E:D Black Box
Eleven optional internals topped by two class-8 slots push the Type-9 to ~790 tonnes of cargo on a hull that needs no rank and costs a fraction of the Imperial Cutter. It is slow, ponderous, and nearly defenceless — your tools are a shield, a fast FSD, and route discipline. For moving the most goods per trip at the lowest credits-per-tonne, nothing short of the Cutter or the Panther Clipper beats it.
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, for years, the credits-only answer to 'how do I move the most cargo?'. Eleven optional internals — topped by two class-8 slots — let it pack close to 790 tonnes when fully racked, a figure only the Imperial Cutter and the newer Panther Clipper Mk II exceed.
It earns its keep on volume, not finesse. The hull is slow (132 m/s base), turns like a moon, and carries almost no shield or weaponry in a trading fit. The trade-off is access and economy: no rank gate, a hull cost well under the Cutter's, and the lowest effective cost-per-tonne-hauled of any easily-obtained ship. The community treats it as the workhorse you graduate to from a Type-6/Type-7 and only graduate past if you chase a Cutter or Panther.
High-volume trade loops, wing-mission cargo stacking, tritium runs for fleet carriers, and Trailblazers colonisation hauling. Anywhere the job is 'move as much as possible per trip' on routes safe enough that you don't need to fight.
Three things make the Type-9 a dedicated trader rather than a multirole that happens to carry cargo:
It is slow and it cannot fight. A trading Type-9 boosts to ~200 m/s and turns ponderously, so a determined PvP interdictor or a hostile NPC wing is a real threat — your defence is a shield, a high-wake FSD and route selection, not guns. The Cutter hauls nearly as much and tanks/runs far better; the Panther Clipper out-carries it outright.
Role-leading ~790 t cargo at zero rank and ~72M Cr makes it the bulk benchmark; near-defenceless survivability (light ~300 MJ shield, 132 m/s) is the only real limiter.
The 94/100 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 | 35/35 | Eleven optional internals topped by two class-8 (256 t) racks yield ~790 t maxed and ~720 t in a shielded fit; only the Panther Clipper (~1000+) exceeds it and the Cutter merely matches it. |
| Pad class & market reach | 20/20 | Large pad puts it on the top docking tier reaching every major port, but large-only means no outposts or medium-pad colony depots, where the Type-8 takes over. |
| Laden jump range | 14/15 | Engineered FSD (6A Increased Range + Mass Manager) plus the 4H Guardian booster reaches ~28-32 LY laden, strong for a 850 t hull but well short of lighter haulers like the Anaconda. |
| Survivability | 15/20 | 864 base armour is genuinely tough, but with only a light ~300 MJ bi-weave, four utilities and no trading-fit weapons it cannot fight; survival is a shield, a high-wake FSD and route choice, not tanking like the Cutter. |
| Speed & cost | 10/10 | Slow at 132/202 m/s and ponderous, but the lowest cost-per-tonne of any accessible hull: ~72M Cr with no rank, permit or engineer gate versus the Cutter's ~208M and Imperial Duke grind. |
| Weighted total | 94/100 | 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 the trading role specifically. The role column is maximum cargo — the tonnes you can actually move per trip in a sensible (shielded, jump-capable) fit.
| Ship | Class | Max cargo (t) | Pros & cons vs Type-9 | Rating |
|---|---|---|---|---|
| Panther Clipper Mk II | Large | ~1000+ | The new bulk king — more cargo than anything; built for haulingNewest-hull cost & access; ponderous | 98 |
| Imperial Cutter | Large | ~790 | Hauls as much, but fast and shield-tanked — survives anythingImperial Duke rank, ~208M Cr | 95 |
| Type-9 Heavy this | Large | ~790 | — this hull (baseline) | 94 |
| Type-7 Transporter | Large | ~440 | Cheaper, lighter, longer-jumping medium-volume haulerCarries far less; also slow | 78 |
| Anaconda | Large | ~470 | Carries well and jumps far; can defend itselfLess cargo; far pricier per tonne | 76 |
| Imperial Clipper | Large | ~280 | Very fast hauler; outruns troubleMuch less cargo; large pad on an agile hull | 74 |
On a large pad the hierarchy is simple: the Panther Clipper out-carries everything, the Cutter matches the Type-9's volume while being faster and far tankier, and the Type-9 undercuts both on price and access. The Type-7, Anaconda and Clipper are lighter mid-volume options — not upgrades, just different points on the speed-vs-capacity curve.
