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Perché i player scelgono LTI Hangar
Consegna rapida delle navi, supporto reale e una procedura RSI Gift chiara — pensato per i player di Star Citizen che vogliono un’esperienza d’acquisto più semplice e fluida.
Consegna media 20–30 min
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Un team di gamer con oltre 10 anni di esperienza nel settore.
Acquisto sicuro, Vendiamo solo dal nostro stock, senza seller esterni o inserzioni di terze parti.
Supporto post-vendita affidabile
Segui il tuo ordine in tempo reale.
Domande frequenti
Quanto tempo richiede di solito la consegna?
Gli ordini di navi, CCU, paint e item di Star Citizen vengono solitamente consegnati entro 20–30 minuti.
In rari casi, la consegna può richiedere fino a 12 ore a causa del volume degli ordini, dei limiti RSI per l’invio dei gift, dello stato dell’account o di eventuali verifiche manuali necessarie.
Nella maggior parte dei casi, cerchiamo di non superare le 12 ore per la consegna delle navi, salvo problemi eccezionali come limitazioni del sistema RSI, restrizioni dell’account o verifiche richieste al cliente.
Il mio ordine della nave è protetto?
Sì. Sicurezza e affidabilità sono tra le nostre priorità principali.
Tutte le navi vendute da LTI Hangar provengono dal nostro stock diretto, senza seller esterni o fornitori terzi sconosciuti.
Ogni ordine viene gestito con registri di consegna chiari, così il processo può essere verificato e tracciato in caso di bisogno di supporto.
Offriamo inoltre una protezione post-vendita a vita per eventuali problemi idonei legati alla consegna.
Questo controllo tramite stock diretto, insieme alla consegna tracciabile e alla protezione post-vendita, è uno dei motivi per cui molti clienti scelgono LTI Hangar per acquistare navi Star Citizen in modo più sicuro.
Che cos’è la protezione post-vendita a vita?Perché altri marketplace non possono offrire questo livello di protezione?
Nel rarissimo caso in cui si verifichi un problema con un item durante la consegna o in qualsiasi momento dopo il completamento della consegna, effettueremo una verifica.
Se dalla verifica risulta che il problema è stato causato da un nostro errore, forniremo una sostituzione oppure un rimborso.
Per aiutarci a controllare il caso in modo accurato, potremmo chiederti di fornirci prove rilevanti, come screenshot del tuo RSI Hangar, dettagli dell’ordine e registri dell’RSI Hangar Log.
L’RSI Hangar Log può aiutare a tracciare lo stato e la cronologia di ogni nave, incluso se l’item è stato riscattato, scambiato, meltato, trasferito o modificato in altro modo dopo la consegna.
Esamineremo le prove fornite per determinare la causa del problema.
Questo livello di protezione non è comunemente offerto da molti marketplace di terze parti, perché spesso si affidano a seller esterni o a fonti di stock miste.
Su LTI Hangar, invece, tutte le navi provengono dal nostro stock diretto e ogni ordine dispone di registri di consegna chiari. Questo ci permette di offrire un supporto più sicuro, tracciabile e affidabile.
Posso richiedere un rimborso dopo aver riscattato una nave, CCU, paint o item?
Una volta che l’RSI Gift è stato riscattato, la nave, CCU, paint o item viene collegato all’account RSI che lo ha ricevuto.
A causa delle limitazioni del sistema di gifting di Star Citizen, un item già riscattato normalmente non può essere regalato di nuovo, restituito, annullato o riconsegnato.
Per questo motivo, gli item già riscattati normalmente non sono idonei alla cancellazione o al rimborso.
Una correzione, sostituzione o rimborso può essere fornito solo se confermiamo che il problema è stato causato da noi, ad esempio l’invio di un item sbagliato, un errore nella consegna dell’ordine o un altro problema di consegna verificato e causato dal nostro lato.
Prima di riscattare l’RSI Gift, assicurati di essere connesso all’account RSI corretto.
Una volta che il gift viene riscattato sull’account sbagliato, normalmente non può essere spostato su un altro account.
Cosa succede se viene consegnata la nave, CCU, paint o item sbagliato?
Se confermiamo che l’item sbagliato è stato consegnato a causa di un nostro errore, esamineremo il caso e forniremo una correzione, una sostituzione o un rimborso, ove applicabile.
