Vulture vs Prospector: Choosing Your First Industrial Ship
Wrecks or mineral deposits? Pick the work that makes you want to undock.
There is a particular pleasure in bringing a Vulture alongside a wreck and watching useful material emerge from something that will never fly again. The Prospector offers a different temptation: an untouched deposit, a promising scan and the possibility that the next rock is the one worth stopping for. These are two of Star Citizen’s most approachable industrial ships, and both give a lone pilot a proper working role.
The difference is in what holds your attention. Salvage draws you towards a physical object and the resources left inside it. Mining asks you to judge a deposit before committing your laser, then control the fracture closely enough to recover what you came for. Neither career needs an organisation behind it, although friends with transport ships can make either operation far more ambitious.

| Working specification | Drake Vulture | MISC Prospector |
|---|---|---|
| Operator | One pilot | One pilot |
| Length × width × height | 34 × 16 × 9 m | 26.5 × 16.5 × 8 m |
| Supported material space | 12 SCU cargo grid; separate internal buffer | 32 SCU in four standard 8-SCU ore pods |
| Primary work | Hull scraping and structural salvage | Rock fracture and ore extraction |
| Recovered output | Salvage material and recoverable equipment | Unrefined ore |
| Onboard ore refining | Not an ore miner | No; refining is a separate job |
Drake Vulture: stripping the wreck before breaking it
Drake’s light salvage ship puts the operator in a cockpit beside its forward working arms, with a small processing and cargo area behind. Its supported cargo grid is 12 SCU. That number does not include its internal material buffer, and cramming extra crates into passageways is not the same as gaining more grid space.
Hull scraping recovers material from the surface of a wreck. Structural salvage deals with the remaining hull, while removable equipment can make a derelict worth exploring before it is broken down. A wreck can therefore offer several kinds of work: stripping its skin, recovering useful components and finally reducing what remains. The order matters when destroying the hull would also destroy something you wanted to retrieve.
The attraction is how much of the job you can see. Bare patches spread across the hull, the worksite gradually changes, and the material becomes cargo. It is an excellent fit for a player who likes methodical progress without needing every outing to become a firefight. The industrial atmosphere is a large part of the enjoyment: the Vulture looks completely at home hovering beside battered metal in the dark.
It is still a small ship. Its handling space can fill before your appetite for the wreck does, and recovered material has to leave the ship eventually. A friend with a freighter can collect cargo while the Vulture stays at the worksite. For a solo owner, returning to unload is part of the rhythm rather than a sign that the ship needs replacing.
The Vulture’s 34-metre hull is also longer than the Prospector’s, despite the much smaller supported cargo figure. Those projecting salvage arms and the machinery behind them take space. The ship was built to reach and process another hull, and its proportions make considerably more sense beside a wreck than in a race to carry the most boxes.
Rubble, refining and the trip back to sell
The Vulture turns structural salvage into Rubble. This dense output processes more quickly than material recovered by larger salvage ships, but produces a lower refined yield. Scraping a hull and breaking it down therefore feed different parts of the job; what you recover affects the processing and transport still ahead of you.
That keeps the small Drake useful beyond a quick wreck-clearing trip. A freighter can collect its output while the Vulture stays among the debris, with processing handled farther along the route. An owner working alone can take the same job in stages, finishing the recovery before turning to the material waiting aboard.
MISC Prospector: the scan comes before the laser
The Prospector arranges its laser and detachable ore pods around a single-seat hull. With the standard pods fitted, its 32-SCU load is divided between four external containers. Those pods hold mined material; they are not a general-purpose bay for delivery contracts.
Mining begins with the scan. Composition tells you what is present, while resistance and instability affect how difficult the rock will be to break. A rich deposit can still be a poor match for the equipment aboard. Choosing a suitable rock and adjusting laser power through the fracture gives the career much of its tension: the valuable material is visible in the readings, but recovering it takes attention.
The laser’s energy needs to stay within the productive band long enough to fracture the rock. Too little power stalls progress; too much creates an increasingly dangerous situation. Extraction follows once the fragments are suitable. The whole process makes mining more involving than pointing a beam at the most valuable name on a scan and waiting for a cargo bar to fill.
There is no onboard refinery. You can sell unrefined ore or send it through a refinery work order, trading a quicker finish for a longer processing chain.
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The mining flight can be only the first leg of the evening. Once a refinery order is ready, its output needs collecting in a suitable cargo ship. That is a good reason to keep a modest freighter alongside a Prospector: it supports the business without requiring a move into a larger mining vessel.
The decision to keep or reject a rock comes before that capacity is used. Filling the pods with a poor mixture leaves less room for something better, while spending too long searching can consume an evening without a worthwhile load. That uncertainty is part of mining’s appeal. The Prospector gives one pilot control of the search, fracture and extraction, with the next promising scan always capable of changing the plan.
Ore pods, persistence and Recco’s blueprints
Alpha 4.10 added ore and commodity containers to Long Term Persistence, but there is an important distinction for miners. Stock ore pods supplied with a ship belong to item recovery and do not preserve their contained ore through that system. In-game-purchased pods are covered by the newer persistence handling. That is worth knowing before leaving a valuable load sitting in the wrong container across a build change.
Recco Battaglia’s Levski missions add a useful upgrade target. Her MISC Enhanced Ore Pod holds 15 SCU rather than the standard eight; fitting four brings a Prospector to 60 SCU. The blueprint comes from Idea for Isaac, after progressing through her story and reputation requirements. That gives an established miner a reason to return to the same ship with better equipment.
Salvage or mining for your first industrial ship?
For solo play, we would choose the Vulture for the pleasure of working a wreck from the outside in, and the Prospector for the challenge of finding and extracting a worthwhile deposit. Salvage offers visible progress across a hull; mining gives more weight to the scan and the fracture. Both have enough depth to remain useful after the first few successful trips.
A friend with a freighter can take over collections while the industrial ship keeps working. That partnership remains useful even alongside larger specialists: a Vulture can work a smaller wreck, and a Prospector can pursue a deposit without tying up the crew of a MOLE.
If the yellow Drake already has your attention, our Vulture guide covers the ship in more detail. For the broader range of work available, the career guide is a useful place to explore what comes after the first industrial purchase.