Skip to content

Mobile:00447523750600

About Star Citizen

Star Citizen Paladin Review: Is It Worth It? Crew, Missiles, Turrets & Best Uses

Star Citizen Paladin Review: Is It Worth It? Crew, Missiles, Turrets & Best Uses

STAR CITIZEN · SHIP ANALYSIS · CURRENT

The Star Citizen Paladin is Anvil Aerospace’s answer to a modern frontline gunship: built to stay on target, soak punishment, and keep threats covered from multiple angles. In official terms, the Anvil Paladin leans into three headline strengths—all-around turret coverage, a heavy missile load, and the kind of durability you bring when the fight is expected to get messy rather than elegant.

So why is everyone searching “Paladin gunship” right now? Because in the current/most recent game environment, players are re-evaluating what “effective multicrew combat” actually looks like: ships that can hold space, protect a group, and still feel rewarding when you don’t have a full org roster online. The Paladin keeps coming up in community discussions as a “frontline anchor” option—something you pick when you want consistent pressure and survivability, not just burst damage.

This guide is built to answer the practical questions behind “Paladin worth it”: whether it’s worth buying (pledge or in-game), how many crew it needs to feel complete, how it compares to staples like the Aegis Redeemer, and what real combat-ready loadout choices look like when you’re trying to win fights—not just admire stats.

Star Citizen Paladin Anvil Paladin Paladin gunship Paladin worth it Paladin crew size Paladin vs Redeemer

1️⃣ Who It’s For

One-sentence verdict: The Star Citizen Paladin is the kind of gunship that turns multicrew “overhead” into direct firepower value—a platform where extra seats aren’t dead weight, because turrets meaningfully expand your damage angles, time-on-target, and threat control. In other words: if you’ve ever felt that bringing friends sometimes reduces efficiency (more coordination, less personal DPS), the Anvil Paladin is designed to flip that equation—Paladin multicrew isn’t “optional,” it’s the point.

You’re the right pilot for the Paladin if… you regularly have 1–3 reliable friends and you like missions where fights last longer than a quick pass: high-intensity PvE, multi-wave combat, convoy protection, or “big target” pressure where sustained coverage wins. The Paladin’s value climbs fast when you can actually man its guns—Paladin crew size becomes a multiplier, not a requirement tax. If your ideal session is “we log in, form up, escort something expensive, and delete threats from any direction,” this is the exact fantasy the ship is built to deliver.

You should probably skip the Paladin if… your priority is Paladin solo play and you want a true do-everything ship—cargo runs, exploration range, living facilities, or a “one hull fits all loops” lifestyle. Even if you can technically fly it alone, the question most players really mean is “is Paladin good for solo?” and the honest answer is: it’s not built to be a solo efficiency king. And if what you love most is agile dogfighting—tight turns, high-speed merges, and out-flying opponents—then a heavier frontline gunship will feel like you’re wearing boots in a ballet class.


2️⃣ What the Paladin Is Really Selling — Design Philosophy & Role

To understand the Paladin role, you have to place it inside Anvil’s broader “military-first” identity. Anvil ships rarely chase comfort, versatility, or flashy gimmicks—they’re usually built around one promise: reliability under pressure. The Star Citizen Paladin follows that exact DNA. It’s a heavy gunship designed to show up to the frontline, hold position longer than you expect, and keep output steady even when the fight becomes chaotic and multi-directional.

Officially, the messaging is clear even if we translate it into practical gameplay language: the Paladin is about durable armor (meaning: you’re expected to stay in the engagement window, not disengage after one mistake), immense firepower (not just peak damage, but repeatable pressure), and handling multiple targets (the moment you stop thinking “I’m dueling one ship” and start thinking “I’m controlling an area,” you’re thinking like the Paladin). The emphasis on missiles + turrets isn’t just marketing—missiles give you reach and threat spikes, while turrets create the constant “you can’t safely approach from anywhere” problem for enemies.

Here’s the core contradiction every gunship Star Citizen player runs into: gunships are powerful, but the gameplay can feel narrow—escort, brawling PvE, big-target pressure—and they often demand crew without always paying that crew back. The Paladin’s pitch (and the reason it’s getting talked about in Paladin escort discussions) is that it tries to make turret value unusually “high-quality.” Community debates tend to circle the same point: if a ship’s turrets actually matter—covering angles you can’t, staying on target during turns, punishing flanks—then multicrew stops feeling like a coordination tax and starts feeling like a direct conversion of extra people into extra results. That’s what the Paladin is selling: a ship that makes the “bring friends” decision feel economically correct in combat, not just socially fun.


3️⃣ Specs & Footprints — Only What Changes the Experience

When players ask about Paladin size or Paladin length, they’re usually not collecting trivia—they’re trying to predict friction: where the ship can comfortably land, how often you’ll fight the hangar game, and how forgiving it is when missiles and ballistics start flying. The Anvil Paladin sits at roughly 53 m long, about 37.5 m wide (beam), and around 13.6 m tall. That footprint matters because a gunship lives and dies by positioning: a wider beam means more exposed surface area when you’re peeking around cover, but it also usually comes with a “planted” feel when you’re committing to a lane. In practice, those dimensions translate into three everyday consequences: landing pad compatibility (where you can reliably park without awkward clipping), how you use terrain/buildings as cover, and how easy you are to hit when enemies focus fire.

Crew is the other spec that actually changes outcomes. The Paladin is built around a 1 pilot + 3 gunners layout—so when you see Paladin crew 1 4 discussions, what people are really debating is the ship’s power curve from “barely staffed” to “fully staffed.”At 1 person, you’re essentially flying the chassis and trying to extract value from a ship whose identity is turret-driven. At 2 people, you finally start to feel the first real jump in lethality because one turret can hold an angle while the pilot manages positioning. At 3–4 people, the Paladin becomes what it’s marketed to be: overlapping arcs, fewer “dead zones,” and the ability to pressure targets even when the ship is turning, drifting, or tanking hits. That’s why “is Paladin good for solo” is a different question than “can I fly it solo?”—the ship is technically operable, but its reason to exist is the staffed coverage.

