Maelstrom Fighters & Bombers
For general Information on this Environment please visit our Maelstrom & Titanspace Guide Page.
You can find our recommended Builds in the Tab-boxes bellow.
Our Fighters are mainly designed for Escort duty – protecting Search & Rescue Craft and Titan Bombers from Thargoid patrols in larger Instances.
Our Bombers are designed to damage the Titan themselves by compromising its Heatvents and attacking the Thermal Core.
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
Variant | โGo-Toโ Hardpoint | Notes |
---|---|---|
โOriginalโ | Large, Fixed | Obsolete |
โEnhancedโ | Large, Fixed | Most typical |
โSiriusโ | Large, Fixed | Sidegrade, costs materials |
โAdvancedโ | Small, Fixed | Requires materials for AX ammo synthesis; bypasses experimental weapons limit; only variant which can damage interceptor hearts |
[Original] Anti-Xeno Missile Racks
The “original” Anti-Xeno Missile Racks were among the first weapons available to mankind in their fight against the Thargoids. They are still widely available for purchase, and the only version which can be stocked for purchase on carriers.
They have been effectively rendered obsolete by their enhanced brethren and have thus fallen in disuse. Their only purpose nowadays is to complete the throwback “snake eater” challenge of the Anti-Xeno Initiative.
“Original” Anti-Xeno Missile Racks are only available in fixed and turreted variants, and only come in Large and Medium (no small) sizes. The turreted variant is further plagued by the inability to track beyond its falloff (not maximum) range.
Like all AX Missiles (save for the special case of Advanced Missile Racks), these weapons have practically no breach damage and, as such, are incapable of destroying interceptor hearts.
Enhanced Anti-Xeno Missile Racks
Enhanced Anti-Xeno Missile Racks have become a popular weapon of non-guardian AX builds and have superseded in all ways the original version. They are available for purchase for credits (no materials needed) at Rescue Megaships.
Enhanced Anti-Xeno Missile Racks are available in fixed and turreted variants, and only come in Large and Medium (no small) sizes. The fixed variant is by far the most popular.
These weapons rarely appear on solo combat builds (given their lack-of-breach-damage limitation), but are very popular as Thargoid Banshee destroyers and as Orthrus hunters.
Specialized wings can also effectively make use of these weapons, if appropriately mixing and matching “gunship (AXMC) boats” and “missile (AXMR) boats.”
Pre-Engineered “Sirius” Anti-Xeno Missile Racks
A special “pre-engineered” version of the “Original” Anti-Xeno Missile Racks is available for purchase at tech brokers on Sirius Megaships. They require a specific set of materials and are a per-module (NOT a one-time unlock) purchase, making them comparatively expensive.
These weapons are dubbed “Sirius” AXMRs after the corporation that developed them and took them to market. They have high capacity and rapid fire engineering, at the cost of -3% damage, +70% mass, +20% power draw, and a new 0.5-degree jitter.
“Sirius” Anti-Xeno Missile Racks are available solely in the fixed version, in large and medium (no small) sizes.
“Sirius” AXMRs are a sidegrade compared to Enhanced Missiles racks. They have higher sustained DPS and double the ammo, but their missiles travel speed is just above half that of their enhanced cousins, making hitting anything that is moving extremely challenging.
“Sirius” AXMRs are more typically employed against static or slow-moving targets (such as Banshees and Orthruses.) Against faster interceptors, Enhaned AXMRs are typically preferred.
Still, their marginal benefit and their expensive cost in terms of materials means that they are not commonly seen on the battlefield. Treat them as a luxury for niche/specialized purposes, which you don’t really need, and will rarely use.
Advanced Anti-Xeno Missile Racks
Advanced Anti-Xeno Missile Racks are a special case. They are available for purchase for credits (no materials needed) at stations that either sell all modules (such as Jameson Memorial) or are controlled by the minor faction Zende Partners.
Advanced Anti-Xeno Missile Racks are only available in fixed variant, and only come in Medium and Small (no large) sizes. As such, they are the ONLY AX missile rack capable of harming Thargoid interceptors which can fit in a small weapon hardpoint.
Advanced AXMRs do not normally do AX damage. Instead, they require special AX ammunition synthesis in order to convert them to AX-damaging weapons. Such AX ammo synthesis is required every single time you want to use AX ammo. Stations do not restock AX ammo!
In addition, Advanced AXMRs are the ONLY weapon of their kind NOT to be subject to the experimental-weapons limit on a ship. You can, for example, fit a Type 10 entirely with Advanced AXMRs, whereas you are limited to 4 (or 6, with a c5 experimental weapon stabilizer) Enhanced AXMRs.
