E:D Black Box
A huge mount plus three large hardpoints carry the heaviest Gauss battery any rank-free hull can field, and twelve optionals swallow deep Guardian reinforcement against Thargoid lightning. It ranks just behind the Chieftain, Cutter and Krait because it is ponderous — firepower and bulk over agility, and too slow to reliably dodge an Interceptor's lightning strike.
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.
Where the Chieftain dodges and the Krait kills fast, the Anaconda endures while it pounds. Its huge mount and three large hardpoints field the heaviest Gauss battery of any rank-free hull, and a 945 armour base with twelve optionals and eight utilities lets it carry a wall of Guardian hull and module reinforcement, caustic kit and a fighter all at once. It is a battleship turned on the Thargoids, and it has no rank gate — anyone with the credits can fly one against the Maelstroms.
The trade-off is agility. At 183 m/s base and 400t of mass, the Anaconda is the most ponderous of the popular AX hulls — it cannot reliably side-step an Interceptor's lightning the way a Chieftain or Krait can, so it eats more module damage and leans hard on its deep reinforcement and shields to absorb what it can't avoid. For a pilot who wants maximum sustained AX firepower from a credits-only platform and is willing to tank rather than dance, it is a superb heavy gunship; for evasion-based AX, the medium hulls are sharper.
Heavy sustained anti-Xeno work: a deep-tanked Gauss platform for AXCZ, Cyclops-through-Medusa Interceptor kills, swarm clearance, and wing anchoring — with no rank grind and the internal room to harden against caustic and lightning at battleship scale.
Four things make the Anaconda a fearsome heavy Xeno hunter:
It is slow and ponderous — the worst agility of the popular AX hulls. It cannot reliably dodge an Interceptor's lightning, so it takes more module strikes and survives by reinforcement and shields rather than evasion. It is also costly to engineer fully. The Anaconda's case is maximum sustained firepower and tank from a credits-only hull; for dodging the lightning, a Chieftain or Krait is sharper.
Leads on hardpoint scale, tank and support — a 1H 3L 2M 2S battery and 12 optionals — but its 183 m/s, 400t bulk and inability to dodge the lightning cap it below the agile field.
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 | 25/25 | 1H 3L 2M 2S plus an SLF bay — the heaviest mount count of any rank-free hull. Gauss caps at size 2, so the four Gauss ride the mediums/smalls while the huge and larges carry Enhanced AX Multi-Cannons and a Guardian Shard; four Gauss is the heat ceiling, not the mount ceiling. |
| Heat capacity & management | 19/20 | Capital-scale hull gives generous heat capacity, and the fit runs two heat sinks, Overcharged + Thermal Spread plant and Thermo Block boosters. But four charge-and-release Gauss plus eight mounts and a capital shield push heat hard — four Gauss is all the budget allows. |
| Hull tank & reinforcement room | 20/20 | 945 armour base with one military slot and twelve optionals (7·6·6·6·5·5·5·4·4·4·2·1) — the deepest reinforcement bed of any AX hull, stacking Guardian hull and module reinforcement well beyond any medium. |
| Agility | 14/25 | 183 m/s base, 244 boost and 400t mass — the worst agility of the popular AX hulls. It cannot reliably side-step an Interceptor's lightning even on Dirty Drives, so it eats module strikes and survives by reinforcement, not evasion. |
| Caustic handling & support slots | 10/10 | Eight utility mounts and twelve optionals carry the full caustic suite — xeno scanner, caustic-sink launcher, decontamination limpet controller and Guardian module reinforcement on the military slot — with room to spare for shields and an SLF decoy. |
| 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 Anaconda | Rating |
|---|---|---|---|---|
| Imperial Cutter | Large | 1H 2L 4M | Vast shields; outlasts anything in AXImperial Duke rank; even less agile | 90 |
| Anaconda this | Large | 1H 3L 2M 2S | — this hull (baseline) | 88 |
| Federal Corvette | Large | 2H 1L 2M 2S | Two huge mounts; more agile for a largeFederal Rear Admiral rank; heavier rebuy | 86 |
| Type-10 Defender | Large | 4L 3M 2S | More hardpoints; swarm/AXCZ fortressEven slower; no huge mount | 86 |
Among the large AX hulls the Anaconda is the rank-free middle ground: more guns and tank than the Type-10's turret wall in a single-target fight, more accessible than the rank-gated Cutter and Corvette. The Cutter out-shields it and the Corvette out-guns and out-turns it, but both demand a long navy grind; the Anaconda gives you a heavy Gauss battleship for credits alone.
