E:D Black Box
The fastest Federal combat medium converts into a nimble anti-Xeno striker: it dodges Interceptor lightning the capitals must absorb, carries two military slots for Guardian hardening, and tanks on armour rather than shields. It rates 77 — not higher because only four hardpoints and four utilities cap its AX weapon and defensive kit below the Chieftain and Challenger, and shallow internals limit Guardian hull layering; not lower because it is genuinely agile, tough, and cheap once you hold the rank.
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.
Point the Federation's nimblest combat medium at the Thargoids and you get a cheap, agile AX brawler that survives by dodging. The Federal Assault Ship brings 540 effective armour, two military slots for Guardian Module Reinforcement, a fast-boosting nimble flight model and a low hull price — everything an evasion-first anti-Xeno pilot needs without the capital grind. It does in an AX fight what it does in a conventional one: close, hold guns on a heart, and roll out of the lightning rather than absorb it.
The reason it sits at 77 rather than alongside the top mediums is specific and honest: it carries only four hardpoints (2 large, 2 medium) and four utility mounts, so its AX weapon suite and its defensive kit are both tighter than the Chieftain's or Challenger's. Shallow optional internals cap how much Guardian hull reinforcement it can layer, and its base shield is low — it is an armour-tank, not a shield boat. It out-agilities every Federal capital and undercuts the premium mediums on price, but the more spacious agile hulls score higher because they bring more guns, more utilities and deeper hardening to the same evasive flight model.
Budget, evasion-first anti-Xeno work: AX Conflict Zones flown on the move, solo Interceptor hunts where dodging the lightning beats soaking it, scout clearance, and Federal-rank pilots who want a cheap Thargoid platform without committing to a capital.
Four things make the FAS a credible agile Xeno hunter:
Only four hardpoints and four utilities mean a tight AX fit — the Xeno scanner, caustic sink and heat sink eat three of four utility mounts, leaving room for just one shield booster, and four guns is fewer than the roomier mediums field. Shallow optionals limit Guardian hull layering, the base shield is low, and it needs a Federal rank to buy. Its case is cheap, agile survivability — not weight of fire or deep hardening.
Role-leading agility and a 540-armour tank with two Guardian MRP slots earn a strong 77; only four hardpoints (two medium Gauss mounts) and four utilities cap it below the Chieftain.
The 77/100 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 | 16/25 | Four hardpoints total (2 Large, 2 Medium, no huge) put only two Gauss on the medium mounts, the larges carrying AX multi-cannons; the Chieftain's 2L 1M 3S and Challenger's 1L 3M 3S field more Gauss-capable mounts. |
| Heat capacity & management | 15/20 | A small 480 t medium hull keeps the thermal envelope tight, and the four-utility kit spends one mount on a heat sink launcher; G5 Overcharged plant runs Thermal Spread to bleed the surplus that twin Gauss generate, but there is no spare mount for a second sink. |
| Hull tank & reinforcement room | 16/20 | 540 base armour (heavy) with two class-4 military slots for Guardian MRP and a 5-5-4-3-2-2-1 optional bank reaches ~2,500+ effective armour fully layered; deep enough to brawl, but shallower internals than the roomier mediums limit how much Guardian hull it can stack. |
| Agility | 23/25 | The fastest-boosting Federal combat medium at 350 m/s, climbing past ~440 m/s with elite turn on G5 Dirty Drive Tuning; it rolls out of Interceptor lightning the heavier AX hulls must absorb, which is the entire basis of its 77 rating. |
| Caustic handling & support slots | 7/10 | Caustic sink launcher plus a size-3 decontamination limpet and Guardian HRP cover caustic resistance, but with only four utility mounts the Xeno scanner, caustic sink and heat sink consume three, leaving a single shield booster and no fighter bay or spare support slots. |
| Weighted total | 77/100 | 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 Federal Assault Ship | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2L 1M 3S | More mounts; superb dodge; no rank gateMarginally less aggressive flight feel | 90 |
| Alliance Challenger | Medium | 1L 3M 3S | Three military slots; more mounts; no rankSlower and less agile | 88 |
| Krait Phantom | Medium | 2L 2M | Long reach; deeper internals; no rankNo military slots; less aggressive | 84 |
| Federal Gunship | Medium | 1L 4M 2S | Seven mounts; three military slots; tougherFar slower; clumsy — absorbs the lightning | 82 |
| Alliance Crusader | Medium | 1L 2M 3S | SLF bay; 3 crew; tankierMuch slower; fewer big mounts | 79 |
| Federal Assault Ship this | Medium | 2L 2M | — this hull (baseline) | 77 |
| Federal Dropship | Medium | 1L 4M | More medium mounts; tougher base hullSlower and far less agile; can't dodge | 73 |
| Mamba | Medium | 1H 2L 2S | Far faster in a straight line; big alphaPoor agility; no military slots; no huge AX gun | 70 |
Among the agile AX mediums the FAS is the cheap dodger. It flies with a sharper, more aggressive feel than most of the field, but the Chieftain and Challenger bring more hardpoints, more utilities and (on the Challenger) three military slots to the same evasive flight model — so they hardpoint-for-credit out-fight it. It clears its Federal stablemates: the Gunship and Dropship are tougher but absorb the lightning the FAS rolls out of.
