Star Citizen Asgard Guide: Cargo, Vehicles, Crew, Weapons & Price

Star Citizen Asgard Guide: Cargo, Vehicles, Crew, Weapons & Price

The Anvil Asgard is a combat vehicle lander built around a job few ships its size handle cleanly: carrying a heavy ground vehicle into a contested landing zone, unloading it quickly, and bringing enough forward firepower to help force the approach.

In current Alpha 4.10 data, the Asgard combines a 180 SCU cargo grid, a two-person crew, six forward Size 3 guns under pilot control, a two-gun Size 4 manned turret, and 16 Size 3 missiles. Its defining feature is not the cargo number by itself, however. The same bay is designed to carry a Nova-sized vehicle or one of Anvil's Atlas-chassis vehicles, making the Asgard substantially more useful to ground-vehicle groups than a conventional medium cargo ship.

The limitation is equally important: the Asgard is not a troop-focused Valkyrie replacement, a dedicated freighter, or a heavy gunship disguised as a dropship. It gives up dedicated drop seating and broad defensive turret coverage to concentrate on vehicle deployment, a small crew, and forward-biased firepower.

Asgard Specifications in Alpha 4.10

SpecificationCurrent Alpha 4.10
Manufacturer Anvil Aerospace
Role Combat / Dropship
Crew 2
Cargo 180 SCU
Length 48 m
Width 38 m
Height 12 m
SCM Speed 203 m/s
NAV Speed 1,075 m/s
Shield Generators 4 × Size 2
Power Plants 2 × Size 2
Missiles 16 × Size 3
Standard Pledge Value $350
In-Game Purchase 17,860,500 aUEC at Astro Armada, Area18

Current vehicle specifications and acquisition data above use the version-locked Alpha 4.10.0-LIVE.12519617 record rather than older Asgard data, which has changed across previous builds.

What the Asgard Is Actually Built For

The Asgard makes the most sense when the vehicle is part of the mission rather than incidental cargo.

CIG describes its main difference from the Valkyrie as an extended chassis capable of carrying a single Nova-tank-sized vehicle or an Anvil Atlas-family chassis such as the Ballista, Spartan, or Centurion. That extra vehicle capacity comes at the expense of the Valkyrie's troop accommodations and dedicated drop seats.

That creates a fairly specific operating profile. A small group can fly to a planetary objective with its armored vehicle already aboard, land close enough for a direct deployment, unload through the rear ramp, and continue the mission on the ground. You do not need to move up to a much larger transport simply because the ground element includes a tank-sized vehicle.

For bunker assaults, hostile outposts, ground events, vehicle recovery, or organized combined-arms play, that is the Asgard's strongest reason to exist.

For a group that rarely uses ground vehicles, much of the ship's specialized interior becomes less valuable. You can use the bay for cargo instead, but then you are effectively paying for a combat vehicle lander while using it as a freight ship.

Vehicle Bay and 180 SCU Cargo

The 180 SCU figure and the vehicle bay are not separate capacities.

CIG specifically states that the ship has one 180 SCU cargo grid occupying the same physical area used for vehicle transport. A vehicle therefore consumes usable cargo space rather than sitting in a completely separate garage. Mixed vehicle-and-cargo loads are possible where physical space remains, but loading a large vehicle reduces the amount of cargo that can use the grid.

This is an important ownership distinction.

With no ground vehicle aboard, the Asgard can carry the full 180 SCU and use its large rear access for freight handling. Current Alpha 4.10 data confirms the 180 SCU capacity.

Load a Nova, however, and the mission changes. The ship is now functioning primarily as a vehicle transporter, not as a 180 SCU hauler with a free tank bay attached.

That shared space is not necessarily a weakness. It makes the Asgard adaptable between sessions. A group can use it for armored deployment one night and conventional cargo the next without changing ships. But dedicated cargo owners who primarily care about SCU per trip have better reasons to look at purpose-built freighters.

What Vehicles Fit in the Asgard?

CIG specifically designed the bay around:

Those examples have direct developer support.

