E:D Black Box
The Type-6 Transporter is the least expensive medium hull you can turn into a jack-of-all-trades: cargo racks, a small shield, a self-defence gun pair and a fair jump all fit, and it lands at most stations on a medium pad for under a million credits. But it does a little of everything and none of it at scale — only two small hardpoints, a ~110t hold capped by size-5 internals, and a ~90 MJ base shield. It's the ship that lets a new commander try trading, mining and light bounty work on one cheap chassis, then graduate to a hull built for the job that stuck.
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.
Multipurpose is the role where one hull tries to cover trading, mining, light combat and a bit of exploration, and the Type-6 is the cheapest medium ship that can dabble in all of them. Its eight optional internals take a couple of cargo racks, a small bi-weave shield, a hull reinforcement and a detailed surface scanner at once — and re-role by swapping those optionals: fill them with racks for trading, mining tools and a refinery for ore, or a fuel scoop for exploration. On a medium pad it reaches almost every station, and a light 155t hull on a size-4 FSD gives a fair jump for the price.
The catch is that every dimension is small. Two small hardpoints fit only a self-defence gun pair — there is no medium or large mount, so it cannot fight anything it can't outrun. The hold is capped at size-5 internals (~110t all-cargo, far less with a shield fitted), a fraction of a Type-8's ~406t. And a ~90 MJ base shield on a hull with no military slot means the plan against trouble is always to flee. The Type-6's case is simple: sample every role cheaply, learn which one pays for you, then bank the profit toward a hull built for it.
A first medium hull for a new commander: trying trading, mining, courier and light bounty work on one sub-million-credit chassis, learning what each role needs, and funding a purpose-built ship — a Asp Explorer, Python or a Type-8 — once the role sticks.
Four things make the Type-6 a workable budget generalist:
Two small hardpoints mean self-defence only — it can't out-fight anything it can't outrun. The ~110t hold and size-5-capped internals are a fraction of a Type-8's, and a ~90 MJ base shield on a no-military hull means you flee, not fight. It samples every role cheaply, but is outclassed in each the moment a purpose-built hull is affordable.
The cheapest, lightest medium multirole — a fair jump and a genuine hold for under a million credits, but two small guns, size-5-capped internals and a ~90 MJ shield keep it a budget dabbler that does a little of everything and none of it at scale.
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 | 16/30 | Eight optional internals (5·5·4·4·3·2·2·1), ~110t all-cargo, no military slot and a size-5 top slot — genuinely takes any single role's kit but at a fraction of the Type-8 (~406t) or any large all-rounder; the medium floor. |
| Firepower | 4/20 | Only two Small hardpoints, no medium or large mount, three utilities and a class-3 distributor — strictly self-defence, the weakest weapon fit in the multipurpose field; it cannot out-fight anything it can't outrun. |
| Jump range | 12/20 | A light 155t hull on a size-4 FSD strips to a strong short-range explorer and holds low-30s LY laden as a generalist — a relative strength, jumping better than the heavier Type-8 (~32) and Corsair (~42). |
| Flexibility & re-fit cost | 8/15 | Cheapest medium at ~867k Cr with no rank or permit and medium-pad access, re-roling by swapping optionals; but the small size-5-capped internals mean no single role scales beyond a starter. |
| Survivability & handling | 4/15 | ~90 MJ base shield (~350 engineered) on a lightly-built no-military hull with only three utilities, and a slow 220/350 m/s frame — it leans entirely on fleeing, not toughness. |
| 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 |
|---|---|---|---|---|
| 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 this | Medium | ~114 t | — this hull (baseline) | 44 |
8 medium-pad multipurpose hulls carry a rating, led by Python (86). Every same-pad rival lands where this one does — the direct field to shop.
| 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 | Large | ~534 t | Firepower; internalsRange | 44 |
| Type-7 Transporter | Large | ~310 t | Internals; flexibilityFirepower | 44 |
| Type-9 Heavy | Large | ~790 t | Internals; flexibilitySurvivability | 44 |
The large-pad multipurpose field (10 rated), led by Anaconda (88) — bigger pads and bankrolls. They out-muscle 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 ~867k Cr the Type-6 is cheap, with no rank gate. A working multirole fit — two self-defence guns, cargo racks, a small bi-weave shield, a hull reinforcement and a scanner — brings the all-in figure to around 7M Cr, less than a bare Python hull.
That low cost is the whole point: it lets a commander try every role for the price of one cheap hull, then compound the profit into a purpose-built ship. For maximum capability in any single role, a dedicated hull wins easily; for sampling them all for almost nothing, nothing is cheaper.
Around 7M Cr all-in for a functional generalist — the ship that lets you learn what trading, mining and light combat each demand, then banks the credits toward a hull built for the one that pays.
