E:D Black Box
The Type-6 Transporter is where most trading careers begin: ~110 tonnes, a good laden jump range, and medium-pad access for under a million credits with no rank gate. Its hold and defences are modest by any measure, but nothing gets a trader started more affordably. It's a starter, not a keeper — earn your first fortune here, then fund something bigger.
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-6 Transporter is where most trading careers begin: a cheap, light medium freighter that carries ~110 tonnes, jumps well laden, and lands at most stations, all for under a million credits. It's the affordable step up from a starter ship into real cargo hauling, and it teaches the rhythm of the trade — buy low, jump, sell high — without risking much.
It's modest in every way: light defences, modest speed, and a hold the bigger freighters dwarf. But its good laden range makes profitable routes efficient, and its low price means early profits compound fast into a better ship. The Type-6 isn't a ship you keep — it's the one that gets you started and funds whatever comes next. As a first freighter, it's a quiet classic.
Entry-level trading: a first proper freighter, learning profitable routes, building starting capital, and cheap medium-pad commodity runs before scaling up to a bigger hauler.
Four things make the Type-6 a fine first freighter:
It carries a fraction of what the bigger haulers do — a Type-8 hauls nearly four times as much — and it's lightly defended and slow. It's a starter freighter, not a destination: profitable for learning and building capital, but quickly outgrown once you can afford a Type-8 or a large freighter.
A sub-million-credit, rank-free medium freighter with good laden range earns its 65, but ~110 t and light defences cap it as a starter.
The 65/100 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 factor | Score | Why this score |
|---|---|---|
| Maximum cargo | 18/35 | ~110 t engineered sits above the small-ship floor (Cobra ~64 t) but far below medium peers (Type-8 ~406 t, Python ~294 t) and large haulers (Type-9 ~790 t); optionals run 5·5·4·4·3·2·2·1 with one size-4 surrendered to a shield. |
| Pad class & market reach | 18/20 | Medium pad lands at nearly every station including outposts, the broadest market reach a real freighter can have, with no rank or permit gate. |
| Laden jump range | 12/15 | ~34 LY laden after a 4A FSD with G5 Increased Range + Mass Manager, strong for the class and price; keeps profitable multi-jump loops efficient. |
| Survivability | 8/20 | Lightly built with a single 4C bi-weave occupying an optional, only 3 utility mounts and a class-3 plant; modest defensibility means it survives an interdiction only long enough to flee. |
| Speed & cost | 9/10 | ~867k Cr hull, no rank gate, ~6M Cr all-in engineered, the cheapest real freighter in the field; speed is modest at 223/356 m/s (~390 boosted engineered). |
| Weighted total | 65/100 | 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 trading specifically. The role column is the maximum cargo capacity in tonnes — the headline number for bulk hauling.
| Ship | Class | Max cargo (t) | Pros & cons vs Type-6 Transporter | Rating |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~406 | Far more cargo; tougher; fasterFar pricier | 76 |
| Python | Medium | ~294 | More cargo; defensible; versatileFar pricier | 72 |
| Type-6 Transporter this | Medium | ~110 | — this hull (baseline) | 65 |
| Krait Mk II | Medium | ~190 | More cargo; combat-capableFar pricier | 64 |
| Krait Phantom | Medium | ~220 | More cargo; great range; versatileFar pricier | 62 |
| Keelback | Medium | ~98 | Can carry a fighter for defenceLess cargo; pricier | 52 |
Among medium traders the Type-6 is the budget starter. Everything else carries more, but all cost several times as much. For a first freighter that earns real money cheaply, the Type-6 is the sensible entry point — then you graduate.
| Ship | Class | Max cargo (t) | Pros & cons vs Type-6 Transporter | Rating |
|---|---|---|---|---|
| Type-9 Heavy | Large | ~790 | Vastly more cargo; cheap-ishLarge pad; flimsy; slow | 94 |
| Type-7 Transporter | Large | ~310 | More cargo; good rangeLarge pad; pricier | 78 |
| Type-8 Transporter | Medium | ~406 | The natural medium upgradeFar pricier | 76 |
| Cobra Mk III | Small | ~64 | Faster; versatile; lands anywhereLess cargo | 48 |
The Type-6 is rung one of the trading ladder. The natural upgrades are the Type-8 (medium) or a Type-9 (large) once you've built capital. Its job is to earn your first real trading fortune cheaply, then hand off to a bigger hold.