| Ship | Class | Hardpoints | Pros & cons vs Anaconda | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2L 1M 3S | Far more agile; dodges the lightningLess firepower, tank and internal room | 90 |
| Krait Mk II | Medium | 3L 2M | Highest medium DPS; agile; SLF; cheapNo military slots; far less tank | 89 |
| Alliance Challenger | Medium | 1L 3M 3S | Three military slots; tanky; agileLower large-mount DPS; far less internal room | 88 |
| Krait Phantom | Medium | 2L 2M | Fast skirmisher; great reach to MaelstromsFewer mounts; less tank; no military slots | 84 |
The medium AX hulls match or beat the Anaconda on the one stat that matters most against Thargoids — agility to dodge the lightning — at a fraction of the cost. None brings a capital ship's sustained firepower, deep reinforcement or internal scale. Choose the Anaconda when you want maximum heavy Gauss firepower and tank from a credits-only hull and intend to absorb hits; choose a medium when dodging, reach and price matter more.
At ~147M Cr the Anaconda is a major investment, but it carries no rank or permit gate — the most accessible heavy AX platform. A full AX fit with the Gauss battery, Guardian reinforcement, shields and an SLF brings the all-in figure to roughly 383M Cr, much of it the Guardian-tech unlocks the weapons and reinforcement demand. Rebuy on the engineered hull lands near 19M Cr.
Because it re-roles so completely, a single engineered Anaconda can also haul, explore or run missions between Thargoid deployments — spreading its considerable cost across many jobs while it doubles as your AX flagship.
Roughly 383M Cr all-in (plus the Guardian grind) for a rank-free heavy Gauss battleship that tanks the Thargoid lightning instead of dodging it — firepower and bulk for credits, no navy rank required.
A heavy anti-Xeno fit: Enhanced AX Multi-Cannons and a Guardian Shard on the huge and large mounts, a four-gun Gauss battery on the medium and small mounts, a fighter for decoy, and deep Guardian hull/module reinforcement across the military slot and twelve optionals. Initial is buy-only; A-Rated adds the full AX kit; Engineered hardens mobility, heat and survival. No AX or Guardian weapon comes in a huge size, so the huge mount carries the largest gun available — a size-3 Enhanced AX Multi-Cannon.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | 3C AX Multi-Cannon (Fixed) | 3C Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | No AX/Guardian weapon exists at huge — the largest available, an Enhanced AX Multi-Cannon (size 3, gimballed), under-fills the slot for the biggest sustained AX gun; weapons take unlocks, not blueprints. |
| Large 1 | 3C AX Multi-Cannon (Fixed) | 3C Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Enhanced AX Multi-Cannon (large, gimballed) — reliable sustained anti-Xeno DPS that is easy to keep on target; not engineerable. |
| Large 2 | 3C AX Multi-Cannon (Fixed) | 3C Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Second Enhanced AX Multi-Cannon for steady hull damage between Gauss volleys; not engineerable. |
| Large 3 | 3C Guardian Shard Cannon (Fixed) | 3C Guardian Shard Cannon (Fixed) | (No blueprint available) | Guardian Shard Cannon (large, fixed) — shotgun burst that strips Interceptor hearts at close range; not engineerable. |
| Medium 1 | 2B Guardian Gauss Cannon (Fixed) | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Guardian Gauss Cannon (medium, fixed) — the premier heart-killer; Gauss tops out at size 2, so the mediums carry the heavy Gauss; not engineerable. |
| Medium 2 | 2B Guardian Gauss Cannon (Fixed) | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Second medium Gauss; charge-and-release fixed fire demands trigger discipline but melts hearts; not engineerable. |
| Small 1 | 1D Guardian Gauss Cannon (Fixed) | 1D Guardian Gauss Cannon (Fixed) | (No blueprint available) | Guardian Gauss Cannon (small, fixed) adds a third Gauss to the heart-stripping volley; not engineerable. |
| Small 2 | 1D Guardian Gauss Cannon (Fixed) | 1D Guardian Gauss Cannon (Fixed) | (No blueprint available) | Fourth Gauss completes the battery — four Gauss is all the heat budget allows; not engineerable. |
| Utility Mounts | ||||
| Utility 1 | 0C Xeno Scanner | 0C Xeno Scanner | (No blueprint available) | Xeno Scanner reads Thargoid type and lights the hearts to target; scanners carry no blueprint. |
| Utility 2 | 0I Caustic Sink Launcher | 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 | 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 | 0I Heat Sink Launcher | 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 5 | 0A Shield Booster | 0A Shield Booster | G5 Thermal Resistant + Thermo Block | Shield booster, Thermal Resistant + Thermo Block — Thargoid damage is largely thermal, so resistance beats raw MJ. |
