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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 di 6 mesi 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 di 6 mesi? Perché altri marketplace non possono offrirla?
Nel rarissimo caso in cui si verifichi un problema con un item durante la consegna o entro 6 mesi dal 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!
Aegis Redeemer Standalone Ship Gameplay Guide
The Aegis Redeemer is a multi-crew gunship built for Star Citizen players who want turret-focused combat, useful defensive presence, and a compact fighting ship that can apply meaningful pressure when properly crewed. Designed by Aegis Dynamics, the Redeemer is not a cargo hauler, exploration ship, or solo daily driver. It is a dedicated combat ship made for players who want to fly with friends and use coordinated turret fire to control a fight.
Unlike single-seat fighters such as the Vanguard or Hornet, the Redeemer’s main value comes from crewed weapons. The pilot can fly and fight, but the ship becomes much more effective when its turret operators are active. Official RSI material describes the Redeemer as a capable fighting ship with turrets and missiles, able to hold its own in combat while also carrying some armored landing craft history.
The Redeemer is a compact multi-crew gunship for players who want turret-based combat, not solo fighter efficiency or cargo utility.
Build Your Aegis Gunship Fleet with the Redeemer
The Redeemer is one of the more recognizable gunships in Star Citizen. If you are looking to acquire this Aegis combat ship, you can explore our available options in the Star Citizen Ships and Vehicles Collection.
Redeemer Key Specifications
| Specification | Aegis Redeemer | Gameplay Meaning |
|---|---|---|
| Manufacturer | Aegis Dynamics | Military-focused manufacturer known for combat ships and durable frontline design. |
| Role | Gunship / Armored Combat Ship | Built for turret-focused combat, escort work, and crewed firepower. |
| Status | Flight Ready / current gameplay reference | The Redeemer is an established flyable ship and was available to fly for subscribers after its Alpha 3.15-era introduction. |
| Size | Medium | Compact compared with larger gunships like the Hammerhead, Perseus, or Polaris. |
| Length | 51m current technical reference | Large enough for real crew gameplay while staying below capital or sub-capital scale. |
| Crew | 3 min / 4 max current technical reference | Best with active turret operators rather than solo use. |
| Cargo Capacity | 2 SCU current technical reference | Minimal cargo; this is not a trading ship. |
| Weapon Identity | Crewed turret and missile-pressure reference | Main value comes from turret coverage, crew coordination, and combat pressure, but exact weapon sizes, missile counts, shield values, and handling may change between patches. |
| Balance Context | Current maneuverability and durability reference | The Redeemer should be described as a compact crewed gunship, while exact shield, turret, and maneuverability balance should be treated as patch-dependent. |
| Core Gameplay | Multi-crew combat, escort, bounty support, patrol, FPS support | Best for players who want a focused fighting ship with friends. |
Note: Star Citizen ship specifications may change during future patches and balance updates. For product pages, exact weapons, shields, components, missile counts, and handling should be treated as gameplay-reference information rather than permanent final values.
What Makes the Redeemer Valuable?
The Redeemer is valuable because it offers multi-crew gunship gameplay in a smaller footprint than many larger combat ships. It gives a group of friends a simple and direct combat structure: one player flies, others operate turrets, and the crew applies pressure through coordinated firing arcs.
Its main appeal is the crew experience. A Redeemer is not just a bigger fighter. It is a ship where the extra players matter. Turret gunners are not passive passengers; they are the reason the Redeemer feels like a proper gunship.
The Redeemer also has a clear identity. It comes from The Next Great Starship community ship contest history, and RSI’s older material highlights that it was designed by backers and brought into the game as a community-origin combat ship.
For players who like ships with history, style, and a focused combat role, that gives the Redeemer more personality than a generic gun platform.
Gunship Gameplay Role
The Redeemer’s main role is crewed gunship combat. It is designed to bring multiple weapons onto target while the pilot manages positioning, approach, and survival.