Finally, a small but important expectation-setting note: as a gunship, the Paladin will likely “read” more like a tank than a duelist—the kind of ship that wins by holding space, not by dancing around opponents. That doesn’t mean you should assume it’s hopelessly sluggish; it means you should expect momentum, commitment, and positioning to matter more than snap turns. We’ll cash that out properly in the real combat section, but the footprint + crew design already hints at the intended feel: frontline presence, not knife-fight agility.


4️⃣ Firepower Breakdown : Turrets, Coverage, Missiles, and Fight Tempo

When people type “Paladin turret”, “quad size 5 turret”, or “Paladin DPS”, they’re usually not asking “how many guns does it have?” They’re asking a more practical question: does the Paladin’s firepower translate into control—the ability to keep damage on targets while the fight shifts, ranges collapse, and enemy ships try to break your angles? That’s exactly where the Star Citizen Paladin separates itself from “big guns on paper” ships: it’s not built around a single forward burst window—it’s built around coverage as a weapon.

Below is how we (as a team) evaluate the Paladin in repeatable combat drills—escort lanes, big-target suppression, and anti-fighter harassment—so you can map the ship’s systems to real outcomes.


4.1 The Main Turret: Why It’s the Paladin’s “Soul” (A True Multiplier)

The Paladin’s identity is its S5-class main turret—commonly discussed as a quad size 5 turret configuration—and the reason it matters is simple: it turns positioning into a damage multiplier instead of a damage limiter.

Most ships “lose” DPS the moment the pilot has to fly defensively—rolling to reduce profile, drifting to maintain distance, or breaking line to avoid eating a full missile follow-up. The Paladin’s main turret design pushes the opposite logic:

  • You don’t need perfect nose-on time to keep output relevant.
  • Turret tracking and viewing angles can maintain sustained pressure even as the hull moves.
  • Against large targets, sustained turret pressure often matters more than spike damage, because big ships don’t “evade”—they absorb. That’s where the Paladin turret concept shines: it’s built to keep applying damage while the engagement remains unstable.

The real value is not “raw DPS.” It’s time-on-target—how many seconds per minute you’re actually landing meaningful hits. In our testing framework, we treat time-on-target as the “truth metric” for gunships:

  • Scenario A (big target suppression): one large/slow target that keeps range and tries to angle shields.
  • Pass condition: can your crew keep consistent pressure without the pilot locking into a straight-line joust?

A turreted S5 package is powerful here because a gunship doesn’t win by being cute—it wins by staying relevant through movement. The Paladin’s main turret makes it easier to run an escort posture: you can fly the ship like a bodyguard (maintain spacing, keep cover between you and threats, rotate to manage incoming) while your gunner keeps the damage “on.”

Why “coverage” is a damage multiplier:

Even if another ship could match a peak DPS number on paper, it may only deliver that DPS in narrow windows (nose-on, ideal range, low disruption). The Paladin delivers a higher percentage of its theoretical output over the whole fight—especially when your crew knows how to rotate the ship to feed turret angles.

Team takeaway you can use: The Paladin’s main turret is valuable because it stabilizes damage across chaos—it keeps your performance closer to “what the ship can do” instead of “what the pilot can line up for 3 seconds.”


4.2 Side Turrets: Coverage and Anti-Harassment (The “Get Off Me” Logic)

Every heavy gunship has a predictable weakness: small targets trying to live in your blind spots—tight orbiters, rear-quarter leeches, and close-range fighters that want to force you into endless turning. This is where the Paladin’s side coverage matters, because the goal isn’t always to kill the fighter instantly—the goal is to break their comfort.

Think of side turrets as a denial tool:

  • When a light ship tries to park on your tail, side turrets can punish the orbit.
  • When an enemy wants to “stick” to you and farm your shield face, side turrets make that position expensive.
  • When you’re escorting something and can’t chase, side turrets let you hold formation while still applying pressure.

Practical scenario (the classic harassment pattern):

A fighter dives in, passes, then tries to settle into your rear quarter so you’re forced to turn your nose—and your escort target loses cover.

  • Without manned turrets: the fighter’s risk is low. They can “test” angles, take potshots, disengage, repeat.
  • With manned turrets: the fighter’s risk changes immediately—not just because of extra DPS, but because of constant threat presence. The Paladin creates a threat ring.

This is the key multicrew difference most players underestimate:

Turrets unmanned vs manned isn’t “a bit less DPS.” It changes the fight from reactive to proactive:

  • Unmanned: you’re always answering the fighter’s choice.
  • Manned: the fighter must respect your zones, choose less optimal lines, disengage earlier, or risk getting tracked the whole time.

In our escort drills, we judge “anti-harass success” by one simple metric you can copy:

  • How often does the enemy get to sit comfortably on a single shield face for more than ~5–7 seconds?

If they can do that repeatedly, your escort posture collapses. If they can’t, you keep control of the lane.

Team takeaway: Side turrets aren’t there to make you feel “more armed.” They’re there to remove safe angles—to make small ships leave.


4.3 Missiles: Not a Bonus — A Tempo Button

A lot of players talk about Paladin missiles like they’re decoration: “nice to have.” In practice, missiles are one of the most important tools a gunship can carry because they let you decide when the fight speeds up.

Missiles do three things especially well for a heavy gunship:

  • 1. Force shield decisions early
  • Even if the target survives, missiles often force defensive movement—breaking their optimal line, burning countermeasures, or forcing a turn that exposes a different shield face.
  • 2. Create a “commit or leave” moment
  • When you apply a missile threat at the right time, smaller ships stop “hovering near you for free.” They either commit to a run (taking more risk) or disengage (giving you space).
  • 3. Close fights cleanly
  • Missiles are excellent for finishing—catching a retreat, punishing a damaged ship trying to run, or deleting the last sliver of survivability so your turrets don’t spend an extra 20 seconds chasing a fading target.

How we use missiles in Paladin fight rhythm (repeatable playbook):

  • Opening: Missile pressure to force early defensive behavior.
  • You’re not “trying to one-shot.” You’re trying to steal initiative.
  • Mid-fight: Missiles as a “turn now” command.
  • If a target is holding a strong angle or sitting in a safe approach lane, missiles force them to break posture, which gives your turrets better tracking time.
  • End: Missiles to prevent the “annoying escape loop.”
  • A good target will try to drag you into a long chase where a heavy gunship loses time. Missiles let you compress the endgame.