| Ship | Class | Max cargo (t) | Why you'd drop down | Rating |
|---|---|---|---|---|
| Type-8 Transporter | Medium | ~400 | Huge cargo for a medium; lands on medium pads; cheapStill slow; less volume than the Type-9 | 76 |
| Python | Medium | ~280 | Hauls well and fights/mines; medium padLess cargo; pricier per tonne | 72 |
| Type-6 Transporter | Medium | ~110 | Cheap, light, long-jumping starter haulerSmall volume; the bottom of the trade ladder | 65 |
| Krait Mk II | Medium | ~190 | Combat-capable trader; SLF bayCargo is a side gig, not its strength | 64 |
| Krait Phantom | Medium | ~220 | Lighter, longer-jumping multirole haulerLess cargo than the dedicated freighters | 62 |
| Asp Explorer | Medium | ~130 | Can trade and explore on one hull; long jumpsSmall cargo; explorer at heart | 58 |
| Keelback | Medium | ~80 | Can carry a fighter to defend its cargoTiny volume; really a combat-trader curiosity | 52 |
| Cobra Mk V | Small | ~90 | Small-pad trader; flexible; lands anywhereSmall volume; better used as a multirole | 52 |
| Cobra Mk III | Small | ~64 | Classic cheap small-pad haulerTiny cargo; dated | 48 |
| Hauler | Small | ~26 | Dirt-cheap starter; long jumps for its sizeMinimal cargo; the very bottom rung | 42 |
You drop to a medium only when you need medium-pad access (outposts, some colonisation depots) — that's the Type-8's whole pitch. Otherwise none of these is an upgrade for bulk: the Type-9's job is maximum tonnage on large pads, and it does that better than everything except the Cutter and the Panther.
The Type-9 is a straight credits purchase — no rank, permit or engineer gate — at most shipyards that stock large ships. At ~72M Cr for the hull it's a serious investment, but it's a fraction of the Imperial Cutter's ~208M and asks for no Imperial rank grind, which is exactly why it's the realistic bulk hauler for most commanders.
The trading fit is cheap relative to the hull: cargo racks, a Guardian FSD booster and a light shield. Use Inara's commodity and route tools to find loops that pay back the hull quickly — a well-chosen loop clears the purchase in a handful of runs.
Hull ~72M; a full trading fit of class-8 cargo racks plus a light shield and Guardian booster adds roughly 10–20M Cr. The single most valuable add is the Guardian FSD Booster — it costs materials, not credits, and buys back range you spend on cargo.
Frontier sells a Type-9 Trading Jumpstart on the ARX store: the hull plus a worked, lightly pre-engineered trading loadout aimed at getting you hauling immediately. It's a fast on-ramp, but the usual pre-built caveats apply — the stock modules can't be stored or transferred and sell for 0 Cr.
Treat the Jumpstart as instant access to the role rather than a permanent fit: keep and engineer in place the A-rated cores (engineering a stock core does not void the free rebuy), and simply add cargo racks to the open optional slots.
| Slot | Trading Jumpstart (baseline) | For bulk trading? |
|---|---|---|
| Frame Shift Drive | 6A (often pre-engineered Range) | keep & engineer |
| Power Plant | 6 (A/D) | keep |
| Thrusters | 7 (D, light) | keep |
| Shield Generator | Light bi-weave | keep — light is correct |
| Guardian FSD Booster | Often included | keep — range back |
| Cargo racks | Partial fill | add class-8 racks to fill |
Stock pre-built modules carry a free rebuy and sell for 0 Cr (they can't be stored or transferred). Engineering a stock core in place does NOT void the free rebuy — replacing it does. So engineer the cores where they sit and only add cargo racks to the empty optional slots. Verify the exact in-game fit after purchase; Frontier occasionally tweaks pre-built baselines.