In practical gameplay, the Redeemer fits several roles:
| Gameplay Use | Why the Redeemer Fits |
|---|---|
| Bounty hunting | Crewed turret pressure helps against tougher PvE targets. |
| Escort missions | Turret coverage makes it useful for protecting cargo, industrial, or support ships. |
| Patrol gameplay | Compact gunship profile gives it presence without capital-scale logistics. |
| Small-group combat | Gives multiple friends meaningful combat roles. |
| Fleet skirmishes | Can support larger ships with turret pressure and defensive fire. |
| FPS support | Older RSI material describes it as capable of delivering armored soldiers for FPS combat. |
The Redeemer should not be sold as a solo fighter. Its real value comes from crew coordination and turret use.
Turret Firepower and Combat Feel
The Redeemer is built around turret pressure. Current community data tracks the modern loadout with two manned turrets and two remote turrets, with the manned turrets currently using Size 4 weapon mounts and the remote turrets using Size 3 weapons.
This is important because older discussions often referenced larger turret weapons, but balance changed over time. RSI’s Paladin Q&A specifically mentions recent Redeemer turret weapon and shield-size changes and says those were offset by a significant boost to maneuverability.
The Redeemer remains a crewed gunship, but customers should understand that exact weapon sizes and shield balance can change between patches.
Redeemer vs Paladin
The Redeemer and Paladin are often compared because both are compact multi-crew gunships. The difference is role feel.
| Ship | Best For | Main Difference |
|---|---|---|
| Redeemer | Compact crewed gunship gameplay | Better for players who want a smaller Aegis gunship that is easier to manage with a small crew. |
| Paladin | Heavier, tankier gunship identity | RSI’s Paladin Q&A says the Paladin occupies the “tankier” gunship role after Redeemer balance changes. |
Choose the Redeemer if you want the more compact Aegis gunship. Choose the Paladin if you want the heavier, more armored gunship identity.
Solo and Multi-Crew Gameplay
The Redeemer can be flown solo, but that is not its best use. A solo pilot can move the ship, use basic systems, and run some missions, but the ship’s real damage and coverage come from crewed turrets.
A practical Redeemer crew may include:
| Crew Role | Purpose |
|---|---|
| Pilot | Handles positioning, flight, engagement timing, and survival. |
| Top Turret Gunner | Provides major combat pressure and helps control the upper arc. |
| Bottom Turret Gunner | Covers lower angles and helps keep pressure when the ship maneuvers. |
| Remote Turret / Systems Operator | Supports additional coverage, missiles, shields, and situational awareness. |
| FPS Passenger / Support Player | Can support landing-zone or boarding-style missions when needed. |
A practical Redeemer session works best when the pilot flies for the gunners, not only for the nose. The pilot needs to keep the ship positioned so the top and bottom turrets can stay on target, while the gunners call out angles, shield pressure, and priority threats. With only a pilot, the Redeemer can feel underused because much of its value is locked behind turret coverage. With one good gunner, it already becomes more useful. With two or more active crew members, it starts to feel like a real gunship. In combat, the Redeemer should not chase light fighters like a small dogfighter. It works better when the crew controls range, keeps firing arcs open, and focuses targets together.
This makes the Redeemer a good pick for groups of 2–4 players. With one pilot and one gunner, it already feels more useful. With more crew, it gets closer to its intended combat role.
Armored Landing Craft Identity
The Redeemer has historically been described as both a gunship and an armored landing craft. RSI’s older technical overview says it doubles as an armored landing craft capable of delivering armored soldiers for first-person combat.
The Redeemer has some armored landing craft flavor, but its main value is still gunship combat, not dedicated troop transport.
Cargo and Utility Expectations
The Redeemer has very limited cargo utility. Current technical reference lists only 2 SCU cargo, so it should not be described as a hauler, courier, or general-purpose cargo ship.
The Redeemer has enough storage for basic supplies, but its value is combat power, not cargo profit.
Players who want freight should choose ships like the Taurus, Starlancer MAX, C2 Hercules, Hull C, or Ironclad. Players who want combat with a small crew should consider the Redeemer.
