Star Citizen guide #26: playing as a crew (multicrew, turrets, engineering)
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JakeCook Administrator

Star Citizen’s biggest ships are built to be played together. A well-organized crew is much stronger than the sum of its pilots.
Roles aboard
- Pilot: flies the ship and calls the maneuvers. They set the course.
- Copilot / operator: runs systems, scanners, sometimes missiles.
- Gunners: man the turrets (crewed or remote) to cover blind spots.
- Engineer: manages power, swaps blown fuses, puts out fires and repairs.
- Medic, loader, guard: depending on the mission, someone heals, someone loads cargo, someone defends the entry points.
Turrets
- Sit in the turret seat and power it up. Turrets have their own power and ammo supply.
- Most effective: each gunner covers one zone (above, below, rear) and calls out what they see.
Engineering (since Alpha 4.5)
- Every ship has a power budget split between shields, weapons, thrusters and life support.
- Relay boxes spread around the ship hold fuses. A blown fuse shuts a system down: someone has to go and replace it by hand.
- The engineering terminal shows a 3D view of the ship: component health, doors, hull, atmosphere, and where the failures are.
- Bring a multitool with the repair attachment and spare fuses.
Communication
- Create a party in the mobiGlas: you see each other’s positions and share chat.
- The game has proximity and party voice chat. Many crews also use Discord.
- Keep call-outs short and clear: “missile behind,” “front shields down,” “blown fuse in engineering.”
💡 Beacon tip: register the crew’s imprints at the ship’s medical bed (if it has one): if anyone dies, everyone respawns aboard.
Read next: Medic and rescue · Space combat · Exploration and expeditions
Written for Star Citizen Alpha 4.10.2 (October 2026). The game changes with every patch: if something has moved, tell us in a reply and we’ll update the guide.
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