E:D Black Box
The Type-9 Heavy is a bulk freighter asked to do the whole game, and it only really answers with cargo. Eleven optional internals — two of them size 8 — give it the biggest hold of any non-Cutter hull, so as a hauler it is superb. As a multipurpose ship it is stretched thin: the guns are self-defence only, the size-6 drive drags 850 tonnes to a poor jump, and it is the slowest, softest hull in the role field. Buy it to haul; it will dabble in the rest, never lead them.
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-9 Heavy is Lakon's dedicated bulk freighter, and its whole design points one way: carry more than anything short of an Imperial Cutter. Eleven optional internals topped by two class-8 slots swallow hundreds of tonnes of cargo racks, a passenger cabin, or a full mining suite — so it can technically turn its hand to trading, passengers and ore.
What it cannot do is the combat and travel half of “multipurpose.” The three medium and two small hardpoints mount self-defence guns and no more; the size-6 Frame Shift Drive drags an 850-tonne hull to a short jump; and at 130/200 m/s it is the slowest hull in the role field, unable to flee an interdiction it cannot win. As an all-rounder it is really a hauler that dabbles — which is exactly why it sits near the bottom of the ladder.
High-volume hauling above all — trade runs, community-goal fortification and bulk mission cargo. It will also mine or carry passengers in a pinch, but it can never become a warship or an explorer.
Two things make the Type-9 versatile — and two things cap how far that versatility reaches:
A Python or Anaconda hauls nearly as much while fighting, jumping and fleeing far better; the medium Type-8 Transporter gives up some cargo for a landing-anywhere medium pad and a lower price. The Type-9's argument is raw volume and nothing else — pick it when the hold is the whole point and you accept it does the rest of the game poorly.
A deep-holed value barge — the biggest non-Cutter cargo bay on eleven internals carries the score, but self-defence-only firepower, a size-6 FSD dragging 850 t, large-pad-only access and the slowest, softest hull in the field cap every other role at the bottom of the multipurpose ladder.
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 | 26/30 | Eleven optional internals (8·8·7·6·5·4·4·3·3·2·1) incl. two size-8 slots for ~790 t — the biggest non-Cutter hold; capped short of max by no military slot and only 11 slots vs the Cutter/Caspian. |
| Firepower | 5/20 | 3 Medium + 2 Small hardpoints and 4 utilities — no large mount, no military slot, all fed by a class-6 plant; strictly self-defence guns, among the weakest weapon fits in the role. |
| Jump range | 4/20 | A size-6 FSD dragging an 850 t frame gives only ~26 LY engineered laden and far less loaded — well short of the Asp/Phantom; rules out exploration. |
| Flexibility & re-fit cost | 6/15 | No rank or permit gate and cheap for the capacity (~72M Cr hull), but large-pad-only bars outposts and it can never become a warship or explorer — a pure barge that only ever refits into a better hauler. |
| Survivability & handling | 3/15 | Weakest-relative ~110 MJ base shield on an 850 t hull and 130/200 m/s — the slowest, softest hull in the field; it cannot flee or fight an interdiction even engineered. |
| 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 | Large | ~310 t | Internals; flexibilityFirepower | 44 |
| Type-9 Heavy this | Large | ~790 t | — this hull (baseline) | 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 ~72M Cr with no rank or permit gate, the Type-9 is the cheapest route to a truly enormous cargo hold. A working A-rated fit runs around 95M Cr; a fully engineered defensive-hauler version climbs past 110M once the shields, boosters and reinforcement are added.
The catch is access, not credits. Large-pad-only docking bars it from outposts and many planetary ports, and because it re-roles poorly beyond hold-based work, the money spent engineering it only ever buys a better hauler — not a better all-rounder.
If the plan is genuinely mixed careers, the ~72M Cr is better spent on an Anaconda or a medium Asp Explorer. Choose the Type-9 when the hold is the point and hauling is the job; treat every other role as an occasional bonus.
