E:D Black Box
The strongest shields in the game over a 720 hull, two military slots and vast internals make the Cutter the hull that simply refuses to die in Thargoid airspace. It cannot dodge an Interceptor's lightning the way a Chieftain can, so it ties the Chieftain at the top by absorbing the punishment instead — brawling AXCZ and Titan runs indefinitely behind a wall of shield, hull and Guardian reinforcement.
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 survives by dodging, the Cutter survives by refusing to break. Gutamaya's flagship carries the strongest shields in the game by a wide margin — over 700 MJ at base, past 2,500 engineered — over a 720 hull, two military slots for Guardian module reinforcement, and the deepest internals of any AX hull bar the Anaconda. For attrition against Thargoids, nothing out-tanks it.
It backs that tank with four medium mounts for Gauss cannons — the AX gold standard — plus two large and one huge hardpoint for AX multi-cannons or shards. The catch is the same one that limits it everywhere: agility. It turns like the moon it resembles, and against the lightning and swarm of an Interceptor that means it cannot evade; it has to eat the hits and out-heal them with cell banks and reinforcement. It ties the Chieftain at the top of the AX ladder for opposite reasons — the Chieftain dodges, the Cutter endures. Both demand a price: the Cutter wants Imperial Duke and ~209M Cr.
Sustained anti-Xeno attrition: long AXCZ sessions, Maelstrom and Titan operations, wing tanking, and any Thargoid fight where being impossible to kill matters more than turning quickly. The AX shield-and-hull endgame.
Four things make the Cutter an AX fortress:
It cannot dodge. Against an Interceptor's lightning and the swarm of Thargons, evasion is the Chieftain's main defence and the Cutter simply lacks it — it must eat the hits and out-heal them. The huge hardpoint is awkward too: no AX-specific weapon is larger than a large mount, so the huge slot is under-filled. And it needs Imperial Duke, a large pad, and ~209M Cr. The Cutter wins AX fights by outlasting them, never by out-turning them.
Game-best shields over a 720 hull with two military slots and four medium Gauss mounts make it the AX attrition king; only its ponderous, undodgeable agility caps it.
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 | 25/25 | Four medium mounts host the full four-Gauss kill suite — the AX gold standard — plus two large and one huge for Enhanced AX multi-cannons and a Guardian shard (1H 2L 4M). Ties the Gunship's four-Gauss count; the huge mount only takes a large AX weapon, so it runs under-class. |
| Heat capacity & management | 20/20 | Large 1,100t hull gives reasonable thermal mass and room for four heat-sink/heat-management utilities among its 8 mounts, but four Guardian Gauss run hot and there is no innate heat advantage — fire-groups must be staggered to spread the thermal load. |
| Hull tank & reinforcement room | 20/20 | ~703 MJ base shield (highest in game, past 2,500 engineered) over 720 armour, two class-5 military slots for Guardian MRP, and a 8·8·6·6·6·5·5·4·3·1 optional stack — the deepest defensive room of any AX hull bar the Anaconda. Effective armour reaches ~3,500+. |
| Agility | 15/25 | 202/323 m/s over a 1,100t hull turns like a moon; it cannot evade Interceptor lightning or Thargon swarms and must absorb hits instead. Brisk in a straight line for its mass, but among the worst-turning in a field that includes agile mediums — the role's hardest weight to earn and its clear limiter. |
| Caustic handling & support slots | 10/10 | Vast internals seat a decon limpet controller, twin caustic sinks, Guardian hull/shield reinforcement and cell banks alongside the size-8 prismatic, with 8 utility mounts feeding sinks and boosters. Deepest caustic-and-support fit-out of any AX hull. |
| 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 Imperial Cutter | Rating |
|---|---|---|---|---|
| Imperial Cutter this | Large | 1H 2L 4M | — this hull (baseline) | 90 |
| Anaconda | Large | 1H 3L 2M 2S | More hardpoints; deeper internals; no rank gateLower shields; equally ponderous | 88 |
| Federal Corvette | Large | 2H 1L 2M 2S | More agile; two huge mounts; more alphaLower shields; Federal Rear Admiral rank | 86 |
| Type-10 Defender | Large | 4L 3M 2S | Most hardpoints; superb turret/swarm tank; no rankFeeble shields; even slower | 86 |
Among the large AX hulls the Cutter is the shield king: the Anaconda brings more mounts and internals, the Corvette more alpha and agility, the Type-10 more hardpoints and hull — but none of them carries shields in the Cutter's league. For pure attrition survivability behind a regenerating wall, it leads the heavies.
