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Why Players Choose LTI Hangar
Fast ship delivery, real support, and a clear RSI gifting process — built for Star Citizen players who want a smoother buying experience.
Average 20–30 minute delivery
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A team formed by gamers with over ten years of experience.
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Orders can be tracked in real time.
Frequently Asked Questions
How long does delivery usually take?
- Star Citizen ship,ccu,paints,items orders are usually delivered within 20–30 minutes. In rare cases, delivery may take up to 12 hours due to order volume, RSI gifting limits, account status, or manual verification requirements.
- In most cases, we do not allow ship deliveries to exceed 12 hours unless there is an exceptional issue such as RSI system limitations, account restrictions, or required customer verification.
Is my ship order protected?
- Yes. Security and reliability are our top priorities. All ships sold by LTI Hangar come from our own inventory, with no external sellers or unknown third-party suppliers involved.
- Each ship order is handled with clear delivery records, allowing the delivery process to be reviewed and traced if support is ever needed. We also provide lifetime after-sale protection for eligible delivery-related issues.
- This level of own-stock control, traceable delivery, and after-sale protection is not commonly offered by many third-party marketplaces, which is why many customers choose LTI Hangar for safer Star Citizen ship purchases.
What Is Lifetime After-Sale Protection?Why Can’t Other Marketplaces Offer This Level of Protection?
- In the extremely rare event that an issue occurs with an item during delivery or at any time after delivery has been completed, we will conduct an investigation. If it is determined that the issue was caused by our fault, we will provide either a replacement or a refund.
- To help us review the case accurately, you may be required to assist us by providing relevant evidence, such as RSI Hangar screenshots, order details, and RSI Hangar Log records.
- The RSI Hangar Log can help track the status and history of each ship, including whether the item was claimed, exchanged, melted, transferred, or otherwise changed after delivery. We will review the evidence you provide to determine the cause of the issue.
- This level of protection is not commonly offered by many third-party marketplaces because they often rely on external sellers or mixed inventory sources. At LTI Hangar, all ships come from our own inventory, and each order has clear delivery records, allowing us to provide safer and more reliable support.
Can I request a refund after claiming the ship,ccu,paints,items?
- Once the RSI gift has been claimed, the ship,ccu,paints,items becomes bound to the receiving RSI account. Due to the limitations of the Star Citizen gifting system, a claimed ship normally cannot be gifted again, returned, reversed, or re-delivered. For this reason, claimed items are normally not eligible for cancellation or refund.
- A correction, replacement, or refund may only be provided if we confirm that the issue was caused by our side, such as a wrong item being sent, an order delivery error, or another verified delivery issue caused by us.
- Before claiming the RSI gift, please make sure you are logged into the correct RSI account. Once the gift is claimed to the wrong account, it normally cannot be moved to another account.
What happens if the wrong ship,ccu,paints,items is delivered?
If we confirm that the wrong item was delivered due to our error, we will review the case and provide a correction, replacement, or refund where applicable. Please contact us with your order number, checkout email, and clear screenshots of your RSI Hangar.
Why are the names of the Star Citizen ships I received different?
Standalone CCU'ed is a complete ship or vehicle. It is not an upgrade! CCU'ed simply means that it was created by upgrading a smaller ship or vehicle to the one you are buying. Please also note that in the gift email, only the ship that was used as the base for upgrading will be named. Please don't worry, the actual ship you will see in your hangar will be the one you've ordered.
For example, this is how a CCU'ed Polaris looks like in hangar on RSI website.


HOW IT WORKS
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Crusader Ares Ion Standalone Ship Gameplay Guide
The Crusader Ares Ion is a single-seat heavy fighter built for Star Citizen players who want concentrated energy firepower against gunships, large ships, and capital-class targets. Manufactured by Crusader Industries and centered around a purpose-built Behring Size 7 laser cannon, the Ion is not a traditional dogfighter or general-purpose combat ship. It is a specialized large-target hunter designed to deliver powerful, accurate energy fire from a fighter-sized platform.
Unlike ships such as the Vanguard Warden or F8C Lightning, the Ares Ion is not built around several conventional fighter weapons. Its identity comes from one bespoke SF7E Size 7 laser cannon, a substantial missile loadout, single-pilot operation, and a combat profile focused on larger targets. The result is a heavy fighter that trades broad weapon flexibility for a much more specialized main gun.
