E:D Black Box
The Chieftain pairs a heavy armour base and three dedicated military slots with the best agility of any tough medium — it turns like a much smaller ship while shrugging off punishment. One of the best-value combat ships in the game and a top-tier AX hull; it ranks just below the duelling and alpha specialists because its raw DPS ceiling is a touch lower. Everything else is elite.
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 Chieftain is the ship that proved a medium could be tough and nimble. Built on the Alliance chassis it shares with the Challenger and Crusader, it carries a heavy armour base, three dedicated military slots for reinforcement, and — uniquely among tanky mediums — agility that lets it out-turn ships half its mass.
Two large hardpoints anchor a six-mount loadout, and the military slots let it hull-tank to absurd levels while keeping its shields as a buffer. At under 19M credits it's a fraction of the cost of a Fer-de-Lance or Python Mk II, yet it holds its own against both in a sustained fight. It's also one of the premier anti-Thargoid platforms, which is why so many AX pilots fly it.
Conflict zones, Hazardous RES, pirate massacres and — especially — Thargoid AX combat. Anywhere a tough, agile, affordable brawler that can stand in the fight and keep turning matters.
Four things make the Chieftain a standout combat medium:
Its raw DPS ceiling sits below the four-large Python Mk II and the huge-mount Fer-de-Lance, and its shields are modest (it's a hull-tank, not a shield-tank). It won't out-duel an FDL or out-alpha a Mamba — but it out-turns and out-lasts most of them, and costs a fraction as much. The trade is peak damage for balance, toughness and price.
Elite agility and military-slot armour at under 19M with no rank gate carry it to 88; only its sub-premium DPS ceiling and modest ~162 MJ hull-tank shields keep it off the podium.
The 88/100 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 | 25/30 | Six mounts (2 Large, 1 Medium, 3 Small) give enough main-battery punch to clear any RES or CZ target, but the raw DPS ceiling sits below the four-large Python Mk II (90) and the huge-mount Fer-de-Lance (93) — the principal limiter on its combat score. |
| Power distributor | 9/10 | Class 6 distributor sustains both large hardpoints plus boost; A-rated with Charge Enhanced + Super Conduits it keeps WEP topped for two large multi-cannons, competitive among combat mediums though not class-7+ territory. |
| Shield | 12/15 | Base shield is only ~162 MJ, reaching ~650 MJ engineered — modest by design, since it is a hull-tank rather than a shield-tank; the weakest pillar relative to the field and why it loses straight duels to an FDL. |
| Armour & internals | 14/15 | 504 heavy base armour plus three dedicated class-4 military slots push effective armour past ~3,000, with optionals of 6·5·4·2·2·1 leaving room for HRP/MRP stacking and shield cells — survivability is class-leading and the military bays don't cost optional slots. |
| Agility | 19/20 | Best agility of any tough medium and elite once Dirty Drive-engineered (235/338 m/s, ~420 boost at 400 t hull mass) — it holds guns on target while out-turning ships half its mass, the defining edge of the hull. |
| Utility & flexibility | 9/10 | Four utility mounts for boosters, chaff and heat sinks, no rank or permit gate, and ~18.6M Cr hull — among the most flexible and accessible combat mediums, and one of the premier AX platforms via Guardian/AX fits. |
| 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 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 Chieftain | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Huge mount; best duelling agility; higher alphaTiny internals; far pricier; no military slots | 93 |
| Python Mk II | Medium | 4L 2M | Four large mounts; more sustained DPSLess agile; pricier; no military slots | 90 |
| Krait Mk II | Medium | 3L 2M | SLF bay; deeper internals; bigger gunsPricier; less agile | 90 |
| Mamba | Medium | 1H 2L 2S | Far faster; bigger alphaPoor agility; pricier; fragile internals | 89 |
| Alliance Chieftain this | Medium | 2L 1M 3S | — this hull (baseline) | 88 |
| Alliance Challenger | Medium | 1L 3M 3S | Even tankier; more hardpointsSlower and less agile | 86 |
| Corsair | Medium | 3L 3M | Six guns; modern; roomierPricier; no military slots | 85 |
| Federal Assault Ship | Medium | 2L 2M | Similarly fast/agile/tough Federal brawlerFederal rank gate; fewer total mounts | 84 |
| Python | Medium | 3L 2M | Versatile; roomy multi-roleLess agile; lower combat focus | 83 |
| Alliance Crusader | Medium | 1L 2M 3S | SLF bay; 3 crew; same tank chassisSlowest of the three; lower shield | 80 |
The Chieftain is the value-combat champion of the medium class. The premium specialists out-gun or out-duel it, but none matches its blend of agility, armour and price. For most PvE combat — and almost all AX work — it's the smartest credits you can spend.
