E:D Black Box
Two large hardpoints and no fighter bay mean less raw damage than its Mk II sibling, but the Phantom is quicker and jumps far further — the medium that actually gets to a distant Maelstrom and hit-and-runs once there. It ranks just behind the heavier AX mediums because it carries fewer mounts and less tank, with no military slots; its edge is speed, reach and evasion.
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 Krait Mk II kills, the Phantom skirmishes. It drops a large hardpoint and the fighter bay for less mass — so it's faster, more agile, and jumps far further than any other AX medium. Two large mounts carry a respectable Gauss pair, enough to crack Interceptor hearts if you place your shots, but it can't match the Mk II's three-large broadside. Its case is mobility and reach: get to the fight, stay out of the lightning, and hit between damage windows.
The trade-offs are real. Two large hardpoints mean lower sustained AX damage, there's no SLF to draw a Thargoid's attention, no military slots for module hardening, and the lighter hull tanks less than a Mk II or Chieftain. The Phantom survives by not being hit — speed, dodging and a clean exit. For an experienced AX pilot who values reaching distant Maelstroms and fighting on the move, the Phantom is an excellent fast hunter; for raw firepower or survivability, the Mk II and Chieftain are stronger.
Fast, mobile anti-Xeno combat: hit-and-run Gauss runs on Interceptors, reaching remote Maelstroms under its own jump range, kiting and re-positioning in AXCZ, and any AX pilot who fights best on the move rather than standing in the fire.
Four things make the Phantom a capable fast Xeno hunter:
Two large hardpoints and no fighter bay mean less AX damage than the Mk II, and no military slots mean it can't harden modules against Thargoid lightning the way a Chieftain or Challenger can. The lighter hull also tanks less. The Phantom's case is mobility and reach — it wins by dodging and re-positioning, not by out-tanking or out-gunning. For raw firepower, the Mk II; for survivability, the Chieftain.
Best agility and reach of the AX mediums carry it; only two large mounts and zero military slots — a thinner tank than the Mk II or Chieftain — cap the score.
The 84/100 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 | 20/25 | Two large mounts plus 2M host a Gauss pair, Enhanced AX Multi-Cannon and Guardian Shard Cannon; Gauss caps at size 2 so the larges under-fill, and the Mk II's 3L out-guns it. A respectable but not heavy AX battery. |
| Heat capacity & management | 17/20 | Four utility mounts carry a Heat Sink Launcher alongside Xeno scanner and caustic sink, and the cool Krait power plant takes Thermal Spread well; manageable for a two-Gauss fit fired in bursts, though it lacks military-slot mass margin. |
| Hull tank & reinforcement room | 15/20 | Zero military slots and a lighter hull mean it tanks less than the Mk II or Chieftain, but the deep optionals (6·5·5·5·3·3·3·2·1) hold several Guardian Hull and Module Reinforcements — hardening lives in the optionals, costing internal space rather than being absent. |
| Agility | 24/25 | 256 m/s top, 358 boost — the quickest and most agile AX medium, built to dodge Thargoid lightning between damage windows. Combined with premium jump range it self-lifts to distant Maelstroms; mobility is its whole survival case. |
| Caustic handling & support slots | 8/10 | Four utilities and roomy optionals fit Caustic Sink Launcher, Decontamination Limpet Controller and caustic-resistant Guardian Hull/Module Reinforcement; caustic clearing is well covered, limited only by no military slot to spare module mass. |
| Weighted total | 84/100 | 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 Krait Phantom | Rating |
|---|---|---|---|---|
| Alliance Chieftain | Medium | 2L 1M 3S | Module hardening; agile; cheaperShorter range | 90 |
| Krait Mk II | Medium | 3L 2M | Higher DPS; SLF decoySlower; far shorter range | 89 |
| Alliance Challenger | Medium | 1L 3M 3S | Tankier; 3 military slotsSlower; shorter range | 88 |
| Python Mk II | Medium | 3L 2M | More mounts; tougher hullSlower; far shorter range | 84 |
| Krait Phantom this | Medium | 2L 2M | — this hull (baseline) | 84 |
| Federal Gunship | Medium | 1L 4M 2S | Tough Federal hull; many mountsSlow, clumsy; rank-gated | 82 |
| Alliance Crusader | Medium | 1L 2M 2S | SLF decoy; tankyLower DPS; slower | 79 |
The Phantom is the speed-and-reach pick of the medium AX fighters. The Mk II out-guns it and the Chieftain and Challenger out-harden it, but none gets to a distant Maelstrom as easily or kites Thargoid fire as cleanly. For mobile, hit-and-run AX play, the Phantom earns its place; for damage or module survival, look up the ladder.