Important accuracy note :

You don’t need to hard-write exact missile counts in a guide unless you’re maintaining a patch-locked database. What matters—and what stays true across balancing passes—is that the Paladin carries multiple missile hardpoints capable of salvo pressure. The gameplay implication is stable: you can use missiles to create tempo swings, not just extra damage.


How This All Connects (Why the Paladin Feels Like a Gunship “With a Point”)

Put the three pieces together and you get the Paladin’s real combat identity:

  • Main turret = sustained suppression on big targets and consistent output through movement
  • Side turrets = anti-harassment and threat-ring control vs small ships
  • Missiles = tempo control, forcing errors, forcing exits, finishing cleanly

That’s why the Paladin is discussed as a heavy gunship that makes Paladin multicrew feel worth the effort: you’re not just adding bodies—you’re expanding coverage, reducing blind spots, and controlling fight tempo. And that’s also why Paladin DPS debates often miss the point: the ship’s advantage isn’t only damage—it’s how often it can apply that damage, from how many angles, for how long, while staying alive.


5️⃣ Survivability & “Tankiness”: Shields, Armor, and How to Live Through Focus Fire

The Star Citizen Paladin is marketed first and foremost as a frontline platform—built to keep fighting when other ships would be forced to disengage. When players ask whether the Paladin is “tanky” (Paladin tanky, Paladin survivability, Paladin shields), they’re usually trying to answer a real question: Can it stay in the danger zone long enough for its turret coverage to matter? That’s the ship’s entire promise—durable armor, frontline presence, and the ability to hold space rather than “touch-and-go” every engagement.

But survivability on a gunship is never “just shields.” Shields are only one layer in a stack of factors that decide whether you actually live when the enemy commits:

  • Profile + hit surface area: A bigger hull means you’re easier to tag, especially under sustained fire. That’s why positioning and angles matter more for a gunship than for a small fighter—you can’t rely on pure evasion to delete incoming damage.
  • Control of close-range threats: A gunship doesn’t die only because shields drop; it dies because something small gets comfortable at knife range and starts farming a weak angle while you struggle to shake it. This is where the Paladin’s turret philosophy becomes survival tech: if your turrets can keep pressure on “sticky” targets, you reduce the time they can stay glued to you.
  • Stability under damage: Real survivability also includes “do you lose control when you take hits?”—things like getting forced into awkward movement, losing a wing/attitude control, or drifting into a bad line. You don’t need to hard-quote part durability to understand the principle: the longer you remain controllable under pressure, the more likely you are to escape a focus-fire collapse.

A simple “3-step focus fire” playbook (repeatable, not theory)

When the Paladin gets hard-focused, your goal is not to “out-tank” everyone. Your goal is to convert survivability into time, then convert time into turret pressure + enemy mistakes.

Step 1 — Change the angle so turrets can keep working (don’t just run straight).

If you panic-boost in a clean line, you often reduce your defensive options: enemies settle into a stable chase, and your turret arcs may lose the best angles. Instead, rotate your posture so your gunners can stay on target while you reduce the cleanest incoming line. Think of it as “move the ship to feed the turrets,” not “move the ship to flee.” This is the most consistent way to keep Paladin survivability from being a passive stat—your turrets become an active defensive layer.

Step 2 — Use missiles as a displacement tool, not a kill button.

This is where Paladin missiles (and the broader missile package) are survival-critical. Fire to force breaks in approach, not because you expect a one-tap. The goal is to make attackers dodge, flare, widen, or turn—anything that disrupts their perfect focus-fire rhythm. If two or three enemies are shooting you on a stable line, missiles are one of the fastest ways to inject “movement tax” into their plan and buy you seconds where shields can recover or your turret pressure can start peeling them off.

Step 3 — Split the pressure with your wing/escort (and stop being the only problem on the field).

A gunship dies fastest when it’s the only high-value target. The Paladin is designed to be a frontline piece, which implicitly assumes team play: a wingman pulling one attacker off your tail, a second ship forcing enemies to turn shields, or a partner creating crossfire so you’re not absorbing 100% of the attention. This is why “tanky” isn’t only about Paladin shields—it’s also about whether your formation can redistribute threat. Once you’re not the only focus point, the Paladin’s durability starts to feel “real,” because you’re surviving in the context it was built for: coordinated pressure, overlapping arcs, and shared threat.

Bottom line: the Paladin’s tankiness is most convincing when you treat it like a frontline gunship should be treated: angle for turret uptime, missile to disrupt, and team to spread aggro.


6️⃣ Handling & Control: Is It “Clunky,” and What That Means for You

If you’re searching “Paladin handling”, “Paladin maneuverability”, or even “Paladin top speed,” you’re really trying to predict one thing: Will this ship feel like it’s fighting me while I’m fighting the enemy? With a heavy gunship like the Star Citizen Paladin, the honest answer is that handling is a trade, not a flaw—and the payoff is exactly what the ship is designed to monetize: stability as a firepower platform, and higher multicrew damage uptime because turrets don’t need perfect nose alignment to contribute.

A gunship that turns like a light fighter would be “fun,” but it would also undermine the core value proposition: the Paladin is built to hold a lane, anchor a fight, and keep pressure consistent while your gunners work. That usually means a little less “snap” in exchange for a hull that feels planted and predictable under load.

A practical “feel template” (so you can self-diagnose fit)

1. Turning — the patience cost when you’re aligning

With the Paladin, turning is less about quick corrections and more about committing early. You pay a “patience tax” when you want to point the ship at a specific target right now—especially if you’re used to dogfighters that can instantly re-vector. The upside is that once you’re set, you tend to hold a cleaner line, which helps both survival and turret productivity. In real fights, this changes how you play:

  • You start planning your turns one beat earlier.
  • You avoid over-correcting, because over-correcting is what makes heavy ships feel worse than they are.
  • You rely on turret coverage to keep damage flowing while the hull is doing the slower work of repositioning.

