E:D Black Box
An elite stand-and-fight medium. Seven weapon mounts, three military slots and the heaviest shields of the Alliance trio make it brutally durable — it ranks just below the Chieftain only because it trades away the agility that makes the Chieftain so forgiving. Plant your feet, grind a fight, out-last the enemy: this is that hull.
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 brawler of the Alliance family. It shares the Chieftain's chassis and its three military slots, but re-weights the design toward durability: seven weapon mounts (one large, three medium, three small), the heaviest base shields of the trio, and a tougher hull — at the cost of the Chieftain's signature agility.
That makes it a different kind of fighter. Where the Chieftain dances, the Challenger anchors: it plants itself in a conflict zone and grinds, soaking enormous punishment across its shields, hull and three reinforcement slots while seven guns chew through the opposition. For attrition fights — long CZ sessions, tough massacre stacks, AX engagements — it's the toughest medium short of a large warship.
Sustained attrition combat: long conflict-zone sessions, heavy pirate-massacre stacks, and AX work where standing in the fight and out-lasting the enemy matters more than out-turning them.
Four things make the Challenger the trio's brawler:
It gives up the Chieftain's agility — it's slower and turns wider, so it can't hold guns on a nimble target the way the Chieftain can, and it's easier to flank. Its DPS ceiling is solid but not the highest. The Challenger's argument is pure staying power; if a fight rewards dancing rather than grinding, the Chieftain is the better Alliance pick.
Best shields, heaviest hull and seven mounts make it the toughest no-rank medium brawler; only its moderate 204 m/s agility keeps it a notch below the Chieftain at 86.
The 86/100 headline is a verdict against the combat 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 | 26/30 | Seven mounts (1L, 3M, 3S) is the most of the Alliance trio and matches the Federal Gunship for total count, enough for a heavy main battery plus a full utility-weapon spread; capped only by the single large mount, which limits alpha versus 4-large hulls like the Python Mk II or the FdL's huge. |
| Power distributor | 9/10 | Class-6 distributor feeds seven guns plus shield-cell draw under sustained fire; ample for a multi-cannon/beam grind fit, on par with the medium field's better brawlers and well above the small specialists. |
| Shield | 14/15 | ~208 MJ base shield is the best of the Alliance trio and, with two class-6 optionals running generator plus cell banks, reaches ~900 MJ engineered — top-tier shield tank for a medium. |
| Armour & internals | 15/15 | 540 base armour (heaviest of the trio), three class-4 military slots and deep optionals (6·6·3·3·2·2·1) push effective armour past ~3,500 engineered — the toughest stand-and-fight medium short of a large warship. |
| Agility | 13/20 | 204 m/s top / 316 m/s boost with a 450 t hull and wide turn — it cannot hold guns on a nimble target or avoid flanking the way the Chieftain does; this is the clear limiter that drops it below its faster medium peers. |
| Utility & flexibility | 9/10 | Four utility mounts carry two shield boosters plus chaff and heat-sink launchers without compromise; flexible enough for any brawl, though it stays a single-role anchor rather than a multi-purpose hull. |
| Weighted total | 86/100 | 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 combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.
| Ship | Class | Hardpoints | Pros & cons vs Alliance Challenger | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Huge mount; elite agility and alphaFragile internals; no military slots | 93 |
| Python Mk II | Medium | 4L 2M | Four large mounts; more sustained DPSNo military slots; pricier | 90 |
| Krait Mk II | Medium | 3L 2M | SLF bay; bigger guns; more agileNo military slots; pricier | 90 |
| Mamba | Medium | 1H 2L 2S | Far faster; bigger alphaFragile; poor agility for speed | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Much more agile; cheaper; bigger main gunsLower shields; fewer total mounts | 88 |
| Alliance Challenger this | Medium | 1L 3M 3S | — this hull (baseline) | 86 |
| Corsair | Medium | 3L 3M | Six guns; modern; fasterNo military slots | 85 |
| Federal Assault Ship | Medium | 2L 2M | Fast, agile Federal brawlerFederal rank; less total armour | 84 |
| Federal Gunship | Medium | 1L 4M 2S | Seven mounts; very tough turret boatSluggish; Federal rank gate | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | SLF bay; 3 crew; same chassisSlowest; lower shield | 80 |
The Challenger is the trio's tank and one of the toughest mediums in the game. The Chieftain trades shields and mounts for agility; the premium specialists trade toughness for DPS or duelling. If you want a medium that simply refuses to die in a long fight, the Challenger is it.
| Ship | Class | Hardpoints | Pros & cons vs Alliance Challenger | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | Far more firepower and tankFederal rank; ~187M Cr; large pad | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Vast shields; brutal firepowerImperial rank; poor agility; large pad | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Eight mounts; vast internalsPonderous; costly; large pad | 88 |
| Vulture | Small | 2L | Small-pad agility; cheapTwo guns; far less tank | 80 |
| Type-10 Defender | Large | 4L 3M 2S | The ultimate turret tank; superb AXVery slow; large pad | 78 |
For pure toughness the large warships and the Type-10 surpass the Challenger, but all need a large pad and most a rank grind. The Challenger delivers near-large-ship attrition durability on a medium pad with no rank gate — the toughest stand-and-fight medium you can buy outright.
