Citizen's Edge
Downloading game data…

Executive Hangar squad run

Guide · 5 stages

Overview

Collect the seven compboards from Checkmate, Orbituary and Ruin Station, then open the PYAM Executive Hangar in Pyro to claim one reward ship. Start at the supervisor outposts to print the red keycards the run needs.

Keycards for a full run: 2 red, 3 blue, 1 crypt

Open the contested zone timers for printer cooldowns and the hangar cycle.

Squad
1+ players, 4 recommended
Hangar cycle
185 min — The hangar runs on a fixed cycle. Missing the window costs up to a full cycle.
Hangar entry window
60 min — Arrive with all seven boards while the window is open: at least 1 green and no red status lights.
Engineering door open
30 min — After this an alarm sounds and the door closes. Anyone inside when it shuts dies.
Hangar door after claim
10 min — The hangar door closes this long after the ship is claimed and does not reopen.
Ruin Station Vault door
20 min — Opens for 1 minute every 20. Blue lights in Ghost Arena 30 seconds before, white lights while open.
Card printer cooldown
30 min — Red, Crypt and compboard printers. See the blue printer note for blue cards.

1. Supervisor outposts

Leave with 4 red cards by waiting out the 30-minute cooldown to print a second card at each outpost.

PYAM-SUPVISR-3-4, PYAM-SUPVISR-3-5 · Map

PYR3 L4 is SUPVISR-3-4 and PYR3 L5 is SUPVISR-3-5. Search the in-game map for "SUP". The printers are in an enclosed room reached by climbing boxes and a short ceiling passage; exits are a side door or a drop into a crawlspace.

  • Red card printers ×2, 30 min cooldown — One printer at each outpost.
  • 4 players: 2 per outpost.
  • 3 players: 2 at one outpost and 1 at the other, with the stronger player alone if one is a lot better.
  • 2 players: One outpost at a time.
  • 1 player: Take one card, then decide whether to wait out the 30-minute cooldown for a second.
  • NPCs here fire at targets, move around and open doors, so an incoming player is hard to pick out.
  • A fuse can be found at the outpost, but bring your own to avoid the dogs and cut your time on the map.

Gets you: 4 red cards, enough for 2 runs through Checkmate and Orbituary.

2. Checkmate

Take Boards 1, 2 and 3 by route B, printing the blue card you need on site.

Checkmate · Map

  • Board 1: Fuse → Redcheck in game
  • Board 2: Fuse → Red → Bluecheck in game — In the hangar, by route B.
  • Board 3: Fuse → Red → Bluecheck in game — In the hangar, by route B.

Keycards here: 1 red, 1 blue

  • Blue card printers ×4, 30 min cooldown — Behind 2 fuse doors, so this is the easiest place to print spares.check in game
  • Skip Route A (Fuse → Fuse → Blue → Blue): The lift at the end of it prevents you getting Board 1.
  • Fuses are reusable. Take them from the red sparking wall boxes near fuse doors.
  • Carrying 2 extra blue cards for Orbituary is optional and only saves time. No source says how long a blue card lasts or whether a door uses it up, so test one before relying on spares.

Gets you: 3 boards, plus optional spare blue cards.

3. Orbituary

Take Boards 4 and 7. They share the first fuse and red doors, so one red card covers both.

Orbituary · Map

  • Board 4: Fuse → Red → Fuse
  • Board 7: Fuse → Red → Fuse → Blue → Blue — In the hangar.

Keycards here: 1 red, 2 blue

  • Blue card printers ×2, 30 min cooldown — Both behind a red door.check in game

Gets you: 2 boards.

4. Ruin Station

Get the Crypt card first, then take Boards 5 and 6 from the Vault.

Ruin Station · Map

  • Board 5: Timer → Crypt
  • Board 6: Timer

Keycards here: 1 crypt

  • Crypt card printer, 30 min cooldown — Behind its own fuse door.
  • Ghost Arena is the main hub, leading to the Crypt, Wasteland, Last Resort and the Vault. Wasteland and Last Resort are not needed for the boards.
  • Board 6 is in the Vault, above the entry floor, in the second room. Board 5 is in the same room behind the Crypt card door.
  • Spare cards, such as the Crypt card, can be printed here ahead of time.

Gets you: 2 boards.

5. Executive Hangar

Insert all 7 boards while the station is active, then claim the ship at the ASOP terminal.

PYAM-EXHANG-0-1 · Map

A cluster of three bases just south-west of the Pyro star; only one is active at a time. The hangar door is deep on the opposite side of the asteroid from the entrance, on the same plane.

  • Insert the boards into the 7 slots along the pipes in the zero-g area.
  • Bring a cargo ship for the components and weapons that spawn in the hangar.
  • Only one player can claim the ship, which is then retrieved at the ASOP terminal.
  • Rare FPS weapons (such as grenade launchers and railguns) and grade A ship components can also be found in the hangar.

