Ship Dossier // Lakon Spaceways

Alliance ChallengerCombat

Series Ships Updated 2026-06-25
Briefing

The Alliance trio's tank — seven guns, three military slots, best shields of the family

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.

Alliance Challenger
Alliance Challenger · Lakon / Alliance
86/100
1L 3M 3S
Hardpoints
3
Military slots
~208 MJ
Base shield (best of trio)
204 m/s
Top speed
~29.6M Cr
Hull price
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 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.

Where this hull shines

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.

02

Key Stats & What Makes It Fight

Top speed / boost
204 / 316 m/s
Hardpoints
1 Large · 3 Medium · 3 Small
Utility mounts
4
Hull mass
450 t
Base armour
540 (heaviest of trio)
Base shield
~208 MJ (best of trio)
Military slots
3 (class 4)
Optional internals
6·6·3·3·2·2·1
Agility
Moderate
Distributor
Class 6
Crew seats
2

Four things make the Challenger the trio's brawler:

The ceiling, stated honestly

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.

03

Why This Rating

Scorecard

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 factorScoreWhy this score
Hardpoints26/30
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 distributor9/10
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.
Shield14/15
~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 & internals15/15
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.
Agility13/20
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 & flexibility9/10
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 total86/100
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 combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.

Same class — medium-pad combat ships

ShipClassHardpointsPros & cons vs Alliance ChallengerRating
Fer-de-LanceMedium1H 4MHuge mount; elite agility and alphaFragile internals; no military slots93
Python Mk IIMedium4L 2MFour large mounts; more sustained DPSNo military slots; pricier90
Krait Mk IIMedium3L 2MSLF bay; bigger guns; more agileNo military slots; pricier90
MambaMedium1H 2L 2SFar faster; bigger alphaFragile; poor agility for speed89
Alliance ChieftainMedium2L 1M 3SMuch more agile; cheaper; bigger main gunsLower shields; fewer total mounts88
Alliance Challenger thisMedium1L 3M 3S— this hull (baseline)86
CorsairMedium3L 3MSix guns; modern; fasterNo military slots85
Federal Assault ShipMedium2L 2MFast, agile Federal brawlerFederal rank; less total armour84
Federal GunshipMedium1L 4M 2SSeven mounts; very tough turret boatSluggish; Federal rank gate82
Alliance CrusaderMedium1L 2M 3SSLF bay; 3 crew; same chassisSlowest; lower shield80

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.

Other classes — the larger leagues

ShipClassHardpointsPros & cons vs Alliance ChallengerRating
Federal CorvetteLarge2H 1L 2M 2SFar more firepower and tankFederal rank; ~187M Cr; large pad98
Imperial CutterLarge1H 2L 4MVast shields; brutal firepowerImperial rank; poor agility; large pad91
AnacondaLarge1H 3L 2M 2SEight mounts; vast internalsPonderous; costly; large pad88
VultureSmall2LSmall-pad agility; cheapTwo guns; far less tank80
Type-10 DefenderLarge4L 3M 2SThe ultimate turret tank; superb AXVery slow; large pad78

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.

05

Cost & Access

Hull
~29.6M Cr
Retail (A-rated)
~45M Cr
Engineered
~65M+ Cr
Pad
Medium
Rank
None
Permit
None

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.

Toughness per credit

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.

