Every hull genuinely flown against the Thargoids, ranked on a single 1–100 scale. AX is its own discipline: it rewards medium hardpoints for Gauss Cannons, ferocious heat management, caustic and hull resistance, and internal room for Guardian reinforcement. Sixteen hulls, grouped by pad class, with buy/A-rate/engineer costs and targeted picks for scouts, interceptors and the Titan war.
Anti-Xeno combat is the war against the Thargoids — a wholly separate discipline from human combat, with its own weapons, defences and tactics. Human guns barely scratch Thargoid armour; AX demands specialist hardware and a hull built to carry and survive it.
Medium hardpoints for Gauss Cannons (the AX workhorse), then brutal heat management (Gauss cook you alive), caustic resistance and a deep hull + Guardian Module/Hull Reinforcement stack to survive Thargoid lightning and caustic clouds. Agility to dodge attacks, plus support modules — Caustic Sink Launchers, an AFMU, a Xeno Scanner, a Shutdown Field Neutraliser — round it out. Shields are near-useless against Thargoids; AX is a hull-tank discipline.
The 1–100 anti-Xeno rating weighs, in order:
The scale is roster-relative within the AX discipline. The top is a genuine tie between two philosophies — the agile medium Gauss platform (Alliance Chieftain) and the immovable tank (Imperial Cutter) — because both work, in different hands and different fights. Compare within a class first: mediums for interceptor duels, larges for conflict zones and the Titan war.
The cost tables also list an approximate rebuy (~5% of insured value) — what you pay each time the ship is destroyed. It is the number that really governs how boldly you can fly.
This 1–100 rating is a roster-relative, fully-engineered editorial verdict — not a hidden formula. See the shared rating methodology for the full rubric and worked examples.
All 16 AX hulls on one scale, best to worst, with total hardpoints as the headline (remember it’s medium mounts for Gauss that matter most). Per-class breakdowns and costs follow.
| Ship | Class | Hardpoints | One-line verdict | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2×L 1×M 3×S | The agile AX darling — dodge, weave and out-fly the swarm. | 90 |
| Imperial Cutter | Large | 1×H 2×L 4×M | The immovable AX tank — outlast anything the Thargoids throw. | 90 |
| Krait Mk II | Medium | 3×L 2×M | The AX meta medium — the benchmark Gauss interceptor-killer. | 89 |
| Anaconda | Large | 1×H 3×L 2×M 2×S | The heavy Gauss gunship — firepower and bulk over agility. | 88 |
| Alliance Challenger | Medium | 1×L 3×M 3×S | The brawler of the AX mediums — tank-first interceptor work. | 88 |
| Federal Corvette | Large | 2×H 1×L 2×M 2×S | The AX warship — the combat Corvette turned on the Thargoids. | 86 |
| Type-10 Defender | Large | 4×L 3×M 2×S | The scout-killing fortress — AXCZ and swarm specialist. | 86 |
| Krait Phantom | Medium | 2×L 2×M | The fast AX skirmisher — speed and reach over firepower. | 84 |
| Corsair | Medium | 3×L 3×M | The Gutamaya Gauss platform — heavy mounts and reach in an agile medium. | 84 |
| Python Mk II | Medium | 4×L 2×M | The reborn Python — big Gauss firepower and tank for easy-access AX. | 84 |
| Federal Gunship | Medium | 1×L 4×M 2×S | The hardpoint barge — maximum Gauss mounts, minimal grace. | 82 |
| Python | Medium | 3×L 2×M | The old-guard Gauss medium — roomy and forgiving, if dated and slow. | 80 |
| Alliance Crusader | Medium | 1×L 2×M 3×S | The steady AX medium — capable, if outshone by its siblings. | 79 |
| Federal Assault Ship | Medium | 2×L 2×M | The budget AX brawler — cheap, tough and quick to replace. | 77 |
| Federal Dropship | Medium | 1×L 4×M | The cheap medium barge — soaks fire on a shoestring rebuy. | 73 |
| Mamba | Medium | 1×H 2×L 2×S | The fast strike medium — speed and reach, thin on Gauss mounts. | 70 |
Read it in bands: 88–90 is a top-tier AX platform; 84–87 is a thoroughly capable one; 80–83 is a solid choice with a clear weakness. The deepest split is agile medium vs heavy large — mediums for one-on-one interceptor hunting, larges for scout swarms, conflict zones and the Titan war.
There is no small-pad AX ship. A Thargoid-ready loadout — multiple Gauss Cannons, a deep Guardian reinforcement stack, Caustic Sinks, an AFMU and a Xeno Scanner — simply will not fit on a small hull, and a small ship lacks the heat capacity and hull to survive a Thargoid encounter. AX begins at medium.
| Ship | Class | Hardpoints | Pros & cons for AX | Rating |
|---|---|---|---|---|
| — no small-pad hull fills this role — | ||||
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| — n/a — | ||||
None. Small hulls can’t carry the Gauss spread, the Guardian reinforcement or the caustic-defence modules an AX fight demands, and they cook and crumple under Thargoid fire. If you want to fight the Thargoids, your entry point is an Alliance Chieftain or a Krait Mk II.