| Utility 6 | 0A Shield Booster | 0A Shield Booster | G5 Thermal Resistant + Thermo Block | Second Thermal-Resistant booster stacks thermal resistance against the lightning. |
| Utility 7 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One Heavy-Duty booster with Super Capacitors adds raw MJ to balance the resistance stack. |
| Utility 8 | 0I Point Defence | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Reactive Surface Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Overcharged + Thermal Spread | Overcharged + Thermal Spread — four Gauss, four AX guns, a fighter and a big shield draw enormous power; Thermal Spread bleeds the extra heat. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | Dirty Drives + Drag Drives recover what agility a 400t hull allows; you cannot dodge the lightning but every degree of turn helps. |
| Frame Shift Drive | 6E Frame Shift Drive | 6A Frame Shift Drive | G5 Increased Range + Mass Manager | Increased Range + Mass Manager so a heavy hull still reaches the Maelstrom and repositions between fights. |
| Life Support | 5E Life Support | 5D Life Support | G5 Lightweight (no experimental effect) | D-rate and Lightweight to save mass; life support has no experimental effect. |
| Power Distributor | 8E Power Distributor | 8A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate first and Charge Enhanced + Super Conduits — the class-8 distributor must feed power-hungry Gauss and a capital shield. |
| Sensors | 8E Sensors | 8D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; AX combat is close-range, so trade sensor range for mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 5D Guardian Module Reinforcement | 5D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement in the military slot spreads penetrating-hit and caustic damage across internals; Guardian modules are not engineerable. |
| Optional Internals | ||||
| Size 7 | 7C Bi-Weave Shield Generator | 7C Bi-Weave Shield Generator | G5 Thermal Resistant + Fast Charge | Bi-Weave regenerates fast under sustained fire; Thermal Resistant + Fast Charge tune it against Thargoid thermal damage. |
| Size 6 | 6D Fighter Hangar | 6D Fighter Hangar | (No blueprint available) | Fighter Hangar launches an SLF decoy that splits Thargoid attention; hangars are not engineerable. |
| Size 6 | 5D Guardian Hull Reinforcement | 5D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement (size 5, the cap) under-fills this size-6 slot — the best caustic-resistant armour available; not engineerable. |
| Size 6 | 5D Guardian Module Reinforcement | 5D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement (size-5 cap) under-fills a size-6 slot to protect cores from penetrating hits; not engineerable. |
| Size 5 | 5D Guardian Hull Reinforcement | 5D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement 5 — Guardian armour stacks caustic resistance the standard HRP can't; not engineerable. |
| Size 5 | 5D Guardian Module Reinforcement | 5D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement 5 spreads more module damage; not engineerable. |
| Size 5 | 5E Decontamination Limpet Controller | 5E Decontamination Limpet Controller | (No blueprint available) | Decontamination Limpet Controller scrubs caustic corrosion off the hull mid-fight; limpet controllers are not engineerable. |
| Size 4 | 4D Guardian Hull Reinforcement | 4D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement 4 adds more caustic-resistant armour; not engineerable. |
| Size 4 | 4D Hull Reinforcement | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Standard Hull Reinforcement, Heavy Duty + Deep Plating — the only reinforcement here that takes a blueprint, for raw armour multiplier. |
| Size 4 | 4D Module Reinforcement | 4D Module Reinforcement | (No blueprint available) | Standard Module Reinforcement protects internals; module reinforcement has no blueprint. |
| Size 2 | 2D Guardian Hull Reinforcement | 2D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement 2 fills the small slot with more caustic-resistant armour; not engineerable. |
| Size 1 | 1D Guardian Module Reinforcement | 1D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement 1 tops off internal protection in the last optional; not engineerable. |
| 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. | |||
With a military slot plus twelve optionals, the Anaconda hardens deeper than any medium — Guardian hull and module reinforcement everywhere, plus shields and caustic kit. The SLF splits Thargoid attention while four Gauss mounts melt the hearts. Manage heat hard with Gauss; you cannot dodge, so reinforcement and heat discipline are your survival.