Current gameplay reference data lists the Ares Ion as Flight Ready, with a single pilot, no dedicated cargo capacity, a hardware-locked Size 7 SF7E laser cannon, twenty Size 3 missiles in its current missile configuration, and two Size 2 shield generators.
Build Your Crusader Combat Fleet with the Ares Ion
The Ares Ion remains one of the more distinctive Crusader combat ships for players who want a dedicated heavy energy fighter. If you are looking to acquire this Crusader heavy fighter, you can explore our available options in the Star Citizen Ships and Vehicles Collection.
Ares Ion Key Specifications
Built around one unusually large energy weapon, the Ares Ion combines heavy forward firepower with a simple single-seat combat layout.
| Specification | Crusader Ares Ion | Gameplay Meaning |
|---|---|---|
| Manufacturer | Crusader Industries | Combines Crusader styling with a highly specialized military combat role. |
| Role | Heavy Fighter / Anti-Large-Ship Fighter | Designed to pressure gunships, large ships, and capital-class targets. |
| Status | Flight Ready | The Ares series has been available in the live game since Alpha 3.15.1. |
| Crew | 1 pilot | Fully operated by one player without a turret gunner or co-pilot. |
| Cargo Capacity | 0 SCU dedicated cargo | Not designed for hauling, trading, or delivery gameplay. |
| Primary Weapon | 1 bespoke Size 7 SF7E laser cannon | Gives the Ion its signature heavy energy-fire role. |
| Missile Loadout | 20 Size 3 missiles current reference | Provides secondary pressure against targets that do not justify repeated cannon fire. |
| Shield Reference | 2 Size 2 shield generators current reference | Gives the Ion useful fighter-level protection while engaging heavier targets. |
| Core Gameplay | Large-target pressure, shield damage, fleet support | Best used against targets large enough for the S7 cannon to work effectively. |
Note: Star Citizen ship specifications, weapons, shields, missile loadouts, handling, and combat balance may change during future patches. Exact component and weapon values should be treated as current gameplay-reference information rather than permanent final numbers.
What Makes the Ares Ion Valuable?
The Ares Ion is valuable because it gives one pilot access to a weapon size normally associated with much larger combat platforms. Instead of using several medium weapons to create damage through volume, the Ion concentrates most of its offensive identity into a single Size 7 energy cannon.
Its main appeal is the SF7E laser cannon. The weapon was designed specifically for the Ares platform and is intended for long-range engagement against large spacecraft. This gives the Ion a clear role when fighting gunships, heavy ships, and capital targets where a large projectile and concentrated energy damage are more useful than light-fighter weapon volume.
The Ion also avoids one of the main limitations of the Ares Inferno: ballistic ammunition management. Its main weapon is energy-based, allowing the pilot to keep fighting without carrying a finite supply of ballistic rounds. That does not mean the Ion can fire without limits, because weapon power, regeneration, positioning, and current balance still matter, but it gives the ship a different combat rhythm from its ballistic sibling.
Heavy Fighter Combat Gameplay Role
The Ares Ion’s main role is large-target combat. It was designed to attack gunships and capital-class spacecraft as part of a larger combat force, using the SF7E cannon to apply concentrated energy pressure while allied ships handle other threats.
Official Ares material describes the Ion as a ship intended to lead attacks against capital ships and heavily armed flotillas. Its cannon is specifically associated with damaging or disabling the shields of large enemy vessels before supporting ships continue the attack.
| Gameplay Use | Why the Ares Ion Fits |
|---|---|
| Large-ship combat | The Size 7 laser cannon is designed around larger, more durable targets. |
| Gunship hunting | Heavy energy shots are more meaningful against large targets than light-fighter weapon pressure. |
| Fleet support | Can focus on shields and large targets while allied fighters handle escorts. |
| PvE bounty combat | Works best when bounty targets are large enough to keep the cannon consistently on target. |
| Solo heavy-fighter gameplay | One pilot controls the entire ship and all major weapons. |
| Capital battle support | Gives fleets another source of concentrated energy pressure without requiring another multi-crew ship. |
The Ion should not be treated like a larger Gladius or Hornet. Those fighters are designed around maneuverability and conventional fighter engagements. The Ion is a specialized heavy fighter that becomes more useful as target size increases.
