Fighters

VariantWeaponsArmorRepair / Cargo (T)Boost (LDN)Link
Titan Fighter v2.1 GEAXMCs2.4195D / 64537EDSY
Low Engineering v2.1 G ELEAXMCs1.8165D / 64473EDSY
Titan Fighter v2.1 SAGF Shards2.4195D / 64537EDSY

Krait Mk II Maelstrom Fighter

The Krait Mk II is the Thargoid War Meta, with unmatched versatility. These qualities shine even more during Maelstrom activities.

  • Great Hardpoint-config for Human & AGZ-Resistance engineered Guardian weapons
  • Size 7 Powerplant & Destributor give it plenty of Power and Heat-management headroom
  • High survivability, repair capacity, carrying space

The XSF mainly features the Common Core variants of CMDR Mechan’s 2024 TitanKiller

Titan Fighter v2.1 G – Enhanced AX-Multicannons

  • Armament:
    3L 1M Gimballed Enhanced AX Multicannons (Can be replaced with Azimuths if high heat-output is managed accordingly), 1M Gimballed Thermal Vent Beam Laser
  • Speed:
    537 Boost (LDN), 390 Military Speed
  • Survivability:
    2.419 Armor, 5D Repair Limpet Controller, 64 T capacity
  • Utility:
    1 Heatsink, 1 Cautic Sink, Thargoid Pulse Neutralizer, Enhanced Xeno Scanner

Entry Level Titan Fighter v2.1 G EL – Enhanced AX-Multicannons

  • Armament:
    3L 1M Gimballed Enhanced AX Multicannons, 1M Gimballed Thermal Vent Beam Laser
  • Speed:
    473 Boost (LDN), 344 Military Speed
  • Survivability:
    1.816 Armor, 5D Repair Limpet Controller, 64 T capacity
  • Utility:
    1 Heatsink, 1 Cautic Sink, Thargoid Pulse Neutralizer, Enhanced Xeno Scanner


Titan Fighter v2.1 G – AGF Shards

  • Armament:
    3L 1M Anti-Guardian Zone Resistance engineered Guardian Shard Cannons, 1M Gimballed Thermal Vent Beam Laser
  • Speed:
    537 Boost (LDN), 390 Military Speed
  • Survivability:
    2.419 Armor, 5D Repair Limpet Controller, 64 T capacity
  • Utility:
    1 Heatsink, 1 Cautic Sink, Thargoid Pulse Neutralizer, Enhanced Xeno Scanner


VariantWeaponsShield / ArmorRepair / Cargo (T)Boost (LDN)Link
Titan Fighter v3.0 FEAXMCs1.283 / 1.702x500EDSY

Python Mk II Maelstrom Fighter

The Python Mk II comes with the most firepower of all mediums. However, it trades that firepower for a constricted optional Internal layout. Its not the ideal fighter for Titanspace.

  • Even more generous Hardpoint-layout than the Krait Mk II
  • More Utility options with 6 Slots
  • Less Survivability than the Krait, better handling

We mainly devised shielded builds for a Health-buffer, as there isnt much space for Hull and Repair equipment (or none). Margins are tight, full G5 Engineerings required.

Titan Fighter v3.0 F – Enhanced AX Multicannons

  • Armament:
    4L Gimballed Enhanced AX Multicannons (Can be replaced with Azimuths if high heat-output is managed accordingly), 1M Gimballed Thermal Vent Beam Laser, 1S turreted Concordent sequence pulse laser to buff Wingmates’ Shields
  • Speed:
    500 Boost (LDN), 371 Military Speed
  • Survivability:
    1.283 Shield buffer that can regenerate. 1.702 Armor, no Repair
  • Utility:
    1 Heatsink, 1 Cautic Sink, 2 Shield boosters, Thargoid Pulse Neutralizer, Enhanced Xeno Scanner

VariantWeaponsShield / ArmorRepair / Cargo (T)Boost (LDN)Link
T10 Anti-Air WingplatformEAXMCs1.379 / 4.9947A / 64313EDSY

Type-10 Defender

While the Type-10 might seem like an odd choice to most AX-CMDRs, it can fit the role of an Escort quite well, defending Bombers and SAR Craft in Titanspace from Thargoid Patrols.

  • Hefty Firepower, generous Utilities
  • Both strong Armor and Shields
  • Not agile, needs a good hand to bring out its full potential

The Type-10 finds the most use in larger multi-wing Instances, such as XSF Operations.
Having atleast one Wingmate with a corcordant sequence Pulse Laser is heavily recommended.

