E:D Black Box
Under 17M credits buys a big rank-free hold and ten optional internals, so the Type-7 can haul, dabble in mining and mount enough guns to run from trouble. But it is a freighter first: four small self-defence hardpoints, a large pad that bars outposts, a slow heavy hull and a short jump cap every job but hauling. The medium Type-8 holds more and lands more flexibly. As a do-everything hull its case is thin.
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-7 Transporter is a dedicated large-pad freighter pressed into the multipurpose role. Its strengths are real but narrow: ten optional internals topping out at three size-6 slots, ~310 tonnes of cargo capacity, and a rank-free hull under 17M credits. That breadth lets one Type-7 re-role between hauling, budget laser mining and light errand-running by swapping optionals — a genuine, if limited, generalist on a shoestring.
What holds it back is everything a good all-rounder needs beyond a big hold. It carries only four small weapon hardpoints — self-defence, not firepower — behind a weak class-4 distributor; the large pad bars outposts and small stations; the hull is slow at 180/300 m/s; and a class-5 FSD dragging a heavy freighter gives only a short jump. It cannot fight, cannot explore far, and awkwardly the medium-pad Type-8 out-holds it while landing more flexibly. The Type-7's multipurpose case is honest but slim: a cheap defended hauler that dabbles, not a hull that does every job well.
Budget defended hauling with a side of light mining: a cheap, rank-free large hold for a commander who mostly trades but wants one hull that can also flee pirates and dabble in ore.
Four things define what the Type-7 brings to the multipurpose role — and what it doesn't:
The Type-7 dabbles across roles but masters none but hauling: it can't fight (4 small mounts, weak distributor), can't explore (short jump), and the medium Type-8 holds more while landing more flexibly. A true generalist wants medium mounts, a longer jump and better access — the Python, Asp Explorer and even the medium Type-8 all beat it as all-rounders.
Deep, cheap, rank-free internals are its whole case; four small self-defence guns, a short class-5 jump, a slow large-pad hull and the medium Type-8 out-holding it drop it near the bottom of the multipurpose field.
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 | 21/30 | Ten optional internals (6·6·6·5·5·5·3·3·2·1) and ~310 t max cargo give real room to re-role between hauling, mining and errands — its strongest axis — but it caps at size-6 and holds less than the medium Type-8 (~406 t) and the large all-rounders. |
| Firepower | 4/20 | Only four small weapon hardpoints with no medium or large mount, fed by a weak class-4 distributor — strictly self-defence guns to discourage a lone pirate, among the weakest weapon fits in the role and below even the Type-8's 1M·5S. |
| Jump range | 6/20 | A class-5 FSD dragging a 350 t freighter gives only a short laden jump (~30 LY engineered, far less loaded) — usable for travel but well short of the Asp Explorer (~62) or Krait Phantom (~75); it rules out exploration. |
| Flexibility & re-fit cost | 8/15 | No rank or permit and the cheapest large hull (~16.8M Cr) make re-roling easy on the wallet, but a large pad bars outposts, and small-only mounts plus a short jump mean it can never become a warship or explorer — less flexible than the medium Type-8. |
| Survivability & handling | 5/15 | A 6C bi-weave with two boosters and a cell bank tanks a lone attacker while it flees, but a slow 180/300 m/s (~335 boost engineered) ponderous hull with no military slot leans on escape, not toughness — adequate, not strong. |
| 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 | Large | ~534 t | Firepower; internalsRange | 44 |
| Type-7 Transporter this | Large | ~310 t | — this hull (baseline) | 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 ~16.8M Cr the Type-7 is the cheapest large-pad hull with no rank gate, and an all-round fit keeps the total near 33M Cr. That price is its whole argument as a multipurpose ship.
But weigh it honestly against the medium Type-8, which holds more, lands more flexibly and jumps further for a little more money — and against the Asp Explorer, a cheap medium that genuinely does every job.
Around 33M Cr all-in buys a defended budget hauler that dabbles — but the medium Type-8 out-holds it and the Asp Explorer is the better all-rounder for the money.
A defended budget hauler that jumps and re-roles by the optionals. Initial is the cheapest buy-only suite with one gun and a basic shield; A-rated is the all-round baseline — four small guns, a bi-weave, a fuel scoop and a big hold; Engineered targets the ship's reach, escape speed and shield so it survives the pirates that hunt laden freighters. Re-role by swapping the optional internals: all cargo racks for trading, a passenger cabin for tourists, or mining tools plus a refinery for ore.