A balanced defensive-hauler fit — the biggest non-Cutter hold, a survivable shield, self-defence guns and mass-managed range, ready to re-tune for whatever job the week demands. Initial is buy-only; A-rated is the all-round baseline; Engineered hardens the cores, shields and hull so the barge can take a hit and still reach market. Re-role by swapping the optional internals: fill with cargo racks to haul, drop in a passenger cabin, or add mining tools and a refinery for ore.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Main gun; a gimballed multi-cannon is the easy self-defence pick, Overcharged with the one Corrosive Shell to strip armour resistance for the whole battery. |
| Medium 2 | 2F Multi-Cannon (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Second medium runs a beam for shield-stripping; Thermal Vent vents heat so a soft, slow hull stays cool under return fire. |
| Medium 3 | — | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Third medium multi-cannon adds sustained kinetic DPS; Auto Loader removes reloads so it never stops firing. |
| Small 1 | — | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Small multi-cannon adds chip damage; Auto Loader keeps it topped up. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Small pulse fills the last mount; Efficient keeps heat and power low on a barge with a class-6 plant. |
| Utility Mounts | ||||
| Utility 1 | 0E Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the bi-weave's raw MJ — the cheapest large gain in survivability for a soft hull. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster; on a fragile barge every point of shield buys time to jump away. |
| Utility 3 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire while you line up the jump. |
| 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 and Thermal-Vent resets. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Heavy Duty + Deep Plating | |
| Power Plant | 6E Power Plant | 6A Power Plant | G5 Overcharged + Thermal Spread | Powers five guns, a big shield and cells; Overcharged adds headroom on the class-6 plant, Thermal Spread bleeds the extra heat. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated plus Dirty Drives claw back what agility an 850 t barge can have; it stays slow, so the shield does the surviving. |
| Frame Shift Drive | 6E Frame Shift Drive | 6A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated with Increased Range and Mass Manager — the size-6 FSD drags a heavy hull, so every point of range matters when hauling to market. |
| Life Support | 5E Life Support | 5D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass; Lightweight trims more — life support has no experimental effect. |
| Power Distributor | 6E Power Distributor | 6A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate early — the guns plus boost drain the class-6 distributor; Charge Enhanced plus Super Conduits keep WEP and ENG usable. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a barge needs no sensor range, so save the mass for jump. |
| Fuel Tank | 6C Fuel Tank | 6C Fuel Tank | (No blueprint available) | Stock 6C tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 8 | 8E Cargo Rack | 8E Cargo Rack | (No blueprint available) | Optional — one of two class-8 slots; pure cargo for a hauler. Cargo racks aren't engineerable. |
| Size 8 | 8E Cargo Rack | 8E Cargo Rack | (No blueprint available) | Optional — the second class-8 slot; together the two hold the bulk of the load. Cargo racks aren't engineerable. |
| Size 7 | 7E Shield Generator | 7C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave shield in the size-7 slot for fast regen under fire; Reinforced maximises its MJ and Hi-Cap adds more — the survivable all-round choice for a soft hull. |
| 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 | — | 5A 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 survive an interdiction. |
| Size 4 | 4E Hull Reinforcement | 4D 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 4 | — | 4E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty hull reinforcement; armour stacks linearly, so a fragile barge wants the extra plating. |
| Size 3 | — | 3D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Size 2 | — | 2E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't 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. | |||
The Type-9's identity is volume, not violence. The five guns are self-defence — enough to make a lone pirate think twice, never enough to win a fight. Build the ship to survive the interdiction and jump away with a full hold: shields, boosters, cells and reinforcement first, then re-tune the optionals for the task.
Buy the hull (~72M Cr) and fit a shield generator in the size-7 slot, a shield booster and a hull reinforcement for a soft hull, then fill the two class-8 slots and a size-6 with cargo racks — it can start earning immediately. The hull ships with its stock Lightweight Alloy bulkhead, so spend nothing on armour yet.
Arm the two larger mediums with a gimballed 2F Multi-Cannon apiece to wave off casual pirates; leave the third medium and the two smalls empty until you commit to a role and can afford the full battery.
Keep the build generalist at first — don't fill every optional with cargo until you know whether your most-run job is trade, passengers or ore.
A-rating priority for a defensive hauler — survivability and range first, since the Type-9 can neither fight nor flee:
The Type-9 will never win a fight, so its A-rating budget goes to staying alive: shield, distributor and thrusters first, then range. Leave the bulkhead on Lightweight Alloy — Military-grade plating would tax the very jump range a heavy hauler cannot spare, and the bi-weave plus hull reinforcement carry the defence.
A survivability-and-range engineering pass for a soft, slow hauler. Pin blueprints for remote G1→G5 application; visit engineers in person for experimentals.
Approximate progression across the three states (figures are representative, not exact rolls):
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (6) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Thrusters (7) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (6) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (7) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Engineering roughly triples the shield off a bi-weave and two Heavy-Duty boosters, adds ~30 m/s of boost and lifts the laden jump into the mid-20s LY — enough to make the barge survivable and to move a full hold in fewer hops. What no roll can fix is the ceiling: it stays slow, short-legged and lightly armed, a hauler with defences rather than a genuine all-rounder.
Any high-population region with large-pad stations and a strong commodity market suits it. Keep to secure systems or fly in a wing — the Type-9 cannot defend itself against a determined interdiction.
The Type-9 Heavy is a superb freighter forced into a role it was never built for. As a hauler it is near-peerless; as a multipurpose ship it is a compromise — slow, soft, lightly armed and short-legged, redeemed only by the biggest non-Cutter hold in the game. Buy it to carry cargo. For genuinely mixed careers, an Anaconda or Asp Explorer does the whole game far better.
Figures on this page are verified against the sources below.