| Ship | Class | Hardpoints | Pros & cons vs Imperial Cutter | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2L 1M 3S | Agile enough to dodge lightning; cheap; no rankA fraction of the Cutter's tank | 90 |
| Krait Mk II | Medium | 3L 2M | Highest popular medium DPS; SLF decoy; no rankNo military slots; far less tank | 89 |
| Alliance Challenger | Medium | 1L 3M 3S | 3 military slots; tough; cheap; no rankLower DPS and far less shield | 88 |
| Krait Phantom | Medium | 2L 2M | Fast hit-and-run; great range to Maelstroms; no rankNo military slots; least tank | 84 |
| Federal Gunship | Medium | 1L 4M 2S | Maximum Gauss mounts; cheap; tough hullClumsy; weak shields; Federal rank | 82 |
The agile mediums dodge the Interceptor strikes the Cutter has to absorb — and in AX, evasion is a defence the Cutter cannot buy at any price. They cost less and need no Imperial grind. The Cutter's case is the opposite philosophy: take the hit, out-heal it, and never leave the fight. It's what you fly when you've earned Duke and want an AX platform that essentially cannot be dropped.
At ~209M Cr the Cutter is the priciest AX hull there is, gated behind Imperial Duke — the top of the Imperial Navy ladder. A full AX fit with a prismatic shield, Guardian reinforcement and a Gauss suite pushes the all-in figure past 500M Cr, and the engineered rebuy lands near 26M.
It is unequivocally an endgame ship. For learning AX, fly a cheap, forgiving Chieftain first — the Cutter rewards a pilot who already knows the discipline and wants a platform that lets them stay in the worst airspace the longest. The Imperial-rank grind you run toward Squire and the Achenar permit is the same ladder that eventually unlocks it at Duke.
Past 500M Cr all-in, plus the Imperial Duke grind and Guardian-tech unlocks, for the AX hull that is hardest to kill. An endgame attrition platform — not a first AX ship.
An AX attrition fit built around the game's best shields: four Gauss cannons on the mediums, AX multi-cannons and a Guardian shard on the large and huge mounts, a prismatic shield, and Guardian reinforcement in the military and optional slots. Initial is buy-only; A-Rated adds the kit; Engineered hardens the shield, mobility and survival.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | — | 3C Enhanced AX Multi-Cannon (Gimballed) | G5 Long Range (no experimental effect) | No AX weapon comes in huge, so a large gimballed Enhanced AX Multi-Cannon under-fills this mount; Long Range stretches its falloff to reach Interceptors at standoff. |
| Large 1 | — | 3C Enhanced AX Multi-Cannon (Gimballed) | G5 Long Range (no experimental effect) | Second Enhanced AX Multi-Cannon for sustained anti-xeno DPS; Long Range keeps full damage out to the Gauss engagement band. |
| Large 2 | — | 3C Guardian Shard Cannon (Fixed) | G5 Long Range (no experimental effect) | Guardian Shard Cannon adds heavy close-range burst against hearts and hull; Long Range widens its usable falloff on this short-range weapon. |
| Medium 1 | — | 2B Guardian Gauss Cannon (Fixed) | G5 Long Range (no experimental effect) | Fixed Guardian Gauss Cannon — the primary heart-killer; Long Range is the one worthwhile blueprint, raising damage at range. |
| Medium 2 | — | 2B Guardian Gauss Cannon (Fixed) | G5 Long Range (no experimental effect) | Second Gauss; the four-gun battery is the kill suite that ends Interceptor fights. |
| Medium 3 | — | 2B Guardian Gauss Cannon (Fixed) | G5 Long Range (no experimental effect) | Third Gauss; stagger fire-groups to spread the heavy thermal load. |
| Medium 4 | — | 2B Guardian Gauss Cannon (Fixed) | G5 Long Range (no experimental effect) | Fourth Gauss completes the Gauss wall on the mediums. |
| Utility Mounts | ||||
| Utility 1 | — | 0C Xeno Scanner | (No blueprint available) | Enhanced Xeno Scanner reads Interceptor heart count and subsystems; scanners carry no blueprint. |