Type-10 Maelstrom Anti-Air Wingplatform

  • Armament:
    4L 1M Gimballed Enhanced AX Multicannons, 2M Turreted Thermal Vent Beam, 1S concordant sequence Pulse Laser
    *Concordant Sequence Pulse Lasers are a great tool to boost shieldregeneration
  • Speed:
    313 Boost (LDN), 256 Military Speed
  • Survivability:
    1.379 Shield buffer. 4.994 Armor, 7A Repair Limpet Controller and 64 T of Cargo
    *7A Repair Limpet Controller is a neat tool to repair repairless Bombers easier, like the Python Mk II.
  • Utility:
    2 Heatsinks, 1 Cautic Sink, 3 Shield boosters, Thargoid Pulse Neutralizer, Enhanced Xeno Scanner

Bombers

VariantWeaponsArmorRepair / Cargo (T)Boost (LDN)Link
Titan Bomber v2.1 MSirius AXMRs2.4195D / 64537EDSY
Low Engineering v2.1 M EL EAXMRs1.8165D / 64473EDSY
Titan Bomber v2.1 SAGF Shards2.4195D / 64537EDSY

Krait Mk II Titan Bomber

The Krait Mk II is the Thargoid War Meta, with unmatched versatility. These qualities shine even more during Maelstrom activities.

  • Great Hardpoint-config for Human & AGZ-Resistance engineered Guardian weapons
  • Size 7 Powerplant & Destributor give it plenty of Power and Heat-management headroom
  • High survivability, repair capacity, carrying space

The XSF mainly features the Common Core variants of CMDR Mechan’s 2024 TitanKiller

Titan Bomber v2.1 M – Sirius AX Missile-Racks

  • Armament:
    3L 1M Sirius AX Missile-Racks (Replace with Enhanced if no Sirius’ available. May replace 1M Missile Rack with a Gimballed Thermal Vent Beam, trading DPS for comfort), 1M Guardian Nanite Torpedo Pylon
  • Speed:
    537 Boost (LDN), 390 Military Speed
  • Survivability:
    2.419 Armor, 5D Repair Limpet Controller, 64 T capacity
  • Utility:
    2 Heatsinks, 1 Cautic Sink, Thargoid Pulse Neutralizer


Entry Level v2.1 M – Enhanced AX Missile-Racks

  • Armament:
    3L 1M Enhanced AX Missile-Racks (May replace 1M Missile Rack with a Gimballed Thermal Vent Beam, trading DPS for comfort), 1M Guardian Nanite Torpedo Pylon
  • Speed:
    473 Boost (LDN), 344 Military Speed
  • Survivability:
    1.816 Armor, 5D Repair Limpet Controller, 64 T capacity
  • Utility:
    2 Heatsinks, 1 Cautic Sink, Thargoid Pulse Neutralizer


Titan Fighter v2.1 G – AGF Shards

  • Armament:
    3L 1M Anti-Guardian Zone Resistance engineered Guardian Shard Cannons (May replace 1M Shard with a Gimballed Thermal Vent Beam, trading DPS for comfort), 1M Guardian Nanite Torpedo Pylon
  • Speed:
    537 Boost (LDN), 390 Military Speed
  • Survivability:
    2.419 Armor, 5D Repair Limpet Controller, 64 T capacity
  • Utility:
    1 Heatsink, 1 Cautic Sink, Thargoid Pulse Neutralizer, Enhanced Xeno Scanner


VariantWeaponsShield / ArmorRepair / LimpetsBoost (LDN)Link
TitanBomber v3.1 A (Solo 100% Core)AGF Shards757 / 1.702x500EDSY
Python Mk II no Shield (Solo 100% Core)AGF Shardsx / 2.759x557EDSY
TitanBomber v3.0 ASirius AXMRs832 / 1.702x500EDSY

Python Mk II Titan Bomber

The Python Mk II comes with the most firepower of all mediums. However, it trades that firepower for a constricted optional Internal layout. Its the most potent Bomber we have.

  • Even more generous Hardpoint layout than the Krait Mk II
  • More Utility options with 6 Slots
  • Less Survivability than the Krait, better handling

We mainly devised shielded builds for a Health-buffer, as there isnt much space for Hull and Repair equipment (or none). Margins are tight, full G5 Engineerings required.

TitanBomber v3.1 A (Solo 100% Core) – AGF Shards

  • Armament:
    4L 1M Anti-Guardian Zone Resistance engineered Guardian Shard Cannons, 1M Guardian Nanite Torpedo
  • Speed:
    500 Boost (LDN), 371 Military Speed
  • Survivability:
    757 Shield buffer that can regenerate. 1.702 Armor, no Repair
  • Utility:
    2 Heatsinks, 1 Cautic Sink, 2 Shield boosters, Thargoid Pulse Neutralizer

