Ship Dossier // Lakon Spaceways

Type-9 HeavyTrading

Series Ships Updated 2026-06-25
Briefing

The credits-only bulk hauler — unmatched on volume, cost, and access

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.

Type-9 Heavy
Type-9 Heavy · Lakon Spaceways
94/100
~790 t
Max cargo
72.1M
Hull price (Cr)
132 m/s
Top speed
~28–32 LY
Laden jump (eng.)
Large
Pad class
Rating methodology

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.

01

Role & Overview

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.

Where this hull shines

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.

02

Key Stats & What Makes It Haul

Max cargo
~790 t (all racks)
Top speed / boost
132 / 202 m/s
Laden jump (eng.)
~28–32 LY (light fit)
FSD size
Class 6
Hull mass
850 t
Base armour
864 (very tough hull)
Optional internals
8·8·7·6·5·4·4·3·3·2·1
Utility mounts
4
Core sizes
PP6 · TH7 · FSD6 · LS5 · PD6 · SS4 · FT6
Pad
Large (large-pad only)
Crew seats
4

Three things make the Type-9 a dedicated trader rather than a multirole that happens to carry cargo:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Maximum cargo35/35
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 reach20/20
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 range14/15
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.
Survivability15/20
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 & cost10/10
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 total94/100
Matches the headline suitability rating for this ship in this role.
How to read it

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.

04

How It Compares

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.

Same class — large-pad traders

ShipClassMax cargo (t)Pros & cons vs Type-9Rating
Panther Clipper Mk IILarge~1000+The new bulk king — more cargo than anything; built for haulingNewest-hull cost & access; ponderous98
Imperial CutterLarge~790Hauls as much, but fast and shield-tanked — survives anythingImperial Duke rank, ~208M Cr95
Type-9 Heavy thisLarge~790— this hull (baseline)94
Type-7 TransporterLarge~440Cheaper, lighter, longer-jumping medium-volume haulerCarries far less; also slow78
AnacondaLarge~470Carries well and jumps far; can defend itselfLess cargo; far pricier per tonne76
Imperial ClipperLarge~280Very fast hauler; outruns troubleMuch less cargo; large pad on an agile hull74

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.

The step down — medium & small traders

ShipClassMax cargo (t)Why you'd drop downRating
Type-8 TransporterMedium~400Huge cargo for a medium; lands on medium pads; cheapStill slow; less volume than the Type-976
PythonMedium~280Hauls well and fights/mines; medium padLess cargo; pricier per tonne72
Type-6 TransporterMedium~110Cheap, light, long-jumping starter haulerSmall volume; the bottom of the trade ladder65
Krait Mk IIMedium~190Combat-capable trader; SLF bayCargo is a side gig, not its strength64
Krait PhantomMedium~220Lighter, longer-jumping multirole haulerLess cargo than the dedicated freighters62
Asp ExplorerMedium~130Can trade and explore on one hull; long jumpsSmall cargo; explorer at heart58
KeelbackMedium~80Can carry a fighter to defend its cargoTiny volume; really a combat-trader curiosity52
Cobra Mk VSmall~90Small-pad trader; flexible; lands anywhereSmall volume; better used as a multirole52
Cobra Mk IIISmall~64Classic cheap small-pad haulerTiny cargo; dated48
HaulerSmall~26Dirt-cheap starter; long jumps for its sizeMinimal cargo; the very bottom rung42

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.

05

Cost & Access

Base hull
72,116,858 Cr
Shipyard (stock fit)
76,555,840 Cr
Unlock requirement
None · large pad
Where to buy
Most large shipyards

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.

Budget reality

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.

06

ARX Pre-Built Option

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.

SlotTrading Jumpstart (baseline)For bulk trading?
Frame Shift Drive6A (often pre-engineered Range)keep & engineer
Power Plant6 (A/D)keep
Thrusters7 (D, light)keep
Shield GeneratorLight bi-weavekeep — light is correct
Guardian FSD BoosterOften includedkeep — range back
Cargo racksPartial filladd class-8 racks to fill
Pre-built rebuy rule — do not break it

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.

