Horizons Cmders Who've Unlocked Guardian Blueprints:Optimal Ship Build For Obtaining Guardian FSD Booster?

What the title says. This is for those professional Commanders who were able to unlock at least one Guardian blueprint to upgrade their ship. I'm just starting to get into the lore since being recently bit by the space faring exploration bug. And so trying to strategize on what ship build I should save up for to achieve this.

Seeing the guardian materials area rarer modules and blueprints (than the engineered types?) then these resources are going to be a at least 1,000 LY away at bubble perimeter/outside bubble. So I'm guessing an Asp at minimum for good jump range.

But what load out (besides the mandatory grade 5A FSD, a SRV bay) are needed? i.e.

What minimum grade module equipment is necessary?

will a cheaper 1D v. 5D sensor suite do?
how much cargo bay space is necessary?

And since it's reasonable to assume hostile alien interdiction/attack when scanning:

are 5A weapon upgrades necessary or can 5C modules do?
Are missile modules even necessary or an OP waste of hardpoint storage space?

Basically how much heat can you expect to take once you discover a guardian site/artifact? Is the alien defense system weapons OP v. engineered and/or regular 5A upgrades?
 
The only defences that you have to contend with are the Guardian sentinels. https://elite-dangerous.fandom.com/wiki/Guardian_Sentinel

They are easily defeated using the SRV guns - however they periodically fire missiles which are more damaging. To combat this use a ship which you can land very close to the buildings and have at least one PDT on the top of the ship - the PDT engages the missiles automatically. I use an AspX.

Some people say to take 2 SRVs in case you do get one destroyed - has not happened to me.

My AspX has no weaponry - any interdictions just win the mini-game, any hyperdictions - tough. ;)

Cargo space - well you can fill up with Guardian artefacts if you want but you don't need to - the materials you require are like other materials - they need no cargo space. (The commodities you need to actually unlock the blueprint are just picked up back in the bubble.)

P.S. In case it is not blindingly obvious, don't do this in Open Play just in case someone feels like zapping your parked ship "for LULZ".
 
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Great thanks! Can you also use the ship's weapons/missiles instead of deploying the SRV? Since the ship's hardpoints should be far superior in fire power than your tinfoil SRV can? Because theoretically, that would take out the sentinels or any surface turrets at the site much faster and effectively.

What about wanted/bounty status? Once you trespass and/or fire back defensively to destroy the senintels, are you wanted in that system? Because if you're in a non civilized region of space that lacks space stations/planetary docks then will you attacked/arrested by NPC authorities when you jump back to the nearest civilized system on the bubble fronteir?

Also are Guardian engineered modules better than the engineered modules you get by meeting the Engineers with Horizons?

What did you mean by "tough" where hyperspace interdictions are concerned? As in it sucks to be them as you'll make an easy getaway? Or tough luck you're screwed?

I didn't even know these were possible! Can all NPCs/players do them with high end engineered ships? Or is it a specific subset like only Authority NPC ships, NPC/Player bounty hunters with right load out, and/or criminal NPCs like pirates?
 
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Great thanks! Can you also use the ship's weapons/missiles instead of deploying the SRV? Since the ship's hardpoints should be far superior in fire power than your tinfoil SRV can? Because theoretically, that would take out the sentinels or any surface turrets at the site much faster and effectively.

No. The Sentinels seem to spawn based on your own location, and also after you scan the artifact globe thingy, so you honestly wouldn't have time to run back to your ship, not to mention that you'd have to run the gauntlet through them just to get back to your ship. Easier to take them out in your SRV, moving in and out of cover (at long range they seem to be very, very stupid), and keeping an eye on your radar for any others that may be about to flank you (they often spawn in 2's at the end).
 
I took an Asp out there over xmas- was first time for me also. I had trouble landing near some ruins as a medium ship won't fit. Leave the weapons behind, you won't need them but taking a 2 bay SRV might be sensible if you're after blueprints as there's quite a encounters with sentinels. The additional SRV will give you security.