2. Thrust & acceleration — the entry/exit window

A heavy gunship usually doesn’t win by “chasing down” everything. Instead, it wins by choosing when to enter and when to disengage. The Paladin’s thrust profile (regardless of exact numbers in a given balance pass) should be thought of as having clear windows:

  • Entry: You want to enter fights on your terms—arrive with your crew already set, ranges chosen, and angles that feed turret arcs.
  • Exit: You don’t “panic sprint” so much as create separation while still applying pressure—turrets keep working, missiles force turns, and you widen the gap until enemies can’t maintain optimal focus fire.

If you’re a pilot who loves “always-on pursuit,” you might interpret this as a limitation. If you’re a pilot who likes controlled engagements—escort lanes, holding a zone, protecting a target—this feels like the correct tool.

3. Atmosphere / flying in thick air — where the weight shows up

If you include version-specific testing in your series, atmosphere is the natural place to put it because it’s where “heavy ship behavior” becomes obvious. Generally, a ship like the Paladin will feel more committed in atmo: you’ll notice the cost of direction changes, and you’ll want to avoid last-second dives that force you into long recoveries. But here’s the important framing: this isn’t “it’s bad in atmosphere,” it’s the price of being a stable weapons platform. In practical terms, it nudges you toward better habits:

  • Plan approach vectors earlier.
  • Don’t rely on sudden reversals to solve positioning mistakes.
  • Use terrain intelligently (cover, line breaks) rather than trying to out-turn threats.

What this means for your buying decision

The Paladin’s maneuverability is “less duelist, more anchor.” If your fun comes from precision flying and reactive outplay, it may feel heavy. But if your fun comes from winning fights through setup, coverage, and sustained pressure, then the handling trade makes sense: slightly less agility is what allows the Paladin to be a reliable multicrew gunship where extra crew actually increases your effective combat output instead of just adding coordination overhead.


7️⃣ Interior Layout & Daily Experience

The Paladin interior is built around a very “Anvil” idea: short, functional movement loops that get a crew from outside → on-station → resupplied → back in the fight without pretending the ship is a flying apartment. The Paladin layout supports a 4-person combat routine with two crew quarters (2 bunks each), a kitchenette + seating area, and a bathroom—enough for extended ops, but clearly secondary to combat readiness.

The practical flow: “exit → turret seat → resupply → maintenance”

  • Boarding & staging: Your first question is always “how fast can we become combat-ready?” The Paladin’s internal spaces are meant to get you geared and moving without long detours. Storage is modest—there’s a small internal cargo/storage area (listed up to 4 SCU), which is useful for ammo/boxes but not a real cargo loop.
  • Gunner station efficiency: The ship’s daily feel is defined by how quickly gunners can reach their stations and stay oriented. The Paladin’s concept and documentation emphasize turret coverage as the ship’s identity, so your lived experience should be: “I can get to my Paladin gunner seat fast, and I understand my firing arcs without getting lost.”
  • Sightlines & “getting dizzy”: In multicrew gunships, disorientation usually comes from too many ladders/doors and unclear spatial cues. The Paladin’s layout discussions frequently focus on clear deck separation (crew areas vs combat stations), which helps gunners swap seats without feeling like they’re navigating a maze mid-fight.
  • Repair & upkeep: A real daily-driver advantage is easy internal access to components, which shortens “we took damage, now we’re stuck” downtime and supports rapid turnarounds between engagements.

Bottom line: the Paladin is not a mobile base—and it shouldn’t be judged like one. It’s a combat ship with just enough living functionality to keep a 4-crew gunship operational, while keeping the interior loop focused on: get seated, stay lethal, fix what you can, repeat.


8️⃣ Real Gameplay Coverage: Where It Shines, Where It Feels Bad (Task → Why → Best Crew → How to Run It)

8.1 High-Intensity PvE (Big Targets / High-Threat NPCs)

Task: “Boss-style” PvE, heavier NPC waves, missions where targets don’t die in one pass.

Why it’s strong: The Paladin is built for time-on-target, not burst windows. In Paladin PvE, turret uptime matters more than perfect pilot aim—your gunners keep pressure while the pilot manages spacing, shield facing, and survival. Against large targets, the Paladin’s “frontline gunship” identity pays off: you can stay in the engagement longer, keep consistent suppression, and avoid the stop-start rhythm that kills efficiency in longer fights.

Why it can feel weak: If you’re undermanned, you lose the Paladin’s core advantage—coverage. Solo PvE can become “too much hull, not enough applied damage.”

Best crew: 3–4 feels “complete,” 2 is workable with discipline.

How to run it: Don’t chase. Set a lane, keep your gunners fed with angles, and use missiles to force NPCs off their best line. Prioritize targets that threaten your turret uptime (orbiters and close-range harassers) before you tunnel the big ship.


8.2 Escorting Haulers / Fleet Guard (You’re Not the Main DPS—You Enable It)

Task: Protecting a cargo ship, convoy legs, or “someone else’s objective” where survival matters more than kills.

Why it’s strong: The Paladin is a textbook Paladin escort ship: you create a threat ring that makes enemies pay for approaches. Your job isn’t to top the damage chart—it’s to deny safe angles, force attackers to break runs early, and keep your escorted ship from getting “stuck” in a defensive spiral. Turret coverage means you can stay near the asset and still punish threats without constantly peeling away.

Why it can feel weak: Escort can feel unrewarding if your group expects you to “solo carry.” The Paladin shines when teammates capitalize on the space you create.

Best crew: 2–4. With 2, pick one primary turret and fly tighter formation.

How to run it: Fly slightly offset, not directly on top of your hauler—so your turrets have clear arcs. Use missiles as displacement, not a gamble. Call targets to your team: “I’m pinning this fighter—burn it.”


8.3 Clearing Medium Threat Sites (Turret Coverage Reduces “Getting Wrapped”)

Task: Medium combat points, mixed enemy sizes, situations where you’re frequently attacked from multiple directions.

