E:D Black Box
The Alliance Chieftain leads the AX rankings by evasion, not brute force. Its agility physically dodges Interceptor lightning that destroys slower hulls; three class-4 military slots pack Guardian module reinforcement against module-stripping fire; and the 2L 1M 3S hardpoint mix carries a full AX weapon suite. Cheap, forgiving, and the ship most commanders use to learn Thargoid combat.
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.
Fighting Thargoids is a different discipline from fighting humans — Interceptors hit with lightning that strips modules, caustic clouds that eat your hull, and shutdown fields that kill your systems — and the Alliance Chieftain answers all of it. It's agile enough to physically dodge the lightning attacks that punish slower ships, its three class-4 military slots take Guardian Module Reinforcement to survive what does land, and its 2L 1M 3S hardpoints carry a balanced AX weapon suite.
It's cheap (~18.6M Cr), nimble, and forgiving — the ship most commanders cut their teeth on against Cyclops and Basilisk Interceptors, and it scales up to the tougher ones with practice. It's not the tankiest AX hull (its sibling the Challenger is sturdier) nor the highest-DPS (the Krait Mk II hits harder), but its balance of evasion, hardening and firepower makes it the anti-Xeno benchmark — the default recommendation for learning to kill Thargoids.
Anti-Xeno combat: hunting Thargoid Interceptors (Cyclops through Medusa), clearing scout swarms, Anti-Xeno Conflict Zones, and Maelstrom and Titan operations — the agile AX fighter for learning and scaling the discipline.
Four things make the Chieftain the AX benchmark:
It's less durable than the heavier Challenger and lower-DPS than a Krait Mk II, and its medium hull can't soak punishment the way a capital can. Against the toughest Interceptors (Hydra) or in heavy AXCZ, a tankier or higher-damage ship may serve better. The Chieftain's case is balanced agility-plus-hardening for learning and general AX work — the all-round benchmark, not the extreme at any axis.
It wins the Thargoid fight by evasion, not brute force — best-in-class agility plus three military slots for Guardian reinforcement — and ties the Cutter at the top without leading any firepower or tank axis.
The 90/100 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 | 21/25 | 2×Large 1×Medium 3×Small; Gauss fits only small/medium, so one medium plus the small mounts carry it while the Large mounts take Enhanced AX Multi-Cannons — lighter on the role's key medium mount than a Krait Mk II (2×Medium). |
| Heat capacity & management | 18/20 | Heat is the limiter on any Gauss boat; an Overcharged + Thermal Spread plant and a Heat Sink Launcher keep it in check, but the hull holds no special heat advantage over the field. |
| Hull tank & reinforcement room | 17/20 | Three class-4 military slots for Guardian Hull/Module Reinforcement — a survival edge rare on a medium — though internals of 6·5·4·2·2·1 cap how high the stack goes versus the Challenger and the larges. |
| Agility | 25/25 | 235/338 m/s and the tightest handling in the field — agile enough to physically dodge Interceptor lightning, the single most important AX survival skill. |
| Caustic handling & support slots | 9/10 | Four utility mounts and enough internal room for the full kit — Xeno Scanner, Caustic Sink, Heat Sink, AFMU and a shield booster — with Guardian reinforcement adding caustic resistance. |
| Weighted total | 90/100 | 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 Chieftain | Rating |
|---|---|---|---|---|
| Alliance Chieftain this | Medium | 2L 1M 3S | — this hull (baseline) | 90 |
| Krait Mk II | Medium | 3L 2M | More large mounts; higher DPS; SLFNo military slots; less agile | 89 |
| Alliance Challenger | Medium | 1L 3M 3S | Tankier; same 3 military slotsSlower; less agile | 88 |
| Corsair | Medium | 3L 3M | Six mounts; modernNo military slots; weaker shields | 84 |
| Krait Phantom | Medium | 2L 2M | Fast; good range to reach sitesNo military slots; lighter | 84 |
| Python | Medium | 3L 2M | Tough; high DPSLess agile; no military slots | 80 |
Among medium AX fighters the Chieftain is the agile, well-hardened benchmark. The Krait Mk II out-damages it and the Challenger out-tanks it, but neither matches the Chieftain's blend of evasion and three module-reinforcing military slots. The default learning and all-round AX choice.