| Ship | Class | Hardpoints | Pros & cons vs Alliance Chieftain | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2H 1L 2M 2S | The combat apex; firepower and tank without peerFederal Rear Admiral rank; ~187M Cr; large pad | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Vast shields and firepowerImperial rank; poor agility; large pad | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Eight hardpoints; vast internalsPonderous; costly; large pad | 88 |
| Vulture | Small | 2L | Small-pad agility; cheapTwo guns; power-starved; less tank | 80 |
| Type-10 Defender | Large | 4L 3M 2S | Turret AX platform; very toughSlow and unwieldy; large pad | 78 |
Large warships out-gun and out-tank the Chieftain but cost five to ten times as much and need a large pad. The Chieftain's whole pitch is delivering most of a heavy brawler's staying power, with better agility, on a medium pad, for under 19M credits.
At ~18.6M Cr the Chieftain is astonishingly cheap for its combat capability, with no rank or permit gate. A full combat fit — with three military-slot reinforcements engineered — stays well under the cost of a single premium combat medium's hull.
Because it's so affordable, many commanders keep one purely for AX work and another for CZ/RES, or fly it as their first serious combat ship before ever touching a Python Mk II or FDL.
No combat medium delivers more capability per credit. The Chieftain is the standard 'first real warship' recommendation precisely because it punches so far above its price.
The Alliance Chieftain anchors the 'AX Combat Jumpstart' ARX pre-built, themed for Thargoid combat. The standard pre-built rules apply: stock modules sell for 0 Cr and cannot be stored or transferred, but engineering the stock cores in place preserves the free rebuy.
If you fly the AX Jumpstart hull, add AX weapons and guardian modules to open slots and engineer the cores in situ — never strip the stock modules out.
| Package | AX Combat Jumpstart (Alliance Chieftain) |
|---|---|
| Theme | Anti-Thargoid (AX) combat |
The Chieftain's Jumpstart is built for Thargoid combat — a natural fit, since the Chieftain is one of the best AX mediums. Build the AX kit into open slots and keep the rebuy free.
