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Star Citizen Execute Hangar Guide: Executive Hangar Access, Location, and Rewards

03 Jun 2026
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Star Citizen Execute Hangar Guide: Executive Hangar Access, Location, and Rewards

Star Citizen Execute Hangar is the search phrase many players use when they are actually looking for the Executive Hangar. The correct in-game topic is the Executive Hangar in Pyro: a high-value contested-zone activity built around seven unique compboards, locked security routes, timed access lights, rare loot, and a final reward hangar at PYAM-EXHANG-0-1.

This is not a personal hangar, a landing-zone hangar, or a simple ship-storage feature. The Executive Hangar is the final step of a dangerous PvPvE loop across Pyro's contested zones. To open it, players must collect Boards 1 through 7 from Checkmate, Orbituary, and Ruin Station, bring them to the active Executive Hangar asteroid base, insert them during the valid green-only access window, claim one reward ship through the ASOP terminal, and extract extra weapons or ship components before the hangar closes.

Star Citizen Execute Hangar: Correct Name, Location, and Access Requirements

The phrase "Execute Hangar" is not the correct name of the activity. In most searches, it points to the Executive Hangar in Pyro. That distinction matters because Executive Hangar guides, route maps, timers, and compboard references usually use the proper name. Searching only for "execute hangar" can lead to weaker results, old shorthand, or incomplete route information.

The Executive Hangar is tied to Star Citizen's Pyro contested zones. These are free-fire PvPvE areas where players fight through hostile locations for unique loot, keycards, compboards, and final reward access. The Executive Hangar sits at the end of that chain, so the real challenge is not only finding the hangar, but reaching it with the full board set and enough time to finish the claim and extraction.

The Executive Hangar location is PYAM-EXHANG-0-1 in the Pyro system. It is a cluster of three asteroid bases near the Pyro star. Only one base in the cluster is active at a time, but each base uses the same general layout. Players must identify the active base, enter it, move through the interior, and reach the EVA area with the indicator lights and compboard slots.

Access requires seven unique compboards. They are not interchangeable duplicates. Players must bring Boards 1 through 7, collected from the main Pyro contested zones. The final hangar door is not a normal entrance door on the outer face of the asteroid; it is deeper inside the base route, after the zero-g section where the compboards are inserted.

TermMeaningUse in the guide
Execute HangarCommon mistaken search phraseUsed to match player search intent
Executive HangarCorrect name for the Pyro reward hangar activityMain term for the article
PYAM-EXHANG-0-1Executive Hangar asteroid base cluster in PyroFinal destination after collecting all seven boards
Contested ZonesPyro PvPvE locations that provide boards and keycardsMain route before the final hangar

Executive Hangar Compboards, Keycards, and Contested Zone Route

The compboards are the core of the Executive Hangar loop. Boards 1, 2, and 3 come from Checkmate. Boards 4 and 7 come from Orbituary. Boards 5 and 6 come from Ruin Station through the Ghost Arena and The Vault route. The route is deliberately spread across multiple contested zones, turning the hangar into a long-form PvPvE objective rather than a single loot room.

Players also need the correct keycards and fuses to reach the board rooms, because most boards are placed behind locked routes. Red Supervisor Keycards are printed at PYAM-SUPVISR-3-4 and PYAM-SUPVISR-3-5. Blue Security Keycards are used in Checkmate and Orbituary routes. Crypt, Wasteland, and Last Resort cards are tied to Ruin Station's Ghost Arena route.

Checkmate Boards 1-3

Checkmate contains Boards 1, 2, and 3. Board 1 is behind a fuse door and a red door. Boards 2 and 3 are in the contested-zone hangar route, with access paths involving fuse doors, red access, and blue security doors. Checkmate is also one of the better places to prepare blue security cards because it has multiple blue keycard printers.

Orbituary Boards 4 and 7

Orbituary contains Boards 4 and 7. Board 4 is behind a fuse door, a red door, and another fuse door. Board 7 is deeper in Orbituary's hangar route, behind a layered path that uses fuse, red, and blue access. Orbituary is less forgiving if the group arrives without the right cards and fuses already assigned.

