Star Citizen Starlancer TAC Guide: Crew, Weapons, Cargo & Price

Star Citizen Starlancer TAC Guide: Crew, Weapons, Cargo & Price

The MISC Starlancer TAC is the combat-focused Starlancer: a large patrol and gunship platform that gives up the MAX's freight specialization for heavier weapons, infantry deployment facilities, two Tier 3 medical beds, and a dedicated Mirai Fury hangar. In current Alpha 4.10 data it carries 96 SCU, uses two Size 3 shields, measures 90 × 60 × 20 meters, and reaches 150 m/s SCM speed.

Its best use is not simply "large ship with lots of guns." The TAC works as a mobile base for a small group that wants to combine space combat, ground deployment, medical recovery, vehicle transport, and snub support without changing ships between every activity. Its main limitation follows from the same design: many of its strongest systems require additional players, and fully enabled engineering gives a solo pilot even more to manage when something goes wrong.

Starlancer TAC Specifications in Alpha 4.10

SpecificationCurrent Alpha 4.10
Manufacturer MISC
Role Large patrol ship / gunship
Status Flight Ready
Length 90 m
Width 60 m
Height 20 m
Cargo 96 SCU
Cargo layout Two 48 SCU grids
Crew stations 6
Beds 6 total
Medical 2 × Tier 3 medical beds
Infantry seating 8 jump seats
Dedicated snub space Mirai Fury hangar
SCM speed 150 m/s
NAV speed 960 m/s
Shields 2 × Size 3 Stronghold
Total stock shield HP 144,000
Quantum fuel 8.6 SCU
Current reference MSRP $375
In-game purchase price 13,381,200 aUEC

The current Live-derived vehicle record identifies version 4.10.0-LIVE.12519617 and supplies the present dimensions, cargo capacity, flight speeds, shield total, quantum fuel capacity, and $375 MSRP reference. Its dedicated Crew & Medical summary separately reports 6 crew stations, 6 total beds, and 2 Tier 3 medical beds.

Older Starlancer TAC specification material still circulating online should not be treated as the current flight model. CIG's 2025 specification card, for example, published smaller 83 × 52 × 16 m dimensions and a 115 m/s SCM speed. Current Alpha 4.10 data instead reports 90 × 60 × 20 m, 150 m/s SCM, and 960 m/s NAV.

Crew data requires more care. CIG's 2025 specification card listed a maximum crew of eight, while the top-level Crew field in the current extracted Alpha 4.10 record is malformed as 8-6. This guide does not reinterpret that value as either an 8–6 or 6–8 official crew range.

The same current 4.10 record provides a clearer dedicated Crew & Medical summary with 6 crew stations. That is a current station count, not an official recommended crew range. The 4–6 player range used later in this guide is an editorial practical gameplay estimate, based on how many positions and combat/support functions are useful to staff rather than a published CIG crew recommendation.

What the Starlancer TAC Is Good At

The TAC makes the most sense when one ship needs to support several connected jobs. A group can travel in one vessel, carry a ground vehicle and equipment, deploy infantry, bring a Fury for local fighter support, treat casualties, and still have enough turret firepower to participate meaningfully in larger-ship combat.

That does not make it a specialist in every one of those roles. A dedicated freighter moves more cargo. A fighter is easier to use against agile targets. A dedicated medical ship offers a more focused rescue workflow. The TAC's advantage is operational consolidation: the group can carry those capabilities together.

That is especially useful for organizations or regular groups running mixed sessions. A contract chain involving space combat followed by a bunker or ground objective suits the TAC far better than repeating one narrow money-making loop all evening.

Weapons and Combat Capability

The Starlancer TAC distributes a substantial portion of its firepower among the crew.

Its current configuration includes:

  • Four Size 4 pilot-controlled guns on two cheek mounts

  • Two remote gun positions, each carrying two Size 4 guns

  • Two manned side turrets, each carrying two Size 5 guns

  • 16 Size 3 missiles across four pilot-controlled quad racks

  • 12 Size 2 missiles in two rear remote missile turrets

  • Two Size 1 infantry-operated door guns

  • Two Size 3 shield generators

Current ship data lists M6A laser cannons on the pilot mounts, CF-447 Rhino repeaters on the dual-S4 remote gun positions, CF-557 Galdereen repeaters on the dual-S5 manned turrets, and 28 missiles in total.