| 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 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 4 | — | 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 | G5 Thermal Resistant + Super Capacitors | Shield Booster on Thermal Resistant — the cheapest large gain against Thargoid thermal strikes. |
| Utility 6 | — | 0A Shield Booster | G5 Thermal Resistant + Super Capacitors | Second Thermal-Resistant booster stacks more resisted MJ onto the prismatic wall. |
| Utility 7 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Utility 8 | — | 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. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Overcharged + Thermal Spread | Feeds power-hungry Gauss, a class-8 prismatic and the cell-bank draw; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 8E Thrusters | 8A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives recovers what mobility a 1,100t hull can manage between damage windows. |
| Frame Shift Drive | 7E Frame Shift Drive | 7A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated to relocate a heavy hull between AX sites; Increased Range with Mass Manager offsets the deep reinforcement mass. |
| Life Support | 7E Life Support | 7D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this early — four Gauss draw hard on the WEP capacitor; Charge Enhanced plus Super Conduits sustains the volley rate. |
| Sensors | 7E Sensors | 7D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; AX combat is close-range, so trade sensor reach for mass. |
| Fuel Tank | 6C Fuel Tank | 6C Fuel Tank | (No blueprint available) | Stock class-6 tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | — | 5D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement shields the internals from penetrating Thargoid hits; Guardian reinforcement is not engineerable. |
| Military 2 | — | 5D Guardian Module Reinforcement | (No blueprint available) | Second Guardian MRP — the deepest module hardening of any AX hull; not engineerable. |
| Optional Internals | ||||
| Size 8 | 8E Shield Generator | 8A Prismatic Shield Generator | G5 Thermal Resistant + Hi-Cap | Class-8 prismatic — the best raw shield in the game; Thermal Resistant plus Hi-Cap tunes it against Thargoid thermal damage. |
| Size 8 | — | 8A Shield Cell Bank | G4 Specialised + Boss Cells | Guardian Hull Reinforcement caps at size 5, so a 5D GHRP under-fills this size-8 slot; Guardian HRP adds innate caustic resist and cannot be engineered. |
| Size 6 | — | 6A Shield Cell Bank | G4 Specialised + Boss Cells | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 6 | — | 6D AFMU | (No blueprint available) | Second size-5 Guardian HRP under-filling a size-6 slot; armour and caustic resist stack linearly. |
| Size 6 | — | 5D Guardian Shield Reinforcement | (No blueprint available) | Guardian Shield Reinforcement adds flat shield HP with caustic resist; not engineerable. |
| Size 5 | — | 5E Decontamination Limpet Controller | (No blueprint available) | Decontamination Limpet Controller scrubs caustic from the hull mid-fight; limpet controllers carry no blueprint. |
| Size 5 | — | 5D Guardian Hull Reinforcement | (No blueprint available) | Third size-5 Guardian HRP fills this military-class optional for more effective armour. |
| Size 4 | — | 4A Shield Cell Bank | G4 Specialised + Boss Cells | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 3 | — | 3D Guardian Hull Reinforcement | (No blueprint available) | Size-3 Guardian HRP — more caustic-resistant armour where the slot allows. |
| Size 1 | — | 1D Guardian Hull Reinforcement | (No blueprint available) | Size-1 Guardian HRP tops off the hull stack in the last small optional. |
| 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 Cutter's AX identity is its shield-and-hull wall — prismatic generator, Guardian reinforcement in both military slots and across the optionals, and cell banks to ride out the strikes you can't dodge. Four Gauss cannons on the mediums are the kill suite; the large and huge mounts add an AX multi-cannon and a shard. The huge slot can only take a large AX weapon, so accept it runs under-class. Manage heat hard — Gauss runs hot.