| 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 for self-defence; Overcharged with the one Corrosive Shell strips resistance off whatever is chasing you. |
| Small 2 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second small multi-cannon; Overcharged plus Auto Loader keeps it firing without reloads. |
| Small 3 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Gimballed pulse laser for shield-stripping; Efficient keeps heat and power low on a weak class-4 distributor. |
| Small 4 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Second Efficient pulse rounds out the four-gun self-defence battery. |
| Utility Mounts | ||||
| Utility 1 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One shield booster is the cheapest large gain to the bi-weave; Heavy Duty multiplies its raw MJ. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy Duty booster — the cheapest way to lift the shield you flee behind. |
| Utility 3 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils the gimballed fire of a pursuing pirate. |
| Utility 4 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight + Deep Plating | Lightweight bulkhead trims hull mass to protect the modest laden jump; Deep Plating adds a little raw hardness for the dash back to supercruise. |
| Power Plant | 5E Power Plant | 5A Power Plant | G5 Overcharged + Thermal Spread | Overcharged adds headroom for the guns, shield and utilities together; Thermal Spread bleeds the extra heat. |
| Thrusters | 5E Thrusters | 5A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated plus Dirty Drives give the burst speed to break interdiction when laden — the point of a fleeing hauler. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | Increased Range first — reach quieter, distant markets and hotspots; Mass Manager extends the laden jump further. |
| Life Support | 4E Life Support | 4D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 4E Power Distributor | 4A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rated for sustained weapon and boost power on a weak class-4 unit; Charge Enhanced plus Super Conduits feeds the guns and the escape boost. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a hauler needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | 6E Shield Generator | 6C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | Bi-weave regenerates fast under fire; Reinforced maximises MJ and Fast Charge speeds the recharge for escape. |
| Size 6 | 6E Cargo Rack | 6E Cargo Rack | (No blueprint available) | Optional — adds cargo space; swap for a cabin or mining rack to re-role. Cargo racks aren't engineerable. |
| Size 6 | 6E Cargo Rack | 6E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 5 | — | 5E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 5 | — | 5A Fuel Scoop | (No blueprint available) | Fuel scoop for long legs to distant markets; fuel scoops cannot be engineered. |
| Size 5 | — | 5C Shield Cell Bank | (No blueprint available) | Optional / low-priority — a shield cell bank for burst healing; swap for more cargo on a pure freighter run. |
| 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. |
| Size 3 | — | 3E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 1 | 1I Detailed Surface Scanner | 1I Detailed Surface Scanner | (No blueprint available) | Optional / low-priority — Detailed Surface Scanner maps planets for exploration income on the side. |
| 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 optional internals define the job. Fill the size-6 and size-5 slots with cargo racks to run a ~310 t freighter, drop in a class-6 cabin for passengers, or a mining laser plus refinery and collector controllers for ore. Its four small hardpoints are self-defence only — this hull flees, it does not trade blows.
Buy the hull (~16.8M Cr) and fit the cheapest suite that can still travel, haul and defend itself: one gimballed small Multi-Cannon, a basic 6E Shield Generator, two 6E cargo racks and a 1I Detailed Surface Scanner. Core internals stay stock E, and the hull keeps its free Lightweight Alloy bulkhead — no armour spend on a ship that runs rather than fights.
Everything else is left empty buy-only — the other three small guns, all four utility mounts (shield boosters, chaff and heat sink), the fuel scoop and the bi-weave. They come with the A-rated suite.
From there, A-rate the FSD and Power Distributor first for reach and sustained boost/gun power, then fill the remaining optionals to suit the job — cargo racks to trade, a cabin for passengers, or mining tools for ore.
A-rating priority for a budget all-rounder:
Leave the Lightweight Alloy bulkhead stock — a Military-grade hull adds dead mass and costs laden jump range for no real survivability gain on a ship that flees rather than trades blows.
Cores stay fixed; the optionals define the job. Cargo racks for trading, a class-6 cabin for passengers, or a mining laser plus refinery and collector controllers for ore — one hull, several jobs.
Engineering targets the Type-7's weak axes — reach, escape speed and shield. 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 (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (5) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (5) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (4) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Pulse Lasers | Efficient (G5) | Phasing Sequence | Broo Tarquin |
| Bi-Weave Shield (6) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Hull Reinforcement (3) | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Bulkheads | Lightweight (G5) | Deep Plating | Selene Jean |
| Life Support / Sensors | Lightweight (G5) | — | Etienne Dorn |
Engineered, the Type-7 hauls a useful hold with a ~30 LY laden jump and a shield tough enough to survive the run to supercruise, cheaply. The bulkhead is engineered Lightweight (G5) with Deep Plating: it trims hull mass to protect the jump and ~335 m/s boost while adding a little raw hardness for the escape. It still can't fight and the medium Type-8 out-holds it, so its all-round niche stays narrow: a cheap defended hauler that dabbles.
It works best where a big cheap hold is the point and combat is optional — trade lanes, mission-board hauling and quiet mining rings within its short jump, staging from large-pad stations.
The Type-7 Transporter is a cheap defended hauler pressed into the all-rounder role: a big rank-free hold under 17M credits that can flee trouble and dabble in mining. But four small guns, a short jump, a slow large-pad hull and a medium Type-8 that out-holds it keep it near the bottom of the multipurpose field — buy it for the cheap hold, not to do everything.
Figures on this page are verified against the sources below.