| Ship | Class | Hardpoints | Pros & cons vs Alliance Chieftain | Rating |
|---|---|---|---|---|
| Krait Mk II | Medium | 3L 2M | Higher DPS; SLFNo military slots | 89 |
| Imperial Cutter | Large | 1H 2L 4M | Apex shields; huge firepowerImperial rank; far less agile | 90 |
| Anaconda | Large | 1H 3L 2M 2S | Many mounts; tankyPonderous; can't dodge well | 88 |
| Federal Corvette | Large | 2H 2L 2M | Massive firepower; tankyFederal rank; poor agility | 86 |
| Federal Gunship | Medium | 1L 4M 2S | Many mounts; tankySlow; clumsy | 82 |
The large AX ships bring more firepower and tank but can't dodge Thargoid attacks the way the Chieftain can — evasion is king in AX. They suit heavy AXCZ and the toughest Interceptors once you've mastered the discipline; the Chieftain is where you learn it and where most pilots stay.
At ~18.6M Cr the Chieftain is cheap, with no rank gate. An AX fit — Guardian and AX weapons, module reinforcement, caustic and heat utilities — brings the all-in figure to around 45M Cr, much of it Guardian-tech material grinds rather than credits.
Its low price and forgiving handling make it the sensible first AX investment: cheap enough to lose while learning, capable enough to keep killing Interceptors long after. The main cost is unlocking the Guardian weapons and modules, not the hull.
Around 45M Cr (mostly Guardian-tech unlocks) for the benchmark Thargoid fighter — cheap, forgiving, and the ship most pilots learn the discipline in.
An anti-Xeno fit built on the Chieftain's agility: two large Enhanced AX Multi-Cannons for sustained fire, three Guardian Gauss Cannons for precision burst, a Guardian Shard Cannon for close work, and the full caustic/heat toolkit. Initial is the buy-only bare hull; A-Rated bolts on the Thargoid kit and Guardian reinforcement; Engineered hardens mobility, shields and survival — the AX/Guardian weapons themselves carry no engineering.
| 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) — the large mounts are the only ones that take an AX multi-cannon; gimbals make the sustained anti-Thargoid DPS easy to land. No weapon engineering exists. |
| Large 2 | — | 3C Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Second large Enhanced AX Multi-Cannon for sustained kinetic AX damage on hearts and exertions; not engineerable. |
| Medium 1 | — | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Guardian Gauss Cannon (medium, fixed) — the hardest-hitting AX precision weapon; charge-and-release on exposed hearts. Gauss has no blueprint. |
| Small 1 | — | 1D Guardian Gauss Cannon (Fixed) | (No blueprint available) | Guardian Gauss Cannon (small) — Gauss only fits small/medium, so the small mounts carry the precision battery; fixed, high distributor draw, not engineerable. |
| Small 2 | — | 1D Guardian Gauss Cannon (Fixed) | (No blueprint available) | Second small Guardian Gauss Cannon; trigger discipline keeps the WEP capacitor from emptying. No engineering. |
| Small 3 | — | 1D Guardian Shard Cannon (Fixed) | (No blueprint available) | Guardian Shard Cannon (small) — shotgun burst for scouts and close passes; no blueprint available. |
| Utility Mounts | ||||
| Utility 1 | — | 0E Xeno Scanner | (No blueprint available) | Xeno Scanner reads Thargoid type and exposed hearts; utility scanner, not engineerable. |
| 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 against Thargoid thermal fire, Super Capacitors adds raw MJ back. |
| 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 first to power Gauss, AX guns and the shield; Overcharged adds headroom, Thermal Spread bleeds the extra heat that AX weapons generate. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drive Tuning gives the agility that dodges Interceptor lightning — the single most important AX upgrade. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated with Increased Range + Mass Manager to reach Thargoid airspace and Maelstroms; pin Farseer's blueprint for remote application. |
| Life Support | 5E Life Support | 5A Life Support | G5 Lightweight (no experimental effect) | A-rated with Lightweight to trim mass; life support has no experimental effect. |
| Power Distributor | 6E Power Distributor | 6A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate and Charge-Enhance it — Gauss cannons drain the WEP capacitor fast; Super Conduits stretches each charge. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; AX fights are close-range, 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 Thargoid module-stripping damage and adds caustic resistance; Guardian tech is not engineerable. |
