Ship Dossier // Lakon Spaceways

Type-10 DefenderMultipurpose

Series Ships Updated 2026-07-01
Briefing

A combat tank mis-cast as a generalist — huge armour and nine guns, but it can't jump, dodge or explore

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.

Type-10 Defender
Type-10 Defender · Lakon Spaceways
44/100
4L 3M 2S
Hardpoints
~530 t
Max cargo
~16–20 LY
Laden jump (eng.)
~125M
Hull price (Cr)
Large
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 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.

Where this hull shines

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.

02

Key Stats & What Makes It Versatile

Top speed / boost
179 / 219 m/s (very slow)
Laden jump (eng.)
~16–20 LY (worst in class)
Hardpoints
4 Large · 3 Medium · 2 Small
Utility mounts
8
Max cargo
~530 t (~278 t with shield)
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
Pad / Rank
Large · None

Two things make it capable, two things cap it hard:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Breadth of internals20/30
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.
Firepower14/20
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 range3/20
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 cost3/15
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 & handling4/15
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 total44/100
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

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.

Same class — large multipurpose ships

Other classes — the medium all-rounders

Other classes — the small all-rounders

05

Cost & Access

Hull
~125M Cr
A-rated multirole
~150M Cr
Engineered
~185M+ Cr
Pad
Large
Rank
None
Permit
None

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.

No rank, but narrow

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13C Multi-Cannon (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellLead large multi-cannon; the single Corrosive Shell strips armour resistance for the whole battery.
Large 23C Multi-Cannon (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond large multi-cannon for sustained kinetic DPS; Auto Loader removes reloads.
Large 33C Beam Laser (Gimballed)3C Beam Laser (Gimballed)G5 Efficient + Thermal VentLarge beam for shield-stripping; Thermal Vent keeps it cold under sustained fire.
Large 43E Pulse Laser (Gimballed)3E Pulse Laser (Gimballed)G5 Efficient + Thermal VentLarge pulse adds efficient laser damage; Efficient + Thermal Vent runs it cool.
Medium 12F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderMedium multi-cannon fills the kinetic battery; Auto Loader keeps it firing.
Medium 22F Pulse Laser (Gimballed)2F Pulse Laser (Gimballed)G5 Efficient + Thermal VentMedium pulse rounds out the laser side; cheap on power and heat.
Medium 32F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond medium multi-cannon adds chip damage; Auto Loader keeps it topped up.
Small 11G Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSmall multi-cannon fills a firing arc; Auto Loader keeps it uninterrupted.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Thermal VentSmall pulse fills the last mount; swap freely when re-roling.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst shield-booster; Heavy Duty multiplies the bi-weave's raw MJ — vital on a hull with feeble base shields.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster — the cheapest large gain in shield strength.
Utility 30A Shield BoosterG5 Heavy Duty + Super CapacitorsThird Heavy-Duty booster; the shield needs the stack to be worth anything.
Utility 40A Shield BoosterG5 Heavy Duty + Super CapacitorsFourth Heavy-Duty booster before utilities turn to defence.
Utility 50I 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 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 CapacitorsFifth Heavy-Duty booster fills the last utility; the huge utility suite is what lets the thin shield hold up.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant8E Power Plant8A Power PlantG5 Overcharged + Thermal SpreadPowers nine guns, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters7E Thrusters7A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives recover the barest agility a 1,200 t hull allows — it stays glacial.
Frame Shift Drive7E Frame Shift Drive7A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated with Increased Range and Mass Manager; the size-7 FSD needs both just to make the hull travel-usable.
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 early — nine guns plus boost drain the class-7 distributor; Charge Enhanced + Super Conduits keep WEP and ENG up.
Sensors4E Sensors4D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; multirole needs no sensor range, so save the mass.
Fuel Tank6C Fuel Tank6C Fuel Tank(No blueprint available)Stock 6C tank; fuel capacity is fixed and cannot be engineered.
Military Slots
Military 15D Hull Reinforcement5D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement in the first military slot is the cheapest large multiplier on effective armour — the T-10's whole point.
Military 25D Module Reinforcement(No blueprint available)Module Reinforcement in the second military slot spreads penetrating-hit damage across internals; not engineerable.
Optional Internals
Size 88E Shield Generator8C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapSize-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 77E Cargo Rack7E Cargo Rack(No blueprint available)Cargo rack for hauling; strip it for more reinforcement when tanking. Cargo racks aren't engineerable.
Size 66E Cargo Rack(No blueprint available)Optional — more cargo space for dedicated trade runs. Cargo racks aren't engineerable.
Size 55D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement; armour stacks linearly and this hull leans on it, not shields.
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 44E 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 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingMore Heavy-Duty hull reinforcement where the slot allows.
Size 33E Cargo Rack(No blueprint available)Optional — adds cargo space; worth it for haulers. Cargo racks aren't engineerable.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement protects the internals; not engineerable.
Size 11D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement fills the lone size-1 slot — every internal earns its mass on this hull.
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.
A tank that dabbles

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for an all-rounder 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 guns. Don't chase a big shield it can't really use; put the credits into HRPs and cargo instead.

09

Engineering Plan

The house all-rounder pattern weighted to armour and sustained fire. Pin blueprints for remote G1→G5 application; visit in person for experimentals.

10

Key Stat Upgrades

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

ModuleBlueprintExperimentalEngineer
Power Plant (8)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (7)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Frame Shift Drive (7)Increased Range (G5)Mass ManagerFelicity Farseer
Bi-Weave Shield (8)Reinforced (G5)Hi-CapLei Cheung
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam & Pulse LasersEfficient (G5)Thermal VentBroo Tarquin
Power Distributor (7)Charge Enhanced (G5)Super ConduitsThe Dweller
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene 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.

11

Key Activities & Where To Do Them

Getting started
  • Combat with a hold. Bounty hunting and RES/CZ work, then swap cargo racks in to haul — the two things it does well.
  • Wing anchor. Its armour and nine mounts make a durable wing tank that also carries cargo for the group.
  • AX crossover. The same toughness that suits multirole combat makes it a natural anti-Thargoid platform.
Advanced
  • Massed-turret PvE. Load turrets and let the fortress fight while you manage position against a swarm.
  • Carrier freighter. Deep holds and a durable hull for shifting cargo around a fleet carrier's orbit.
  • Not an explorer. A ~16–20 LY jump rules out the expedition half of multirole — plan around it.
Generic example uses

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.

12

Field Notes — What Else To Know

Verdict

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.

13

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, multipurpose-role context, and the ship's spec reference.fandom.com/wiki/Type-10_Defender