Earn Imperial Duke, buy the hull, and unlock Guardian and AX weapons at the relevant sites.
The buy-only column is stock core internals only — an 8E Power Plant, 8E Thrusters, 7E Frame Shift Drive, 7E Life Support, 7E Power Distributor, 7E Sensors and a 6C Fuel Tank — plus a stock 8E Shield Generator in the class-8 bay and the default Lightweight Alloy bulkheads.
Every hardpoint, all eight utilities, both military slots and the remaining optionals stay empty (—) at this stage: the Gauss, AX multi-cannon, Guardian shard, Guardian reinforcement and the shield-cell stack need AX and Guardian unlocks rather than credits, so they are layered on in the A-rated pass.
AX-fitting priority for the attrition tank:
The Cutter survives AX by absorbing damage, not avoiding it — fit and engineer the biggest prismatic shield, the deepest cell-bank stack and Military Grade bulkheads first; the four Gauss finish the fight while the tank keeps you in it.
AX engineering hardens the shield, mobility, heat and survival; AX/Guardian weapons have limited engineering (Long Range is the useful blueprint). Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Prismatic Shield (8) | Thermal Resistant (G5) | Hi-Cap | Lei Cheung |
| Power Plant (8) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (8) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Frame Shift Drive (7) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Shield Boosters | Thermal Resistant (G5) | Super Capacitors | Didi Vatermann |
| AX & Guardian Weapons | Long Range (G5) | (none — AX/Guardian weapons take no experimental) | The Sarge / Zacariah Nemo |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
Heavy — G5 across class-8 cores, a prismatic shield and deep reinforcement, plus heavy Guardian-tech unlocks for weapons and reinforcement. The prismatic generator needs Imperial-faction access to buy. Ship blueprints are standard; the Guardian grind is the real cost. Ask for exact per-blueprint or unlock counts before committing.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Shield (MJ) | ~900 | ~1,400 | ~2,500+ (best in game) |
| Shield recovery | none (stock gen) | 8A + 6A + 4A SCB | deep (Specialised + Oversized) |
| Effective armour | ~540 (Lightweight) | ~1,800 (Mil-grade + GHRP) | ~3,000+ (Reactive, caustic-resistant) |
| AX firepower | none | high (4 Gauss + 3) | high |
| Module protection | none | 2 military + AFMU | deepest in AX + caustic repair |
| Agility (dodge) | poor | poor | poor (vast hull) |
Engineered and Guardian-armed, the Cutter's shield exceeds 2,500 MJ over a Reactive Surface Composite hull that resists caustic damage, recharged between strikes by an 8A/6A/4A Specialised cell-bank stack and backed by two military slots of module reinforcement plus an AFMU for caustic module repair — the deepest defensive stack of any AX hull. It will never dodge an Interceptor; it doesn't try. It absorbs the strikes and out-heals them while four Gauss cannons end the fight.
Wherever Thargoids are fought — AXCZ, Interceptor hunts, Maelstrom and Titan ops. The Cutter is the immovable anchor for pilots who've mastered AX and want to stay in the worst airspace the longest.
The Imperial Cutter is the AX battleship that refuses to die: the strongest shields in the game over a deep Guardian-hardened hull, four Gauss cannons on its mediums, and brisk straight-line speed for its size. It cannot dodge and its huge mount runs under-class — but for outlasting AXCZ, Maelstroms and Titan runs and tanking for an AX wing, nothing in the galaxy holds the line longer. The Imperial AX capstone.
Figures on this page are verified against the sources below.