E:D Black Box
The Alliance Challenger carries the same three class-4 military slots and AX-ready hardpoints as the Chieftain, but on a heavier, more armoured frame. It trades agility for endurance: slower and less evasive, but tankier than either the Chieftain or Krait Mk II. The durable choice for sustained Interceptor fights and heavy AX conflict zones where staying power matters more than evasion.
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 Alliance Challenger is the Chieftain built for endurance. It keeps the three class-4 military slots that make the Chieftain so survivable against Thargoid module damage, and adds a hardpoint (seven total: 1L 3M 3S) and a heavier, more armoured frame. Where the Chieftain dodges Thargoid lightning, the Challenger can afford to eat some of it — it's the durable AX fighter for sustained engagements.
The cost is mobility: it's noticeably slower and less agile than the Chieftain, so it can't evade as well and relies more on its armour and Guardian reinforcement to endure. That makes it excellent for heavy Anti-Xeno Conflict Zones and prolonged Interceptor fights where staying power matters, but harder work against the fastest Thargoid attacks. For a pilot who prefers to tank and grind down Thargoids rather than dance with them, the Challenger is the sturdy, dependable choice.
Durable anti-Xeno combat: heavy Anti-Xeno Conflict Zones, sustained Interceptor fights, holding the line in an AX wing, and Maelstrom/Titan operations where endurance matters more than evasion.
Four things make the Challenger a durable AX fighter:
It's slower and less agile than the Chieftain, so it can't dodge Thargoid lightning as well and takes more hits as a result — in AX, where evasion often beats armour, that's a real trade. Its hardpoints skew medium/small, capping single-shot AX damage. The Challenger's case is endurance and module hardening; for evasion or peak DPS, the Chieftain and Krait Mk II respectively win.
Three class-4 military slots and a 450 t armoured frame make it the tankiest medium AX fighter with ample Gauss-capable mediums; sub-Chieftain agility (204 m/s) is the limiter.
The 88/100 headline is a verdict against the anti-Xeno 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 |
|---|---|---|
| Hardpoints for Gauss | 24/25 | Seven mounts (1L 3M 3S) give three medium hardpoints — ideal homes for size-2 Guardian Gauss Cannons — plus a large for an Enhanced AX Multi-Cannon and three smalls for Shard Cannons. One more mount than the Chieftain's 2L 1M 3S; only the single large skews damage away from Gauss's medium/small caps. |
| Heat capacity & management | 17/20 | Four utility mounts carry a heat-sink launcher, and a 6A overcharged plant with Thermal Spread bleeds Gauss heat, but the heavy 450 t frame and packed internals run no cooler than peers — heat handling is adequate, not a strength. |
| Hull tank & reinforcement room | 20/20 | Role-leading endurance for a medium: three class-4 military slots for Guardian module/hull reinforcement plus deep optionals (6·6·3·3·2·2·1) for stacked Guardian HRP on the 450 t armoured frame — out-tanks the Chieftain and the slotless Krait Mk II. |
| Agility | 17/25 | The clear weakness: 204/316 m/s top/boost on the heaviest medium AX hull means it can't dodge Thargoid lightning like the Chieftain — in a discipline where evasion often beats armour, agility is only moderate and caps survivability against the fastest attacks. |
| Caustic handling & support slots | 10/10 | Four utilities run a caustic sink, Xeno scanner and thermal-resistant booster; the three military slots plus optional Guardian HRPs give caustic resistance, with room for a size-3 decontamination limpet — deep support fit for sustained caustic exposure. |
| Weighted total | 88/100 | 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 anti-Xeno combat specifically. The role column is the hardpoint loadout — the basis for an AX weapon suite. Evasion, hardening and heat management matter as much as raw mounts.
| Ship | Class | Hardpoints | Pros & cons vs Alliance Challenger | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2L 1M 3S | Far more agile; cheaperLess durable | 90 |
| Krait Mk II | Medium | 3L 2M | Higher DPS; SLF decoyNo military slots; less durable | 89 |
| Alliance Challenger this | Medium | 1L 3M 3S | — this hull (baseline) | 88 |
| Python | Medium | 3L 2M | High DPS; toughNo military slots; less agile | 80 |
| Krait Phantom | Medium | 2L 2M | Fast; great range to reach sitesNo military slots; lighter | 84 |
| Federal Gunship | Medium | 1L 4M 2S | Many mounts; tankySlow; clumsy; no military slots | 82 |
The Challenger is the tank of the medium AX fighters. It matches the Chieftain's module hardening but adds armour at the cost of agility, and out-endures the glass-cannon Krait Mk II. For pilots who prefer to soak and grind Thargoids down, it's the durable pick.