CIG's TAC Q&A also establishes the control split: the four bespoke quad Size 3 launchers are pilot-controlled, while the rear remote missile turrets are intended for the copilot. The same Q&A describes the large side turrets as dedicated weapon mounts rather than modular utility stations.

The dual Size 5 side turrets are the defining combat advantage, but they also explain why crew matters so much. A solo pilot does not automatically convert the TAC's complete weapon list into usable forward firepower. Bringing two turret gunners changes the ship much more than adding two passengers to a typical pilot-centric combat ship.

The TAC is also still a large Starlancer chassis. CIG has explicitly described it as slower than purpose-built combat ships, so the answer to small, agile opponents is not to pretend it handles like a heavy fighter. Positioning, turret arcs, supporting fighters, and target selection matter more.

Against larger PvE targets, that combination is much easier to exploit. A crew can keep the ship positioned for its Size 5 batteries while the pilot maintains pressure with the forward guns and missiles. Against coordinated players, losing turret coverage or allowing faster ships to dictate the engagement becomes a much larger liability.

Cargo and Ground Vehicle Capacity

The TAC retains 96 SCU of designated cargo capacity, arranged as two 48 SCU cargo grids in the rear section. Current Alpha 4.10 data confirms both grids, with a maximum container size of 16 SCU on each grid.

This is useful cargo, but it does not make the TAC a freight-first ship.

Its hold is better viewed as mission logistics space: ammunition, equipment, medical supplies, maintenance resources, mission cargo, and whatever a group needs to support a longer operation. A player whose main goal is moving the most SCU per trip has little reason to choose the TAC over the freight-oriented Starlancer MAX, which carries 224 SCU.

Ground vehicles are a different story. CIG stated that the rear ramp is large enough for a Tumbril Storm, and that an Ursa rover can sit between the two cargo grids even when those grids are loaded. That makes the TAC considerably more useful for ground operations than the 96 SCU figure alone suggests.

For a group heading to a hostile surface location, carrying an Ursa while keeping the grids available for supplies is often a more relevant capability than maximizing commodity profit.

The Fury Hangar Is More Than Extra Storage

The dorsal hangar is designed specifically around the Mirai Fury family rather than functioning as an unrestricted general-purpose hangar. CIG also confirmed that a standard Starlancer TAC does not include a Fury; the snub is a separate craft.

That matters when evaluating what the hangar actually adds. A physically small ship fitting through the opening does not automatically make it a sensible operational choice. The Fury is the intended craft, with the dimensions and workflow the space was built around.

The hangar became more useful with Alpha 4.8. CIG included the Starlancer TAC among the initial ships supported by Ship Hangar Services T0, allowing compatible onboard craft or vehicles to be repaired, refueled, and rearmed from a host ship. Required resources such as fuel, RMC, ammunition, missiles, and countermeasures must come from supplies carried aboard the host vessel.

For the TAC, this turns the Fury space from a simple transport feature into a small support node. A group can launch a Fury, recover it, and service it without immediately returning to a station, provided the TAC carries the required resources.

It also makes the 96 SCU hold more strategically useful: some of that capacity can support the ships and vehicles operating around the TAC instead of being treated purely as saleable freight.

Medical Bay and Respawning

The Starlancer TAC has two Tier 3 medical beds. Under current medical mechanics, Tier 3 beds can fully treat minor injuries and stabilize more serious injuries, but they do not replace higher-tier facilities for complete treatment of moderate or severe trauma.

Tier 3 beds can also serve as regeneration locations. The current regeneration range for a T3 bed is 50,000 meters, or 50 km, and regeneration depends on available MedGel. A bed without sufficient MedGel may be unable to perform regeneration.

This makes the TAC particularly useful during ground missions. A player killed near the ship can potentially return much closer to the operation than if the group's regeneration point were back at a station. Injured players also have immediate access to basic treatment after returning aboard.

The limitation is just as relevant: two T3 beds do not turn the TAC into a top-tier medical vessel. For serious medical gameplay, higher-tier facilities remain preferable.

Infantry Deployment and Ground Operations

The central deployment area contains eight jump seats, individual weapon storage, two side deployment exits, and two Size 1 door guns.

