AX Flight Manual 1.01

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Anti-Xeno Flight Manual
A research report from Xeno Control Corps
Disclaimer:
Fighting Thargoids is hard until it is easy. Prepare to die and face the rebuy screen. Medium ships are
faster, cheaper to (re)buy, require less engineering, and pack roughly the same firepower as large ships
due to the weapons cap on experimentals (4). Flying without using a recommended build puts you and
your wingmates at risk. Be courteous to your fellow pilots! Engineering is not optional, and flying without
guardian gauss is not recommended. This guide is merely a compilation of many commanders’
experiences. As always, never fly without a rebuy.
Abbreviations:
AX
Anti-Xeno
AXI
Anti-Xeno Initiative
FA
Flight Assist
FDL
Fer-de-lance
FAS
Federal Assault Ship
XCC
Xeno Control Corps
Resources:
Tutorials
● Commander Gluttony Fang’s ​“How to solo a Thargoid Interceptor”​ post on frontier forums
● Commander Shwinky’s ​“Advanced Tutorial - Interceptors”​ using FA-off, no shutdown field
neutralizer, and no scanner
● L’Intouchable’s ​“Learning FA-OFF”
Solos
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●

Commander Gluttony Fang’s ​“FDL Basilisk Solo”
Commander Maligno’s ​"Krait Medusa Solo"

Information
● Cannon: Lab 69 Xeno Intelligence Agency: ​https://canonn.science/lab69xia/
Community Help
● AXI discord link: ​https://discord.gg/gZbAWCF
● XCC discord link: ​https://discord.gg/5K7g35f
Pip Management:
Note: Pips are often abbreviated as 2-2-2, meaning two pips in systems, two pips in engines, and two
pips to shields. There is a maximum total of 6 pips. The remainder of this guide will use the
aforementioned shorthand.
Pip management can be performed manually, but it is significantly more effective to utilize a macro
program such as AutoHotKey (​https://autohotkey.com/​). AHK can almost instantaneously rebalance your
pips more accurately than even the most trained pilot. Voice attack can also be used for pip
management, however, it is significantly slower, even when using mouse keybinds.

The following script binds the most common pip distributions to function keys F1-F8.
https://drive.google.com/open?id=1SfIBjlyoGTk5E5FvbqOk_8OIunBgdGg2
Pip management is essential to effectively utilizing your gauss while maximizing mobility during the
Thargoid assault. When kiting the Thargoid and tackling the swarm, pip management minimizes the time
necessary for restoration of your shields. Any time spent with no pips in systems with shields at less
than 100% is less shield strength available when returning to fight the Thargoid.
Another example of the benefits: Transferring 4 pips to sys right before impact of the interceptor cannon
leads to a 60% increase to shield damage resistance, which translates to an ~2.4x increase in shield
strength. Using macros can allow you to quickly switch from 4-0-2 to 0-2-4, to maintain maximum
recharge rate on your gauss, keep your engine constantly boosting, and ensure your shields are always
at peak resistance. Always avoid running out of systems energy as this will prevent you from firing a
heatsink.
Recommended AX builds:
The three most commonly used ships that scale well to medusa are the Federal Assault Ship, Krait, and
Fer-de-lance. These ships each differ slightly in play style, but share the ability to mount at least three
Guardian Gauss cannons and one AX Flak Launcher. Furthermore, all are capable of boosting greater
than 450 m/s which allows the ships to kite the interceptor while dealing with the thargon swarm. Large
ships other than the cutter are not recommended due to the inability to outrun the interceptor or swarm
without SLFs. Small ships generally lack the firepower to engage the medusa (Commander Painbeaver
has successfully solo’d a medusa in an Imperial Courier with 30% premium ammo). Large and small ship
combat is not recommended for the inexperienced and is thus outside the scope of this guide. The
following are recommended AX builds:
FDL Shield Tank
https://s.orbis.zone/v7JB6QpA
Notes: The FDL runs ​hot​ without heatsinks you will cook your modules. 8 heatsinks is enough for an
attack run, but this build sacrifices stealth/redundancy for an approximately 400 MJ boost to shields.
FDL Heat Sink Stealth Build
https://s.orbis.zone/x9d4ZHXK
Notes: This FDL packs 12 heat sinks which should be more than enough to remain in stealth and cool
the gauss. Note the powerplant is G5 armored with monstered. This let’s the ship run cooler, as it does
not have the power the fourth shield cell booster.
FAS
https://s.orbis.zone/4TaGR8vz
Notes: The FAS lacks the shield capacity, firepower, and non-boost speed of the FDL; however, the FAS
has amazing yaw speed and can hull tank the Thargoid. Beware the fragile cockpit and exposed power
distributor (hence the AFMU)
Krait
https://s.orbis.zone/DQ-Kh8cY
Notes: Most balanced AX ship. Shields and armor strike a balance between the FDL and FAS. It has a
massive distributor and excellent heat management, however, the canopy is very exposed and weak.