Medium pad is the home of interceptor hunting. A medium is agile enough to dodge a Thargoid’s lightning and attacks while landing a full Gauss spread — the exact balance that wins one-on-one interceptor kills. The Alliance trio and the Krait pair define the meta.
| Ship | Class | Hardpoints | Pros & cons for AX | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2×L 1×M 3×S | The agile AX darling — superb agility to dodge interceptor attacks while landing GaussStrong hull and a tight hardpoint convergence for the creditsSmaller internals than the Krait limit Guardian reinforcement | 90 |
| Krait Mk II | Medium | 3×L 2×M | The AX meta medium — the hardpoint count and convergence for a full Gauss spreadTanky for a medium, with an SLF bay and the internals for Guardian reinforcementHeat is a constant battle running multiple Gauss | 89 |
| Alliance Challenger | Medium | 1×L 3×M 3×S | The tankiest AX medium — the most hull and hardpoints of the Alliance trioBrawls in AX conflict zones where its tank shinesHeavier and less agile than the Chieftain | 88 |
| Krait Phantom | Medium | 2×L 2×M | The Krait’s frame, lighter and faster — a quick hit-and-run Gauss platformGreat range to reach distant MaelstromsFewer hardpoints and less tank than the Mk II | 84 |
| Corsair | Medium | 3×L 3×M | Three large and three medium mounts — a heavy Gauss spread on an agile Gutamaya hullQuick and roomy enough for a deep Guardian reinforcement stackA newer hull at a premium price for the role | 84 |
| Python Mk II | Medium | 4×L 2×M | Four large mounts — exceptional Gauss firepower for a mediumTanky hull and deep internals for Guardian reinforcementHeavier and less nimble than the Krait, and it runs hot | 84 |
| Federal Gunship | Medium | 1×L 4×M 2×S | A wall of medium hardpoints — mount Gauss everywhereTough Federal hull built to absorb punishmentSlow and clumsy; heat and power are a juggle | 82 |
| Python | Medium | 3×L 2×M | Roomy internals for Guardian reinforcement and the full support kitA forgiving, stable gun platform that is easy to flySluggish and dated — the least agile of the Gauss mediums | 80 |
| Alliance Crusader | Medium | 1×L 2×M 3×S | A solid, tanky AX medium with an SLF bay for an extra gun in the fightThe least agile and lightest-hitting of the Alliance trio | 79 |
| Federal Assault Ship | Medium | 2×L 2×M | Tough Federal hull and tight agility for the creditsTiny hull cost and rebuy — cheap to replace after a bad fightOnly four mounts and shallow internals for reinforcement | 77 |
| Federal Dropship | Medium | 1×L 4×M | Four medium mounts for a full Gauss spread on a budgetCheap, tanky Federal hull with a trivial rebuySlow, clumsy and short on jump range | 73 |
| Mamba | Medium | 1×H 2×L 2×S | Blistering speed to close on and disengage from interceptorsOnly two large mounts — light Gauss firepower for AXThin internals and high heat; the huge mount can’t take Gauss | 70 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Alliance Chieftain | 19M | ~49M | materials · Heavy | ~2.4M |
| Krait Mk II | 46M | ~111M | materials · Heavy | ~5.6M |
| Alliance Challenger | 30M | ~61M | materials · Heavy | ~3.1M |
| Krait Phantom | 37M | ~99M | materials · Heavy | ~5.0M |
| Corsair | 77M | ~110M | materials · Heavy | ~7M |
| Python Mk II | 65M | ~95M | materials · Heavy | ~6M |
| Federal Gunship | 36M | ~83M | materials · Heavy | ~4.1M |
| Python | 55M | ~90M | materials · Heavy | ~6M |
| Alliance Crusader | 23M | ~51M | materials · Heavy | ~2.5M |
| Federal Assault Ship | 19M | ~35M | materials · Heavy | ~2.8M |
| Federal Dropship | 14M | ~28M | materials · Heavy | ~2M |
| Mamba | 55M | ~75M | materials · Heavy | ~5M |
The Alliance Chieftain (90) is the agile AX darling for pure interceptor duelling. The Krait Mk II (89) is the meta medium — firepower, tank and internals in the ideal balance — and the Challenger (88) its tankier brawler sibling. The Krait Phantom (84) is the fast skirmisher, and the Gunship (82) and Crusader (80) round out the class.