Buy the hull and unlock the AX and Guardian weapons at the relevant tech-brokers and Guardian sites — the whole platform is fielded buy-only at base ratings first; no slot is left empty.
Arm the huge and first two large mounts with fixed AX Multi-Cannons and the third large with a Guardian Shard Cannon; fill the two medium and two small mounts with Guardian Gauss Cannons, and fit the size-6 Fighter Hangar for the decoy. Bulkheads stay stock Lightweight Alloy — the buy-only reactive armour waits for the A-rate pass.
Add the buy-only utilities — Enhanced Xeno Scanner (2000m range, for safe heart-targeting), caustic sink, two heat sinks, three shield boosters and point defence — and pack the military slot and twelve optionals with Guardian hull/module reinforcement, a 7C Bi-Weave shield and a decontamination limpet. Cores stay stock E-rated (with the 5C fuel tank) until the A-rate pass.
AX-fitting priority:
Eight mounts, a fighter and eight utilities draw enormous power — A-rate the class-8 distributor and plant before anything else. The Anaconda cannot out-dodge the lightning, so prioritise the Gauss battery, Reactive Surface Composite bulkheads and Guardian reinforcement to win by firepower and absorption.
AX engineering hardens mobility, heat and survival at battleship scale; 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 (8) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (8) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Thrusters (7) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Frame Shift Drive (6) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Bi-Weave Shield (7) | Thermal Resistant (G5) | Fast Charge | Lei Cheung |
| Shield Boosters | Thermal Resistant / Heavy Duty (G5) | Thermo Block / Super Capacitors | Didi Vatermann |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement (standard) (4) | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Life Support / Sensors | Lightweight (G5) | (none) | Etienne Dorn |
| AX / Guardian weapons & reinforcement | Not engineerable — from unlocks (—) | — | Ram Tah / Guardian sites |
Very heavy — G5 across class-8 cores plus heavy Guardian-tech unlocks for the weapon battery and deep reinforcement; this is one of the larger material spends for any AX hull. Ship blueprints are standard; the Guardian grind is the real cost. 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 |
|---|---|---|---|
| AX firepower | very high | very high | highest (rank-free) |
| Hull bulkheads | light alloy | reactive composite | reactive + Heavy Duty |
| Has a decoy fighter | yes | yes | yes |
| Module hardening | military + optionals | military + optionals | deepest (capital scale) |
| Agility (dodge) | poor | poor | poor (heavy) |
| Survivability | high (tank) | very high (reactive) | highest (absorb, not dodge) |
Engineered and Guardian-armed, the Anaconda pours out the heaviest sustained AX fire any rank-free hull can manage. Reactive Surface Composite bulkheads under Heavy-Duty engineering and a wall of Guardian hull/module reinforcement harden it deeper than any medium against the caustic-and-thermal lightning, with an SLF to split Thargoid fire. It will never be agile — that is the cost of the scale — so it absorbs the lightning rather than dodging it: a heavy, immovable Xeno gunship.
Wherever Thargoids are fought — Interceptor hunts, AXCZ, Maelstrom and Titan ops. The Anaconda is the rank-free heavy gunship: it anchors the field, tanks the lightning, and out-guns the medium hulls in sustained fire.
The Anaconda is the heavy Gauss gunship: a huge mount plus three large hardpoints for the heaviest AX battery any rank-free hull can field, twelve optionals of Guardian reinforcement, and a fighter bay for decoy. Too ponderous to dodge the lightning, it survives by tanking and out-shooting rather than dancing — a credits-only heavy Xeno hunter that anchors the field and out-lasts the swarm.
Figures on this page are verified against the sources below.