07

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Utility Mounts
Utility 10D Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsOne shield booster is plenty on a hauler; Heavy Duty multiplies the light bi-weave's MJ so an interdiction is survivable, not fatal.
Utility 20I Heat Sink Launcher0I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets.
Utility 30I Point DefenceG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes.
Utility 40A Shield BoosterG5 Heavy Duty + Super Capacitors
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight (no experimental effect)
Power Plant6D Power Plant6A Power PlantG5 Low Emissions + Thermal Spread6A gives power headroom for the shield, booster and FSD; Low Emissions runs it cool and quiet, Thermal Spread bleeds the rest.
Thrusters7D Thrusters7D ThrustersG5 Clean Drive Tuning + Drag DrivesLeft 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 Drive6A Frame Shift Drive6A Frame Shift DriveG5 Increased Range + Mass ManagerThe one roll that matters on a trader: 6A + Increased Range + Mass Manager buys back the range every laden cargo rack costs you.
Life Support5D Life Support5D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor6D Power Distributor6D Power DistributorG5 Engine Focused + Cluster CapacitorsCharge Enhanced raises the weapon, engine and system capacitors.
Sensors4D Sensors4D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; a hauler needs no sensor range, so save the mass for jump range.
Fuel Tank6C Fuel Tank6C 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 88E Cargo Rack8E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 88E Cargo Rack8E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 77E Cargo Rack7E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 66C Bi-Weave Shield Generator6C Bi-Weave Shield GeneratorG5 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 55E Cargo Rack5E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 44H Guardian FSD Booster4H 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 44E Cargo Rack4E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 33E Cargo Rack3E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 33E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Open in planner / Export
Open in CoriolisopenopenopenOne-click open at coriolis.io.
Open in EDSYopenopenopenOne-click open at edsy.org.
Copy SLEFCopies the raw Ship Loadout Export Format for that state.
The cargo-vs-range trade

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.

08

Initial Loadout — Buy-Only Plan

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.

09

A-Rated Loadout — Upgrade Plan

To reach the best buy-only bulk-and-range fit before engineering, upgrade in this order:

Total A-rated cost

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.

10

Engineering Plan

Trading engineering is light and all about range and weight — you never engineer for combat on a hauler:

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (6)Increased Range (G5)Mass ManagerFelicity Farseer
Power Plant (6)Low Emissions (or Armoured) (G5)Thermal SpreadHera Tani
Thrusters (7)Clean Drive Tuning (G5)Drag DrivesProfessor 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 BoosterHeavy Duty (G5)Super CapacitorsDidi Vatermann
BulkheadsLightweight (G5)Selene Jean

Recommended order

Material intensity (qualitative)

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.

11

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Cargo capacity~640 t~720 t~720 t (shielded)
Laden jump~16 LY~22 LY~28–32 LY
Shield strengthNone / minimal~250 MJ (bi-weave + 1 booster)~340 MJ (Enhanced Low Power + Lo-Draw, 2 boosters)
Speed / boost132 / 202132 / 202~140 / 215
Effective hull~860 (Lightweight Alloy)~860~960 (Heavy Duty G5 alloy)
ENG capacity / escape boostTightOKStrong (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.

12

Key Activities & Where To Do Them

Getting started
  • Single-commodity trade loops between two nearby stations with a strong buy/sell spread — the simplest reliable income; fill, fly, sell, repeat.
  • Stacked delivery / wing cargo missions from a busy hub — take several haulage missions for the same destination and clear them in one massive load.
  • Where: use Inara's commodity-and-route tools to find profitable loops near your base — high-population systems with Industrial/Refinery economies are the classic trade pairs.
Advanced
  • Tritium hauling to refuel and reposition fleet carriers — the Type-9's volume makes it the default carrier tanker.
  • Trailblazers colonisation supply — hauling construction commodities to colony depots pays well and consumes bulk volume exactly the way the Type-9 wants.
  • Rare-goods circuits for high per-tonne margins on longer routes, and bulk Powerplay commodity hauling for merits.
  • Where: Spansh and Inara for live commodity prices and carrier tritium needs; colonisation depots in frontier systems for construction hauling.
Safety note

A trading Type-9 is nearly defenceless. Fly laden through high-security space where possible, submit-then-high-wake out of interdictions rather than fighting, and keep the FSD spun up. Your survival kit is a shield, a fast FSD and route choice — never guns.

13

Field Notes — What Else To Know

Verdict

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.

14

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/type_9_heavy
Elite Dangerous (official)Frontier's official Type-9 Heavy ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../type-9-heavy
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/type_9_heavy.json
Inara — Type-9 HeavyShip specification, base stats, and shipyard pricing for this hull.inara.cz/elite/ship/65
ED Wiki — Type-9 HeavyHull role, manufacturer background, and hardpoint / internal layout.elite-dangerous.fandom.com/wiki/Type-9_Heavy