The whole build ladder on one screen. Initial is a cheap buy-only bulk starter; A-Rated is the best buy-only bulk-and-range fit; Engineered trims weight for laden range without losing a single cargo rack. Plans and costs follow in sections 07-09.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Utility Mounts | ||||
| Utility 1 | 0D Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One shield booster is plenty on a hauler; Heavy Duty multiplies the light bi-weave's MJ so an interdiction is survivable, not fatal. |
| Utility 2 | 0I Heat Sink Launcher | 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. |
| Utility 3 | — | 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 4 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 6D Power Plant | 6A Power Plant | G5 Low Emissions + Thermal Spread | 6A gives power headroom for the shield, booster and FSD; Low Emissions runs it cool and quiet, Thermal Spread bleeds the rest. |
| Thrusters | 7D Thrusters | 7D Thrusters | G5 Clean Drive Tuning + Drag Drives | Left at 7D to save mass and credits, you are not dogfighting; Clean Drive Tuning keeps it cool with a touch of boost speed to escape. |
| Frame Shift Drive | 6A Frame Shift Drive | 6A Frame Shift Drive | G5 Increased Range + Mass Manager | The one roll that matters on a trader: 6A + Increased Range + Mass Manager buys back the range every laden cargo rack costs you. |
| Life Support | 5D 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 | 6D Power Distributor | 6D Power Distributor | G5 Engine Focused + Cluster Capacitors | Charge Enhanced raises the weapon, engine and system capacitors. |
| Sensors | 4D Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; a hauler needs no sensor range, so save the mass for jump range. |
| Fuel Tank | 6C Fuel Tank | 6C Fuel Tank | (No blueprint available) | Stock 6C tank pairs with the scoop on long hauls; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 8 | 8E Cargo Rack | 8E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 8 | 8E Cargo Rack | 8E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 7 | 7E Cargo Rack | 7E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 6 | 6C Bi-Weave Shield Generator | 6C Bi-Weave Shield Generator | G5 Enhanced Low Power (no experimental effect) | Light bi-weave shield (C-rated only) regenerates fast and is cheap to power; Enhanced Low Power keeps its draw tiny so power stays free for the FSD. |
| 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 | 4H Guardian FSD Booster | 4H Guardian FSD Booster | (No blueprint available) | Guardian FSD Booster claws back the jump range the cargo costs you; the highest-impact item on the ship and not engineerable. |
| Size 4 | 4E Cargo Rack | 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 | 3E 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 1 | — | 1E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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. | |||
Every cargo rack you swap for a shield or Guardian booster costs tonnage but buys survivability or range. A light bi-weave shield and the Guardian FSD booster are worth their slots; the booster is materials, not credits, and is the single highest-impact item on the hull.
Goal: start hauling bulk immediately for the least extra spend. Rack the big optional slots — both class-8s and the class-7, then on down through the class-5, a class-4 and a class-3 — for the bulk of your tonnage. Add a 6A Frame Shift Drive so a laden run still jumps usefully, a light 6C bi-weave shield so an interdiction doesn't instantly kill you, and a 4H Guardian FSD Booster to claw back the range the cargo costs you.
Keep the thrusters at 7D and the power plant at 6D — light and cheap, you're not dogfighting, you're surviving long enough to high-wake. Leave the hull on stock Lightweight Alloy: a trader buys range, not armour. One 0D shield booster and a heat sink launcher round out the utilities; the remaining two utility mounts (point defence and a second booster) and the smallest optional slots (a class-3, the class-2 and the class-1) stay empty until you A-rate. This buy-only bulk fit adds roughly 10–15M Cr over the hull and immediately moves serious tonnage.
To reach the best buy-only bulk-and-range fit before engineering, upgrade in this order:
Roughly 12–20M Cr on top of the hull for a full bulk-and-range fit. The Guardian FSD Booster is the highest-impact item and costs materials — unlock it before you commit to long routes.
Trading engineering is light and all about range and weight — you never engineer for combat on a hauler:
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (6) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Plant (6) | Low Emissions (or Armoured) (G5) | Thermal Spread | Hera Tani |
| Thrusters (7) | Clean Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Life Support (5) | Lightweight (G5) | — | Etienne Dorn |
| Sensors (4) | Lightweight (G5) | — | Bill Turner / Juri Ishmaak |
| Shield Generator (6) | Enhanced Low Power (G5) | — | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Light — heavy on encoded for the FSD, a little raw for thrusters and lightweight rolls. Felicity Farseer (maxed in your fleet) does the bulk of the work in one session; no combat materials needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Cargo capacity | ~640 t | ~720 t | ~720 t (shielded) |
| Laden jump | ~16 LY | ~22 LY | ~28–32 LY |
| Shield strength | None / minimal | ~250 MJ (bi-weave + 1 booster) | ~340 MJ (Enhanced Low Power + Lo-Draw, 2 boosters) |
| Speed / boost | 132 / 202 | 132 / 202 | ~140 / 215 |
| Effective hull | ~860 (Lightweight Alloy) | ~860 | ~960 (Heavy Duty G5 alloy) |
| ENG capacity / escape boost | Tight | OK | Strong (Engine Focused distributor) |
The two numbers that decide a trader's earnings are cargo and laden jump, and engineering pushes the Type-9 to ~720 tonnes at ~28–32 LY laden — the sweet spot where each run is both huge and reaches the next station without a dozen hops. The FSD roll is, as ever, where the value lives. The hull stays on light alloy for range, but a Heavy Duty roll on the bulkhead and an Engine-Focused distributor mean a full boost off an interdiction and enough plate to outlast the bi-weave if a pirate sticks.
The Type-9 Heavy is the credits-only bulk-trading benchmark: ~720 tonnes of cargo at a sensible laden range, on a tough hull that needs no rank to fly. 94/100 — out-carried only by the Panther Clipper Mk II and matched-but-out-survived only by the rank-locked Imperial Cutter. If your job is moving the most goods per trip for the least credits-per-tonne, this is the workhorse — fly it laden, fly it cautious, and let the volume do the earning.
Figures on this page are verified against the sources below.