Ti invitiamo a contattarci fornendo il numero d’ordine, l’email usata al checkout e screenshot chiari del tuo RSI Hangar.
Perché la nave Star Citizen che ho ricevuto mostra un nome diverso?
Una Standalone CCU’ed è una nave o un veicolo completo. Non è un upgrade!
“CCU’ed” significa semplicemente che la nave o il veicolo è stato creato partendo da un modello più piccolo e facendo upgrade fino a quello che stai acquistando.
Tieni presente che, nell’email regalo RSI, potrebbe comparire solo il nome della nave usata come base per l’upgrade. È normale, non devi preoccuparti: la nave effettiva che vedrai nel tuo hangar sarà esattamente quella che hai ordinato.
Ad esempio, ecco come appare una Polaris CCU’ed nell’hangar sul sito RSI.

COME FUNZIONA
Veloce, semplice e sicuro: scopri come funziona!
RSI Scorpius Standalone Ship Gameplay Guide
The RSI Scorpius is a two-seat heavy fighter built for Star Citizen players who want strong forward firepower, exceptional turret coverage, aggressive dogfighting capability, and a combat platform that becomes significantly more dangerous with a dedicated gunner. Developed by Roberts Space Industries, the Scorpius combines an adaptable bi-wing configuration with one of the most distinctive remote-turret systems currently found on a fighter.
Unlike heavy fighters such as the Vanguard Warden or Ares series, the Scorpius is designed around close cooperation between two players. The pilot controls four Size 3 weapons and the missile package, while the second crew member operates a rail-mounted remote turret carrying another four Size 3 weapons. With both positions active, the ship can bring eight Size 3 guns into a coordinated fighter engagement while maintaining flexible turret coverage around the spacecraft.
Current Alpha 4.9.0 gameplay data lists the Scorpius with two crew, 0 SCU dedicated cargo, an SCM speed of 230 m/s, a maximum speed of 1,385 m/s, four Size 3 pilot weapons, four Size 3 remote-turret weapons, sixteen Size 2 missiles, and a Size 2 shield system. The Scorpius officially became flyable with Alpha 3.17.1.
Build Your RSI Combat Fleet with the Scorpius
The Scorpius remains one of the key RSI ships for players who want a serious two-seat heavy fighter with excellent offensive coverage. If you are looking to acquire this RSI combat ship, you can explore our available options in the Star Citizen Ships and Vehicles Collection.
Scorpius Key Specifications
Engineered for aggressive fighter combat, the Scorpius combines eight potential Size 3 guns, a movable remote turret, missile support, and a compact two-seat layout.
| Specification | RSI Scorpius | Gameplay Meaning |
|---|---|---|
| Manufacturer | Roberts Space Industries / RSI | A major Human manufacturer with a broad range of military and civilian spacecraft. |
| Role | Heavy Fighter | Built for interception, dogfighting, escort combat, and coordinated two-player engagements. |
| Status | Flight Ready | The Scorpius became flyable with Alpha 3.17.1. |
| Dimensions | 32 × 24 × 13m current gameplay reference | Compact enough for fighter operations while using a wide deployed-wing combat profile. |
| Crew | 2 | Pilot controls primary weapons while the second player operates the remote turret. |
| Cargo Capacity | 0 SCU | A dedicated combat platform rather than a cargo or general-purpose ship. |
| Pilot Weapons | 4 Size 3 weapons | Gives the pilot meaningful forward firepower even without a gunner. |
| Remote Turret | 4 Size 3 weapons | Adds substantial firepower and flexible coverage when a second player is onboard. |
| Missile Loadout | 16 Size 2 missiles | Provides strong secondary pressure against fighter and medium targets. |
| SCM Speed | 230 m/s current reference | Supports aggressive heavy-fighter maneuvering. |
| Maximum Speed | 1,385 m/s current reference | Useful for pursuit, repositioning, and disengagement. |
| Core Gameplay | Heavy fighter combat, interception, escort, two-player dogfighting | Best used by a coordinated pilot and gunner. |
Current Alpha 4.9.0 data supports the present crew, speed, cargo, weapon, missile, and shield references above. Note: Star Citizen ship specifications may change during future patches and balance updates. Exact weapons, shields, missiles, speeds, components, and flight values should be treated as gameplay-reference information rather than permanent final numbers.
