reinforcement where the slot allows. |
| Size 3 | — | 3E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for haulers. Cargo racks aren't engineerable. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the internals; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement fills the lone size-1 slot — every internal earns its mass on this hull. |
| 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's identity is armour and mount count, not versatility — feeble ~99 MJ base shields, glacial 179/219 m/s handling and a size-7 FSD cap how far it stretches. This is one balanced configuration; keep role-specific module sets in storage, but accept that even fully kitted it hauls, jumps and fights worse than a Python or Anaconda of the same class.
Buy the hull with its stock Lightweight Alloy bulkhead and fit the buy-only core baseline: E-rated core internals (8E power plant, 7E thrusters, 7E FSD, 5E life support, 7E distributor, 4E sensors) and a 6C fuel tank.
Fit gimballed multi-cannons and lasers across the four large and three medium mounts so the ship fights while you concentrate on position; leave the two small hardpoints empty until the A-rated pass. Slot a 5D hull reinforcement in the first military slot — armour is what this hull does — and a stock 8E shield generator with a single shield booster for a thin buffer.
Leave the second military slot and the deeper optionals empty for now; A-rating the cores comes first, since they serve every role. Build storable module sets — a cargo loadout and a combat loadout — to swap as the week demands.
A-rating priority for an all-rounder tank:
The house all-rounder pattern weighted to armour and sustained fire. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
Approximate progression across the three states (figures are representative, not exact rolls):
| 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 |
| Frame Shift Drive (7) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Bi-Weave Shield (8) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Military Grade Composite with Heavy Duty G5 and Deep Plating, stacked on the two military slots and deep optional hull reinforcements, takes effective armour past ~6,000 — the most survivable hull in the role by a wide margin. But engineering can't fix the fundamentals: even a fully-tuned FSD only reaches ~16–20 LY laden, and Dirty Drives lift boost to just ~250 m/s. The tank gets tougher; it never gets mobile.
A bounty session, a conflict-zone stint, a short cargo run between fights. The Type-10 covers the combat-and-haul corner of the role from a home base — not the long-range or fast-loop corners.
The Type-10 Defender is the toughest, most heavily-mounted hull in the game — and one of the worst fits for the multipurpose role. It fights and hauls well, but a dreadful jump range, glacial handling, feeble shields and a large pad mean it can't do the mobile half of "multipurpose" at all. Buy it as a warship that happens to carry cargo; for a hull that genuinely does everything, look to a Python, Anaconda or the versatile mediums instead.
Figures on this page are verified against the sources below.