A budget do-a-bit-of-everything fit — a self-defence gun pair, a useful hold, a small shield and a fair jump on the cheapest medium hull in the game. Initial is buy-only; A-rated is the all-round baseline; Engineered leans into range and mobility since the Type-6 lives on running, not fighting. Re-role by swapping the optional internals: more cargo for trading, mining tools plus a refinery for ore, or a fuel scoop and scanners for exploration.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Small 1 | 1G Multi-Cannon (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Gimballed small multi-cannon is the easy self-defence pick; Overcharged with the one Corrosive Shell to strip armour resistance off anything you must fight. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Gimballed small pulse adds thermal shield damage; Efficient keeps heat and power low on a hull with a small plant and distributor. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One shield booster is the cheapest large gain to the small bi-weave; Heavy Duty multiplies its raw MJ. |
| Utility 2 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire so a laden hull can break away. |
| Utility 3 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat to mask a silent-running high-wake escape. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 3E Power Plant | 3A Power Plant | G5 Overcharged + Thermal Spread | Small class-3 plant runs the two guns, shield and utilities together; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rate plus Dirty Drives lift a slow hull's speed — the difference between escaping an interdiction and dying to it. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate first — a light hull on a size-4 FSD jumps well; Increased Range plus Mass Manager keeps the laden range respectable across every role. |
| Life Support | 2E Life Support | 2D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more — life support has no experimental effect. |
| Power Distributor | 3E Power Distributor | 3A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate for weapon and boost recharge; Charge Enhanced plus Super Conduits keeps the guns and the escape boost fed. |
| Sensors | 2E Sensors | 2D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a generalist needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock class-4 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | 5E Cargo Rack | 5E Cargo Rack | (No blueprint available) | Optional — cargo for trading; the two size-5 racks are the bulk of the hold. Cargo racks aren't engineerable. |
| Size 5 | — | 5E Cargo Rack | (No blueprint available) | Optional — cargo for trading; swap for mining tools or a passenger cabin to re-role. Cargo racks aren't engineerable. |
| Size 4 | — | 4C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Size-4 bi-weave (fast-charge) for a small shield that regenerates under fire; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 4 | — | 4E Cargo Rack | (No blueprint available) | Optional — more cargo, or swap for a fuel scoop when exploring. Cargo racks aren't engineerable. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement is the cheapest large multiplier on effective armour; Heavy Duty plus Deep Plating stack it on a lightly-built hull. |
| Size 2 | — | 2A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing to buy seconds for an escape. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across the internals; not engineerable. |
| Size 1 | — | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | 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. | |||
Cores stay fixed; the eight optional internals define the job — cargo racks for trading, mining laser plus refinery and collectors for ore, or a scoop and DSS for exploration. But two small guns and a ~90 MJ base shield mean the plan against trouble is always the same: high-wake out. Engineer the FSD and thrusters first.
The buy-only state is deliberately bare: take the hull (~867k Cr) on its stock E-rated core internals and fit the one thing a generalist needs from the start — a gimballed small Multi-Cannon for self-defence — plus a single 5E Cargo Rack to start earning. The bulkheads stay the hull's stock Lightweight Alloy — free with the chassis, and the right plate for a hull that lives on jump range, so there's nothing to buy here.
Everything else stays empty at this stage. The second gun, the shield booster, chaff and heat-sink utilities, the bi-weave shield, the second and third cargo racks, the hull reinforcement and the detailed surface scanner are all left off the buy-only sheet — they come with the A-rated pass.
It barely earns as a generalist yet; the point is to get the hull and a defensive gun cheaply, then A-rate the plant and distributor so the full fit runs without browning out.
The A-rated pass also fills out the multirole kit — the second gun (a small Pulse Laser), a 0A Shield Booster, chaff and heat-sink launchers, a 4C bi-weave shield, more cargo, a hull reinforcement and a detailed surface scanner — alongside the core-system upgrades, in this priority:
The bulkheads stay the stock Lightweight Alloy throughout — a light hull spends nothing on plate, banking that mass on jump range, shield and cargo instead. There's no military slot on this hull.
The two guns, shield and utilities draw on a small class-3 plant and distributor — A-rate both first so the fit runs without browning out, then add the FSD for range and a small shield for survival.
Multipurpose engineering leans on range and mobility, since the Type-6 escapes trouble rather than fighting it. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
Approximate progression across the three states (figures are representative, not exact rolls):
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (4) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (4) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (3) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (3) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Multi-Cannon | Overcharged (G5) | Corrosive Shell | Tod McQuinn |
| Pulse Laser | Efficient (G5) | Phasing Sequence | Broo Tarquin |
| Bi-Weave Shield (4) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement (3) | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Life Support / Sensors | Lightweight (G5) | — | Etienne Dorn |
Engineered, the Type-6 carries a modest hold behind a small shield, defends itself against one attacker and jumps ~32 LY laden — a passable generalist for almost nothing. The engineering stays lightweight throughout: G5 Heavy-Duty on the stock Lightweight Alloy bulkheads, an Increased-Range FSD and Dirty Drive thrusters to protect the range and mobility it lives on. Its two hardpoints and size-5 internals cap what it can carry or fight; its job is to earn cheaply and fund a real ship.
Any populated pocket of systems with a mix of trade, missions and accessible rings suits it. From your home base it reaches trading loops, quiet resource sites and nearby ring systems easily; pick low-threat work while you learn, and high-wake out if an interdiction turns dangerous.
The Type-6 Transporter is the cheapest way onto the medium-multirole ladder: cargo, a small shield, a self-defence gun pair and a fair jump on a medium pad for under a million credits. Two small hardpoints, a ~110t hold and a ~90 MJ shield cap every role at small scale, and it flees pirates rather than fighting them — which is why it rates 44, the floor of the medium field, below even the Type-8. As a first hull that lets you try every role and fund the next ship, it earns its place; as a destination, it doesn't.
Figures on this page are verified against the sources below.