Less maneuverable and lower top/boost speed than FDL or FAS. Lower hull hardness than FDL or FAS,
but faster shield recharge rate due to its class 6 generator.
Resource farming for AX ships:
When in doubt use Inara (​https://inara.cz/galaxy-components/​). It is often more effective to use effective
strategies to farm G5 mats and trade down at material traders (​https://inara.cz/galaxy-nearest/25/​) to
less common components. The following are some effective shortcuts:
Manufactured materials​:
1. Killing the T9 at the unauthorized installation in Vesper-M4 drops multiple high-grade mats like
EFC/CDC/etc. (​https://canonn.science/codex/slough-unauthorised-installation/​)
2. Dav’s hope
(​https://forums.frontier.co.uk/showthread.php/368279-UPDATED-List-of-Materials-at-DAV-S-Ho
pe(Pictorial)​)
https://www.reddit.com/r/EliteDangerous/comments/80rgfy/davs_hope_new_map_for_30/​)
3. Dav’s hope of the Pleiades HR 1172, Body A 5 B coordinates: -0.25, -67.67, Comms Facility
89563
Raw mats​:
Farm the c​rashed anaconda at Koli Discii planet: C6A coords: 28.577, 7.219​. Relog after collecting
from the three cargo containers and scanning the data beacons. WARNING: Prepare to supercruise
90,000 ls. If you don’t want to spend time in supercruise, ​farm the crashed “bug killer” anaconda at
HIP 1661, planet 1A, coordinates: -11.0093 -95.6755​. The Thargoid will not attack you in your SRV.
https://forums.frontier.co.uk/showthread.php/430906-The-Other-Crashed-Anacondas?p=6762155#post
6762155
Data:​ Lowell Class Science Vessel CMB-511, cycles through several systems but you can check
Cannon (​https://canonn.science/codex/lowell-class-science-vessel-cmb-511/​) for its current location.
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Strategy:
Scan the ship with the uplink scanner
Scan the comms array with the uplink scanner
Target the comms array, subtarget the limpet docking bay
Fire a recon limpet at it
Engage silent running before it attaches
Turn off silent running after it begins scanning
Turn silent running back on before it finishes (or just keep silent on the whole time if your ship
runs cold)
After it finishes, you will get 4-7 data
Relog and repeat.

Differences between Thargoid interceptor variants
Cyclops

Basilisk

Medusa

Number of Hearts

4

5

6

Direct gauss shots
required to exert heart
at 1.5 km

6

12

24

Gauss shots required
after last heart

6

12

24

Direct gauss shots
required per heart at
1.5 km(non-premium)

3

4

5

Time for shield
degradation

1:45

3:00

4:00

Size of swarm

32

64

96

Number of swarm

5

6

7

Top Speed

400 m/s

530 m/s

450 m/s

Location found

Non Human Signal
Source (Threat 5)

Non Human Signal
Source (Threat 6)

Non Human Signal
Source (Threat 7/8)

Distinctive markings

Green coloring

Red coloring

Red coloring with
spikes on outer edge of
petals

After the destruction of the first heart, the interceptor will begin to use its scramble lasers when
approaching within 800 m. After the second heart, the interceptor will use caustic missiles, which are
slow-moving (~350 m/s) missiles that applies a permanent DoT (damage over time) on your hull integrity
unless you dock at a station or overheat your ship to ~250% heat until it burns off. On the second-to-last
heart, the interceptor will use EMP (shut-down field), which will render your ship inoperable for 30
seconds or so (your wing beacon will also turn off because of this). With the exception of the scramble
lasers, once the thargoid has deployed the swarm you are not in danger of being hit with the special
attack. You can avoid the triggering the EMP field by being outside of 3 km ​before it attempts to
initiate the attack.​ You cannot avoid the EMP once the attack has been queued, stay in FA-off and
boost away from the swarm/interceptor before the attack hits if you are not carrying a shutdown field
neutralizer.