| Ship | Class | Hardpoints | Pros & cons vs Krait Phantom | Rating |
|---|---|---|---|---|
| Imperial Cutter | Large | 1H 2L 4M | Immense tank; brawls indefinitelyImperial rank; ponderous; large pad | 90 |
| Anaconda | Large | 1H 3L 2M 2S | Heavy firepower and bulkSlow; hard to dodge; large pad | 88 |
| Federal Corvette | Large | 2H 1L 2M 2S | Warship hull; devastating broadsideFederal rank; large pad; heavy rebuy | 86 |
| Type-10 Defender | Large | 4L 3M 2S | Many mounts; vast tank; AXCZ fortressPainfully slow; large pad | 86 |
The large AX ships out-tank and out-gun the Phantom many times over, but they're slow, hard to dodge, and most need a large pad and a rank grind. In AX, evasion saves you where armour can't — and the Phantom's niche is exactly that: medium-agility, premium reach, and a fight you can break off at will.
At ~37M Cr the Phantom is one of the cheaper AX mediums, with no rank gate — anyone can fly one. An AX fit with a Gauss pair, Guardian hull reinforcement and caustic/heat kit brings the all-in figure to around 99M Cr, with rebuy near 5.0M; much of that cost is Guardian-tech unlocks rather than the modules themselves.
It's the choice for an AX pilot who values mobility and reach over firepower, and who'd rather self-jump to a remote Maelstrom than wait on a carrier. For maximum damage the Mk II is the pick; for survivability and learning, the Chieftain. The Phantom rewards a clean, mobile flying style.
Around 99M Cr (plus Guardian unlocks), ~5.0M rebuy, no rank gate — a fast, far-jumping AX medium for the pilot who fights on the move.
A fast, mobile anti-Xeno fit: a Guardian Gauss pair on the large mounts, AX/Guardian support on the mediums, and Guardian hull reinforcement (no military slots, so hardening goes in the optionals). Initial is buy-only cores; A-Rated adds the AX kit; Engineered hardens mobility, heat and survival. The AX/Guardian weapons take no engineering — the gains are in flying and the ship modules.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Large 1 | — | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Primary heart-cracker. Guardian Gauss is the best AX penetrator but caps at size 2, so it under-fills the large mount — no large Gauss exists. Not engineerable. |
| Large 2 | — | 2B Guardian Gauss Cannon (Fixed) | (No blueprint available) | Second Gauss completes the pair; fire in short bursts to manage the heavy heat. AX/Guardian weapons carry no blueprint. |
| Medium 1 | — | 2E Enhanced AX Multi-Cannon (Gimballed) | (No blueprint available) | Enhanced AX Multi-Cannon, gimballed for hit-and-run chip damage and Scout clearing; ammo-efficient. Not engineerable. |
| Medium 2 | — | 2A Guardian Shard Cannon (Fixed) | (No blueprint available) | Guardian Shard Cannon adds close-range burst on exposed hearts; fixed for full damage. Not engineerable. |
| Utility Mounts | ||||
| Utility 1 | — | 0C Xeno Scanner | (No blueprint available) | Xeno Scanner reveals Interceptor hearts and subsystems — essential for target priority; 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 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 grows the bi-weave; Thermal Resistant tilts it toward Thargoid thermal damage. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 7E Power Plant | 7A Power Plant | G5 Overcharged + Thermal Spread | A-rate first — Gauss and Guardian guns are power-hungry; Overcharged adds headroom and Thermal Spread bleeds the extra heat. |
| Thrusters | 6E Thrusters | 6A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives is the Phantom's whole case: out-run and out-turn Thargoid lightning. |
| Frame Shift Drive | 5E Frame Shift Drive | 5A Frame Shift Drive | G5 Increased Range + Mass Manager | A-rated; Increased Range + Mass Manager keep the premium jump that self-lifts to distant Maelstroms. |
| Life Support | 4E Life Support | 4A Life Support | G5 Lightweight (no experimental effect) | A-rated for a long oxygen timer after a canopy breach; Lightweight trims mass; no experimental effect. |
| Power Distributor | 7E Power Distributor | 7A Power Distributor | G5 Charge Enhanced + Super Conduits | Charge Enhanced + Super Conduits feed the Gauss capacitor so the pair keeps firing. |
| Sensors | 6E Sensors | 6D Sensors | G5 Lightweight (no experimental effect) | D-rated and Lightweight — AX needs no sensor range, so save the mass for speed. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock size-5 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 6 | — | 6C Bi-Weave Shield Generator | G5 Thermal Resistant + Fast Charge | Bi-Weave regenerates fast under fire; Thermal Resistant + Fast Charge suit sustained Thargoid thermal damage. |