You likely won't need cargo space as it's probably not worth bringing back relics- they aren't worth much and kill your jump range. I've built up a DBX for my next trip out there-purely a blueprint/material collection mission. The DBX, being smaller than the Asp should be easier to land has just enough room for a 2x SRV bay, AFMU, scoop + size 4 Guardian FSD booster module I built using the single blueprint I got on my previous trip. Also has a 70ly jump range.
 
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Tip: Take a friend with a figther (more fun) he can shot the pylons and sentinals with his weapons (fixed best cause you can´t target them from ship, at least last time i was there). Speeds up the process and its fun.

asp x build https://s.orbis.zone/22he

put a weapon in if you go for ship buleprints

Use a small ship kraith phantom is best multi explorer with around 70ly right now

You could do it in multicrew but as we know multicrew aint multicrew cause no one can command a ship while multicrew is using srv.
 
Why do you need it? (asking for a friend).

SLF Guardian sites are activated by items found at Guardian Beacons (in space). Guardian Beacons are activated using energy weapons. Common failing is turning up in an explorer build and having to go back for a laser.
 
I second using a DBX with PDT, at least one energy weapon fitted and an SRV. The smaller the ship, the easier it is to find parking very close to the Guardian sites. You can actually RAM the Guardian Beacons to activate them but that can potentially damage your ship, an energy weapon is so much easier: zzzzzap! Energized. o7
 
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1) Can you also use the ship's weapons/missiles instead of deploying the SRV? Since the ship's hardpoints should be far superior in fire power than your tinfoil SRV can? Because theoretically, that would take out the sentinels or any surface turrets at the site much faster and effectively.

2) What about wanted/bounty status? Once you trespass and/or fire back defensively to destroy the senintels, are you wanted in that system? Because if you're in a non civilized region of space that lacks space stations/planetary docks then will you attacked/arrested by NPC authorities when you jump back to the nearest civilized system on the bubble fronteir?

3) Also are Guardian engineered modules better than the engineered modules you get by meeting the Engineers with Horizons?

4) What did you mean by "tough" where hyperspace interdictions are concerned? As in it sucks to be them as you'll make an easy getaway? Or tough luck you're screwed?

5) I didn't even know these were possible! Can all NPCs/players do them with high end engineered ships? Or is it a specific subset like only Authority NPC ships, NPC/Player bounty hunters with right load out, and/or criminal NPCs like pirates?

These are all WRT the actual question - the FSD booster blueprint.

1. No (but see the other replies about different places)

2. Not applicable (anarchy systems)

3. Nope, just the FSD booster, the others are specialised use - mainly anti-xeno use

4. If you have Guardian stuff in the hold it might upset the hyperdicting space cabbage - don't know, just a guess.

5. If you mean do NPCs sport Guardian tech - I think the answer is no - I have never heard of any. Players do of course have some, for example many people like the Guardian Fighters 'cos they are flashy. :)
 
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I took an Asp out there over xmas- was first time for me also. I had trouble landing near some ruins as a medium ship won't fit. Leave the weapons behind, you won't need them but taking a 2 bay SRV might be sensible if you're after blueprints as there's quite a encounters with sentinels. The additional SRV will give you security.

You likely won't need cargo space as it's probably not worth bringing back relics- they aren't worth much and kill your jump range. I've built up a DBX for my next trip out there-purely a blueprint/material collection mission. The DBX, being smaller than the Asp should be easier to land has just enough room for a 2x SRV bay, AFMU, scoop + size 4 Guardian FSD booster module I built using the single blueprint I got on my previous trip. Also has a 70ly jump range.

Since weapons aren't crucial, would a multipurpose ship like Cobra Mk3 work? It sounds like this resolves the size landing issue?
 
Since weapons aren't crucial, would a multipurpose ship like Cobra Mk3 work? It sounds like this resolves the size landing issue?

Could work, dunno what the landing footprints like. Seems a bit wide?
As for the Guardian SLF sites, take what you like. Seems to be plenty of room, they're big sites.
 
Since weapons aren't crucial, would a multipurpose ship like Cobra Mk3 work? It sounds like this resolves the size landing issue?

The problem with that is that the Cobra has no utility slot on top, they are both underneath - therefore you can't have its PDT intercept the missiles.

I have found no issues landing an AspX close to the ruins, just lateral thrusters to get a spot.
 
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