These features make more sense as a combined system than as separate checklist items. The TAC can arrive with a squad already equipped, put players out from the side exits without routing everyone through the rear vehicle bay, support them with door guns during deployment, and provide medical facilities when they return.

Add a ground vehicle in the rear hold and a Fury above, and the TAC can support three layers of the same operation:

ship → snub → ground team

That is one of its clearest advantages over large combat ships that provide more raw firepower but less support for what happens after the crew lands.

Can You Solo the Starlancer TAC?

Yes, you can fly and use the Starlancer TAC solo, but solo play leaves too much of its defining combat package unused for it to be an efficient solo gunship.

The pilot retains four Size 4 guns and the pilot-controlled Size 3 missile racks, so the ship is not defenseless without a crew. You can also use the cargo hold, transport a vehicle, travel, use the medical facilities, and operate it as a large personal base.

What you cannot do alone is simultaneously make full use of its manned Size 5 batteries, additional turret coverage, copilot functions, Fury, and damage-control workload.

An editorial practical range of roughly 4–6 players is a more useful planning target for the ship's intended multi-crew gameplay:

  • One pilot

  • Two Size 5 turret gunners

  • One additional player covering copilot, missiles, or support duties

  • One or two extra players for remote weapons, engineering, the Fury, or mission-specific roles

This 4–6 figure is not an official recommended crew range. Current Alpha 4.10 data verifies six crew stations, while the top-level extracted Crew value is malformed as 8-6. The practical range above is an editorial estimate of how many players can make meaningful use of the TAC's major combat and support positions.

Engineering also raises the cost of running a ship this large alone. In CIG's Alpha 4.8 Engineering implementation table, the Starlancer TAC was listed at Stage 3 — Fully Enabled. At that stage, all physicalized components and relays are accessible and full item repair is enabled through the supported physical and ship interfaces.

That Stage 3 classification comes from the Alpha 4.8 implementation rollout rather than being a newly introduced Alpha 4.10 label. Its practical consequence remains relevant in current operation: when the ship takes meaningful damage, someone may need to leave a combat position to diagnose, repair, replace, or reroute equipment.

During quiet travel, that does not prevent solo operation. During combat, however, leaving the pilot seat to deal with an internal failure is a much larger problem. A crew member dedicated to keeping the ship functional becomes increasingly valuable as damage accumulates.

So the solo question depends on why you want the TAC. For transporting a rover and running mixed missions at your own pace, solo use is viable. If you are buying it specifically for the full gunship experience, most of what separates the TAC from simpler ships assumes other players are aboard.

PvE, PvP, and Practical Mission Use

PvE

PvE is where the TAC's multi-role layout is easiest to justify.

Larger NPC targets give the side turrets more practical firing opportunities, and the ship can continue directly into surface content afterward. A group can run combat contracts, transport a rover to a bunker or ground objective, recover aboard, heal, and move to the next location without reorganizing the entire fleet.

The operating cost is crew coordination. Four or five players concentrated aboard one TAC need to produce more value than those same players spread across several independent ships.

PvP

In PvP, the TAC is more dependent on teamwork.

A crewed ship can put meaningful fire through multiple arcs and carry a Fury to extend its local fighter presence. But the large chassis cannot simply chase down every opponent, and a fast hostile that stays away from the strongest turret arcs can reduce the value of the heavy guns.

The Fury helps, but it also requires another player if the TAC itself is already being crewed. The snub is therefore an additional capability, not free combat power.

Ground and Combined-Arms Missions

This is arguably the TAC's strongest niche.

Eight jump seats, two T3 medbeds, door guns, vehicle space, a dedicated Fury hangar, and 96 SCU of logistical cargo all contribute to the same mission rather than competing for space in unrelated parts of the design.

If your group routinely mixes ship combat with bunker, distribution-center, FPS, or vehicle gameplay, the TAC's compromises are easier to justify than they are for a player who stays in space almost exclusively.

Starlancer TAC Price and Availability

Current Alpha 4.10 vehicle data carries an MSRP reference of $375. This should not be confused with continuous Pledge Store availability. CIG's most recent dedicated TAC promotion states that the promotion has ended and that the ship may return during future events.

That means $375 is the current standard reference/MSRP in the vehicle data, not a claim that a $375 standalone TAC is available for purchase every day.