Python Mk II Bomber no Shield (Solo 100% Core) – AGF Shards

  • Armament:
    4L 1M Anti-Guardian Zone Resistance engineered Guardian Shard Cannons, 1M Guardian Nanite Torpedo
  • Speed:
    557 Boost (LDN), 413 Military Speed
  • Survivability:
    No Shield. 2.759 Armor, no Repair. Any damage taken will be permanent, utilize breaks between bombing cyles to get rid of patrols.
  • Utility:
    4 Heatsinks, 1 Cautic Sink, Thargoid Pulse Neutralizer

TitanBomber v3.0 A – Sirius AX Missile-Racks

  • Armament:
    4L Sirius AX Missile-Racks (Replace with Enhanced if Sirius not available), 1M Gimballed Thermal Vent Beam, 1M Guardian Nanite Torpedo
  • Speed:
    500 Boost (LDN), 371 Military Speed
  • Survivability:
    832 Shield buffer that can regenerate. 1.702 Armor, no Repair
  • Utility:
    2 Heatsinks, 1 Cautic Sink, 2 Shield boosters, Thargoid Pulse Neutralizer,


Maelstrom Combat Build Theory

Maelstrom combat Ships need to meet the following requirements:

  • No Guardian Weapons or Modules without Anti-Guardian Zone Resistance (except GHRPs)
  • Naturally low (<20%) heat, and similarly low heat while firing
  • As much survivability as possible
  • As much sustained damage as possible, with enough ammunition to remain on-station for a reasonable amount of time

We already went over the guardian equipment. Let us explain the others.We already went over the guardian equipment. Let us explain the others.


Maelstrom Combat Equipment

Anti-Xeno Multicannon Variants
Anti-Xeno Multicannon Variants
Anti-Xeno Missile Rack Variants
Utilities of note for Anti-Xeno Combat

Low heat

Titans get angry. And angry Titans have the bad habit at shooting at you with both repeater turrets and missile turrets. Even worse, angry Titans will summon patrolling interceptors and hunters – generally in bigger numbers than you can hope to handle.

In order to shoot you directly however, the Titan needs a target lock on you. If you stay below 20% heat, the Titan will generally not be able to get a target lock on you (unless enemies assist the Titan by providing it with a lock on), and thus its turrets will not fire at you. You still do need to worry about patrols and the Torus special attack.

Remaining cold at all times has the additional benefit of allowing you to avoid triggering seed mines (unless you get REALLY close), avoiding most interceptor direct cannon fire, and attracting less attention from patrols to begin with. Note that Thargon Swarms disregard heat and remain a primary threat even to cold ships, and that Hunter repeater guns do not require a heat lock to hit you. They can whittle away the hull of a distracted commander quickly.

All in all, a โ€œhotโ€ ship will get you killed quickly in Titanspace. Stay, quite literally, frosty – and your dives will last a lot longer.


Privilege survivability

Getting to Titanspace takes a while. Carriers cannot be stationed in a system with a Maelstrom. Hyperdictions jumping into a Maelstrom system have roughly a 50% chance to occur. Once there, interdictions (which you cannot successfully fight) are relentless. Even when you do manage to get to the Maelstrom cloud, you need to cross the caustic area and reach Titanspace proper.

If you log out while in Titanspace you will be placed outside of the Caustic Zone. If you die in Titanspace, you will have to trek all the way back. Consequently, you will want to make sure that you die as little as possible, as each death is a waste of your time and, worse, each death leaves your wingmates with one pilot down for an extended period of time.

Weโ€™ve already talked about the core element of survivability in Titanspace: running a cold ship.

Beyond that, thereโ€™s three other key elements that matter:

  1. Speed and Agility: You need to be able to keep moving, at pace, while weaving in and out of the asteroid field, around mines, around the Titan itself and, in general, โ€œbe where you are needed.โ€ A still ship is a dead ship in Titanspace. You want mobility, and plenty of it. This paradigm will privilege medium ships over large ones. The T10, Anaconda, and Corvette are simply too slow. The Cutter is fast enough but has awful maneuverability.
  2. Hull and Module buffers: Try as you may, you will take damage in Titanspace and there is no friendly station nearby to repair if your canopy (or ship) blows. You need sufficient buffers on both hull and module protection for your ship to not fall apart when the first bullets start flying or you slam into a rock. This generally means at least 2k hull, and at least 3 module reinforcement packages – the largest of which should be a class 5 if at all possible.
  3. Repairs: You need to be able to repair yourself out there, as your wing depends on you and there is no way to repair otherwise. That means kitting the largest repair limpet controller and one or more AFMUs. You will also need a cargo rack to carry the limpets needed for repairs. It is recommended to have at least a few emergency synths of limpets available as your cargo hatch will inevitably be damaged and malfunction, leading to the ejection of all your limpets, likely in a spot you cannot easily retrieve them.

Keep in mind you will also need to power those weapons and cool them. The power distributor and heat factors come in prominently in designing a Maelstrom build.