| Ship | Class | Hardpoints | Pros & cons vs Federal Assault Ship | Rating |
|---|---|---|---|---|
| Imperial Cutter | Large | 1H 2L 4M | Highest shield tank; more mounts; vast internalsImperial Duke rank; can't dodge; large pad | 90 |
| Anaconda | Large | 1H 3L 2M 2S | Eight mounts; vast internals; no rank gatePonderous; costly; absorbs the lightning | 88 |
| Federal Corvette | Large | 2H 1L 2M 2S | Capital tank; two military slots; eight utilitiesRear Admiral rank; ~188M Cr; large pad | 86 |
| Type-10 Defender | Large | 4L 3M 2S | Most mounts; highest armour; no rank gateGlacial; feeble shields; large pad | 86 |
The capitals out-score the FAS on staying power and weight of fire — they stand in the fire and win by attrition. The FAS does the opposite: it cannot soak what a Corvette shrugs off, but it dodges what pins the capital, and it costs a fraction of one. It is the agile, affordable counterpoint to the AX battleships — survival by evasion, not by tank.
At ~19.1M Cr the FAS is one of the cheapest competent AX platforms in the game, and it sits behind only a modest Federal rank — Chief Petty Officer, far below the Corvette's Rear Admiral. A full AX fit with Guardian/AX weapons, a bi-weave buffer and double Guardian reinforcement runs to roughly ~35M Cr A-rated, rising past ~55M Cr engineered, with a low ~2.8M rebuy that makes losses cheap to absorb.
That low rebuy is part of the appeal: AX is dangerous, and a hull you can lose without flinching encourages the aggressive, evasive flying the FAS rewards. The real cost is the Guardian-tech grind for weapons and reinforcement, which is identical whatever hull carries it.
~55M Cr engineered and a ~2.8M rebuy make the FAS the budget AX brawler — the rank gate is light and the losses are forgiving. The Guardian unlocks, not the hull, are the price of admission to anti-Xeno combat.
An agile AX brawler: enhanced AX multi-cannons on the large mounts for shields and scouts, Guardian Gauss Cannons on the mediums for heart damage, both military slots filled with Guardian reinforcement, and a tight four-utility AX kit. Initial is buy-only; A-Rated adds the unlocked AX kit; Engineered hardens hull, shield buffer and — above all — mobility.
| 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 for the agile striker — strips Thargoid shields and clears scouts; AX guns carry no player engineering. |
| Large 2 | — | 3C Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Second large enhanced AX multi-cannon doubles the anti-shield and anti-scout output; not engineerable. |
| Medium 1 | — | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Guardian Gauss Cannon, fixed — the FAS's heart-killer; pre-engineered, no player blueprints. |
| Medium 2 | — | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Second Gauss doubles heart DPS but drains the distributor fast — manage charge between shots. |
| Utility Mounts | ||||
| Utility 1 | — | 0E Xeno Scanner | (No blueprint available) | Xeno Scanner exposes Interceptor hearts and subsystems; scanners cannot be engineered. |
| 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 | — | 0F Shutdown Field Neutraliser | (No blueprint available) | The one shield booster the four-utility kit allows; Thermal Resistant hardens the thin buffer against Thargoid thermals. |
| 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 | 6A powers Gauss, the AX guns and the utility kit; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives preserve the dodge that is the FAS's whole AX case. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to reach the fight; only G3 range — AX 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 FIRST — twin Gauss empty the capacitor faster than anything; Charge Enhanced + Super Conduits keep it firing. |
| Sensors | 4E Sensors | 4D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; AX needs no sensor range, so save the mass. |
| Fuel Tank | 4C Fuel Tank | 4C Fuel Tank | (No blueprint available) | Stock 4C tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | — | 4D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement hardens internals against the lightning; Guardian modules carry no blueprints. |
| Military 2 | — | 4D Guardian Module Reinforcement | (No blueprint available) | Second Guardian MRP — the FAS's two military slots are its key AX hardening. |
| Optional Internals | ||||
| Size 5 | — | 5C Bi-Weave Shield Generator | G5 Thermal Resistant + Hi-Cap | Bi-weave runs as a fast-regenerating buffer over the armour tank; Thermal Resistant + Hi-Cap fit it for Thargoid thermals. |
| Size 5 | — | 5D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement adds armour and caustic resistance; not engineerable. |
| Size 4 | — | 4D Guardian Hull Reinforcement | (No blueprint available) | More Guardian HRP layering — armour and caustic resist where the slot allows. |
| Size 3 | — | 3D Guardian Hull Reinforcement | (No blueprint available) | Decontamination Limpet Controller scrubs caustic clouds off the hull mid-fight; limpet controllers have no blueprint. |
| Size 2 | — | 2D Guardian Module Reinforcement | (No blueprint available) | Third Guardian Module Reinforcement spreads more module protection; not engineerable. |
| Size 2 | — | 2D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Standard Hull Reinforcement — Heavy Duty + Deep Plating is the cheapest large multiplier on effective armour. |
| Size 1 | — | 1E Decontamination Limpet Controller | (No blueprint available) | Size-1 Guardian Hull Reinforcement tops up armour and caustic resistance in the last slot; 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. | |||
The FAS has no fighter bay and only four utilities, so the AX kit is tight: Xeno scanner, caustic sink and heat sink take three mounts, leaving one shield booster. Fill both military slots and a couple of optionals with Guardian reinforcement, run a bi-weave purely as a regenerating buffer over the armour tank, and rely on the flight model to roll out of the lightning. Put Gauss on the mediums for heart damage and AX multi-cannons on the large mounts.