For players buying entirely in-game, the situation is simpler. Current Alpha 4.10 shop records list the Starlancer TAC for 13,381,200 aUEC at:

  • New Deal — Teasa Spaceport, Lorville

  • Astro Armada — Area18

Both current listings report the same price.

That in-game option makes it possible to evaluate the TAC's crew demands and workflow without treating a pledge decision as the only way to access the ship.

Who Should Buy the Starlancer TAC?

The TAC makes the most sense for players who regularly have a small recurring group and want one large ship to anchor several activities. It is particularly well matched to groups that combine space combat with ground missions and actually intend to use the medical bay, rover capacity, Fury hangar, and infantry facilities.

It is also a strong fit when persistence matters more than specialization. Being able to carry supplies, a ground vehicle, a snub, medical beds, and a substantial weapons package lets a crew stay operational without returning to a station after every change of activity.

Who Should Skip It?

Solo combat-focused players should be cautious. You can fly the TAC alone, but several of the features that justify its size and cost are controlled away from the pilot seat.

Dedicated haulers should also look elsewhere. 96 SCU is useful support capacity, not a compelling reason to choose a ship this large for freight. The Starlancer MAX's 224 SCU capacity is the more logical choice when cargo income is the priority.

The TAC is also unnecessary if you do not expect to use its Fury hangar, infantry facilities, or medical support. Paying the operating and crew overhead of a large multi-role platform makes less sense when only one part of that platform interests you.

Starlancer TAC Alternatives

Starlancer MAX

Choose the Starlancer MAX when cargo is the primary job. Its 224 SCU capacity is far more useful for hauling, while the TAC's internal space is deliberately sacrificed for combat and support facilities.

Constellation Taurus

The Constellation Taurus is worth considering when you want cargo and useful pilot-accessible combat without committing as heavily to troop deployment, a dedicated snub hangar, or the TAC's larger multi-crew workflow.

Anvil Paladin

A combat-focused crew that cares more about concentrated gunship work than vehicles, cargo, medical support, and infantry deployment may find a dedicated combat platform such as the Paladin more appropriate.

These are different priorities rather than direct one-for-one replacements. The TAC's reason to exist is the combination of those roles in one hull.

Is the Starlancer TAC Worth It?

The Starlancer TAC is worth considering for a regular multi-player crew that actually needs a mobile combined-arms base. Its value comes from how the systems work together: heavy crewed weapons for the approach, a Fury for local support, a rover and infantry bay for surface operations, two T3 beds for recovery, and enough cargo to keep the group supplied.

Its main weakness is that this flexibility is not free. The pilot alone cannot exploit the complete weapons package, the Fury needs another operator, and fully enabled engineering gives a large ship more systems that may require attention when damaged. A player looking for a straightforward solo combat ship will spend much of the TAC's potential carrying empty seats.

For an editorial practical crew of roughly four to six coordinated players, the picture is different. The TAC gives those players distinct jobs while keeping them aboard the same operational platform. That makes it far more convincing as a group patrol, assault-support, and combined-arms ship than as either a pure freighter or an oversized solo gunship.

For a more ownership-focused evaluation, including the practical arguments for and against keeping the ship long term, see the MISC Starlancer TAC Review.

FAQ

How much does the Starlancer TAC cost in-game?

The current Alpha 4.10 purchase price is 13,381,200 aUEC. It is listed at New Deal in Lorville and Astro Armada in Area18.

Does the Starlancer TAC come with a Mirai Fury?

No. The dorsal hangar is specifically designed around the Mirai Fury, but CIG confirmed that a Fury is not included with the standard TAC. The snub must be acquired separately.

Can you respawn in the Starlancer TAC?

Yes, under current medical mechanics. Its two Tier 3 medical beds can be used for regeneration, with a current T3 regeneration range of 50 km, provided the required medical resources and regeneration setup are available.

What is the best crew size for the Starlancer TAC?

An editorial practical range of roughly 4–6 players makes good use of the ship: a pilot, two Size 5 turret gunners, and one or more players covering copilot, remote weapons, engineering, the Fury, or mission duties.

This is not an official recommended crew range. Current Alpha 4.10 data lists 6 crew stations, while its separate top-level Crew field is malformed as 8-6, so this guide does not reinterpret that field into a formal current crew range.

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