Smaller vehicles naturally give the bay more flexibility for additional equipment or cargo, but a vehicle merely fitting through the ramp does not automatically make every possible load practical. Clearance, remaining cargo-grid space, and the ability to unload without rearranging everything still matter.

The Asgard is strongest when the loadout remains simple: one important ground vehicle, supporting equipment where space allows, and a direct path to the ramp.

Weapons and Combat Capability

The Asgard's weapons are deliberately concentrated toward the front.

Current Alpha 4.10 vehicle data shows four individual Size 3 weapon mounts plus a pilot-controlled dual-Size-3 turret, giving the pilot six Size 3 guns in total. The pilot also controls the ship's missile rack. CIG's Asgard Q&A independently describes the six forward-facing Size 3 weapons as pilot-controlled.

The current weapon structure is therefore:

  • 6 × Size 3 forward weapons under pilot control

  • 2 × Size 4 weapons on the manned lower turret

  • 16 × Size 3 missiles

  • Side door-gun positions retained from the Valkyrie-derived layout

Current loadout and missile data come from the version-locked Alpha 4.10 vehicle record, while CIG's Q&A confirms the pilot-control arrangement and retained side door guns.

The lower manned turret is particularly relevant during a landing approach. CIG describes it as capable of rotating through 360 degrees with useful downward firing angles, allowing the second operator to engage targets around or below the ship while the pilot concentrates on positioning.

The missiles give the pilot another way to engage threats, but they do not completely solve the Asgard's directional bias. CIG notes that missile lock is performed from the pilot's view, so the pilot still has to bring the target into an appropriate sight line before firing.

Strong Approach Firepower, Weaker All-Around Coverage

This weapon layout favors an aggressive approach toward a known landing zone.

The pilot can put substantial fire forward without waiting for a full multicrew setup, while a second operator can use the lower turret to cover a wider area and attack ground threats. That is useful for suppressing a destination before the ramp opens.

The compromise appears once enemies move outside that approach geometry.

CIG explicitly contrasted the Asgard with the Valkyrie: the Asgard receives more forward-focused firepower, while the Valkyrie's turret arrangement provides better coverage outside the forward arc.

That makes the Asgard a poor ship to treat like a large fighter. It can hit hard while its nose is pointed at the problem, but agile opponents able to stay away from the forward arc can force the pilot into a much less favorable fight.

Its guns are best understood as tools for getting the transport mission completed, not as evidence that the transport mission should be abandoned in favor of prolonged dogfighting.

Crew: Solo vs Two Players

The current Alpha 4.10 crew figure is two, with two crew stations recorded in current vehicle data. CIG's intended division is similarly straightforward: one pilot plus a second operator who can use the lower turret or handle engineering work.

In practical terms:

One player is workable. Two players are the better operating crew.

Can You Solo the Asgard?

Yes. The Asgard is unusually solo-friendly for a vehicle lander of this size because the pilot retains the six forward Size 3 guns and missile rack rather than surrendering most of the ship's offensive capability to crew stations.

A solo pilot can therefore fly the ship, transport a vehicle, carry cargo, and defend the front arc without another player.

What solo operation does not give you is full ship utilization.

The Size 4 lower turret remains unavailable while you are in the pilot seat, and engineering problems create an additional workload. Loading cargo or positioning vehicles is also entirely your responsibility. In a straightforward transport run this may be acceptable; under fire, every job you must leave the cockpit to perform becomes more consequential.

Solo Asgard ownership makes the most sense for someone who specifically values the large vehicle bay and is willing to accept unused multicrew capability.

If the real goal is simply solo space combat, the Asgard is an unnecessarily large answer.

Two Players Fit the Ship Much Better

With two operators, the ship's intended workflow starts to make sense.

The pilot handles navigation, approach, forward weapons, and missiles. The second player can use the lower Size 4 turret during combat and move to engineering duties when the ship takes meaningful damage.

That does not mean two people can simultaneously fill every conceivable role. If the gunner leaves the turret for repairs, turret coverage disappears. It does mean the ship has a much lower crew burden than many large combat transports while still giving a second player useful work.