Earn Chief Petty Officer and buy the hull (~19.1M Cr). The buy-only state is the bare frame on stock Lightweight Alloy bulkheads and E-rated core internals: 6E Power Plant, 6E Thrusters, 5E Frame Shift Drive, 5E Life Support, 6E Power Distributor, 4E Sensors and a 4C Fuel Tank.
Every hardpoint, utility and military slot stays empty at this stage — the Enhanced AX Multi-Cannons, Guardian Gauss Cannons, Xeno scanner, Shutdown Field Neutraliser and Guardian Module Reinforcement all need material unlocks before they can be fitted.
The optional internals are left empty too — the bi-weave buffer, the Guardian and standard Hull Reinforcement and the single-limpet decontamination controller all arrive with the A-rated pass once the unlocks are in hand.
AX-fitting priority for the agile striker:
The FAS earns its rating by dodging — A-rate and engineer thrusters before anything else, then harden with Military Grade bulkheads and the two Guardian MRP. The Shutdown Field Neutraliser is mandatory: an unblocked interceptor EMP hands the kill to the lightning. Chasing more firepower is futile when there are only four mounts.
AX engineering hardens mobility, hull, shield buffer and heat; AX/Guardian weapons have limited engineering. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Thrusters (6) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Power Distributor (6) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Power Plant (6) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Bi-Weave Shield (5) | Thermal Resistant (G5) | Hi-Cap | Lei Cheung |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Booster | Thermal Resistant (G5) | Super Capacitors | Didi Vatermann |
| Frame Shift Drive (5) | Increased Range (G3) | Mass Manager | Felicity Farseer |
Moderate on ship blueprints — standard G5 cores on a small medium hull are spend, not farm. The real cost is the Guardian-tech grind for AX weapons and reinforcement, which is unavoidable in the role. 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 |
|---|---|---|---|
| Top speed (boost) | 350 m/s | 350 m/s | ~440 m/s |
| Agility (dodge) | excellent | excellent | elite |
| Bulkheads | Lightweight Alloy | Military Grade Comp. | Mil. Grade + HD G5 |
| Armour (eff.) | 540 | ~1,500 | ~2,800+ (HRP) |
| Module hardening | none | 2 Guardian MRP | 2 MRP + optional |
| Shield (MJ) | ~133 | ~270 | ~340 (buffer) |
Engineered, the FAS boosts past 440 m/s with elite agility, Military Grade bulkheads under HeavyDuty G5 and stacked Guardian HRP pushing effective armour past 2,800, and two Guardian MRP soaking the lightning that does land. The shield is a thermal-resistant buffer, not a wall — the last utility mount carries a Shutdown Field Neutraliser, not a booster, because blocking the interceptor EMP matters more than a few MJ. Four guns is modest firepower, but Gauss-and-AX ends Interceptors steadily, and the survivability-per-credit is unmatched at this price.
Wherever Thargoids are fought — AXCZ scout sweeps, solo Interceptor hunts, Maelstrom-edge skirmishing. The FAS is the cheap, agile ship you bring when you intend to dodge the fight, not stand in it.
The Federal Assault Ship is the budget agile AX brawler: fast, nimble, armour-tanked and cheap, with two military slots for Guardian hardening. It scores 77 — behind the Chieftain and Challenger because four hardpoints, four utilities and shallow internals cap its AX kit and hardening below theirs, and ahead of the Dropship and Mamba because it actually dodges the lightning. Hold a light Federal rank, accept the tight fit, and you have one of the cheapest competent Thargoid platforms flying.
Figures on this page are verified against the sources below.