| Size 5 | — | 5D Guardian Hull Reinforcement | (No blueprint available) | Guardian Hull Reinforcement — caustic-resistant armour, the Phantom's hardening with no military slots; not engineerable. |
| Size 5 | — | 5D Guardian Module Reinforcement | (No blueprint available) | Guardian Module Reinforcement spreads penetrating-hit damage across internals; caustic-resistant, no blueprint. |
| Size 5 | — | 5E Decontamination Limpet Controller | (No blueprint available) | Decontamination Limpet Controller strips caustic off the hull mid-fight; limpet drones carry no engineering. |
| Size 3 | — | 3D Guardian Hull Reinforcement | (No blueprint available) | More Guardian hull reinforcement; effective armour stacks linearly. Not engineerable. |
| Size 3 | — | 3D Guardian Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores that keep you flying; no blueprint available. |
| Size 3 | — | 3A AFMU | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the AFMU. Repairs modules between fights. |
| Size 2 | — | 2D Guardian Hull Reinforcement | (No blueprint available) | A small Guardian HRP tops up effective armour where the slot allows; not engineerable. |
| Size 1 | — | 1E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| 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 only two large mounts and no fighter, the Phantom leans on flying: line up clean Gauss volleys on exposed hearts, then boost out of the lightning. Guardian hull and module reinforcement lives in the optionals (no military slots), so keep the mass light and the FSD strong — reaching the fight is half the build. Manage heat hard between Gauss volleys.
The Initial column is core-only: buy the hull and the stock cores — 7E Power Plant, 6E Thrusters, 5E Frame Shift Drive, 4E Life Support, 7E Power Distributor, 6E Sensors and a 5C Fuel Tank. The bulkhead stays the hull's default Lightweight Alloy; the Military Grade upgrade waits on the A-Rated pass. The ship flies, but carries no weapons, shield or reinforcement yet.
Every hardpoint, utility and optional slot stays empty (—) at this stage: the Gauss pair, Enhanced AX Multi-Cannon and Guardian Shard Cannon, the bi-weave shield, and all Guardian hull/module reinforcement wait on material unlocks and the A-Rated pass.
Unlock Guardian and AX weapons at the relevant sites first — they gate the whole combat fit.
AX-fitting priority:
AX engineering hardens mobility, heat and survival; AX/Guardian weapons 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 (7) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Power Distributor (7) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Bi-Weave Shield (6) | Thermal Resistant (G5) | Fast Charge | Lei Cheung |
| Shield Booster | Thermal Resistant (G5) | Super Capacitors | Didi Vatermann |
| Frame Shift Drive (5) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
Moderate ship engineering plus heavy Guardian-tech unlocks for weapons and reinforcement — the Guardian grind is the real cost. 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 |
|---|---|---|---|
| AX firepower | moderate | moderate | moderate (two large) |
| Agility (dodge) | good | good | best (AX mediums) |
| Reach to the fight | good | good | best (AX mediums) |
| Base armour (bulkhead) | Lightweight (stock) | Military Grade | Military Grade + Heavy Duty |
| Module hardening | none | Guardian (caustic-resistant) | Guardian (caustic-resistant) |
| Has a decoy fighter | no | no | no |
Engineered and Guardian-armed, the Phantom is the fastest, longest-reaching AX medium — it gets to the fight, kites the lightning, and breaks off clean. The Military Grade bulkhead with a Heavy Duty roll is its only base armour (no military slots), and the Guardian hull/module reinforcement adds the caustic and AX module resistance a regular package lacks. It out-guns nothing on the ladder and hardens less than a Chieftain, so it survives by mobility, not mass — a fast, mobile expert's Xeno hunter.
Wherever Thargoids are fought — Interceptor hunts, AXCZ, Maelstrom and Titan ops — especially the distant ones. The Phantom is the medium that reaches them and fights on the move.
The Krait Phantom is the fast AX skirmisher: two large hardpoints for a respectable Gauss pair, premium reach to distant Maelstroms, and the best agility of the AX mediums. Lacking a fighter, military slots and a third large mount, it out-guns and out-tanks nothing on the ladder — but it gets to the fight, kites the lightning, and breaks off clean. A mobile, experienced pilot's anti-Xeno medium that wins by not being hit.
Figures on this page are verified against the sources below.