Why it’s strong: The Paladin’s biggest advantage here is not getting outplayed by geometry. Many ships lose efficiency when enemies circle behind and force constant re-alignment; a turret-centric gunship punishes that pattern. You spend less time “trying to face them” and more time maintaining a stable posture while gunners keep damage flowing. This is where players who search Paladin bounty hunting are often coming from: they want a ship that can handle messy fights with fewer perfect pilot inputs.

Why it can feel weak: If your gunners aren’t coordinated, you can waste turret value by shooting different targets and failing to remove threats fast.

Best crew: 2–3 is the sweet spot (pilot + 1–2 gunners).

How to run it: Assign roles: one gunner calls primary, the other watches for flankers. Pilot flies “cover-aware”: slow turns, minimal over-correction, keep arcs open. Use missiles to stop a fighter from “settling” on your tail.


8.4 Low-Intensity Errands / Multirole “Daily Driver” Loops

Task: Light deliveries, casual box runs, small cargo errands, exploration-ish roaming.

Why it’s weak (by design): The Paladin is not built to be your flexible lifestyle ship. Heavy gunships are expensive in attention and logistics, and their value is unlocked primarily in combat—especially Paladin multicrew combat. In low-intensity gameplay, you’re paying the “gunship tax” (bigger hull, more management, less convenience) without cashing in the benefits (turret uptime, survivability, threat control).

Where it still works: If you’re using errands as staging for combat—rearming, moving a squad, setting up an op—then the Paladin’s “enough facilities” interior helps. But it’s not a cargo hauler, not an explorer, and not a mobile base.

Best crew: 1–2 only makes sense here, and even then you’re choosing it for vibe or roleplay.

How to run it: Treat it as a combat platform that’s passing through utility loops, not a ship optimized for them.


8.5 PvP (A Team Firepower Node, Not a Dogfighter)

Task: Small-group PvP, contested areas, defensive fights around objectives.

Why it’s strong: In Paladin PvP, you’re not trying to out-turn opponents—you’re trying to control space. A crewed Paladin becomes a “firepower point” that forces enemy teams to respect approach lanes. If they commit, they’re entering overlapping arcs; if they disengage, you’ve protected the objective by denial alone. The ship becomes even more valuable when paired with faster allies who can chase what you pressure.

Why it can feel weak: If you try to play it like a solo ace ship, you’ll hate it. Skilled opponents will test your blind spots, bait your turns, and try to isolate you.

Best crew: 3–4. PvP is where full staffing matters most.

How to run it: Don’t overextend. Sit near cover and objectives, rotate hull to keep turrets “fed,” and use missiles to force breaks. Call targets and coordinate: your win condition is team focus plus turret denial, not solo hero plays.


8.6 Bounty Hunting (Sustained Pressure, Clean Finishes, Less “Chase Tax”)

Task: Combat bounties where targets try to run, kite, or reset.

Why it’s strong: Done right, Paladin bounty hunting is about compressing time. Turrets keep pressure while the pilot flies the “containment pattern”—maintaining distance and angles that prevent easy disengage. Missiles become your “tempo button” to stop the constant reset loop: force the target to flare, turn, or break a straight line so turrets can keep tagging.

Why it can feel weak: If the target is a pure speedster and you have no wingman, you may spend too much time repositioning rather than applying damage.

Best crew: 2–3 is ideal; add a fast wingman if targets are slippery.

How to run it: Set an interception angle early and avoid getting dragged into long chases. Use missiles when the target is committing to escape, not randomly. If you can’t catch, don’t tunnel—hold space and let your wingman finish the chase.


8.7 “Hold the Line” Objective Defense (Your Best “Gunship Fantasy” Loop)

Task: Defending a location, holding a lane, protecting a stationary or slow-moving objective.

Why it’s strong: This is where the Paladin feels like it was designed with a mission designer standing behind the concept art. Your job is to stay present, punish approaches, and outlast pressure. Turrets shine because enemies can’t just “pick a safe side.” The Paladin’s survivability also becomes practical: you can stay long enough to let reinforcements arrive or let your team complete the objective.

Why it can feel weak: If your team doesn’t play around you, you become a slow “big target” that gets baited away from the thing you’re defending.

Best crew: 3–4.

How to run it: Anchor near cover, keep an exit vector, and communicate threat directions. Use missiles to force attackers to widen their approach. You’re not chasing kills—you’re protecting time and space, and that’s where a frontline gunship earns its keep.


9️⃣ Best Formations & Crew Roles (How to “Bring People” )

If you want the Paladin to feel worth it, you don’t just ask “Paladin 2 crew” or “Paladin 4 crew”—you ask “best crew setup Paladin”: who sits where, what each person is responsible for, and how you avoid the classic multicrew failure mode (everyone shooting different things while the pilot over-turns)? Below are three staffing setups that we’ve found reliably convert crew into results.


9.1 1 Crew (Solo): “Tempo-Managed Gunship”

Goal: Extract value without pretending the ship is a solo DPS monster.

How to maximize solo Paladin:

  • Use missiles as your tempo lever. Your best solo tool is forcing targets to break posture—missiles to make them flare/turn/disengage, then you punish the movement window.
  • Pick targets you can actually finish. Solo Paladin wins against targets that can’t hard-reset the fight endlessly. Avoid pure speedsters unless you’re defending an objective and they have to come to you.
  • Don’t fall in love with the fight. The Paladin’s solo strength is survivability and threat presence, not chase dominance. If you can’t maintain consistent pressure, reset early instead of taking a long, inefficient pursuit.
  • Fly for angles, not for “nose time.” Heavy ships feel worse when you over-correct. Make smoother turns, keep a stable lane, and prioritize staying controllable under pressure.

When solo makes sense: low-risk PvE, holding space, defensive posture, or “I need a tough ship that won’t instantly fold.”

When solo feels bad: aggressive PvP chasing, or any scenario where turret coverage is the win condition.


9.2 2 Crew: “Pilot + Main Turret = Big-Target Killer”

Goal: Unlock the Paladin’s real identity with the minimum viable crew.

Who goes where:

  • Gunner takes the main turret (the ship’s “soul”).
  • Pilot focuses on positioning, survival, and feeding angles.

