Krait Mk II’s role in the War
The Krait Mk II is the meta for AX combat during the Thargoid War.
Since the Thargoid War started, and especially since Thargoid Titans became vulnerable, the Krait Mk2 has been the workhorse of AX frontline forces. Be it Titanspace, Conflict Zones or Spires – the Kraits versatility makes it a great choice for every Battlefield.
The Chieftain is still the ultimate nimble one-versus-one AX dogfighter, but the Krait Mk2 is the best multirole, heavy fighter-bomber in the game.
The Common Core
The Xeno Strike Force and Anti-Xeno Initiative have developed a flexible “Common Core” for the AX Krait Mk2 together. This offers a set of core internals and optional internals which support the widest variety of builds with little or no change to the core.
The Krait Mk II’s layout is so generous that even a low-engineered version will still be decently effective in most scenarios, only requiring 3 Engineers to unlock and travel to:
- Felicity Farseer (for powerplant, drives, and FSD);
- The Dweller (for Power Distributor and beams); and
- Liz Ryder (for armor and HRP).
Building one of these Common core Kraits will enable you to fight in any Thargoid War-activity effectively, in most cases you will only need to swap Hardpoints and Utilities. There is a wide range of Variants based on this one Common Core we prepared for you; It is truly the Swiss pocket knife of AX.
TitanBombers
The Krait comes in with a generous power and heat budget thanks to its class 7 Powerplant and Power Destributor.
3 Large and 2 Medium Hardpoints give it space to fit any weapon variation you want, be it Human or Guardian.
Space for 64 Tons of Limpets and 5D Repair Limpet Controller give it lots of staying-power for every dive.
There are two types of bomber in Titanspace;
- Missiles, relatively low budget in comparison, especially when opting to use Enhanced instead of Sirius version at the cost of damage potential.
- Guardian Shards, in this case regular and preferably Large versions engineered with Anti-Guardian Zone resistance, they shred the Thermal Core apart.
TitanKillers
The Krait comes in with a generous power and heat budget thanks to its class 7 Powerplant and Power Destributor.
3 Large and 2 Medium Hardpoints give it space to fit any weapon variation you want, be it Human or Guardian.
Space for 64 Tons of Limpets and 5D Repair Limpet Controller give it lots of staying-power for every dive.
There are two types of escort in Titanspace;
- Multicannon, best suited for taking out scouts and hunters like Glaives or Scythes – they can still take on Cyclops and Basilisk Interceptors very well.
- Guardian Shards, in this case regular and preferably Large versions engineered with Anti-Guardian Zone resistance, they are great to gib Cyclopses in a Wing, can deal with hunters just fine and still have great damage potential for the Titans thermal core.
TitanKiller v2.1 G
Note we’re deliberately not using the “Azimuth” pre-engineered variants here for our standard build; they run too hot for Titanspace if not correctly managed, and are not recommended for beginners or those new to Titan combat.
This build is the bane of hunters, absolutely shreds scouts and easily deals with weaker interceptors.
It is a great and very easy-to-use combat vessel, which is also among the least grind-intensive variants out there.
TitanKiller v2.1 S
When bringing the TitanKiller v2.1 S as a dedicated escort it is recommended to replace the nanite Torpedo for a Long Range Thermal Vent Beam.
Coordinate with your Wingmates to gib Cyclops Interceptors, get in nice and close because of the Shards spread.
Conventional AX
The Krait Mk II not only shines in Titanspace, but on the conventional battlefield as well.
Be it AX Conflict Zones or dueling with a Thargoid Interceptor – the Krait is more than up to the task and brings superior Firepower to each front.
OreoSnacker v2.1 S
This ship is meant for hunting Thargoids down at Spires. Its three large and 2 medium shardcannons can easily gun down Orthruses and even annihilate the rare interceptor that jumps in before it has a chance to shield if two or more commanders coordinate with each other.
For information on how to use this build, refer to general Spire operations.