Size 7 Laser Cannon Power
The Ares Ion’s defining feature is its bespoke Behring SF7E Size 7 laser cannon. The weapon is integrated directly into the ship and cannot simply be removed and replaced with a normal Size 7 weapon.
Official Ares material describes the SF7E as a laser cannon built for long-range engagement against large and capital-class spacecraft. Its purpose is to deliver accurate, powerful energy hits against heavily defended targets, especially shields.
This makes target selection important. Against a large ship, the Ion has room to line up its cannon and repeatedly attack a meaningful section of the target. Against a small fighter moving rapidly across the pilot’s view, the same specialized weapon becomes more difficult to use efficiently.
The Ares Ion is built around one very large energy weapon, so its effectiveness depends as much on choosing the right target as it does on raw firepower.
The cannon also defines the ship’s limitations. Because so much of the Ion’s combat value comes from one weapon, missing shots or losing the firing angle has a greater impact than it would on a fighter equipped with several independent guns.
Missile and Secondary Combat Utility
The Ares Ion is not limited to its laser cannon. Current reference data lists the ship with three missile racks capable of carrying a total of twenty Size 3 missiles.
These missiles give the pilot useful secondary options when the main cannon is not the best tool for the situation. They can add pressure during an approach, force defensive reactions, help against smaller targets, or supplement cannon damage during a larger engagement.
Missiles do not turn the Ion into a dedicated missile boat. Its main identity remains the Size 7 laser cannon. Ships such as the Eclipse or Vanguard Harbinger are better suited to players specifically looking for torpedo-focused strike gameplay.
The Ion’s missile package works best as support for the cannon rather than a replacement for it.
Defensive and Long-Range Combat Support
The Ares Ion was designed as a combat fighter rather than a general-purpose ship. Current reference data lists two Size 2 shield generators, along with multiple coolers and power plants supporting its energy-intensive combat systems.
That additional systems capacity matters because the Ion depends heavily on its energy weapon and defensive systems during extended engagements. Pilots need to think about weapon power, shields, positioning, and when to disengage instead of relying only on the size of the cannon.
The Ares does not have a walkable interior, bed, bathroom, medical facility, or cargo hold. Official Q&A describes it as a single-seat fighter with no interior. Its long-range identity comes from its engagement role and weapon reach rather than from expedition-style living facilities.
The Ares Ion can operate as a serious heavy combat fighter, but it is not designed to replace a Vanguard, exploration ship, cargo ship, or mobile base.
This makes the Ion highly focused. Nearly everything about the ship exists to support combat.
Solo Gameplay
The Ares Ion is a true single-seat combat ship. The pilot controls flight, the Size 7 laser cannon, missiles, defensive systems, and target selection without depending on another player.
That makes it much easier to operate than multi-crew ships such as the Hammerhead, Perseus, or Polaris, but the pilot also has to manage every combat decision alone.
A practical Ion engagement usually starts with target selection. The pilot should first identify whether the target is large enough to justify the ship’s specialized weapon. From there, the goal is to maintain a clean firing angle, stay outside unnecessary close-range pressure, use missiles when useful, and avoid being pulled into turning fights against smaller fighters.
Against a large ship, the Ion can concentrate on repeated heavy energy hits. Against a group of light fighters, the pilot may be forced to spend more time repositioning than actually firing.
| Pilot Responsibility | Purpose |
|---|---|
| Target Selection | Prioritize ships large enough for the S7 cannon to work efficiently. |
| Positioning | Maintain enough distance and angle to keep the target in front of the ship. |
| Weapon Management | Balance cannon use with current energy and regeneration behavior. |
| Missile Use | Apply secondary pressure or respond to targets that are harder to engage with the cannon. |
| Shield Management | Protect the ship while maintaining enough offensive pressure to stay useful. |
| Disengagement | Leave poor fights instead of being trapped in close dogfighting. |
| Fleet Coordination | Allow allied fighters to deal with agile threats while the Ion focuses on larger ships. |
This simple one-pilot layout is one of the Ion’s strongest advantages. It delivers a very specialized heavy-weapon experience without requiring a multi-crew group.
Explore Ares Ion Upgrade Paths
If you prefer to build toward the Ares Ion from an existing ship, you can view our Star Citizen Ares Ion CCU Upgrades and plan a more flexible Crusader heavy-fighter upgrade path over time.