What Makes the Scorpius Valuable?
The Scorpius is valuable because it puts unusually high potential fighter firepower into a relatively compact two-seat platform. The pilot already has four Size 3 weapons, but adding a gunner activates another four Size 3 guns on the remote turret. That gives a fully crewed Scorpius a very different combat profile from a fighter that depends entirely on pilot-controlled weapons.
The turret is what makes the ship especially interesting. Rather than remaining fixed in one location, it moves along a rail between upper-forward and lower-rear positions. This allows the gunner to adapt the firing arc depending on where the target is relative to the ship. RSI describes the Scorpius as offering both defensive and assault-oriented fire coverage through this combination of bi-wing geometry and rail-mounted turret design.
The Scorpius also keeps its identity simple. It does not carry cargo, provide living quarters, transport vehicles, or perform a secondary profession. Nearly everything about the ship exists to help two players fight.
That makes it especially attractive for players who regularly fly with one friend and want both players to have a meaningful role in every combat encounter.
Heavy Fighter Combat Gameplay Role
The Scorpius's main role is two-seat heavy-fighter combat. It is designed to engage fighters, support escorts, intercept hostile ships, and add concentrated gunfire to organization combat.
Official RSI Q&A places the Scorpius closest to the Anvil Hurricane. Both occupy a similar two-seat heavy-fighter role, but the Scorpius trades the Hurricane's manned turret for a remote turret mounted on a movable rail. RSI also described the Scorpius as slightly stronger offensively than the Super Hornet while offering less long-range endurance than the Vanguard.
| Gameplay Use | Why the Scorpius Fits |
|---|---|
| Heavy-fighter combat | Eight potential Size 3 guns provide serious two-player firepower. |
| Dogfighting | Strong speed and turret coverage help maintain pressure through changing firing angles. |
| Interception | High maximum speed helps close on or pursue hostile targets. |
| Escort operations | Turret coverage helps protect nearby ships from attacking fighters. |
| PvE bounty combat | Pilot and gunner can maintain sustained pressure against multiple combat targets. |
| Organization battles | Adds a compact but heavily armed two-player fighter to a fleet. |
| Defensive combat | Movable turret can provide coverage outside the pilot's direct forward firing arc. |
The Scorpius should not be treated like a Vanguard with a different shape. The Vanguard emphasizes long-range heavy-fighter endurance, larger fuel reserves, and onboard living facilities. The Scorpius is much more focused on fighter combat and turret coverage. RSI specifically describes its range and flight style as closer to the Hurricane than the Vanguard.
Rail-Mounted Remote Turret
The Scorpius's defining feature is its rail-mounted remote turret.
The turret carries four Size 3 weapons and is controlled from the second seat. Instead of remaining permanently above the spacecraft, it can move between an upper-forward position and a lower-rear position. This allows the crew to change the turret's firing coverage depending on how the fight develops.
The turret does not fire while moving between those positions. RSI's original Q&A explained that the transition was designed to take less than five seconds, minimizing the period where the turret cannot engage a target. The turret weapons themselves are standard Size 3 weapons rather than bespoke guns, allowing the weapon configuration to be changed.
This gives the gunner a meaningful tactical role rather than simply adding more forward damage.
When the target is ahead of the Scorpius, the turret can support the pilot's attack. When an enemy moves behind or beneath the ship, the gunner can use the alternate turret position to maintain pressure while the pilot changes direction.
The Scorpius is strongest when the gunner uses the turret to keep firing through moments when the pilot cannot maintain a perfect forward weapon solution.
That difference becomes especially important in dogfights where both ships are constantly changing direction.
Eight-Gun Combat Potential
A fully crewed Scorpius can combine four pilot-controlled Size 3 weapons with four additional Size 3 guns on the remote turret. Current Alpha 4.9.0 gameplay data lists all eight weapon positions with Size 3 mounts in the standard configuration.
This creates substantial firepower for a fighter of its size.
The pilot's four guns are concentrated around forward-facing engagements. They provide enough damage for the ship to remain functional even when no gunner is onboard.
The turret then adds another full set of weapons.
With good coordination, pilot and gunner can concentrate all eight guns on the same target during favorable attack windows. At other times, the gunner can engage a target outside the pilot's firing arc rather than forcing the pilot to immediately change direction.