Large pad AX is about endurance and volume: vast tanks that shrug off caustic damage and conflict-zone crossfire, and the hardpoints to cull entire scout swarms. The price is agility — a large can’t reliably dodge a Thargoid’s lightning, so it wins by tanking what it can’t avoid.
| Ship | Class | Hardpoints | Pros & cons for AX | Rating |
|---|---|---|---|---|
| Imperial Cutter | Large | 1×H 2×L 4×M | A colossal shield and hull — the ultimate tank for Titan runs and AX conflict zonesCarries enough Gauss and Guardian reinforcement to brawl indefinitelyImperial Duke rank, huge cost, and too ponderous to dodge a Thargoid’s lightning | 90 |
| Anaconda | Large | 1×H 3×L 2×M 2×S | Huge hardpoint count and internals — a heavy Gauss platform with deep reinforcementNo rank gate; tanks like a large shouldPonderous — hard to dodge Thargoid lightning strikes | 88 |
| Federal Corvette | Large | 2×H 1×L 2×M 2×S | Warship hull and shields with the hardpoints for a devastating Gauss broadsideAgile for a large, so it survives better than the bargesFederal Rear Admiral rank and a heavy rebuy | 86 |
| Type-10 Defender | Large | 4×L 3×M 2×S | Purpose-built for scout-swarm and AX conflict zones — many hardpoints and a vast tankDesigned around the Thargoid threat from the startPainfully slow; outmatched against agile interceptors one-on-one | 86 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Imperial Cutter | 209M | ~520M | materials · Very heavy | ~26M |
| Anaconda | 147M | ~383M | materials · Very heavy | ~19M |
| Federal Corvette | 188M | ~435M | materials · Very heavy | ~22M |
| Type-10 Defender | 125M | ~346M | materials · Very heavy | ~17M |
The Imperial Cutter (90) is the immovable tank — outlast anything in the Titan war. The Anaconda (88) is the heavy Gauss gunship with no rank gate, the Federal Corvette (86) the agile-for-a-large AX warship, and the Type-10 Defender (86) the purpose-built scout-and-conflict-zone fortress.
The right AX ship depends on which Thargoid fight you’re flying and what you can spend. Pick the description that fits you.
Agile, tough and cheap — the forgiving way to learn interceptor evasion and heart-sniping, and the most-recommended first AX ship by a wide margin.
The meta medium — the firepower for a full Gauss spread, the tank and internals to survive, and the agility to dodge. The benchmark interceptor-killer.
The tankiest of the Alliance trio — the most hull and hardpoints, built to stand in an AX conflict zone and brawl where its armour shines.
A flying fortress with the hardpoints to delete scout waves and the tank to sit in a conflict zone all day. Built for exactly this from the keel up.
The biggest tank in the game, enough Gauss and Guardian reinforcement to brawl indefinitely — the ship that outlasts the most hostile space there is.
Agile for its size, with warship hull and a devastating Gauss broadside — the large that fights more like a big medium than a barge.
Light, fast and long-legged — reaches far-flung Maelstroms quickly and hits-and-runs interceptors, trading firepower for speed and reach.
AX is the most gear-intensive role after human combat — it layers Guardian tech-broker unlocks on top of normal engineering. The tour below is the AX-specific core; it assumes you’ve also engineered FSD/thrusters/distributor as for any combat ship.
| Module | Blueprint / Source | Experimental | Engineer / Broker |
|---|---|---|---|
| Gauss Cannons (AX) | Guardian tech-broker unlock | — (AX weapons aren’t engineered) | Guardian broker |
| Power Plant | Overcharged (heat headroom) | Thermal Spread | Hera Tani / Tod McQuinn |
| Hull / Bulkheads | Heavy Duty | Deep Plating | Selene Jean |
| Guardian Hull / Module Reinforcement | Guardian tech-broker unlock | — | Guardian broker |
| Power Distributor | Charge Enhanced | Cluster Capacitor | The Dweller |
| Thrusters | Dirty Drive Tuning | Drag Drives | Felicity Farseer |
On top of normal engineering you need Guardian tech-broker unlocks (Gauss Cannons, Guardian Hull/Module Reinforcement, the FSD Booster) — each requiring Guardian site farming for components. Engineering still costs materials, not credits, but the AX materials tier is Heavy on the mediums and Very heavy on the larges, and the Guardian grind is the real time-sink. AX weapons themselves are not engineered — the work goes into heat, hull and reinforcement.
For interceptor hunting, the Alliance Chieftain (90) is the agile teacher to start in and the Krait Mk II (89) the meta medium. For the Titan war and conflict zones, the Imperial Cutter (90) tanks anything and the Type-10 Defender (86) owns scout swarms. Pick by the fight: agile Gauss platform, or immovable wall — both reach the top of this field.
Figures on this page are verified against the sources below.