Ares Ion vs Other Star Citizen Ships
When choosing a heavy fighter or anti-large-ship platform, the most important question is whether you want sustained cannon pressure, torpedo strikes, traditional fighter weaponry, or a more flexible long-range combat ship.
| Ship Fleet Option | Primary Core Role | Compared with Ares Ion |
|---|---|---|
| Ares Inferno | Ballistic Heavy Fighter | Uses a Size 7 ballistic Gatling instead of the Ion’s laser cannon. Better for sustained ballistic pressure; Ion avoids main-gun ammunition limits. |
| Vanguard Warden | Long-Range Heavy Fighter | More flexible and better suited to broader heavy-fighter gameplay. The Ion is more specialized around one very large weapon. |
| Eclipse | Stealth Torpedo Bomber | Uses stealth and Size 9 torpedoes for burst strikes. The Ion stays in the fight and applies repeated cannon pressure. |
| Vanguard Harbinger | Heavy Fighter / Torpedo Bomber | Offers torpedo pressure and Vanguard utility. The Ion offers a larger dedicated energy cannon. |
| F8C Lightning | Elite Heavy Fighter | More conventional and flexible fighter weapon layout. The Ion is more specialized against larger ships. |
| Mirai Guardian | Solo Heavy Fighter | Better general-purpose heavy-fighter flexibility. The Ion has the more extreme anti-large-ship weapon identity. Supports QI models. |
| Scorpius | Heavy Fighter | Stronger traditional fighter profile and multi-weapon combat. The Ion focuses more heavily on large-target cannon pressure. Supports Antares models. |
Ares Ion vs Ares Inferno
The Ares Inferno is the closest comparison because both ships share the same basic platform. The main difference is the weapon. The Ion uses a bespoke Size 7 laser cannon, while the Inferno uses a bespoke Size 7 ballistic Gatling.
The Ion is better for players who want energy-weapon gameplay, heavy individual shots, and no ballistic ammunition limit on the main gun. The Inferno is better for players who prefer sustained ballistic fire and a more aggressive Gatling-style attack profile.
If you want the energy-cannon version of the Ares, choose the Ion. If you want the ballistic Gatling version, choose the Inferno.
Ares Ion vs Vanguard Warden
The Vanguard Warden is a broader heavy fighter. It offers a more conventional weapon layout, a multi-crew option, interior space, and a platform designed around long-range fighter operations.
The Ion is more specialized. It gives up much of the Vanguard’s general utility in exchange for one oversized Size 7 laser cannon and a stronger large-target identity.
If you want a heavy fighter that can handle a wider variety of situations, the Warden is easier to use as an everyday combat ship. If you specifically want concentrated energy fire against larger targets, the Ion has the clearer role.
Ares Ion vs Eclipse
The Eclipse approaches large-target combat in a completely different way. It is a stealth bomber built around Size 9 torpedoes and planned strike windows. The Ion is a heavy cannon fighter designed to stay active in the engagement and continue applying pressure.
The Eclipse is better when the mission is built around approaching quietly, launching a heavy torpedo, and leaving. The Ion is better when the pilot wants repeated direct-fire engagement without depending on a limited supply of large torpedoes.
Choose the Eclipse for stealth torpedo attacks. Choose the Ion for sustained direct energy-cannon combat.
Ares Ion Strengths and Limitations
| Strategic Strengths | Operational Limitations |
|---|---|
| Bespoke Size 7 laser cannon gives the Ion a very clear large-target role. | A single main weapon makes missed shots especially costly. |
| Energy main weapon avoids ballistic ammunition management. | Weapon energy and current balance still affect sustained output. |
| Single-seat layout makes the entire ship usable by one player. | No turret gunner or second crew member to help during difficult engagements. |
| Twenty Size 3 missiles provide useful secondary pressure. | Not a dedicated missile or torpedo platform. |
| Designed specifically for gunships and larger ships. | Less comfortable against small, highly agile fighters. |
| Flight Ready and available in current gameplay. | Combat performance can change significantly with weapon and flight-model balance. |
| Strong specialist identity makes the ship easy to understand. | 0 SCU cargo and no interior greatly limit non-combat utility. |
Who Should Buy the Ares Ion?