That flexibility matters as much as the raw gun count.
A fighter that only has forward weapons stops dealing damage whenever the target leaves the nose. A fully crewed Scorpius has more opportunities to keep weapons working while the pilot prepares the next attack angle.
Bi-Wing Configuration and Combat Design
The Scorpius uses a distinctive adaptable bi-wing configuration that changes between landed and deployed states.
When deployed for flight and combat, the wings spread into the recognizable crossed profile associated with the ship. In the landed state, the wings fold to reduce the spacecraft's overall footprint.
RSI designed the folded configuration to fit Size 2 landing-pad metrics. The official Scorpius Q&A also specifically notes that this compact landed configuration allows the ship to fit inside the RSI Polaris.
The wing configuration is not purely visual. The pilot weapons are mounted on the wings, and RSI states that those weapons are folded away when the ship is in its landed state. As a result, they cannot be fired while the Scorpius is configured for landing.
In flight, however, the wide-wing design gives the Scorpius its recognizable combat silhouette.
The Scorpius combines a compact landed footprint with a much broader combat configuration once its wings are deployed.
This helps explain why the ship can remain hangar-friendly despite looking considerably wider during combat.
Missile and Secondary Combat Utility
Current Alpha 4.9.0 gameplay data lists the Scorpius with four Size 4 missile racks carrying a total of sixteen Size 2 missiles.
This gives the pilot a useful secondary attack option alongside the main guns.
Missiles can be used during an approach, against a target attempting to disengage, or to force defensive reactions before the Scorpius commits to a close gun engagement.
Sixteen missiles also give the pilot enough capacity to use them as part of normal combat rather than saving every missile for a single high-value target.
The Scorpius is still primarily a gunfighter.
Ships such as the Vanguard Harbinger or Eclipse have much clearer missile or torpedo-focused identities. The Scorpius uses missiles to support its eight-gun combat potential rather than allowing ordnance to define the ship.
This makes the weapon package feel balanced around repeated fighter engagements: guns provide the core pressure, while missiles give the pilot another way to disrupt an opponent.
Pilot and Gunner Coordination
The Scorpius is designed around two-player cooperation.
The pilot controls flight, the four wing weapons, missiles, shields, power allocation, and positioning. The gunner operates the remote turret and decides which firing arc provides the most useful coverage.
That separation creates a more active second-player experience than simply sitting in a fixed rear turret.
A practical Scorpius engagement often starts with the pilot creating an attack angle while the gunner begins applying pressure through the turret. When the target enters the forward arc, both players can concentrate their weapons. If the opponent crosses behind the Scorpius, the gunner can continue tracking while the pilot turns the ship back into position.
| Crew Role | Purpose |
|---|---|
| Pilot | Controls flight, positioning, four Size 3 weapons, and missiles. |
| Remote Turret Gunner | Controls four additional Size 3 weapons and manages turret firing direction. |
| Pilot Target Selection | Chooses priority targets and creates attack angles. |
| Gunner Tracking | Maintains pressure when targets move away from the pilot's nose. |
| Missile Management | Adds secondary pressure during approach or pursuit. |
| Defensive Coordination | Uses movement and turret coverage together to respond to attacking fighters. |
| Disengagement | Pilot creates distance while the gunner can continue covering approaching threats. |
This is why the Scorpius becomes substantially more interesting with a regular second player. The gunner is not simply increasing damage. The turret can change how the crew approaches positioning and target tracking.
Solo Gameplay
The Scorpius can be flown solo, and a solo pilot still controls four Size 3 weapons and the ship's missiles. Current gameplay data therefore leaves the pilot with meaningful combat capability even without a gunner.
However, solo operation does not fully use what makes the Scorpius special.
Half of its potential gun package is located on the remote turret. RSI's original design does not give the pilot direct control of that turret by default. The company has discussed future computer-blade functionality that could slave the turret forward, but that should be understood as planned functionality rather than something buyers should assume replaces a gunner in every current gameplay situation.
For a player who almost always flies alone, a fighter designed around stronger pilot-controlled weaponry may provide more consistent value.
For a player who regularly flies with one friend, the Scorpius becomes much more compelling.
The Scorpius works solo, but its full combat identity is built around a pilot and gunner working together.
That distinction should be one of the main considerations before buying the ship.
