The Paladin Carrier is the first hull created in the Advanced Xeno Integrated Systems Project. A brutal flagship able to provide adaptable support and overwhelm enemy forces.
  — In-Game Description 


The Paladin Carrier serves as the bridge between two factions, the Xeno Division and A.X.I.S.. Its design is based upon the former, but appears in the latter's set of blueprints. It has a customizable support field through the use of Field Generators.

As a carrier, this ship can generate a support field that improves the combat effectiveness of other friendly ships, making it the centerpiece of a fleet.

Strategy and Setup


The Paladin Carrier is able to equip A.X.I.S. Ship Squadrons such as the Yellowjacket Drone, which represent a massive power-up from the previous strongest squadron, the Ranger Swarm.

In addition, it has the ability to change support fields. Thus, it can have an Ion Field, Agility Field, or Phase Shifter as long as you have the respective generator equipped, enabling your Paladin Carrier to adapt to different situations. That being said, the Agility Field Generator is used in the vast majority of battles.

It can resist Alien as well as Plasma damage, so you no longer have to worry about the safety of your carrier when fighting Alien Event Targets.


Suppressors are a natural counter to the Paladin Carrier, being able to decimate its squadrons before they can inflict much damage.

The Paladin Carrier is no match for multiple Xeno Division Hulls in direct combat, having less overall damage and durability. Therefore, it should stay out of range of enemy ships for as long as possible. The Harmonic Chase Thruster is highly recommended not only because of its fleet-wide Harmonic Agility buff, but also due to the fact that it vastly improves the Paladin Carrier's mobility.

In order for the Paladin Carrier to be effective, it has to first be equipped with a field generator, which takes at least a week by itself. Then, the A.X.I.S. squadrons take around two weeks, while the ship itself requires one week. In total, a fully operational Paladin Carrier takes around a month to complete, which is a really long time.


Level II
Armor Slots ArmorSlot 1 1 2 2 2
Resistance Slots ResistanceSlot 1 1 1 1 1
Max. Mass 16,280 t 17,050 t 17,830 t 18,600 t 18,600 t
Cargo 4,065,120 t 4,234,500 t 4,403,880 t 4,573,260 t 9,146,520 t
Sector Speed 240 AU/h 240 AU/h 240 AU/h 240 AU/h 390 AU/h
Squadron Mass -5% -15% -30% -50% -50%
Resists 20% Pl 30% Pl 30% Pl 40% Pl 40% Pl
RESEARCH ShipLabResearch
Prerequisites Previous level of Paladin Carrier,
Same level of Valhalla Carrier
Workshop Required IX
Time Time 3d 3h 05m 3d 15h 36m 4d 4h 06m 4d 16h 37m N/A
Mineral Ore MineralOre 104,452,153 208,904,306 271,575,598 417,808,612 N/A
CRAFT Crafting
Time Time 1d 4h 09m 2d 8h 18m 3d 12h 27m 4d 16h 36m N/A
Mineral Ore MineralOre 34,817,384 69,634,769 104,452,153 208,904,306 N/A
Patterns Patterns 40 140 210 280 N/A
Cores Cores 30 80 120 160 N/A
Parts Parts 50 155 235 435 N/A
Armaments Armaments 1,970 4,100 6,300 8,500 N/A


  • The Paladin Carrier is the first of the A.X.I.S. Hulls.
  • The Paladin Carrier was the first carrier to have an interchangeable support field.
  • There is a debate on which side of the Paladin Carrier is the front as both sides could very well be the front. Its flying mechanic is also very strange, adding to the confusion.
  • The Paladin Carrier used to not have resistance to Plasma Damage; it has been added during the September 2017 update.