Strategy
Background (see chart above)
To destroy a Thargoid, it is first important to understand its shield and regeneration capabilities. There
are three variants of Thargoid Interceptors, Cyclops (found in threat 5), Basilisk (found in threat 6), and
Medusa (found in threat 7 and with escort in threat 8). Thargoid interceptors are protected by a shield
which deteriorates over time, this deterioration can be accelerated via damage. The rule of thumb is 2, 3,
4. It takes 1 minute 45 seconds for a cyclops shield to fall, 3 minutes for a basilisk, and 4 minutes for a
medusa. With the exception of the first heart, do not waste ammunition on the shields. Use the flight
timer in the top right of your HUD to time the shield.
Once the shield is down, you must damage the Thargoids hull to “exert” the heart. At this point one of
the “petals” will glow red. You must hit the glowing part of the petal to damage the heart. You will know
when you have destroyed it.
Your shields will protect you from the interceptors regular fire and the swarm’s missiles, but not the
regular fire of the swarm. The swarm only spawns when you first engage the interceptor, after each
destruction of the heart, and after failing to destroy the heart within 7 minutes. Only one swarm will be
out at a time. Swarms are banked, so if you fail to destroy a swarm before you destroy a heart, the
second swarm will be deployed upon destruction of the first swarm.
The opening
Once you drop into the Non-Human Signal source, the Thargoid will approach and scan you. Let it scan
you and turn away, only the Medusa variant may attack you outright. Stay within 1.5 km to avoid the
damage dropoff at range from gauss and begin firing your gauss cannons, using the reload indicator on
your hud to ensure you are not wasting time to fire (roughly 1.5 seconds between shots). Fire a heatsink
before or after your first shot. After you hear the sound of the heatsink eject, fire another. ​Always ensure
you are protected by a heatsink.
The Thargoid will begin firing on you. Continue firing at the Thargoid until the heart is exerted. Depending
on how much shields you have (and your pip management skills) boost and begin an FA-off orbit to
avoid some damage after the Thargoid begins firing. At this point aim at the heart. It should only take 3
gauss impacts for a Cyclops, approximately 6 for a Basilisk, and approximately 9 for a Medusa with
regular ammunition. Once the heart has been exerted, transfer pips 2-4-0. Boost past the Thargoid if
within 1 km, and away from the Thargoid if outside of 1 km. The thargoid will charge yellow and begin
chasing you, if it gets within range you will be hit by the scramble lasers which will disrupt your systems,
kill your momentum, and drain your shields.
The remainder of the fight
From this point on, fights are divided into two phases. Swarm destruction and heart destruction. Each
Thargoid has a set number of “hearts” (4 on a Cyclops, 5 on a Basilisk, 6 on a Medusa). After the
opening, you have destroyed one heart and have 7 minutes until the Thargoid becomes “enraged”. In a
Basilisk or Medusa fight, an “enraged” Thargoid means you have likely lost the fight. Prior to attacking
the next heart, you have a set time period during which the Thargoid is protected by a shield (2, 3, 4
minutes for the respective Thargoid subtype). In this time period you have three objectives, destroy the
swarm, re-arm, and recharge your shields. After this time period and until the 7 minute mark, you must
exert and destroy the next heart.

Kiting the swarm
After you have cleared ~ 4km, transfer pip 4-2-0.​ This will ensure your shields regenerate as quickly
as possible while still allowing you to remain outside the interceptor’s weapon range of 3 km.
During this boosting time is a great opportunity to utilize your AFMU, replenish your heatsinks, restock
your gauss cannons, and replenish your AX flak launcher ammo (in roughly that order). Continue
boosting. Your maximum speed without boost is likely less than the 400 - 450 m/s top speed of the
interceptor and swarm. If you have managed to put at least 6 km distance between you and the
interceptor, check the position of the swarm. If the swarm is between you and the Thargoid, ignore the
following portion.
Often due to the speed of the interceptor, you will find the interceptor between you and the swarm. It is
imperative you do not engage until your shields are recharged and you have at least one heatsink
available. To put the swarm between you and the interceptor. Turn FA-Off, face the interceptor, transfer
pips 4-2-0, and boost directly towards it. Deploy a heatsink around 4 km and do a barrel roll if the swarm
begins firing on you. This disrupts the aim of the swarm. Use this same strategy if at any point you
cannot outrun the Thargoids. Shields are encouraged, but optional.
Turn around in FA-off and face the swarm which is now chasing you. You are now in a maneuver known
as the reverski. Keep an eye on your distance to the interceptor, if it gets closer than 5 km, put it directly
behind you and boost. ​Wait until your boost top speed to make any course adjustments, otherwise
your boost will partially kill your relative velocity to the interceptor.
Despite your weapon status on the HUD, you can target and attack the swarm with remote flak at an
effective range of 7 km. When the swarm is between 4-6 km away, it will proceed in a straight line
towards you. Fire your remote flak and release when the reticle turns red (accompanied by a beep). You
should see green “sparks” as the swarm is destroyed. Once the swarm is closer, it will be began evasive
maneuvers. ​At this point, attempt to notice the pattern of movement and preemptively fire at where
the targeting reticule is moving towards rather than to where it currently points.
There are two important differences across the Cyclops, Basilisk, and Medusa swarms. The swarm
numbers increase from 32, 64, and 96. This increases damage and the time required to destroy the
swarm. ​The medusa swarm is also capable of forming a ring formation. If you fire at the reticle
while the ring is moving directly towards you, the AX shrapnel will not hit the members of the ring.
One key tip to hit the ring is to position the “leading target reticule” approximately the distance of
one of the two “brackets” on your hud from the center. This is best illustrated in the picture
below.