Defensive and Fighter Survivability
The Scorpius is a heavy fighter, but its defense philosophy is not the same as the Vanguard's.
RSI's design Q&A describes the Scorpius as having armor comparable to the Hurricane, slightly less than the Super Hornet, and less than the Vanguard. This reinforces the idea that the Scorpius should rely on fighter movement and turret coverage rather than attempting to absorb damage like a more heavily protected long-range platform.
Current Alpha 4.9.0 gameplay data lists 43,660 total vehicle HP and a Size 2 shield system with a 10,560 HP current shield reference. These values remain subject to balance changes.
The Scorpius therefore rewards an aggressive but controlled approach.
Its firepower encourages the crew to push into fights, but staying exposed to concentrated fire removes the advantage created by the movable turret and maneuvering profile.
The best defense is often to keep the ship moving while allowing the gunner to maintain pressure during turns and repositioning.
Hangar and Carrier Utility
The Scorpius was deliberately designed with carrier compatibility in mind.
Its wings fold into a more compact landed configuration, and RSI's official Q&A states that the ship fits Size 2 landing-pad metrics and can fit inside a Polaris.
This gives the Scorpius useful value in larger fleet operations.
A Polaris crew can carry a Scorpius as its onboard fighter, giving the capital ship access to a two-seat heavy fighter that can launch for interception, escort, scouting support, or defensive combat.
Official current Polaris material also specifically describes its hangar as a good fit for an RSI Scorpius and notes that the hangar can support a medium-size fighter.
That connection gives the Scorpius additional value for players building an RSI-focused fleet.
It works as an independent fighter, but it also has a natural role as a carried combat asset for a larger capital platform.
Explore Scorpius Upgrade Paths
If you prefer to build toward the Scorpius from an existing ship, you can view our Star Citizen Scorpius CCU Upgrades and plan a more flexible RSI heavy-fighter upgrade path over time.
Scorpius vs Other Star Citizen Ships
When comparing the Scorpius with other heavy fighters, the most important question is whether you want two-player turret firepower, stronger solo weapons, longer-range endurance, electronic warfare, or a different balance between pilot and gunner roles.
| Ship Fleet Option | Primary Core Role | Compared with RSI Scorpius |
|---|---|---|
| Scorpius Antares | Heavy Interdiction Fighter | Trades the four-gun turret for EMP and quantum-dampening systems. The standard Scorpius is much more focused on direct two-player gunfire. |
| Hurricane | Two-Seat Heavy Fighter | The closest traditional competitor. The Hurricane uses a manned turret, while the Scorpius uses a rail-mounted remote turret with more flexible firing positions. |
| Vanguard Warden | Long-Range Heavy Fighter | Better for long-range endurance and onboard living utility. The Scorpius focuses more heavily on two-player fighter combat and turret coverage. |
| F8C Lightning | Heavy Fighter | Stronger pilot-focused combat platform. The Scorpius becomes more attractive when a dedicated gunner is available. |
| F7C-M Super Hornet Mk II | Two-Seat Medium Fighter | More compact conventional fighter design. The Scorpius offers heavier two-player firepower and a more flexible turret system. Fits Heartseeker. |
| Mirai Guardian | Heavy Fighter | Designed around strong solo heavy-fighter gameplay. The Scorpius offers the stronger dedicated pilot-and-gunner experience. Supports QI. |
| Ares Ion | Anti-Large-Ship Heavy Fighter | Uses one massive Size 7 energy cannon for larger targets. The Scorpius is much better suited to conventional fighter combat and flexible target tracking. Fits Inferno. |
Scorpius vs Scorpius Antares
The Scorpius Antares shares the same basic fighter family but uses its second crew position for a completely different purpose.
The standard Scorpius gives the second player control of a rail-mounted remote turret carrying four Size 3 weapons. The Antares removes that turret and instead gives its co-pilot control over an EMP generator and quantum dampener.
This changes the entire purpose of the second seat.
The standard Scorpius is focused on damage. Pilot and gunner work together to maintain gunfire across multiple angles.
The Antares is focused on control. Its second player helps prevent targets from escaping and uses EMP pressure to interfere with enemy systems.
Choose the standard Scorpius if you want the stronger two-player gunfighter. Choose the Antares if you want EMP and quantum-interdiction gameplay.