06

3-State Loadout

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.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Hardpoints
Large 13C Multi-Cannon (Gimballed)3C Multi-Cannon (Gimballed)G5 Overcharged + Corrosive ShellThe one large mount; gimballed multi-cannon Overcharged, and the single Corrosive Shell strips armour resistance for the whole battery.
Medium 12F Pulse Laser (Gimballed)2D Beam Laser (Gimballed)G5 Efficient + Thermal VentBuy a cheap pulse, swap to a gimballed beam once A-rated; Thermal Vent vents heat so it strips shields cold.
Medium 22F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderOvercharged multi-cannon; Auto Loader removes reloads so it never stops firing.
Medium 32F Multi-Cannon (Gimballed)2F Multi-Cannon (Gimballed)G5 Overcharged + Auto LoaderSecond Overcharged multi-cannon; Auto Loader keeps its DPS uninterrupted.
Small 11G Pulse Laser (Gimballed)1E Beam Laser (Gimballed)G5 Efficient + Thermal VentBuy a cheap pulse, swap to a beam once A-rated; Thermal-Vent beam adds heat-free shield work.
Small 21G Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceLeft empty on the buy-only fit; add an Efficient pulse once the hull is paid off, Phasing Sequence to chip through shields.
Small 31G Pulse Laser (Gimballed)G5 Efficient + Phasing SequenceSecond Efficient pulse for chip damage; Phasing Sequence bleeds through shields.
Utility Mounts
Utility 10A Shield Booster0A Shield BoosterG5 Heavy Duty + Super CapacitorsFirst shield booster; Heavy Duty multiplies the generator's raw MJ, Super Capacitors adds more.
Utility 20A Shield BoosterG5 Heavy Duty + Super CapacitorsSecond Heavy-Duty booster — the cheapest large gain in shield strength.
Utility 30I Chaff LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire.
Utility 40I 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.
Core Internals
BulkheadsLightweight AlloyMilitary Grade CompositeG5 Heavy Duty + Deep Plating
Power Plant6E Power Plant6A Power PlantG5 Overcharged + Thermal SpreadPowers seven guns, a big shield and cell banks; Overcharged adds headroom, Thermal Spread bleeds the extra heat.
Thrusters6E Thrusters6A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives recover what mobility the heavy hull allows; Drag Drives sharpens the boost.
Frame Shift Drive5E Frame Shift Drive5A Frame Shift DriveG3 Increased Range + Mass ManagerA-rated to reach fights and turn-ins; only G3 range — combat doesn't need a jump monster.
Life Support5E Life Support5D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass, Lightweight trims more; life support has no experimental effect.
Power Distributor6E Power Distributor6A Power DistributorG5 Charge Enhanced + Super ConduitsA-rate this early — seven guns plus shield-cell draw drain the class-6 distributor under sustained fire.
Sensors4E Sensors4D SensorsG5 Lightweight (no experimental effect)Drop to D and go Lightweight; combat needs no sensor range, so save the mass.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock tank; fuel capacity is fixed and cannot be engineered.
Military Slots
Military 14D Hull Reinforcement4D Hull ReinforcementG5 Heavy Duty + Deep PlatingHeavy-Duty hull reinforcement is the cheapest large multiplier on effective armour; Deep Plating adds raw HP.
Military 24D Hull ReinforcementG5 Heavy Duty + Deep PlatingSecond Heavy-Duty HRP fills the next military slot — armour stacks linearly.
Military 34D Module Reinforcement(No blueprint available)Module Reinforcement spreads penetrating-hit damage across internals; not engineerable.
Optional Internals
Size 66E Shield Generator6A Shield GeneratorG5 Reinforced + Hi-CapThe largest shield the class-6 bay allows; Reinforced maximises its MJ and Hi-Cap adds more — the first tank layer.
Size 66E Cargo Rack6A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 33D Hull ReinforcementG5 Heavy Duty + Deep PlatingMore Heavy-Duty hull reinforcement for the second tank layer.
Size 33A Shield Cell BankG4 Specialised (no experimental effect)Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies.
Size 22D Module Reinforcement(No blueprint available)Module Reinforcement protects the cores; not engineerable.
Size 22D Hull ReinforcementG5 Heavy Duty + Deep PlatingMore Heavy-Duty hull where the slot allows.
Size 11D 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 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.
Tank on two layers

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.

07

Initial Loadout — Buy-Only Plan

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.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a stand-and-fight tank:

Power before guns

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.

09

Engineering Plan

The house combat pattern weighted toward durability. Pin blueprints for remote G1→G5 application; visit in person for experimentals.

ModuleBlueprintExperimentalEngineer
Power Plant (6)Overcharged (G5)Thermal SpreadHera Tani
Thrusters (6)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Multi-CannonsOvercharged (G5)Corrosive Shell (one) / Auto Loader (rest)Tod McQuinn
Beam & Pulse LasersEfficient (G5)Thermal Vent (beams) / Phasing Sequence (pulses)Broo Tarquin
Power Distributor (6)Charge Enhanced (G5)Super ConduitsThe Dweller
Shield Generator (6)Reinforced (G5)Hi-CapLei Cheung
BulkheadsHeavy Duty (G5)Deep PlatingSelene Jean
Hull ReinforcementHeavy Duty (G5)Deep PlatingSelene Jean
Shield BoostersHeavy Duty (G5)Super CapacitorsDidi Vatermann

Recommended order

Material intensity (qualitative)

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.

10

Key Stat Upgrades

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

StatInitialA-ratedEngineered
Top speed (boost)316 m/s316 m/s~380 m/s
Armour (eff.)540~1,800~3,500+
Shield (MJ)~300~480~900
Sustained DPShighhighhigh
Survivabilityvery highvery highelite

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.

11

Key Activities & Where To Do Them

Getting started
  • Conflict zones. Plant the Challenger in a CZ and grind combat bonds while it soaks everything thrown at it.
  • Hazardous RES. Its durability lets it work Haz RES indefinitely, clearing high-value bounties at leisure.
  • Pirate massacre stacks. Stack massacre missions and clear them in long, safe sessions.
Advanced
  • High-intensity CZ attrition. Engineered, it dominates the toughest conflict zones by simply refusing to die.
  • Thargoid AX combat. Its toughness suits AX engagements, though the more agile Chieftain is often preferred for dodging. (A dedicated AX manual covers this.)
  • Anchor in wing combat. It makes an ideal tank in a wing, holding aggro while wingmates deal damage.
Generic example systems

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.

12

Field Notes — What Else To Know

Verdict

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.

13

Sources

Figures on this page are verified against the sources below.

CoriolisInteractive outfitting & build planner, preloaded for this ship.coriolis.io/outfit/alliance_challenger
Elite Dangerous (official)Frontier's official Alliance Challenger ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../alliance-challenger
EDCD coriolis-dataShip slot layout, module variants, and engineering blueprint data.coriolis-data/ships/alliance_challenger.json
InaraAlliance Challenger shipyard page — hull stats, module sellers, tech brokers, and material traders.inara.cz/elite/ship/49
FandomAlliance Challenger lore, manufacturer, and role overview backing the dossier write-up.elite-dangerous.fandom.com/wiki/Alliance_Challenger
YouTube — TheYamiksOpinionated review of the Alliance Challenger covering its combat profile, hardpoint layout and how it stacks against the Chieftain.youtube.com/watch?v=Ry0Z2w4es1E