The Ares Ion is best for players who want a specialized single-seat heavy fighter built around one exceptionally large energy cannon. It is especially suitable for heavy-combat pilots, organization members, bounty hunters targeting larger ships, fleet-support pilots, and players who enjoy Crusader’s combat design.
It is also a good choice for players who like the idea of a fighter with one clear job. The Ion does not try to carry cargo, support a crew, provide living space, or perform several professions. Its purpose is to bring a Size 7 energy weapon into fights where smaller fighter weapons may not be the preferred tool.
Players who mainly fight small agile ships may prefer the F8C Lightning, Hornet, Scorpius, or other conventional fighters. Players who want a broader long-range heavy fighter may prefer the Vanguard Warden. Players who want stealth torpedo strikes may prefer the Eclipse. Players who want sustained ballistic fire should compare the Ares Inferno.
But for players who want a single-seat Crusader heavy fighter built around a bespoke Size 7 laser cannon, the Ares Ion remains one of the clearest specialist choices in Star Citizen.
Ares Ion FAQ
Is the Ares Ion worth buying in Star Citizen?
The Ares Ion is worth buying if you want a single-seat heavy fighter with a bespoke Size 7 laser cannon and a clear anti-large-ship role. It is less suitable for players who want cargo, interior space, light-fighter dogfighting, or a flexible daily ship.
Is the Ares Ion Flight Ready?
Yes. The Ares Ion is Flight Ready and has been available in the live game since the Ares series was introduced with Alpha 3.15.1.
What is the main role of the Ares Ion?
The Ares Ion’s main role is heavy fighter combat against larger ships. Official Ares material positions it as an anti-capital fighter designed to use its SF7E laser cannon against gunships, heavily armed flotillas, and capital-class targets.
How much cargo does the Ares Ion have?
The Ares Ion has 0 SCU of dedicated cargo capacity. It is not designed for cargo hauling, trading, or delivery missions.
What weapon does the Ares Ion use?
The Ares Ion uses a bespoke Behring SF7E Size 7 laser cannon. The weapon is built specifically for the Ares platform and is designed for powerful energy attacks against larger spacecraft.
Can the Ares Ion swap its Size 7 cannon?
No. The Ares Size 7 weapons are bespoke to their respective variants. Official Q&A states that the weapons cannot be swapped between the Ion and Inferno or replaced with other Size 7 weapons.
How many missiles does the Ares Ion carry?
Current reference data lists the Ares Ion with three missile racks capable of carrying a total of twenty Size 3 missiles.
Can the Ares Ion be used solo?
Yes. The Ares Ion is a single-seat ship designed for one pilot. The pilot controls flight, the main cannon, missiles, and defensive systems without requiring additional crew.
Does the Ares Ion have an interior?
No. Official Q&A describes the Ares as a single-seat fighter with no walkable interior. It does not include a bed, bathroom, cargo room, or living area.
Is the Ares Ion better than the Ares Inferno?
The Ion is better for players who want an energy cannon, heavy individual shots, and no ballistic ammunition requirement for the main weapon. The Inferno is better for players who prefer sustained ballistic Gatling fire and a more aggressive ballistic combat style.
Should I choose the Ares Ion or Ares Inferno?
Choose the Ares Ion if you want a bespoke Size 7 laser cannon, energy-weapon gameplay, and a heavy shield-pressure identity. Choose the Ares Inferno if you want a Size 7 ballistic Gatling, sustained ballistic fire, and the thicker-armored Ares variant. The Ion is the cleaner energy specialist, while the Inferno is the ballistic specialist.
Is the Ares Ion good against capital ships?
The Ares Ion is designed to support attacks against capital-class and other large ships, but it should not be treated as a guaranteed solo capital killer. Its strongest role is within a larger engagement where it can focus its Size 7 cannon on large targets while allied ships manage escorts and other threats.
Is the Ares Ion good for dogfighting?
The Ares Ion can fight smaller ships, but dogfighting is not its main strength. Its handling and oversized fixed weapon are better suited to larger targets than close-range turning fights against light fighters.
Does the Ares Ion have good long-term value?
The Ares Ion has useful long-term value for players who specifically want a single-seat anti-large-ship energy fighter. Its core identity is unusually clear: one pilot, one bespoke Size 7 laser cannon, missile support, and a focus on larger targets. Its exact performance may change with combat balance, but the ship’s fundamental specialist role remains easy to understand.