| Ship | Class | Hardpoints | Pros & cons vs Alliance Challenger | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2L 1M 3S | Agile; cheaperLess durable | 90 |
| Imperial Cutter | Large | 1H 2L 4M | Apex shields; huge firepowerImperial rank; far less agile | 90 |
| Anaconda | Large | 1H 3L 2M 2S | Many mounts; very tankyPonderous; can't dodge | 88 |
| Federal Corvette | Large | 2H 2L 2M | Massive firepower and tankFederal rank; poor agility | 86 |
| Type-10 Defender | Large | 2L 2M 4S | Many mounts; extremely tankyVery slow; clumsy | 86 |
The large AX ships out-tank even the Challenger but can't dodge at all — the Challenger sits between the agile Chieftain and the immovable capitals, offering medium-ish mobility with real armour and module hardening. A durable middle path in AX.
At ~29.6M Cr the Challenger sits between the Chieftain and Krait Mk II in price, with no rank gate. An AX fit with Guardian/AX weapons, module and hull reinforcement, and caustic/heat kit brings the all-in figure to around 58M Cr, much of it Guardian-tech unlocks.
It's the durable AX investment: pricier than the Chieftain but tougher, suited to pilots who've decided they prefer endurance over evasion. As with all AX ships, the Guardian unlocks are the real cost, not the hull.
Around 58M Cr (plus Guardian unlocks) for the tankiest popular AX medium — the choice for grinding Thargoids down rather than dancing with them.
A durable anti-Xeno fit: a full AX/Guardian weapon suite, three military slots of Guardian reinforcement, and heavy hull and module hardening. Initial is buy-only (bare hull, E cores); A-Rated adds the Thargoid kit once weapons and Guardian tech are unlocked; Engineered maximises endurance, caustic survival and heat handling.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | — | 3C Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Enhanced AX Multi-Cannon (gimballed) is the sustained workhorse against Thargoid hull; AX weapons take no engineering blueprint. |
| Medium 1 | — | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Fixed Guardian Gauss Cannon — the heart-cracker that does the real damage to Interceptor exertion points. |
| Medium 2 | — | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Second Gauss for paired heart bursts; fixed-mount discipline is the price of its damage. |
| Medium 3 | — | 2E Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Enhanced AX Multi-Cannon (gimballed) fills between Gauss charges with easy sustained fire. |
| Small 1 | — | 1D Guardian Shard Cannon (Fixed) | (No blueprint available) | Guardian Shard Cannon — close-range shred against hull and swarm scouts; no small AX multi-cannon exists. |
| Small 2 | — | 1D Guardian Shard Cannon (Fixed) | (No blueprint available) | Second Shard Cannon for close-in burst when an Interceptor closes. |
| Small 3 | — | 1D Guardian Shard Cannon (Fixed) | (No blueprint available) | Third Shard Cannon rounds out the close-range battery. |
| Utility Mounts | ||||
| Utility 1 | — | 0C Xeno Scanner | (No blueprint available) | Advanced Xeno Scanner reveals Thargoid type and heart count; scanners carry no blueprint. |
| Utility 2 | — | 0I Caustic Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds caustic-sink charges. Clears caustic damage in Thargoid fights. |
| Utility 3 | — | 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 4 | — | 0A Shield Booster | G5 Thermal Resistant + Super Capacitors | Shield booster — Thermal Resistant trades raw MJ for the thermal resist Thargoids punish. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 6E Power Plant | 6A Power Plant | G5 Overcharged + Thermal Spread | A-rate this first; Overcharged adds the headroom three Gauss plus the suite demand, Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives buys what agility the heavy hull allows; Drag Drives sharpens the boost. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated to relocate between Thargoid sites; Increased Range with Mass Manager offsets the heavy fit. |
| Life Support | 5E Life Support | 5A Life Support | G5 Lightweight (no experimental effect) | Keep A-rated for the long oxygen timer when Thargoid lightning cracks the canopy; Lightweight trims mass, no experimental. |
| Power Distributor | 6E Power Distributor | 6A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate early — Gauss cannons are distributor-hungry; Charge Enhanced + Super Conduits sustain the WEP draw. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; AX fights are point-blank, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | — | 4D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement spreads penetrating-hit damage off the cores; Guardian tech takes no blueprint. |
| Military 2 | — | 4D Guardian Module Reinforcement | (No blueprint available) | Second Guardian Module Reinforcement — module survival is what keeps the guns and drives online. |