At ~867k Cr the Type-6 is cheap, with no rank gate, and a full trade fit stays around 6M Cr all-in — a profitable first freighter for very little.
It's a pure starter pick. Early trading profits in a Type-6 compound quickly into a Type-8 or a large freighter; the Type-6's role is to get you trading affordably and fund the upgrade.
Around 6M Cr all-in for a profitable medium-pad hauler — the ship that builds your first trading fortune, then funds something bigger.
A cheap medium-pad trade fit that keeps a small shield. Initial is buy-only; A-rated is the trade baseline; Engineered maximises laden range and basic survivability.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One shield booster is the cheapest large multiplier on a small bi-weave; Heavy Duty maximises its raw MJ. |
| Utility 2 | — | 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 3 | — | 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. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 3E Power Plant | 3A Power Plant | G5 Low Emissions + Thermal Spread | Size-3 plant powers the shield, booster and modules; Low Emissions cuts heat and signature to make you harder to find. |
| Thrusters | 4E Thrusters | 4A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rate then Dirty Drives — raw speed is your main escape tool, since the hull cannot out-fight anything. |
| Frame Shift Drive | 4E Frame Shift Drive | 4A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rate FIRST — the Type-6's strong laden range is its whole value; Increased Range + Mass Manager pushes it furthest. |
| 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 Engine Focused + Super Conduits | A-rate for boost recharge; Engine Focused biases ENG so you can boost clear of an interdiction. |
| Sensors | 2E Sensors | 2D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a trader needs no sensor range, so save the mass for range. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock C tank sized to the laden jump range; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 5 | 5E Cargo Rack | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 5 | 5E Cargo Rack | 5E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 4 | 4E Cargo Rack | 4C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | One size-4 slot spent on a bi-weave; it regenerates fast and Reinforced + Fast Charge keep you alive long enough to flee. |
| Size 4 | — | 4E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | — | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | — | 2E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 for emergencies. |
| 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. | |||
Fill the optionals with cargo but keep one class-4 slot for a bi-weave shield — the Type-6 is lightly built, and even a small shield greatly improves your odds against an interdiction while you learn the routes.
Buy the hull (~867k Cr) on its stock E-rated cores — power plant, thrusters, FSD, life support, power distributor and sensors — with the stock 4C fuel tank. The hull ships on its default Lightweight Alloy bulkheads, which cost nothing and stay on for the life of the build.
Spend the optionals on cargo only: two size-5 racks plus one size-4 rack fill the hold. The buy-only fit carries no shield yet.
Every utility mount stays empty (—), and so do the remaining optionals — no shield, booster, point defence, heat sink or scanner until you start A-rating.
A-rating priority for a starter freighter:
Bulkheads stay Lightweight Alloy. A trader's enemy is mass, not raw armour — don't pay the weight penalty for Military Grade plate. Keep the stock alloy; speed and range are what keep this hull alive.
The Type-6's good laden range makes profitable routes efficient — A-rate and engineer the FSD, and early profits compound fast toward your next ship.
The trading engineering pattern on a starter freighter. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| 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) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Power Distributor (3) | Engine Focused (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (4) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Life Support / Sensors | Lightweight (G5) | (none) | Etienne Dorn |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Light — standard trade blueprints on modest medium modules. With a complete inventory this is 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 |
|---|---|---|---|
| Max cargo (t) | ~70 | ~100 | ~110 |
| Laden jump (LY) | ~18 | ~26 | ~34 |
| Hull mass / armour | stock alloy | stock alloy | G5 Lightweight |
| Defensibility | low | low | modest |
| Speed (boost) | 356 m/s | 356 m/s | ~390 m/s |
| Cost-efficiency | excellent | excellent | excellent |
The Lightweight Alloy bulkheads carry a G5 Lightweight roll engineered — trimming hull mass to squeeze out the laden range rather than adding plate the Type-6 can't afford to haul. Engineered, it carries ~110t with a strong laden range, for almost nothing — a profitable, efficient first freighter. Its hold and defences stay modest; its job is to earn your first fortune cheaply and fund a bigger ship.
Any short high-margin loop suits it. From your home base it's the classic way to start a trading career and build toward something bigger.
The Type-6 Transporter is the first real freighter: cheap, light, with a good laden range and a medium pad, for under a million credits. The bigger haulers dwarf its hold, but none gets a trader started more affordably. It's the honest little workhorse that earns your first fortune and funds whatever flies next — a quiet classic of the trade.
Figures on this page are verified against the sources below.