For most groups, pilot plus one flexible gunner/engineer is the Asgard's practical sweet spot.

Engineering and Current Alpha 4.10 Ownership

The Asgard is part of the group of ships incorporated into CIG's physicalized engineering rollout. CIG's Engineering Gameplay Guide lists the Asgard among the Alpha 4.8 vehicles at Stage 3 — Fully Enabled, with physicalized components accessible, full item repair enabled, and relays accessible.

That matters more on this ship than the official crew number might suggest.

A two-person crew is sufficient to operate the Asgard, but combat damage can force the second operator to stop shooting and deal with internal systems. A solo pilot has to leave the flight station entirely if hands-on repairs become necessary.

There is also a current Alpha 4.10 issue worth knowing about. RSI's official known-issues page states that Asgard coolers may be more flammable than intended under current engineering behavior. This is a reported bug, not an intended ship characteristic, and may be corrected in a later patch.

That temporary issue should not be treated as a permanent weakness when deciding whether the ship fits a fleet.

Asgard for PvE

The Asgard is at its best in PvE when a mission extends beyond the cockpit.

A bunker or hostile ground objective where your group wants to bring a Nova, Ballista, Spartan, or Centurion plays directly into the ship's design. You gain a substantial vehicle bay, a direct rear loading path, strong pilot-controlled forward weapons, and a gunner turret suited to covering the landing approach.

It can also handle cargo work when no vehicle is required. The 180 SCU grid is large enough to make freight runs meaningful rather than merely using leftover interior space.

The weaker use case is conventional space-combat grinding.

Forward firepower does not erase the handling, target-profile, and mission compromises of a large transport. If your routine consists almost entirely of fighting ships in space and you never use the vehicle bay, a dedicated combat ship will spend less of its design budget on capabilities you ignore.

The Asgard's PvE value rises sharply when ship combat, cargo, and ground operations are parts of the same session.

Asgard for PvP

In organized PvP, the Asgard is more valuable as an objective ship than as a duelist.

Its job is to deliver something important: a ground combat vehicle, supplies, or equipment. Forward guns and missiles can help clear or pressure the approach, while the lower turret can continue engaging threats as the pilot focuses on terrain and landing.

Against coordinated enemy fighters, however, flying without support is risky. The ship's firepower is concentrated forward, and CIG deliberately gave it less comprehensive turret coverage than the Valkyrie.

An escort therefore changes the equation considerably. Fighters can keep hostile ships from freely working the Asgard's weaker arcs while the transport concentrates on reaching the objective.

This is also why raw weapon counts do not make it a replacement for a dedicated gunship. A transport that remains in a turning fight is spending time doing the opposite of what its vehicle bay was designed to accomplish.

Price and Availability

Current Alpha 4.10 vehicle data lists the Asgard at a $350 standard pledge value. A $325 Warbond SKU is also recorded separately and should not be confused with the ship's standard price. Warbond offers are promotional purchase types whose availability can vary.

For players interested primarily in gameplay rather than permanent account ownership, the Asgard is also currently recorded as obtainable in-game:

17,860,500 aUEC — Astro Armada, Area18, ArcCorp.

The available acquisition data does not currently list a rental location or rental price. That should not be interpreted as definitive proof that the ship cannot be rented under any circumstance; the current Wiki acquisition field is effectively unknown rather than a confirmed "no rental" entry.

At its in-game purchase price, earning the Asgard with aUEC remains a meaningful alternative for players who want to evaluate the gameplay before considering permanent ownership.

Asgard vs Valkyrie

The Valkyrie remains the more logical choice when personnel deployment is the mission.

CIG's own comparison is unusually clear: the Asgard sacrifices the Valkyrie's crew accommodation and dedicated drop seats to create the space required for a Nova-sized vehicle, while also shifting more weapon control toward the pilot. The Valkyrie retains stronger turret coverage outside the forward arc.

Choose the Asgard when the ground vehicle is the centerpiece of the deployment.