Gets you: One reward ship.

Rewards

ShipDrop chanceCore components
Meteor PYAM Exec · Military20%Power plant: Charger (S1 D Military) · 2× Shield: ForceWall (S1 B Military) · 2× Cooler: Polar (S1 B Military) · Quantum drive: Siren (S1 B Military)
Guardian MX Wikelo War Special · Militaryunconfirmed20%Power plant: Bolide (S2 B Military) · 2× Shield: CoverAll (S2 B Military) · Cooler: Polar (S1 B Military) · Cooler: Permafrost (S2 B Military) · Quantum drive: XL-1 (S2 A Military)
Scorpius Wikelo Sneak Special · Stealthunconfirmed10%2× Power plant: Slipstream (S1 A Stealth) · Shield: Umbra (S2 A Stealth) · 2× Cooler: SnowBlind (S1 A Stealth) · Quantum drive: Spectre (S1 A Stealth)
Hornet F7A Mk II PYAM Exec · Military5%Power plant: LuxCore (S2 A Competition) · 2× Shield: FR-66 (S1 A Military) · 2× Cooler: Glacier (S1 A Military) · Quantum drive: Colossus (S1 B Industrial)
Hornet F7A Mk II PYAM Exec · Stealth5%Power plant: Eclipse (S2 A Stealth) · 2× Shield: Mirage (S1 A Stealth) · 2× Cooler: SnowBlind (S1 A Stealth) · Quantum drive: Colossus (S1 B Industrial)
F8C Lightning PYAM Exec · Military5%Power plant: Maelstrom (S2 C Military) · 2× Shield: FR-76 (S2 A Military) · 2× Cooler: Glacier (S1 A Military) · Quantum drive: Colossus (S1 B Industrial)
F8C Lightning PYAM Exec · Stealth5%Power plant: Eclipse (S2 A Stealth) · 2× Shield: Umbra (S2 A Stealth) · 2× Cooler: SnowBlind (S1 A Stealth) · Quantum drive: Colossus (S1 B Industrial)
Corsair PYAM Exec · Military5%2× Power plant: LuxCore (S2 A Competition) · Shield: FR-86 (S3 A Military) · 2× Cooler: Avalanche (S2 A Military) · Quantum drive: Huracan (S2 B Industrial)
Corsair PYAM Exec · Stealth Industrial5%2× Power plant: Eclipse (S2 A Stealth) · Shield: Parapet (S3 A Industrial) · 2× Cooler: NightFall (S2 A Stealth) · Quantum drive: Huracan (S2 B Industrial)
Cutlass Black PYAM Exec · Military5%Power plant: LuxCore (S2 A Competition) · Shield: FR-76 (S2 A Military) · 2× Cooler: Avalanche (S2 A Military) · Quantum drive: Huracan (S2 B Industrial)
Cutlass Black PYAM Exec · Stealth5%Power plant: Eclipse (S2 A Stealth) · Shield: Umbra (S2 A Stealth) · 2× Cooler: NightFall (S2 A Stealth) · Quantum drive: Odyssey (S2 C Civilian)
Syulen PYAM Exec · Military5%Power plant: Slipstream (S1 A Stealth) · 2× Shield: FR-66 (S1 A Military) · Cooler: Glacier (S1 A Military) · Quantum drive: Colossus (S1 B Industrial)
Syulen PYAM Exec · Stealth5%Power plant: Slipstream (S1 A Stealth) · 2× Shield: Mirage (S1 A Stealth) · Cooler: SnowBlind (S1 A Stealth) · Quantum drive: Colossus (S1 B Industrial)

Suggested roles

  • Air cover (1+): Goes in first and stays overhead.
  • Ground team (3-4): Clears and holds each zone, including the vents and grating, not just the main rooms.
  • Card carrier (1): A pilot who flies in with all the cards once a zone is clear, escorted in by 2 of the ground team.
  • Runner (1): A ground player who waits by the red door. If fighting starts, they take the lift straight away and run for the ASOP terminal, claiming the ship if the ground team looks to be losing.
  • Look for a quiet server to cut down PvP.
  • Use the contested-zone elevator to secure loot you cannot carry.

Hazards and open questions

  • These are high-risk PvPvE zones. Other squads camp the board rooms and printers, and dying can cost you a card or a board.
  • The wiki gives 30 minutes for the blue printer cooldown, but older sources say 15 and the squad timer tool does not track it. Plan on 30.check in game
  • Boards 2 and 3 need blue doors on both routes, so carry blue cards for them.
  • Fuses respawn in the wall boxes within minutes. Pull your fuse afterwards to reuse it and close the door.
  • Zone layouts and rules can change between patches.check in game

Pre-launch checklist

Sources

Written by FSS-Thenhz · 2026-10-22

Related: Executive Hangar Run, Checkmate Contested Zone Looting Run