Ruin Station Boards 5 and 6

Ruin Station contains Boards 5 and 6 through Ghost Arena and The Vault. The Vault route is more timing-sensitive than the other board routes because one of its timer doors opens for roughly 1 minute and then closes for roughly 20 minutes. Board 6 is inside The Vault route. Board 5 is also tied to The Vault route but requires the Crypt keycard path. Groups should expect waiting time, exposure, and heavier risk if they arrive without the correct Ruin Station cards.

RequirementPurposeImportant detail
Boards 1-7Open the Executive Hangar access routeAll seven unique boards are required
Red Supervisor KeycardsOpen red locked doors in contested zonesPrinted at PYAM-SUPVISR-3-4 and PYAM-SUPVISR-3-5
Blue Security KeycardsOpen blue security doorsUsed in Checkmate and Orbituary routes
Crypt, Wasteland, and Last Resort KeycardsProgress through Ruin Station's deeper routeTied to Ghost Arena and The Vault access
FusesOpen fuse doors across contested zonesCan be found nearby, carried, bought, or fabricated on supported salvage ships
Cargo capacityExtract extra loot from the hangarThe reward ship may not hold all useful components and weapons

PYAM-EXHANG-0-1 Light Cycle, Board Insertion, and Final Extraction

The Executive Hangar does not open immediately when players arrive with seven compboards. The EVA area inside PYAM-EXHANG-0-1 has five indicator lights. The technical access condition is green-only: at least one green light must be active and no red lights should be present before the compboards are inserted. If any red light is still active, players should not insert the boards.

The safer practical rule is to wait for the clean green access phase. Timer tools commonly treat the all-five-green moment as the start of the reliable insertion window, followed by a power-down period where the green lights turn off one by one. External timers are useful for planning, but they should not replace checking the actual lights inside the base. Patch changes, server state, maintenance, and timer desync can make external timing unreliable until the cycle is re-anchored.

After reaching the active base, move to the EVA area with the indicator lights and board slots. Confirm that the light state is valid, then insert all seven compboards into their correct slots. This opens the route into the Executive Hangar area. Once inside, one player can claim the reward ship at the ASOP terminal. The ship is claimable by a single player, so the claimant should be decided before the group enters the final room.

After the reward ship is claimed and retrieved, the main hangar door opens for a limited extraction window. Current documented behavior gives players roughly 10 minutes after retrieval before the hangar door closes and does not open again. This is why cargo planning matters: the group needs enough time to move the reward ship, collect valuable loose loot, and leave before the window ends.

PhaseLight behaviorPlayer action
Red power-up phaseRed lights turn green one by one over timeDo not insert compboards
Clean green access phaseAll red lights are gone and the site is in a green-only stateInsert all seven compboards
Green power-down phaseGreen lights turn off one by oneAccess may still be valid, but players should verify the lights in-game
Cooldown or blackoutLights may appear inactive before the next resetWait, verify the state, or check whether the hangar was already used

Executive Hangar Rewards: Ships, Weapons, Components, and Loot Value

The Executive Hangar rewards are the main reason players run the full Pyro contested-zone chain. Completing the activity grants in-game ownership of one reward ship from the available pool, claimed through the ASOP terminal inside the hangar. The ship reward is the headline, but the hangar can also contain rare FPS weapons, ship weapons, and Grade-A ship components, which can be more useful than the ship itself depending on the player's fleet and current patch economy.

Current community-documented reward data includes multiple PYAM Executive ships and selected special reward variants. Exact availability should be treated as patch-sensitive because the reward pool can shift through patches, backend changes, live-service fixes, or bugs. Players should verify the current ship pool before committing a long run, especially when chasing one specific reward.