Choose the Valkyrie when moving troops and maintaining broader defensive coverage matters more than carrying a tank-sized vehicle.

That is a much more useful distinction than simply asking which ship has the larger cargo bay.

Other Alternatives

The Crusader C2 Hercules is the stronger alternative when vehicle hauling and conventional cargo capacity matter more than entering a contested landing zone with a compact combat-focused transport. Its larger scale also means accepting a larger operational footprint.

The A2 Hercules is the more relevant step up for groups wanting heavy vehicle transportation combined with substantially more battlefield-oriented capability. It is a larger and more expensive platform, making it less attractive when all you actually need is one armored vehicle delivered by a small crew.

Neither automatically replaces the Asgard. The appeal of the Anvil ship is that it gives a small team access to heavy ground-vehicle deployment without requiring the logistics of a Hercules-class transport.

Who Should Buy the Asgard?

The Asgard makes the most sense for players who:

  • Regularly use a Nova or Atlas-family ground vehicle.

  • Want a vehicle transporter that can function effectively with one or two players.

  • Value strong pilot-controlled forward weapons rather than relying on a large turret crew.

  • Want the same bay to handle meaningful cargo when a ground vehicle is not required.

  • Play bunker, ground-combat, recovery, or combined-arms content where rapid vehicle deployment has real value.

Its strongest ownership case is not "180 SCU plus guns." It is heavy-vehicle access in a relatively compact, low-crew military transport.

Who Should Skip It?

The Asgard is harder to justify if you:

  • Primarily want a dedicated cargo ship.

  • Rarely use ground vehicles.

  • Need dedicated troop seating.

  • Want a ship specialized for solo space combat.

  • Prefer broad turret coverage over forward-biased weapons.

  • Already operate a larger vehicle transport and do not need the Asgard's smaller footprint or lower crew requirement.

A player who buys it for the guns but ignores the vehicle bay is paying for the wrong part of the ship.

FAQ

Can the Asgard carry a Nova tank?

Yes. CIG specifically designed the Asgard to accommodate a single Nova-tank-sized vehicle.

What vehicles fit in the Asgard?

CIG specifically names a Nova-sized vehicle and Atlas-chassis vehicles including the Ballista, Spartan, and Centurion as intended loads. Smaller vehicles may also fit physically, but the official examples are the safest basis for planning around the bay's intended capacity.

How much cargo does the Asgard carry?

The Asgard has 180 SCU of cargo capacity. The cargo grid occupies the same bay used for vehicles, so carrying a large vehicle reduces the amount of cargo space available rather than leaving a separate 180 SCU hold untouched.

Can you solo the Asgard?

Yes. A solo pilot retains control of six forward Size 3 guns and the missile rack, making the ship functional without a gunner. Solo operation still leaves the lower turret unused and forces the pilot to handle engineering, loading, and other ship tasks alone.

How much does the Asgard cost in Star Citizen?

Current Alpha 4.10 data lists a $350 standard pledge value and an in-game purchase price of 17,860,500 aUEC at Astro Armada in Area18. A $325 Warbond SKU exists separately and should not be confused with the standard pledge price.

Is the Asgard Worth It?

The Asgard is worth considering when heavy ground-vehicle transport is something you actually intend to use.

Its best quality is the combination of a Nova-capable bay and low crew requirement. A solo pilot keeps meaningful offensive control, while adding one player unlocks the lower turret and gives the ship someone who can respond to engineering problems. When no vehicle is needed, the same bay becomes a useful 180 SCU cargo hold.

Its compromises are just as deliberate. There are no dedicated drop seats, cargo and vehicles compete for the same space, its defensive coverage is more forward-biased than the Valkyrie's, and the ship is not a substitute for a dedicated fighter, gunship, or freighter.

For a solo player who simply wants a large armed daily driver, that specialization can become wasted capacity.

For a small group that regularly moves tanks or other heavy ground assets, the Asgard occupies a much more convincing niche: enough ship to deploy serious ground hardware without turning every operation into a Hercules-scale logistics exercise.

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