You must destroy two swarms in a row after the destruction of the first heart. You ignored the swarm at
the beginning of the fight and destroyed the heart, therefore a second swarm was “banked”. Destroy this
swarm before proceeding with the fight.
Exertion and destruction of the heart
By now, your shields, ammo, and heatsinks should be fully restored. Continue facing the Thargoid and
monitor its approach, transfer pips 3-0-3 or 0-2-4 depending on your build and boost towards and
vertically from the Thargoid in FA-off. Once you are within 4 km deploy a heatsink to reduce your heat
signature below 25%. Your objective is to utilize your vertical thrusters in combination with your boost to
“orbit” the Thargoid within the effective range of your gauss, ~1.5 km. Try to avoid getting closer than 1
km, else the Thargoid engage its scramble laser “lightning” attack which will heavily damage your
shields, render you immobile, and knock out your systems.
Continue pumping gauss damage into the Thargoid while orbiting and deploying heatsinks upon each
heatsink ejection. When fighting a Medusa try to time your shots as such to only fire your gauss after the
Thargoid begins a salvo. This will ensure that your heat signature only raises above 25% while the
Medusa is reloading. After the heart is exerted quickly fire your gauss at the heart. The tradeoff between
convergence and damage is best between 1-1.5 km. Prioritize aim and positioning rather than quantity.
Once the heart is destroyed, transfer pips 2-4-0 and boost away. Your objective after the destruction of
each heart is to get 3 km away from the Thargoid as to not trigger its special attack. Rinse and repeat
until destruction of the last heart.
Following Destruction of the last heart
Fire gauss directly at any part of the Thargoid as quickly as possible. You should be able to get roughly
three rounds in before the shields return (after destruction of the last heart, the interceptor will not
regenerate). This should be enough to destroy a cyclops and basilisk. Boost away and kite the swarm,
await the degradation of the interceptor’s shield, and fire your gauss until the Thargoid is destroyed.
Ensure you capture a screenshot with both the explosion and the combat bond (F10 on PC).
Congratulations commander!
Assorted tips:
● Caustic Damage can be removed by going into silent running and firing gauss or an SCB to
bring your heat above 250%. Ensure you have sufficient heatsinks/power in sys to fire two
heatsinks to quickly bring your heat below 100%. During this time, the interceptor will not miss.
● The Basilisk cannon fires at double the rate of the Cyclops cannon.
● The cyclops has a top speed of roughly 400 m/s with the basilisk and medusa traveling even
faster. Ensure your boost speed is at minimum 500 m/s.
● You will need heatsink (cyclops/basilisk/medusa), ax flak (basilisk/medusa), and gauss reloads
(medusa with only 3 gauss cannons on ship) to finish a Medusa fight. Premium ammo gives a
damage boost and is much easier to acquire since it does not depend on guardian components.

Recommended Control scheme:
Keyboard and mouse provides superior control to HOTAS.​ This is well known amongst the PVP
community, and the same holds true for Thargoid hunting. The ability to decouple your flight vector from
your attack vector is paramount. A commonly used AX tactic requires maintaining a heat signature
below 25% and a high angular velocity relative to the interceptor. This results in dramatically diminished
aim of the interceptor’s main cannon. Without FA-off, it is nearly impossible to maintain the interceptor in
your weapon’s field of fire while maintaining a flight path that does not bring you dangerously close to
the interceptor, or kill your angular velocity to the interceptor.
The following are recommended mouse settings which ​enable relative mouse control​ (the cursor
returns to the center of the reticule without player input). This dramatically increases your aim because it
makes it easier to make small adjustments in FA-off. ​Rebind yaw to left and right mouse and roll to
the A and D key.​ Ensure that ​flight assist is​ ​set to toggle​.​ ​Maneuvering in this mode in supercruise is
tedious. Try binding alternative yaw and pitch to the to the numpad. Here are recommended mouse
sensitivity settings:

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Acknowledgements:
Commander Shwinky ​-​ FAS build, Thargoid strategy, interceptor guide, heatsink stealth guide
Commander Gluttony Fang ​-​ FDL Build, Thargoid strategy, interceptor guide, heatsink stealth technique,
FA-Off builds
Commander Maligno ​-​ Krait Build, Thargoid strategy
Commander Angeleyes - FDL Build, Thargoid strategy
Commander ryan_m17 - Resource guide
Commander Mackenheimer - Thargoid combat data, Medusa swarm targeting trick
Commander Aterius - Compiling this guide



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