| Military 3 | — | 4D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement adds hull and the caustic resistance no other module gives; not engineerable. |
| Optional Internals | ||||
| Size 6 | — | 6C Bi-Weave Shield Generator | G5 Thermal Resistant + Fast Charge | Bi-weave regenerates fast under fire; Thermal Resistant maxes the resist that matters vs Thargoid thermal, Fast Charge speeds the refill. |
| Size 6 | — | 5D Guardian Hull Reinforcement | (No blueprint available) | Guardian HRP caps at size 5, so a 5D unit under-fills this size-6 slot — still the best caustic-resist armour block. |
| Size 3 | — | 3E Decontamination Limpet Controller | (No blueprint available) | Decontamination Limpet Controller scrubs caustic damage off the hull mid-fight; limpet controllers take no blueprint. |
| Size 3 | — | 3D Guardian Hull Reinforcement | (No blueprint available) | More Guardian Hull Reinforcement — caustic resist and hull stack linearly. |
| Size 2 | — | 2D Guardian Hull Reinforcement | (No blueprint available) | Smaller Guardian HRP tops up caustic resistance where the slot allows. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement protects internals from penetrating hits; MRP is not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement in the last slot; Deep Plating adds raw armour mass. |
| 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 Challenger leans on armour and Guardian reinforcement rather than dodging — stack Guardian hull and module reinforcement across the military slots and optionals, run a thermal-resistant bi-weave, and grind the Thargoid down while it bounces off you. It still needs caustic and heat management; it just survives the hits the Chieftain avoids.
The Initial column is bare-hull buy-only: fit nothing but the E-rated core internals — 6E Power Plant, 6E Thrusters, 5E Frame Shift Drive, 5E Life Support, 6E Power Distributor and 4E Sensors — over the stock 4C Fuel Tank, with armour left at the factory Lightweight Alloy bulkhead.
Every hardpoint, utility, military slot and optional internal stays empty (—) at this stage. The AX/Guardian weapons, Guardian module/hull reinforcement, bi-weave shield, caustic sink, heat sink, Xeno scanner and decontamination limpet all wait on Tech Broker and Guardian-site unlocks.
Buy the hull, then go earn the Guardian and AX weapon unlocks — the durable fit only comes together once they're in hand.
AX-fitting priority:
The Challenger survives by hardening, not evading — Military Grade Composite bulkhead (engineered to Heavy Duty + Deep Plating in the final state), max Guardian module and hull reinforcement and a thermal-resistant shield, then grind the Thargoid down while it bounces off you.
AX engineering maximises endurance, heat and survival; AX/Guardian weapons have limited engineering. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (6) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Bi-Weave Shield (6) | Thermal Resistant (G5) | Fast Charge | Lei Cheung |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Booster | Thermal Resistant (G5) | Super Capacitors | Didi Vatermann |
| Life Support & Sensors | Lightweight (G5) | — | Lori Jameson |
| AX / Guardian weapons & reinforcement | Unlock only — no engineering blueprint (—) | — | Tech Broker / Guardian sites |
Moderate ship engineering plus heavy Guardian-tech unlocks for weapons and reinforcement — the Guardian grind is the real cost. Ship blueprints are standard. Ask for exact per-blueprint or unlock counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Bulkhead | Lightweight Alloy | Mil-Grade Composite | Mil-Grade + HD/Deep Plating |
| Durability | moderate | high | highest (medium) |
| Module hardening | 3 mil slots | 3 mil slots | 3 mil slots |
| Agility (dodge) | moderate | moderate | moderate |
| AX firepower | good | good | good |
| Endurance in AXCZ | moderate | high | excellent |
The Initial bare hull rides on factory Lightweight Alloy; A-Rated swaps in Military Grade Composite, and the engineered state finishes it with Heavy Duty + Deep Plating for the highest effective armour. Guardian-equipped, the Challenger soaks Thargoid punishment behind that heavy armour and module hardening, grinding Interceptors down where the Chieftain would dodge. It's slower and less evasive, but for sustained AX fights and conflict zones, its endurance is the standout.
Wherever sustained Thargoid combat happens — heavy AXCZ, prolonged Interceptor fights, Maelstrom and Titan ops. The Challenger is the durable anchor for anti-Xeno work.
The Alliance Challenger is the armoured Xeno fighter: the Chieftain's three module-hardening military slots on a heavier, sturdier frame that soaks Thargoid punishment rather than dodging it. It's slower and less evasive — a real trade in a discipline that prizes agility — but for sustained Interceptor fights and heavy conflict zones, its endurance makes it the durable anti-Xeno anchor.
Figures on this page are verified against the sources below.