Ship Dossier // Lakon Spaceways

Type-10 DefenderTrading

Series Ships Updated 2026-07-01
Briefing

The armoured hauler — cargo that cannot be robbed, on a slow and costly hull

Ten optional slots take it to ~530 t stripped, ~278 t behind a shield — competitive raw tonnage on a hull that tanks or fights off any pirate a Type-9 would have to run from. But it is the game's slowest hull, its size-7 FSD gives poor laden range, and at ~121M Cr it costs more than a Type-9 that out-hauls it. Fly it for defensible bulk on dangerous routes, not for cheap tonnage or reach.

Type-10 Defender
Type-10 Defender · Lakon Spaceways
68/100
~530 t
Max cargo
~121M
Hull price (Cr)
179 m/s
Top speed
~16–20 LY
Laden jump (eng.)
Large
Pad class
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 combat rebuild of the Type-9 freighter chassis — and as a trader it inherits that heritage from the wrong end. It keeps ten optional internals (topped by a class-8 slot), so it still racks a serious hold: around 530 tonnes stripped, or ~278 tonnes once a bi-weave shield takes the class-8 slot. What it adds over a Type-9 is the single toughest airframe in the game — the highest hull armour, two military slots and eight utility mounts.

That makes it the rare freighter that survives and bites back. A trading Type-10 carries a heavy shield-booster stack over its bi-weave and two deterrent multi-cannon turrets, so an interdiction that would gut a Type-9 is a fight it wins. The costs are steep, though: it is the slowest hull in the game, its heavy 1,200 t frame drags laden jump range down despite a size-7 FSD, and at ~121M Cr it is far pricier than the Type-9 that out-hauls it. It is a defensible-bulk specialist, not a cheap workhorse.

Where this hull shines

Defensible bulk hauling on dangerous routes — pirate-heavy trade loops, Powerplay commodity runs through contested space, and colonisation supply where you'd rather tank an interdiction than gamble on out-running it. Anywhere the cargo matters more than the credits-per-tonne.

02

Key Stats & What Makes It Haul

Max cargo
~530 t (all racks) · ~278 t shielded
Top speed / boost
179 / 219 m/s (slowest in game)
Laden jump (eng.)
~16–20 LY (heavy hull)
FSD size
Class 7
Hull mass
1,200 t
Base armour
580 · ~1,044 military composite (highest hull)
Optional internals
8·7·6·5·4·4·3·3·2·1
Military slots
2 (class 5)
Utility mounts
8 (most in game)
Core sizes
PP8 · TH7 · FSD7 · LS5 · PD7 · SS4 · FT6
Pad
Large (large-pad only)

Three things separate the Type-10 from a pure freighter like the Type-9:

The ceiling, stated honestly

It is the slowest hull in the game (179/219 m/s) and turns ponderously, so it cannot out-run anything — survival is tanking, not fleeing. A 1,200 t frame on a size-7 FSD gives only ~16–20 LY laden, well short of the Type-9, so routes run in more, shorter hops. And it carries less than a Type-9 for nearly double the price. Its edge is protected cargo — nothing else.

03

Why This Rating

Scorecard

Game-leading survivability and a competitive ~278 t protected hold carry the score; the slowest speed in the game, a poor laden range on a 1,200 t hull, and a ~121M Cr price cap it at 68.

The 68/100 headline is a verdict against the trading 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
Maximum cargo23/35
Ten optionals topped by a class-8 give ~530 t all-racks and ~278 t behind a shield — above the Anaconda (~470 t) and Type-8 (~406 t), but far short of the dedicated freighters (Type-9 ~790 t, Cutter ~794 t, Panther ~1048 t). Competitive, not role-leading, on the dominant factor.
Pad class & market reach15/20
Large pad reaches every major station but locks out outposts and medium-pad colony depots that the Type-8/Python work — the same reach limit as the Type-9/Cutter it competes with, with no rank or permit gate.
Laden jump range6/15
A 1,200 t frame — the heaviest trading hull — on a size-7 FSD reaches only ~16-20 LY laden engineered (~8 stock), one of the weakest in the field; routes run in more, shorter hops than a Type-9 or Anaconda.
Survivability18/20
Game-highest hull armour, two military slots and eight utility mounts carry a six-booster Heavy-Duty stack (~1,000+ MJ) over a bi-weave plus a shield cell bank and deterrent turrets — it tanks and fights off interdictions rather than fleeing. Second only to the Cutter's prismatic-grade bulk.
Speed & cost6/10
The slowest hull in the game at 179/219 m/s (~260 boost engineered) and a ~121M Cr hull — nearly double a Type-9 that out-hauls it and four times a Type-8. Its weakest axis, offset only slightly because survivability, not pace, is the point.
Weighted total68/100
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 trading specifically, split by landing-pad class. The Max cargo column is maximum cargo tonnage behind a shield; the rating is the same 1–100 suitability verdict used across the site.

Same class — large trading ships

Other classes — the medium haulers

Other classes — the small-pad haulers

05

Cost & Access

Base hull
121,334,619 Cr
Retail (A-rated)
~150M Cr
Engineered
~175M+ Cr
Pad
Large
Rank
None
Permit
None

At ~121M Cr the Type-10 is a straight credits purchase — no rank, permit or engineer gate — but it is a poor value proposition as a pure hauler: it costs almost double the Type-9 (~72M Cr) that carries ~790 tonnes to its ~278, and it out-hauls a medium Type-8 (~35M Cr) only by paying roughly four times as much.