| Military 2 | — | 4D Guardian Module Reinforcement | (No blueprint available) | Second Guardian Module Reinforcement; the military slots are the cheapest survival gain against Thargoid weapons. |
| Military 3 | — | 4D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement adds armour with built-in caustic resistance; no blueprint. |
| Optional Internals | ||||
| Size 6 | — | 6C Bi-Weave Shield Generator | G5 Thermal Resistant + Fast Charge | Bi-Weave Shield (6C, the only size-6 bi-weave rating) regenerates fast under fire; Thermal Resistant + Fast Charge against thermal Thargoid attacks. |
| Size 5 | — | 5D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement 5 — large caustic-resistant armour block; Guardian modules cannot be engineered. |
| Size 4 | — | 4A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull Reinforcement Package — Heavy Duty + Deep Plating for the cheapest effective-armour multiplier. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement Package protects the internals; not engineerable. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Small Hull Reinforcement Package, Heavy Duty + Deep Plating — armour stacks linearly, so even a size-1 helps. |
| 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. | |||
AX combat is evasion and survival: dodge the lightning, soak what lands behind Guardian module and hull reinforcement (the three military slots are gold here), clear caustic with the sink launcher and a heat-sink overheat, repair stripped modules with the AFMU, and watch heat — Gauss and AX weapons run hot. The Chieftain's agility makes the dodging possible.
The Initial state is the bare hull on its stock cores and default Lightweight Alloy bulkhead — nothing on a Thargoid ship is worth buying un-rated, so every hardpoint, utility, military and optional slot stays empty (—) until you can A-rate and add Guardian/AX kit.
Fitted buy-only: the stock 6E Power Plant, 6E Thrusters, 5E Frame Shift Drive, 5E Life Support, 6E Power Distributor, 4E Sensors and the 4C Fuel Tank — the cores you immediately A-rate. The Lightweight Alloy bulkhead is the hull's factory armour, not a purchase.
Left empty for now: both large Enhanced AX Multi-Cannons, the Guardian Gauss and Shard Cannons, all four utilities (Xeno Scanner, Caustic and Heat Sinks, Shield Booster), the three military Guardian reinforcement slots, the bi-weave shield and every optional internal.
AX-fitting priority:
The Chieftain itself is cheap — the real investment is unlocking Guardian weapons and module reinforcement at Guardian sites. That tech, plus its agility and a Military Grade hull, is what kills Thargoids.
AX engineering hardens the ship's mobility, heat and survival — AX/Guardian weapons themselves have limited engineering. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Plant (6) | Overcharged (G5) | Thermal Spread | Hera Tani |
| 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 |
| Shield Booster | Thermal Resistant (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
Moderate ship engineering plus significant Guardian-tech unlocks — the Guardian weapons and module/hull reinforcement need material runs at Guardian sites, which is the real grind. 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 |
|---|---|---|---|
| Hull armour | Lightweight | Mil-Grade | Mil-Grade + Heavy Duty |
| Agility (dodge) | high | high | excellent |
| Module hardening | none | 3 mil slots | 3 mil slots |
| AX firepower | none | good | good |
| Heat management | key | key | managed |
| Survivability vs Thargoids | low | high | high |
Engineered and Guardian-equipped, the Chieftain dodges Interceptor lightning, soaks what lands behind a Heavy Duty Military Grade hull and Guardian reinforcement, and kills with Gauss and AX weapons — the balanced benchmark for Thargoid combat. Heavier ships out-tank it and the Krait Mk II out-damages it, but none teaches or scales AX better.
Wherever the Thargoid threat is active — Interceptor hunts, AXCZ, Maelstrom approaches. From your base, the Chieftain is the agile, affordable spearhead for anti-Xeno work.
The Alliance Chieftain is the anti-Xeno benchmark: agile enough to dodge Thargoid lightning, hardened by three Guardian-reinforced military slots, and armed for the job — cheap, forgiving, and the ship most commanders learn to kill Thargoids in. Heavier hulls out-tank it and the Krait Mk II out-damages it, but for the balance of evasion, hardening and firepower that AX combat demands, the Chieftain leads.
Figures on this page are verified against the sources below.