Defense and Risk Management
The Redeemer is tougher than a normal fighter, but it should not be treated as invincible. Its best defense is crew coordination, turret coverage, positioning, and smart target selection.
The Redeemer rewards crews who fly like a gunship crew, not pilots who try to dogfight like a light fighter.
Explore Redeemer Upgrade Paths
If you prefer to build toward the Redeemer from an existing ship, you can view our Star Citizen Redeemer CCU Upgrades and plan a more flexible gunship or combat fleet upgrade path over time.
Redeemer vs Other Star Citizen Ships
| Ship Fleet Option | Primary Core Role | Compared with Redeemer |
|---|---|---|
| Anvil Paladin | Heavy Gunship | The Paladin is the tankier gunship. The Redeemer is the more compact Aegis gunship with stronger maneuverability context after balance changes. |
| Valkyrie | Heavy Dropship | The Valkyrie is better for troop and vehicle deployment. The Redeemer is better for crewed ship combat. |
| Vanguard Warden | Long-Range Heavy Fighter | The Warden is more solo/duo friendly. The Redeemer is more turret-crew focused. |
| Hurricane | Two-Seat Heavy Fighter | The Hurricane is smaller and more aggressive with one gunner. The Redeemer supports more crew and feels more like a gunship. |
| Scorpius | Two-Seat Heavy Fighter | The Scorpius is better for fighter-style duo combat. The Redeemer is heavier and more crew-support focused. |
| Corsair | Exploration Gunship | The Corsair offers cargo, vehicle utility, and exploration flavor. The Redeemer is more focused on combat. |
| Hammerhead | Anti-Fighter Gunship | The Hammerhead is much larger and better for anti-fighter screening. The Redeemer is smaller and easier for small groups. |
| Perseus | Heavy Anti-Large Gunship | The Perseus is larger and more anti-large focused. The Redeemer is more compact and easier to crew casually. |
Redeemer vs Paladin
The Paladin is better for players who want a heavier, tankier gunship identity with stronger emphasis on durability. The Redeemer is better for players who want a more compact Aegis gunship that feels easier to manage with a small crew. Choose the Paladin if you want a heavier gunship role. Choose the Redeemer if you want a smaller multi-crew combat ship with turret-focused gameplay.
Redeemer vs Vanguard Warden
The Vanguard Warden is better for players who usually fly solo or with one friend and want a long-range heavy fighter. The Redeemer is better for players who have active turret gunners and want a true small-crew gunship experience. Choose the Warden for solo or duo heavy-fighter gameplay. Choose the Redeemer if your group wants multiple crew members contributing to combat.
Redeemer vs Hammerhead
The Hammerhead is better for larger crews that want a dedicated anti-fighter screening ship. The Redeemer is better for smaller groups that want gunship gameplay without managing a much larger ship. Choose the Hammerhead for large fleet defense and anti-fighter coverage. Choose the Redeemer for compact multi-crew combat with fewer crew requirements.
Redeemer Strengths and Limitations
| Strategic Strengths | Operational Limitations |
|---|---|
| Compact multi-crew gunship identity is easy to understand and sell. | Not ideal for solo players who want full combat efficiency. |
| Turret-based combat gives friends meaningful roles. | Full value depends heavily on active gunners. |
| More manageable than Hammerhead, Perseus, or Polaris. | Not as specialized as larger gunships. |
| Aegis military design gives it a clear combat personality. | Very limited cargo utility. |
| Useful for bounty, escort, patrol, and small-group combat. | Not a dedicated dropship despite landing-craft flavor. |
| Current balance context gives it more maneuverability identity than before. | Exact weapon and shield values may change again. |
Who Should Buy the Redeemer?
The Redeemer is best for players who want a compact multi-crew gunship with turret-focused gameplay. It is especially suitable for small combat groups, bounty crews, escort teams, patrol players, Aegis fans, and players who want a ship where friends can actively participate in combat.