At ~29.6M Cr the Challenger costs more than the Chieftain but remains mid-priced for its durability, with no rank or permit gate. The extra credits buy more hardpoints, better shields and a tougher hull — everything you're paying for goes into staying power.
Its deep optionals and three military slots mean a full tank-and-sustain fit adds up, but the result is a medium that survives fights that would destroy lesser ships several times over.
If survivability is your priority, the Challenger offers more of it per credit than any other medium — a fortress that docks on a medium pad and needs no rank.
A stand-and-fight tank build using all three military slots and deep shield sustain. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern weighted to durability.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | The one large mount; gimballed multi-cannon Overcharged, and the single Corrosive Shell strips armour resistance for the whole battery. |
| Medium 1 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a gimballed beam once A-rated; Thermal Vent vents heat so it strips shields cold. |
| Medium 2 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Overcharged multi-cannon; Auto Loader removes reloads so it never stops firing. |
| Medium 3 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second Overcharged multi-cannon; Auto Loader keeps its DPS uninterrupted. |
| Small 1 | 1G Pulse Laser (Gimballed) | 1E Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a beam once A-rated; Thermal-Vent beam adds heat-free shield work. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Left empty on the buy-only fit; add an Efficient pulse once the hull is paid off, Phasing Sequence to chip through shields. |
| Small 3 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Second Efficient pulse for chip damage; Phasing Sequence bleeds through shields. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the generator's raw MJ, Super Capacitors adds more. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Second Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 4 | — | 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. |
| 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 | Powers seven guns, a big shield and cell banks; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recover what mobility the heavy hull allows; Drag Drives sharpens the boost. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to reach fights and turn-ins; only G3 range — combat doesn't need a jump monster. |
| Life Support | 5E 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 | 6E Power Distributor | 6A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this early — seven guns plus shield-cell draw drain the class-6 distributor under sustained fire. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; combat needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 4D Hull Reinforcement | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; Deep Plating adds raw HP. |
| Military 2 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP fills the next military slot — armour stacks linearly. |
| Military 3 | — | 4D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Optional Internals | ||||
| Size 6 | 6E Shield Generator | 6A Shield Generator | G5 Reinforced + Hi-Cap | The largest shield the class-6 bay allows; Reinforced maximises its MJ and Hi-Cap adds more — the first tank layer. |
| Size 6 | 6E Cargo Rack | 6A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 3 | — | 3D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull reinforcement for the second tank layer. |
| Size 3 | — | 3A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores; not engineerable. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull where the slot allows. |
| Size 1 | — | 1D Guardian Shield Reinforcement | (No blueprint available) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| 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's best-in-class shields plus three military slots let it tank on both shield and hull at once. Run a strong shield generator with cell banks and Heavy-Duty reinforcement — few mediums can do both this well.
Buy the hull, keep the stock Lightweight Alloy bulkheads for now, and fit the largest shield the class-6 bay allows (a 6E Shield Generator); drop a hull reinforcement into the first military slot — the other two military slots stay empty until the hull is paid off.
Arm the large mount with a gimballed multi-cannon, spread a pulse laser and two multi-cannons across the mediums and put a single pulse on one small; the other two small mounts and the spare utilities stay empty buy-only. Beams — and the Military Grade bulkheads — come later, with the A-rated pass.
Even unengineered it's a fortress — ready for CZ attrition immediately.
A-rating priority for a stand-and-fight tank:
Seven mounts plus a big shield and cell banks are power-hungry — A-rate the plant and distributor before the weapons or the build browns out under load.
The class-1 slot carries a Guardian Shield Reinforcement Package, not an exploration scanner — ~60 MJ of extra shield buffer for almost no mass, paid in Guardian mats rather than credits.
The house combat pattern weighted toward durability. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| 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 |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent (beams) / Phasing Sequence (pulses) | Broo Tarquin |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Shield Generator (6) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
Moderate-to-heavy — standard combat G5s plus several Heavy-Duty hull reinforcements and a strong shield. With a complete inventory this is spend, not farm. Ask for exact per-blueprint counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 316 m/s | 316 m/s | ~380 m/s |
| Armour (eff.) | 540 | ~1,800 | ~3,500+ |
| Shield (MJ) | ~300 | ~480 | ~900 |
| Sustained DPS | high | high | high |
| Survivability | very high | very high | elite |
The A-rated jump in armour comes from the Military Grade Composite bulkheads stacking with three hull reinforcements; the Guardian shield reinforcement adds a little buffer on top of the A-rated shield. Engineered, the Challenger is one of the hardest mediums to kill in the game — effective armour into the thousands, a 900 MJ shield buffer and seven sustained guns. It will never be fast or nimble, but in a war of attrition almost nothing its size out-lasts it.
Any Haz RES or CZ suits it; the higher the intensity, the more its durability pays off. Around your home base, CZ and massacre payouts double as Imperial-standing progress.
The Alliance Challenger is the toughest stand-and-fight medium you can buy without a rank grind. It trades the Chieftain's agility for more guns, better shields and a heavier hull, becoming a fortress that anchors a conflict zone and out-lasts everything its size. For attrition combat, it's the Alliance hull to fly.
Figures on this page are verified against the sources below.