Scorpius vs Hurricane
The Hurricane is the most direct traditional competitor to the Scorpius. RSI itself identified the Hurricane as the Scorpius's closest comparison when the Scorpius was introduced. Both ships are two-seat heavy fighters designed around a pilot and dedicated gunner.
The biggest difference is the turret.
The Hurricane uses a manned turret. The Scorpius uses a remote turret mounted on a rail that can move between upper-forward and lower-rear positions.
RSI specifically described this more flexible turret position and additional firing-angle flexibility as one of the reasons a player might choose the Scorpius over the Hurricane.
If you want a compact, straightforward pilot-and-gunner heavy fighter, the Hurricane remains a strong option. If you want a more flexible remote-turret system and the distinctive RSI bi-wing platform, the Scorpius has the clearer advantage.
Scorpius vs Vanguard Warden
The Vanguard Warden takes a different approach to heavy-fighter gameplay.
The Warden is built around long-range operation. It has larger fuel capacity, onboard living facilities, and a combat design intended to support extended missions away from normal bases.
The Scorpius is much more focused on the fight itself.
RSI's original comparison states that the Vanguard provides stronger forward offensive firepower and greater long-range utility, while the Scorpius gives up some of that forward concentration in exchange for broader weapon coverage.
Choose the Vanguard Warden if you want a durable long-range heavy fighter with onboard living support. Choose the Scorpius if you want a two-player dogfighter with a highly flexible remote turret and stronger emphasis on combat coverage.
Scorpius Strengths and Limitations
| Strategic Strengths | Operational Limitations |
|---|---|
| Four Size 3 pilot guns plus four Size 3 turret guns create serious two-player firepower. | Full eight-gun potential requires a second player. |
| Rail-mounted remote turret provides unusually flexible firing coverage. | Turret cannot fire while transitioning between its two rail positions. |
| Sixteen Size 2 missiles provide useful secondary combat pressure. | Not a dedicated missile or torpedo fighter. |
| 230 m/s SCM and 1,385 m/s maximum speed support an aggressive fighter role. | Current flight values can change with balance updates. |
| Compact folded configuration supports carrier and hangar operations. | Wide deployed-wing profile creates a larger combat silhouette. |
| Pilot retains four useful weapons when flying solo. | Solo pilots lose much of the value provided by the remote turret. |
| Flight Ready and fully usable in current combat gameplay. | Less long-range utility and onboard support than the Vanguard family. |
| Natural fighter option for the Polaris hangar. | 0 SCU cargo and very limited non-combat utility. |
Who Should Buy the Scorpius?
The Scorpius is best for players who want a dedicated two-seat heavy fighter with strong direct firepower and one of the most flexible fighter turrets in Star Citizen. It is especially suitable for players who regularly fly with one friend, bounty-hunting teams, organization fighter crews, escort pilots, PvE combat groups, and players building an RSI-focused fleet.
It is also a good choice for players who want both crew members to remain active throughout a fight. The pilot handles movement, target selection, four guns, and missiles. The gunner controls another four guns and can continue applying pressure when the target leaves the pilot's forward arc.
Solo players can still use the Scorpius, but players who almost never bring a second crew member may prefer a Guardian, F8C Lightning, Vanguard, or another fighter that places more of its combat capability directly under pilot control.
Players who want electronic warfare should compare the Scorpius Antares. Players who want long-range endurance should compare the Vanguard Warden. Players who want a similar two-player heavy-fighter concept should compare the Hurricane.
But for players who want an aggressive two-seat RSI heavy fighter with eight potential Size 3 guns, a movable remote turret, strong missile support, and excellent carrier compatibility, the Scorpius remains one of the clearest dedicated gunfighter choices in Star Citizen.
Scorpius FAQ
Is the Scorpius worth buying in Star Citizen?
The Scorpius is worth buying if you want a dedicated two-seat heavy fighter with four pilot weapons, a four-gun remote turret, sixteen missiles, and strong dogfighting capability. It becomes especially valuable when you regularly have a second player available to operate the turret.
Is the Scorpius Flight Ready?
Yes. The Scorpius is Flight Ready. RSI confirmed that the two-person fighter became flyable with the launch of Star Citizen Alpha 3.17.1.
What is the main role of the Scorpius?
The Scorpius is a heavy fighter designed for interception, dogfighting, escort combat, and coordinated two-player engagements. RSI describes its bi-wing configuration and rail-mounted turret as providing flexible fire coverage for both defensive and offensive combat.