What you are buying is survivability, not tonnage or reach. A defensible trade fit is cheap to engineer — an FSD roll, a shield, lightweight cores and a booster stack — so most of the bill is the hull and its reinforcement, not exotic combat rolls.

Buy it for the tank, not the hold

If you want cheap bulk, buy a Type-9; if you want medium-pad reach, buy a Type-8. The Type-10 earns its price only when the route is dangerous enough that a hull which tanks an interdiction is worth more than one that carries more cargo.

06

3-State Loadout

A defensible bulk fit: a bi-weave shield in the class-8 slot, a six-booster stack over the eight utilities, two deterrent multi-cannon turrets, and cargo racks in every remaining optional. Initial is buy-only; A-rated is the trade baseline; Engineered maximises protected cargo and the little laden range a 1,200 t hull allows.

07

Initial Loadout — Buy-Only Plan

Goal: start defensible hauling for the least extra spend. Rack every optional from the class-8 down — but give the class-8 to a light 8E shield generator so an interdiction doesn't instantly kill the hold, and fill the class-7 through class-1 with cargo racks for the bulk of your ~278 tonnes. Add a 7E Frame Shift Drive so a laden run still jumps, and hang four 0A shield boosters on the utilities to thicken the thin stock shield.

Keep the thrusters at 7E and the power plant at 8E — you're not dogfighting, you're soaking hits while the FSD spins up. Leave the hull on stock Lightweight Alloy: a trader buys range, not plating, and the Type-10's base armour is already the toughest in the game. Weapons and the military slots wait until you A-rate. This buy-only fit adds only a few million over the hull and immediately moves protected bulk.

08

A-Rated Loadout — Upgrade Plan

To reach the best buy-only defensible-bulk fit before engineering, upgrade in this order:

Total A-rated cost

Roughly 25–40M Cr on top of the hull for a full defensible-bulk fit. Unlike a combat build there's no expensive weapon engineering — the spend is the shield, the boosters and the FSD.

09

Engineering Plan

Trading engineering on the Type-10 is about range, shield and weight — you lean on the hull's stock toughness and never engineer it as a warship.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Cargo capacity~278 t (shielded)~276 t (shielded)~276 t (shielded) · ~530 t stripped
Laden jump~8 LY~13 LY~16–20 LY
Shield strengthMinimal (stock + 4 boosters)~600 MJ (bi-weave + boosters)~1,000+ MJ (Reinforced + 6 Heavy-Duty boosters)
Speed / boost179 / 219179 / 219~180 / 260 (Dirty Drives)
Effective hull~1,044 (Lightweight Alloy)~1,044Many thousands (military + optional HRP)
ENG capacity / escape boostTightOKStrong (Engine Focused distributor)

The two numbers a trader lives on are cargo and laden jump, and the Type-10 is honest about both: engineering holds ~276 tonnes behind a shield but only lifts laden range to ~16–20 LY, so routes run in more hops than a Type-9's. Where the engineering pays is survivability — a ~1,000+ MJ shield over the game's toughest hull means an interdiction is a fight it wins, not a death sentence. That is the trait you're buying; the range never becomes a strength.

11

Key Activities & Where To Do Them

Getting started
  • Single-commodity trade loops through pirate-prone systems — the Type-10 shrugs off the interdictions that would rob a lighter hauler, so you can work spreads other traders avoid.
  • Stacked delivery / wing cargo missions from a busy hub — clear several haulage missions to one destination in a single protected load.
  • Where: use Inara's commodity-and-route tools to find profitable loops near your base; the Type-10 earns most on routes where security is low and cargo value is high.
Advanced
  • Powerplay commodity hauling through contested space — moving merits-bearing goods across hostile borders is exactly where a hull that tanks interdiction pays off.
  • Trailblazers colonisation supply to frontier depots — steady bulk demand on long, thinly-policed routes where survivability matters.
  • Where: Spansh and Inara for live commodity prices; colonisation depots and Powerplay expansion systems for the high-risk routes that reward a defensible hold.
Fly the tank, not the racer

Unlike a Type-9 you don't need to avoid the fight — submit to an interdiction, let the shield and armour soak it, and let the deterrent turrets discourage the pirate while you charge the FSD. You cannot out-run anything, so don't try; tank, deter, and jump.

12

Field Notes — What Else To Know

Verdict

The Type-10 Defender earns its 68 as a defensible-bulk specialist: a competitive ~278-tonne protected hold on the toughest hull in the game, open to any commander with the credits. It sits below the dedicated freighters and even several medium traders because it is the slowest hull in the game, jumps short laden, and costs more than a Type-9 that out-hauls it. It is not the ship you buy for trading — but on dangerous routes where the cargo has to survive contact, nothing hauls with less risk.

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
EDSYAlternate outfitting planner used to cross-check cargo capacity, laden jump range and shield figures for the trading fit.edsy.org
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, internal layout, cargo capacity, and shipyard pricing.inara.cz/elite/ship/66
Fandom — Type-10 DefenderLakon/Alliance lore, multipurpose-hauler role, and the ship's spec reference.fandom.com/wiki/Type-10_Defender