Reward typeKnown examplesWhy it matters
Executive reward shipsAnvil F7A Hornet Mk II PYAM Exec, Anvil F8C Lightning PYAM Exec, Drake Cutlass Black PYAM Exec, Drake Corsair PYAM Exec, Gatac Syulen PYAM ExecThese are the main ship rewards tied to the Executive Hangar loop and are claimed by one player through the ASOP terminal.
Additional documented ship rewardsRSI Meteor Executive, Mirai Guardian MX Wikelo War Special, RSI Scorpius Wikelo War SpecialThese have appeared in community tracking and patch-related reward discussions, but availability should be verified for the current patch.
Rare FPS weaponsRailguns, grenade launchers, and other high-value FPS weaponsThese can be valuable for PvP, contested-zone farming, and future high-risk runs.
Ship weaponsLoose ship weapons found inside the hangarThese can be extracted separately if the group brings enough cargo space and time.
Grade-A ship componentsHigh-tier components found inside the hangarThese are often worth extracting even if the reward ship is the main target.
General hangar lootWeapons, components, and other valuable items spawned in the final areaThe reward ship may not have enough space for everything, so a cargo-capable extraction ship is useful.

A cargo-capable ship is strongly recommended because the reward ship may not have enough room for all valuable items inside the hangar. Groups that enter only to claim the ship may still complete the activity, but they leave part of the run's value behind if they ignore Grade-A components, ship weapons, and rare FPS gear. The best Executive Hangar runs treat the final room as both a ship claim and a timed loot extraction.

Executive Hangar Strategy, Checklist, and Run-Stopping Problems

A solo Executive Hangar run is possible in pieces, but the full loop is much safer with a coordinated group. The route crosses multiple contested zones, depends on several access items, and ends at a predictable reward point that other players may scout or contest. Solo players should expect higher risk, slower recovery from mistakes, and more pressure during extraction.

A group should assign roles before the final push. One player tracks boards, one tracks keycards and fuses, one watches the timer window, one handles cargo extraction, and combat players secure entry and exit routes. The reward ship claimant should be decided before the ASOP terminal is used. Deciding ownership inside the final room wastes the safest part of the extraction window.

Most failed Executive Hangar runs collapse because of missing access items, bad timing, lost boards, or weak extraction planning. If the hangar does not open, the first thing to check is the light phase. If any red light is active, the boards should not be inserted. If all lights appear black, the location may be in cooldown, visually bugged, desynced from an external timer, or already used by another group.

Checklist itemReady condition
Boards 1-3Collected from Checkmate
Boards 4 and 7Collected from Orbituary
Boards 5 and 6Collected from Ruin Station
Red Supervisor cardsPrinted or carried by assigned players
Blue Security cardsAvailable for Checkmate and Orbituary routes
Ruin Station cardsCrypt, Wasteland, and Last Resort access handled
FusesCarried or confirmed along the route
Light phaseVerified in-game before board insertion
Reward claimantChosen before the ASOP terminal step
Cargo extractionShip and crew ready for loot removal

Inventory confusion is one of the easiest ways to lose time. Board carriers should be assigned, keycards should be separated by route, and fuses should be available before the group enters the deeper contested-zone chain. The Executive Hangar already has enough risk from NPCs, players, timers, and server behavior. Poor item tracking adds another failure point to a run that is already designed to punish mistakes.

Patch-Sensitive Executive Hangar Farming in Star Citizen

Executive Hangar information should be treated as patch-sensitive. Star Citizen's Pyro contested-zone loot, access behavior, rewards, and timers can change through patches, backend updates, or live-service fixes. Alpha 4.8 and later updates may affect the wider live environment, so players should verify current timer behavior, loot state, and reward availability before committing a full group run.

External timer websites are useful planning tools, especially for the Executive Hangar light cycle, but they are not a replacement for checking the in-game lights. The safest approach is to use timers to plan travel, then confirm the active base and light state manually before inserting the boards. If the timer and the lights disagree, the lights inside PYAM-EXHANG-0-1 matter more. The Executive Hangar is valuable because it combines ship ownership, rare gear, and high-tier component extraction into one activity. It is especially attractive for organized players who can secure contested zones, control the final hangar approach, and move loot quickly. The activity is less efficient for players who enter without a plan, because every missing board, card, fuse, or cargo slot can erase much of the run's value. Star Citizen Execute Hangar is best understood as the player search term for the Executive Hangar in Pyro. The real activity is a contested-zone chain that sends players through Checkmate, Orbituary, and Ruin Station to collect seven unique compboards, then to PYAM-EXHANG-0-1 to open the final hangar during a valid green-only light phase.

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