How much cargo does the Scorpius have?
The current Alpha 4.9.0 gameplay data lists the Scorpius with 0 SCU of dedicated cargo capacity. It is a specialized combat ship rather than a cargo or general-purpose spacecraft.
How many guns does the Scorpius have?
The current Scorpius configuration provides four Size 3 pilot-controlled weapons and four Size 3 weapons on its remote turret, giving a fully crewed ship eight Size 3 guns.
Does the Scorpius have a turret?
Yes. The Scorpius has a rail-mounted remote turret carrying four Size 3 weapons. A second crew member operates the turret.
How does the Scorpius turret work?
The turret can move between an upper-forward position and a lower-rear position along a rail. It cannot fire while transitioning, but the movable design gives the gunner different firing arcs depending on the tactical situation.
Can the Scorpius pilot control the turret?
Not by default. RSI's official Q&A states that the remote turret is intended to be capable of being slaved through a future computer blade, which would lock it in the upper forward-facing position. This should be treated as planned functionality rather than assumed current functionality.
How many missiles does the Scorpius carry?
Current Alpha 4.9.0 gameplay data lists four Size 4 missile racks carrying a total of sixteen Size 2 missiles.
Can the Scorpius be used solo?
Yes. A solo pilot can fly the Scorpius and use the four pilot-controlled Size 3 guns and missiles. However, the remote turret is a major part of the ship's combat capability, so the Scorpius is significantly more effective with a dedicated gunner.
Does the Scorpius have an interior?
The Scorpius does not have a traditional walkable living interior. It is a compact two-seat fighter rather than a long-range habitation platform such as the Vanguard Warden.
Can the Scorpius fit inside the Polaris?
Yes. RSI specifically designed the Scorpius's folded landed configuration around Size 2 landing-pad metrics and confirmed that it can fit inside a Polaris. Current Polaris material also describes the Scorpius as a suitable fighter for its onboard hangar.
Is the Scorpius better than the Scorpius Antares?
The standard Scorpius is better for direct two-player firepower because its gunner controls four Size 3 turret weapons. The Antares trades that turret for EMP and quantum-dampening systems. Choose the standard Scorpius for gun damage and the Antares for interdiction and electronic-warfare utility.
Should I choose the Scorpius or Scorpius Antares?
Choose the Scorpius if you want a dedicated two-player heavy fighter with eight potential Size 3 guns and flexible turret coverage. Choose the Scorpius Antares if you want EMP and quantum-jamming gameplay. The standard Scorpius is the damage-focused version, while the Antares is the control-focused version.
Is the Scorpius better than the Hurricane?
The Scorpius and Hurricane serve very similar two-seat heavy-fighter roles. RSI identifies the Hurricane as the Scorpius's closest comparison but notes that the Scorpius offers a more flexible turret position and firing angles. Choose the Hurricane for a compact traditional pilot-and-gunner fighter. Choose the Scorpius for its rail-mounted remote turret and broader firing flexibility.
Is the Scorpius better than the Vanguard Warden?
The Scorpius is better for players who want a dedicated two-player dogfighter with flexible turret coverage. The Vanguard Warden is better for long-range heavy-fighter operations because it has larger fuel reserves and onboard living facilities. RSI describes the Scorpius as closer to the Hurricane in flight range and style than the Vanguard.
Is the Scorpius good for dogfighting?
Yes. Dogfighting is one of the Scorpius's main strengths. The combination of four pilot guns, four turret guns, missile support, strong speed, and flexible turret coverage allows a coordinated crew to maintain pressure through changing engagement angles.
Is the Scorpius good for bounty hunting?
Yes. The Scorpius can be a strong bounty-hunting fighter, especially with two players. Its pilot and gunner can concentrate substantial firepower on larger bounty targets while the movable turret helps maintain damage when the target moves outside the pilot's forward arc.
Does the Scorpius have good long-term value?
The Scorpius has useful long-term value for players who enjoy two-seat fighter gameplay. Its core identity is clear: pilot-controlled weapons, a four-gun rail-mounted remote turret, missile support, fighter maneuverability, and strong combat coverage. Exact balance values may change, but its pilot-and-gunner heavy-fighter role remains well defined.