It is also a good choice for players who want something more crew-focused than a Vanguard or Hurricane, but smaller and easier to operate than a Hammerhead, Perseus, or Polaris. The Redeemer gives a small group a gunship experience without requiring a large organization.
Players who mostly fly solo should consider the Vanguard, Corsair, or dedicated fighters. Players who want troop deployment should look at the Valkyrie or Prowler. Players who want a tankier gunship should compare the Paladin. But for players who want a compact Aegis gunship with crewed firepower, the Redeemer remains one of Star Citizen’s more direct choices.
Redeemer FAQ
Is the Redeemer worth buying in Star Citizen?
The Redeemer is worth buying if you want a compact multi-crew gunship with turret-focused combat and small-group value. It is not the best ship for solo play, cargo, or exploration, but it is appealing for players who want to fly with gunners.
Is the Redeemer Flight Ready?
Yes. The Redeemer is an established flyable ship in Star Citizen. RSI subscriber material after Alpha 3.15 described the Aegis Redeemer as available to fly for subscribers, and current references continue to track it as a playable ship.
What is the main role of the Redeemer?
The Redeemer’s main role is gunship combat. Official RSI material describes it as a capable fighting ship with turrets and missiles, able to hold its own in combat.
Can the Redeemer be used solo?
The Redeemer can be flown solo, but it should not be treated as a solo-efficient ship. Its best weapons and combat coverage depend on turret operators. A solo pilot will not get the full value from the ship.
How many crew does the Redeemer need?
Current technical reference lists the Redeemer with 3 minimum crew and 4 maximum crew. In practical gameplay, one pilot and at least one gunner already make it feel much better, while a fuller crew unlocks better coverage.
How much cargo does the Redeemer have?
The Redeemer has very limited cargo space. Current technical reference lists 2 SCU, so it should not be purchased for hauling or trading.
Is the Redeemer better than the Paladin?
The Redeemer and Paladin serve similar gunship buyers, but with different feel. RSI’s Paladin Q&A says recent Redeemer turret weapon and shield-size changes were offset by a significant maneuverability boost, allowing the Paladin to occupy the tankier gunship role. Choose Redeemer for a more compact and responsive gunship. Choose Paladin for heavier armor identity.
Should I choose the Redeemer or Paladin?
Choose the Redeemer if you want a compact Aegis gunship that works well for a small crew and focuses on turret-based combat. Choose the Paladin if you want a heavier, tankier gunship identity with more emphasis on durability. The Redeemer is the better compact multi-crew gunship, while the Paladin is the better heavier gunship choice.
Is the Redeemer better than the Vanguard Warden?
The Redeemer is better for a crewed gunship experience. The Vanguard Warden is better for solo or duo heavy-fighter gameplay. Choose Redeemer if you have gunners. Choose Warden if you usually fly alone or with one friend.
Is the Redeemer better than the Corsair?
The Redeemer is better as a dedicated combat gunship. The Corsair is better for exploration-style utility, cargo, and vehicle-supported missions. Choose Redeemer for combat focus. Choose Corsair for adventure utility with guns.
Is the Redeemer good for bounty hunting?
Yes, the Redeemer can be useful for bounty hunting when crewed. Its turret pressure and gunship design make it useful against tougher targets. Solo bounty players may prefer the Vanguard, Corsair, or dedicated fighters.
Is the Redeemer good for PvP?
The Redeemer can work in PvP with a skilled crew, but it depends heavily on positioning, teamwork, and current balance. It should not be flown like a light fighter. It performs best when its crew controls firing arcs and keeps pressure on priority targets.
Is the Redeemer a dropship?
Not in the same way as the Valkyrie or Prowler. Older RSI material says the Redeemer can function as an armored landing craft for FPS troops, but its main modern product-page identity should remain gunship combat.
Does the Redeemer have good long-term value?
Yes, the Redeemer has useful long-term value for players who enjoy multi-crew combat. Its role is clear: a compact Aegis gunship for small groups. Its biggest limitation is that it needs crew to feel fully effective, and exact weapon and shield balance may continue changing across patches.






