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Sunrider Wiki
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Paladin
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Paladin
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==Weapons== The Paladin is equipped with powerful anti-ship cannons, assault weapons and missiles, excelling at mid to close range battle. ===Kinetic=== [[File:button_kinetic.png|left|60px]] The most powerful and main weapon of the Paladin, is as powerful as the [[Sunrider (ship)|Sunrider]]'s Saviors, and while not as accurate as them, it gives the Paladin very high anti-ship capabilities. It also starts being less expensive EN wise, allowing for more powerful follow-up attacks to be made. * damage: 400 x 1 * energy cost: 60 EN * base [[accuracy]]: 70 ===Assault=== [[File:button_assault.png|left|60px]] While as powerful and slightly more precise than the [[Black Jack]]'s Assault weapons, they are twice as expensive per shot energy-wise. This weapon is used during counterattacks, with only 10 shots (versus the 20 of the Black Jack). Combined with its lack of melee attacks, the Paladin is less comfortable in close quarters combat than Ryders like the [[Phoenix]], though this weapon's low EN cost can somewhat offset this shortcoming. * damage: 14 x 10 * energy cost: 30 EN * base accuracy: 70 ===Missiles=== [[File:button_missile.png|left|60px]] Missile banks are a fearsome long range weapon useful in dealing good reliable damage even against distant enemy units. It launches only five missiles per salvo compared to the Sunrider and Black Jack's ten, but each missile does more damage (80 to the Black Jack's 40); it is thus more effective against armor, though not as good for saturating enemy flak. The Paladin also has twice as much base missile storage. * damage: 80 x 5 * energy cost: 20 EN * base accuracy: 70 ===Sentinel=== A new ability in ''Liberation Day'', this lets the Paladin use its superior armor to the benefit of the overall fleet. It makes enemies much more likely to target the Paladin, and adds 400% + 60 armor. * energy cost: 60 EN
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