Why this works (and why it’s the most common community advice):

In most multicrew gunship discussions, the recurring theme is that the “main turret gunner” is the first seat that turns the ship from “big hull” into “real threat.” With only two people, you want the seat that maximizes time-on-target while the pilot does what heavy hulls are best at: holding a stable lane, controlling distance, and keeping the ship alive long enough for the turret to grind.

How to fight big targets with 2 crew:

  • Pilot keeps the target in a predictable arc—don’t joust, don’t spiral wildly.
  • Gunner calls shield face / pressure direction, so the pilot knows whether to widen or tighten the circle.
  • Use missiles as “turn commands”: if the target holds a strong angle, missile pressure forces a defensive adjustment and gives the turret a cleaner tracking window.

Success metric: if your main turret can keep landing hits while you reposition, you’re doing it right. If your gunner keeps losing angle because the pilot is over-turning, you’re wasting the ship.


9.3 4 Crew: “Full Coverage = Control-Zone Playstyle”

Goal: Turn the Paladin into a moving denial bubble—an area where enemies can’t approach safely.

Role assignment (simple and effective):

  • Pilot: spacing + threat management + disengage timing
  • Main turret gunner: primary target pressure (big target / highest threat)
  • Side turret gunner A: anti-fighter harassment + peel
  • Side turret gunner B: secondary target / missile follow-up calls

How “control-zone” Paladin works:

  • You don’t chase. You occupy.
  • Your turrets create overlapping arcs so enemies can’t park on a blind spot for free.
  • You rotate the hull deliberately to keep arcs fed and to stop attackers from settling into a safe orbit.
  • Your missiles become a tempo button for the whole crew: when you want to force a retreat, break a push, or secure a kill, you call the volley and the turrets punish the movement.

The big difference at 4 crew:

It’s not “more DPS.” It’s more certainty. With full coverage, attackers take damage for simply existing in your space, and the enemy team has fewer “safe choices.” That’s why Paladin 4 crew is where the ship’s fantasy becomes real: you’re not a dogfighter—you’re a coordinated firepower node that makes the battlefield smaller for everyone else.

Quick comms rule that prevents wasted fire:

  • The main turret is called Primary.
  • One side turret is called Peel/Flanker.
  • The other side turret either supports primary or denies the second approach lane.

If everyone shoots the same target all the time, you get tunnel vision. If everyone shoots different targets, you never remove threats. This split is the middle path that actually wins fights.


🔟 Cross-Ship Comparison: Paladin vs Redeemer vs Hammerhead (Plus 2 Alternatives)

This chapter isn’t about “who has bigger numbers.” It’s about what problem you’re trying to solve—because gunships in Star Citizen usually fail in one of two ways: either they’re too crew-hungry to feel efficient, or they’re too specialized to justify as a main ship. The Paladin exists specifically to push back on the first problem by leaning hard into turret value and frontline durability.


10.1 Paladin vs Redeemer: Are You Buying a Firepower Platform or Agility + Flexibility?

If your real question is “Paladin vs Redeemer”, what you’re deciding is how you want your firepower to behave.

Redeemer = the “more flexible gunship experience.”

The Redeemer is commonly described (even in official framing) as a gunship covered in turrets and missiles, with a role that can blur toward armored insertion / utility depending on how you fly it. It tends to appeal to players who want gunship output without feeling locked into one combat posture—more willing repositioning, easier corrections, and generally a “gunship that still feels like it can move.”

Paladin = the “turret firepower platform” with harder multicrew payoff.

CIG’s own Paladin Q&A draws a clean contrast: Redeemer’s turret weapon and shield sizes are offset by a significant boost to maneuverability, while the Paladin is positioned to occupy the tankier gunship role. That statement is basically the entire buying decision in one line.

In player-language, this is the difference between:

  • “I want a gunship that feels responsive and easier to pilot aggressively.” (Redeemer)
  • vs
  • “I want a ship where every extra gunner seat converts into undeniable combat value.” (Paladin)

How to decide fast (no spreadsheets):

  • If you often fly with 2 people, and you want the ship to still feel “complete” while moving dynamically → Redeemer usually fits the vibe better.
  • If you regularly fly with 3–4, and you want your group to feel like a moving threat bubble where turret coverage is the entire win condition → Paladin is the more committed choice.
  • If you care about “is Paladin good for solo?” as a primary buying reason, you’re already leaning away from what Paladin is designed to monetize (turret crew efficiency). Community sentiment around the Paladin concept often frames it bluntly as a “brick with guns” that’s intentionally hyper-focused.

Team takeaway: Redeemer rewards the pilot more often; Paladin rewards the crew more consistently.


10.2 Paladin vs Hammerhead: Two Different Escort Philosophies

This isn’t “which is better.” It’s “what are you trying to protect against?” That’s why Paladin vs Hammerhead comparisons are so common.

Hammerhead = anti-fighter / anti-ordnance screen (the fleet bodyguard).

Official RSI copy frames the Hammerhead as a patrol ship with multiple turrets designed to combat fighters, intended to support bigger ships and screen them from small threats. The older Hammerhead Q&A also spells it out: its job is screening larger ships from fighters and small attack craft—overwhelming small targets with multiple turrets.

So if your pain point is:

  • “Our hauler gets swarmed by light fighters,”
  • “Missiles and small craft keep slipping in,”
  • “We need a defensive bubble,”

the Hammerhead is built to be the answer.

Paladin = pressure and suppression across bigger targets and mixed threats.

Paladin’s official positioning emphasizes durable armor + immense firepower, the ability to engage multiple targets, and a combined system of missiles + side turrets plus a moveable turret concept. It reads like a ship intended to stay at the frontline and apply concentrated pressure rather than purely act as a flak screen.

How to decide fast:

  • If you want your escort ship to be a fighter-killer umbrella first → Hammerhead.
  • If you want your escort ship to be a frontline gunship that can pressure bigger threats while still denying angles with turrets → Paladin.

Team takeaway: Hammerhead protects by deleting small threats; Paladin protects by making approaches unsafe while keeping pressure on primary targets.