A unique property of Advanced AXMRs is that their breach AX damage (when using their special AX-ammo synthesis) was NOT nerfed. Advanced AXMRs have a hefty splash-breach damage of 20, making them capable of destroying interceptor hearts (and not practically useless as the Advanced AXMC relatives.)
Still, the extreme material-intensity required in order to make these weapons AX-capable has resulted in them being broadly despised by the player community.
Recommendation: Only consider in the most dire situations when trying to build the most-powerful-possible AX missile boat, and only for the small hardpoints specifically, when you do not mind the painful material requirements of their AX ammo.
Note that Advanced Missiles have the shot speed of “original” and “Sirius” MRs. If you’re going to mix and match small Advanced MRs with anything – mix them with Sirius MRs. Mixing them with Enhanced MRs will make aim practically impossible (as the two aiming reticles will hardly ever overlap.)
Low heat
Titans get angry. And angry Titans have the bad habit of shooting at you with both repeater turrets and missile turrets. Even worse, angry Titans will summon patrolling interceptors and hunters – sometimes 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 โhotโ 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.
Weโve already talked about the core element of survivability in Titanspace: running a cold ship.
Beyond that, thereโs three other key elements that matter:
- Heat and Power Requirements: Keep in mind you will need to power weapons and cool them. The power distributor and heat factors come in prominently in designing a Maelstrom build.
Staying below 20% Heat to prevent wider detection and Titan Turret & Missile lock is essential to survival. - 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, โbe 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.
- 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.
- 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.
Recommended Builds
Fighters
Variant | Weapons | Armor | Repair / Cargo (T) | Boost (LDN) | Link |
---|---|---|---|---|---|
Titan Fighter v2.1 G | EAXMCs | 2.419 | 5D / 64 | 537 | EDSY |
Low Engineering v2.1 G EL | EAXMCs | 1.816 | 5D / 64 | 473 | EDSY |
Titan Fighter v2.1 S | AGF Shards | 2.419 | 5D / 64 | 537 | EDSY |
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 – 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 – 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
Variant | Weapons | Shield / Armor | Repair / Cargo (T) | Boost (LDN) | Link |
---|---|---|---|---|---|
Titan Fighter v3.0 F | EAXMCs | 1.283 / 1.702 | x | 500 | EDSY |
Titan Fighter v3.1 FS | AGF Shards | 757 / 1.702 | x | 505 | EDSY |
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 – 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
Titan Fighter v3.1 FS – AGF Shards
- Armament:
4L Fixed Guardian Shard Cannons with Anti-Guardian-Zone-Resistance, 1S Gimballed Thermal Vent Beam Laser, 1S turreted Concordent sequence pulse laser to buff Wingmates’ Shields - Speed:
505 Boost (LDN), 375 Military Speed - Survivability:
757 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
Variant | Weapons | Shield / Armor | Repair / Cargo (T) | Boost (LDN) | Link |
---|---|---|---|---|---|
T10 Anti-Air Wingplatform | EAXMCs | 1.379 / 4.994 | 7A / 64 | 313 | EDSY |
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 tough Armor and powerful Shields in conjunction with concordant sequence
- Not agile, needs an expert hand to bring out its true absolute 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 VERY heavily recommended.
Type-10 Maelstrom Anti-Air Wingplatform
- Armament:
4L 1M Gimballed Azimuth Preengineered AX Multicannons (using the Enhanced version out of heat consideration is a recommended alternative if not experienced with this kind of buid), 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
Variant | Weapons | Armor | Repair / Cargo (T) | Boost (LDN) | Link |
---|---|---|---|---|---|
Titan Bomber v2.1 M | Sirius AXMRs | 2.419 | 5D / 64 | 537 | EDSY |
Low Engineering v2.1 M EL | EAXMRs | 1.816 | 5D / 64 | 473 | EDSY |
Titan Bomber v2.1 S | AGF Shards | 2.419 | 5D / 64 | 537 | EDSY |
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 – 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 – 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
Variant | Weapons | Shield / Armor | Repair / Limpets | Boost (LDN) | Link |
---|---|---|---|---|---|
TitanBomber v3.1 A (Solo 100% Core) | AGF Shards | 757 / 1.702 | x | 500 | EDSY |
Python Mk II no Shield (Solo 100% Core) | AGF Shards | x / 2.759 | x | 557 | EDSY |
TitanBomber v3.0 A | Sirius AXMRs | 832 / 1.702 | x | 500 | EDSY |
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 – 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,