A hull-tank combat fit that leans on the three military slots. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern with heavy reinforcement. An AX variant swaps the weapons for Guardian/AX hardpoints.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | 3E Pulse Laser (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Primary large mount; one Overcharged multi-cannon carries Corrosive Shell to strip armour resistance for the whole battery. |
| Large 2 | 3C Multi-Cannon (Gimballed) | 3C Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second large multi-cannon; Auto Loader removes reloads so the main battery never stops firing. |
| Medium 1 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Gimballed beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire. |
| Small 1 | 1G Multi-Cannon (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Small multi-cannon adds kinetic chip damage; Auto Loader keeps it topped up. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Scramble Spectrum | Efficient pulse fills a small mount cheaply; Phasing Sequence leaks damage through shields. |
| Small 3 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Scramble Spectrum | Second Efficient pulse — low draw and low heat, holding fire while the mains carry the kill. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First shield booster; Heavy Duty multiplies the bi-weave's raw MJ for the cheapest large gain. |
| Utility 2 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| 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 Heavy Duty + Super Capacitors | Second Heavy-Duty shield booster fills the last utility — stacking is the cheapest shield strength on the hull. |
| 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 | Overcharged adds the headroom for guns, shield and cells; Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives preserve the agility that defines the Chieftain — its whole edge. |
| 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, since 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 to sustain two large guns plus boost; Charge Enhanced + Super Conduits keep WEP topped. |
| 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 C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 4D Hull Reinforcement | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | First military slot — Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour. |
| Military 2 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second Heavy-Duty HRP; the dedicated military bays don't cost you an optional slot, so armour stacks almost free. |
| 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 | 6C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire (max grade C at this size); Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 5 | 5E Cargo Rack | 5A 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 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull reinforcement in the optionals — armour stacks linearly. |
| Size 2 | — | 2D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores in the smaller optional; not engineerable. |
| Size 2 | — | 2A 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 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | 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. | |||
Three class-4 military slots filled with Heavy-Duty hull and module reinforcement are what make the Chieftain so durable. They don't compete with your shield or cargo, so the tank is almost free — use them.
Buy the hull (~18.6M Cr); it ships on stock Lightweight Alloy — leave the bulkhead there for now. Fit a stock 6E Shield Generator with a single 0A Shield Booster, then drop one 4D Hull Reinforcement into the first military slot — instant tank.
Arm buy-only with gimballed mounts: a 3C Multi-Cannon and a 3E Pulse Laser on the two large hardpoints, a 2F Pulse Laser on the medium, and a 1G Multi-Cannon on the first small. Leave the other two smalls, the spare utilities, the second and third military slots and the empty optionals at — until A-rating.
Even on Lightweight Alloy, the base hull plus that first reinforcement make it RES- and CZ-ready immediately.
A-rating priority for an agile hull-tank:
Fill the three military slots and the optionals with Hull and Module Reinforcement, add the second 0A Shield Booster, a chaff and a heat-sink launcher, and two Shield Cell Banks (5A + 2A) — and put a 1D Hull Reinforcement, not a surface scanner, in the size-1 internal. A combat hull wants armour in every bay.
Don't over-mass it chasing more tank — A-rate thrusters and keep the agility advantage that lets it hold guns on target while turning inside the enemy.
The house combat pattern with heavy reinforcement in the military slots. 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 (beam) / Phasing Sequence (pulse) | Broo Tarquin |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Frame Shift Drive (5) | Increased Range (G3) | Mass Manager | Felicity Farseer / Elvira Martuuk |
| Bi-Weave Shield (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 — standard combat G5s plus several Heavy-Duty hull reinforcements (Selene Jean). 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) | 338 m/s | 338 m/s | ~420 m/s |
| Agility | excellent | excellent | elite |
| Armour (eff.) | ~500 | ~1,500 | ~3,000+ |
| Shield (MJ) | ~230 | ~320 | ~650 |
| Sustained DPS | high | high | high |
A-rating the bulkhead to Military Grade Composite and filling the military slots roughly triples raw armour before a single blueprint; engineering then drives effective armour into the thousands — Heavy-Duty Deep-Plating bulkhead and reinforcement in every bay down to the size-1 internal — pushes boost past 400 m/s and adds a usable shield buffer, all while keeping the turn rate that lets it dominate a turning fight. The DPS stays solid rather than spectacular; survivability and control are the story.
Any Haz RES or CZ suits it; for AX, head to systems with Thargoid activity or spires. Around your home base, CZ and massacre payouts double as Imperial-standing progress.
The Alliance Chieftain is the best-value combat medium in Elite Dangerous: agile like a light ship, tough like a heavy one, and cheap enough to own several. It won't top a DPS chart, but it out-turns and out-lasts most ships that do, and it's a premier AX platform besides. For most commanders, it's the smartest combat purchase in the game.
Figures on this page are verified against the sources below.