10.3 Two Same-Tier Alternatives to Consider

You asked for 1–2 extra candidates—here are two that show up constantly when people search “best gunship Star Citizen”, because they solve similar needs in different ways.

Option A: Paladin vs Perseus — “Do You Hunt Big Ships… or Control the Fight?”

The RSI Perseus is marketed around the idea of a heavy gunship that brings enormous turret cannons meant to threaten sub-capital targets

So the decision becomes:

  • If your most common enemy is large / slow / high-value and you want a ship that exists to delete big hulls → Perseus is the more “capital-hunter” flavored pick.
  • If your most common reality is mixed threats, escort pressure, and needing a ship that’s about multi-angle control + survivability rather than “big-gun identity” → Paladin stays more broadly useful as a frontline gunship concept.

A simple rule: Perseus is a hammer; Paladin is a shielded spear-wall.

Option B: Paladin vs Corsair — “Do You Have a Fixed Crew… or Do You Need a Solo-Friendly ‘Combat Explorer’?”

The Drake Corsair isn’t a pure gunship. It’s a multi-role combat/exploration-leaning ship that people choose because it can do more types of sessions without needing perfect crew availability.

So if your decision is actually:

  • “I don’t always have friends online,”
  • “I want one ship that can fight, roam, loot, and still feel okay solo,”

Corsair-style ships tend to feel better as a “main ship” choice.

But if your decision is:

  • “We do have a fixed 2–4 crew and want fights to feel higher impact,”

Paladin will usually give a clearer return because it’s designed to convert crew into combat value rather than split its identity across multiple loops.


A clean decision shortcut

  • Pick Paladin if you have reliable 2–4 crew and you want a tankier turret platform where multicrew is the point.
  • Pick Redeemer if you want a gunship that feels more flexible and pilot-rewarding, especially at 2 crew members.
  • Pick Hammerhead if your main job is fighter screening / fleet defense—the: the anti-small-target umbrella.
  • Pick Perseus if your fantasy is hunting big ships with heavy turret cannons.
  • Pick a multirole alternative (e.g., Corsair/Connie-style) if you don’t have consistent crew and you need “one ship to do more loops” more than you need pure gunship identity.

1️⃣1️⃣ Looks & Paints: How to Give a “Military Tool Ship” Real Identity

The Paladin paint / Paladin livery lineup follows a very “Anvil” naming vibe—short, martial, and purpose-coded—so even without collecting every skin, you can pick a look that communicates how you fly it. For example, Downstream leans into subdued blues and blacks for a lower-visibility, “quiet drop zone” feel, while Carmine adds bold red accents over a gray base for a louder, easier-to-track battlefield profile. If you want the clean “strike craft” contrast, Galahad goes with a bright base and darker highlights that reads like a modern military testbed scheme rather than pirate flair.

Practical rule: dark / low-vis paints (Downstream, Shadowfall-style palettes) are best when you’re playing the Paladin as a frontline escort—you want your silhouette to blend in space and at range, and you don’t want to be the first thing every turret and missile locks onto. High-recognition paints (Carmine-style accents) are best when you want team readability: your wingmen can find you instantly in a messy furball, and your group’s “anchor ship” has a clear visual identity in screenshots, clips, and fleet ops comms.


1️⃣2️⃣ Paladin Pros & Cons

If you’re searching “Paladin pros and cons”, “Paladin is it good”, or “Paladin worth buying,” the useful answer isn’t a score—it’s whether the Paladin’s strengths map to your weekly sessions, and whether you’re willing to pay the costs that come with a dedicated frontline gunship.

✅ Pros — What You Gain (Reliable, Repeatable Benefits)

  • You gain high multicrew firepower ROI (turret value actually pays back).
  • The Paladin’s best “guaranteed return” is that extra seats aren’t cosmetic. With gunners online, you convert crew into real uptime and coverage, meaning more of your potential damage becomes actual damage—especially in messy fights where a pilot can’t stay nose-on 24/7.
  • You gain coverage + suppression that reduces “getting wrapped.”
  • In fights where enemies try to live in your blind spots, turret coverage creates a threat ring. The practical benefit is not just extra DPS, but fewer moments where a small ship can sit comfortably and farm you. This makes escort work and sustained PvE more stable.
  • You gain steadier tempo control against big targets.
  • Against larger ships or high-threat NPCs, the Paladin’s turret pressure plus missiles gives you more consistent fight rhythm: pressure → force movement → punish. You spend less time waiting for perfect alignment windows and more time applying continuous threat.

⚠️ Cons — What You Pay (Certain, Non-Negotiable Costs)

  • You pay a handling / disengage cost.
  • Heavy gunship control means fewer “instant fix” moves. If you misposition, you can’t always brute-force the mistake with agility—your exits need planning (angles, missiles to disrupt, and often a wingman to peel pressure).
  • You pay for specialization: it’s not a great “only ship” choice.
  • The Paladin’s loop is combat presence, escort, and suppression. If you want one hull to cover cargo, exploration, long-range living, or casual errands, you’ll feel like you’re carrying the “gunship tax” when you’re not fighting.
  • You pay an opportunity cost if you don’t have consistent crew.
  • Without reliable friends, you’re buying a ship whose best feature—turret coverage—can be underused. Solo/undermanned Paladin can still function, but you won’t consistently access the value you paid for.

The clean decision takeaway

  • Worth buying if you regularly fly with 2–4 players and your sessions revolve around PvE pressure, escort, and holding space.
  • Not worth buying if you’re primarily solo and need a ship that’s genuinely multi-role as your main daily driver.

1️⃣3️⃣FAQ

Is the Anvil Paladin worth it in Star Citizen?

If you regularly fly with 2–4 players and you want a ship that converts crew into reliable turret pressure + area control, the Paladin is one of the clearest “yes” cases. Its official pitch is a frontline, durable, multi-target gunship built around missiles, side turrets, and a moveable central turret—so the value is in coverage and sustained suppression, not solo flexibility. If you mainly play solo or need one ship to do cargo/exploration/living-life loops, you’ll underuse what you paid for.

Is Paladin good for solo players?

