- 114m Cr
- No engineering
- 752 t
- 209 m/s boost
- 13.34 ly (laden)
Pilots Trade Network Elite: Dangerous
These builds are suitable for Fleet Carrier Trades, WMMs and general-purpose space trucking – anywhere there’s a large landing pad waiting for you, you don’t have to travel far in hyperspace, and you’re not expecting to get into a fight!
Overview: A moderately engineered version of the Basic Type 9 with upgraded thrusters (Dirty, Drag Drives) and FSD (Increased Range, Mass Manager). This build uses no shields, giving more cargo capacity. When you are first learning to fly this ship consider adding a shield until you have learnt the handling characteristics. The boost speed of this build is 327 m/s and the unladen jump range is 36 ly.
Recommended use: While this is a viable build for hauling between systems, it is still relatively slow and has a low laden jump range. For frequent longer distance trading, consider unlocking the Imperial Cutter and engineering that instead.
Upgrade path: Imperial Cutter
You can engineer the Power Distributor for more frequent boosts but at this stage it’s generally preferable to start grinding for a Cutter.
Overview: The Imperial Cutter is the best hauling ship in the game… probably. The Type 9 can match it for cargo space but the Cutter has better speed and defences, so long as you can handle the drift when changing direction.
Recommended use: There is nothing better for L‑pad in-system hauling than a Cutter, except an engineered Cutter.
Purchasing the Imperial Cutter requires achieving an Imperial Navy rank of Duke!
Upgrade path: Boosted Cutter. Engineer the drives and the FSD first.
Overview: The Panther Clipper Mk II is the newest and best hauler in the game – but it is currently only available for Arx. Its cargo capacity is unmatched even in the most basic build thanks to its Size 7 and Size 8 Mk2 D‑rated cargo racks. Like other new ships, it is SCO-optimized.
Recommended use: Hauling from Fleet Carriers to Stations and back (see our PTN Trade Alerts Guide), because of its low jump range and poor defences. It’s recommended that new pilots equip shields until confident with its handling and performance limits, but these can be swapped for more cargo space when appropriate.
Upgrade path: Tuned PCMk2
Once you have enough credits, you can upgrade the thrusters to 8A to give you a bit faster boost and turn speed; and the FSD (SCO) to 7A. However, you’ll need to upgrade the Power Plant to 5A as well to do so.
Overview: A moderately engineered version of the Panther Clipper Mk II with upgraded Thrusters , Hull, Power Distributor, and FSD . When choosing what to upgrade first, the Thrusters, then Power Distributor, are most important. This build uses no shields, giving more cargo capacity. When you are first learning to fly this ship consider adding a shield until you have learnt the handling characteristics. It is faster and more agile than a similarly built T9, while carrying 1,232 tons of cargo. Like other new ships, it is SCO-optimized.
Recommended use: While this is a viable build for hauling between systems, it is still relatively slow and has a low laden jump range (20 ly). It is recommended whenever possible to haul from a local carrier, like noted in our PTN Trade Alerts Guide.
Upgrade path: Other possible engineering is to add an engineered power plant (Low Emissions, Thermal Spread), life support (Light Weight), and sensors (Light Weight). You can also use the Size 5 and 6 engineered cargo racks from Community Goal rewards, or add a SCO FSDv1 for greater jump range.
Sometimes PTN operates from outposts that don’t have large landing pads. These ship builds will allow you to haul as much as possible from these medium-pad-only stations. Suitable for the Booze Cruise as well as M‑pad gold/silver rushes. Keep an eye out for opportunities to fly a python. The experience of flying an agile ship again is worth having it. Be it just for a community goal.