You can fly it solo, but it’s not designed to be a solo-efficiency ship. The Paladin’s identity is turret value—its main remote turret and side turrets are what turn it into a threat ring, and that payoff is heavily crew-dependent. Solo, you should treat it as a durable presence/escort anchor: pick fights you can finish, use missiles to force turns, and disengage early when a faster opponent tries to drag you into long chases. For “solo daily driver” needs, a multirole hull usually feels better.

What is the Paladin crew size (min/max) and best setup?

The Paladin’s practical crew range is 1–4 (pilot + up to three gunners), and the “best setup” depends on what you fight. With 2 crew, put your second player on the main turret first—this unlocks the Paladin’s core value fast. With 3–4, you move from “strong” to “controlling space,” because turret coverage stops small ships from sitting in blind spots and lets you pressure multiple threats at once. If you can’t reliably crew it, you won’t consistently reach its ceiling.

Paladin vs Redeemer: which one should I buy?

Choose Redeemer if you want a gunship that feels more agile/flexible and rewards the pilot experience more often. Choose Paladin if your priority is a harder multicrew payoff—a turret-centric platform where extra seats translate into more coverage and more consistent pressure. CIG’s own Paladin Q&A frames the trade clearly: the Redeemer gains maneuverability while the Paladin leans into durability + firepower posture. In short: Redeemer = flexible gunship feel; Paladin = crew-value firepower platform.

What is the Paladin loanship? (Redeemer)

The official loaner for the Paladin while it’s in development is the Aegis Redeemer. CIG states this directly in the Paladin Q&A. If you want to double-check any concept ship’s current loaner, the most reliable place is the official Loaner Ship Matrix on RSI Support (loaners can change over time).

What are Paladin’s main turrets and how do they work?

The Paladin’s signature weapon is a primary remote turret that can mount four Size 5 guns—often discussed as the “quad S5” centerpiece. What makes it special is the rail system: the turret can move between upper and lower positions, improving visibility and firing opportunities depending on the engagement angle. That design is why the Paladin feels like a “coverage machine” rather than a nose-on burst ship: you’re buying time-on-target and pressure through movement, not just peak DPS in a single window.

Does Paladin have good turret coverage?

Yes—coverage is one of the Paladin’s core selling points. Official copy highlights side turrets + a moveable central turret to hit multiple targets and reduce dead zones, and community/official descriptions repeatedly emphasize “all-round” firing logic. In practical play, the real difference is this: manned coverage changes enemy behavior, because small ships can’t comfortably park in a blind spot for long. Unmanned turrets reduce that threat ring sharply, which is why Paladin scales so hard with crew.

How many missiles does Paladin carry and how to use them efficiently?

Official materials describe the Paladin’s missile suite as six missile racks, and CIG notes the racks use a modular system (so the exact missile count depends on the rack loadout you fit). Use missiles as tempo control, not decoration: (1) open with a volley to force a turn/countermeasures, (2) mid-fight to break a strong approach line, and (3) finish to prevent escapes. Efficient missile play is about forcing movement so your turrets get cleaner tracking time.

What’s the best Paladin loadout for PvE?

For PvE, build around what the Paladin does best: sustained turret pressure and target control. Keep the main turret on a consistent, easy-to-feed setup (reliable repeatable fire), and treat missiles as the “make them move” button—use them to disrupt NPC lines and compress time-to-kill. Because CIG states Paladin weapons are swappable by size and missile racks are modular, you have flexibility—just avoid “all-in burst” builds that require perfect windows. In PvE, uptime beats peak.

Is Paladin good for bounty hunting / ERT-like missions?

It’s strong when bounty hunting means sustained fights and big targets—the Paladin’s turret uptime and survivability posture fit that style well. Where it struggles is the “chase tax”: if your target is a speedster and you’re undermanned, you may spend too much time repositioning rather than applying damage. Best practice: run it 2–4 crew, prioritize keeping turret arcs active, and use missiles to stop targets from escaping in straight lines. If you often hunt slippery fighters solo, a more agile platform may feel better.

What are the biggest weaknesses of Paladin?

Three consistent weaknesses matter most. (1) Handling/disengage cost: it’s a heavy frontline gunship, so mistakes can be harder to “instantly fix” with agility. (2) Narrower utility: it’s a combat tool, not a multirole daily driver with cargo/exploration comfort. (3) Crew dependency: without reliable gunners, you underuse the ship’s best feature—turret coverage and pressure—so your value-per-session drops. If your schedule is mostly solo, this is the biggest practical drawback.

Is Paladin better as escort or frontline brawler?

It can do both, but it naturally excels as an escort/frontline anchor: a ship that makes it safer for teammates to operate by denying approach lanes and sustaining pressure. Official positioning emphasizes durable armor and multi-target capability via turrets + missiles—perfect for escorting haulers or holding an objective while others do the “main DPS” or mission interaction. If you try to play it like a solo duelist brawler, you’ll feel the tradeoffs harder. Use it where presence and coverage win fights.

How to fly Paladin in atmosphere / planetside fights?

Treat planetside like “heavy ship rules”: plan your approach earlier, avoid last-second reversals, and fly to maintain stable turret angles rather than over-turning. Use terrain as line-of-sight tools—peek, pressure with turrets, then break sight to recover. If you get focused, run the 3-step: (1) rotate posture so turrets keep working, (2) missiles to force attackers to widen/turn, (3) call wingmen to split aggro. The Paladin wins planetside by being hard to dislodge, not by out-turning threats.

What paints are available for Paladin?

At a minimum, the official Paladin paint pack includes Galahad, Downstream, and Carmine (sold as a “3 Paint Pack”). Downstream is explicitly described as a subtle blue/black low-visibility livery for discreet approaches. Community/third-party listings and the StarCitizen.tools paint page also reference additional variants (e.g., pack expansions), but for on-site accuracy, anchor your wording to what RSI sells on the pledge store and link from there.

 

Prev post
Next post

Leave a comment

Please note, comments need to be approved before they are published.

Thanks for subscribing!

This email has been registered!

Shop the look

Choose options

Edit option
Back In Stock Notification
Compare
Product SKU Description Collection Availability Product type Other details

Choose options

this is just a warning
Login
Shopping cart
0 items