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Carrack in Star Citizen
The Impound / Field guide

Star Citizen Ship Guide

The right ship for your next chapter.

A quick cargo run, a fight with a friend on the turret, or a mining trip that becomes your regular evening: start with what you enjoy. We'll help you choose a first ship, work out what to get next and compare the ships for each career.

Carrack Choose a role. Build a fleet.
By The ImpoundReviewed 10 September 2026Open the Ship Matrix
Your next chapter

What do you want to do?

Start with the job you enjoy.
The ship comes next.

Budget, Premium and End Game are relative to each activity, not a performance ranking.

Before your first purchase

Best starter ships in Star Citizen

A first ship, not your last ship.

Try light freight and combat in an Avenger Titan, make everyday trips in a Cutter, or choose an Aurora Mk II with a module for the job you want.

Want to try a ship first?

Narrow it down here, then try your shortlist if you can. Rent or earn a ship in-game where available, or join another owner's crew. Check the equipment included in the offer before buying.

Avenger TitanFlight ready

Avenger Titan

A first ship for mixed missions

Run deliveries, then take a combat contract. A rear cargo bay and pilot-controlled guns let you try both in the same ship.

Cargo
8 SCU
Operating style
Solo mixed missions

Keep in mind: The small hold is fine for light freight, but regular hauling will eventually need more room.

Why we picked it

Not sure which career you enjoy yet? The Titan gives you a way to try several. Load a few boxes through the rear ramp, finish the delivery and take a fight on the way home. If combat rarely makes it into your plans, the Cutter is worth a look for its cabin and everyday practicality.

CutterFlight ready

Cutter

A little ship for everyday trips

The Cutter has a cabin you can walk around in and a rear ramp for loading cargo. It is a handy little ship for deliveries and day-to-day trips.

Cargo
4 SCU
Operating style
Solo utility

Keep in mind: For a mix of deliveries and regular combat, look at the Avenger Titan too.

Why we picked it

Collect a delivery, land for a ground mission, then head somewhere new. The Cutter suits an evening with several stops and no grand plan. You have somewhere to stay between jobs, and it can remain your everyday transport after you add a dedicated fighter or miner.

Aurora Mk IIFlight ready

Aurora Mk II

A starter you can reconfigure

The rear module changes what your Aurora can do: CL focuses on cargo, while DM is built for combat.

Configuration
Check included rear module
Operating style
Single pilot

Keep in mind: Cargo capacity and equipment depend on the rear module included in the offer.

Why we picked it

A module is a section you can swap to change the ship's equipment. That gives you room to try a different role later without replacing the whole hull. If you'd rather have a fixed setup for both light freight and combat, compare the Avenger Titan.

You can earn more ships in-game as you find out what you enjoy. Your first ship does not need to cover everything you might want to do later.

Starter ships compared: where each one earns its place
ShipBest reason to choose itCargo / configuration
Avenger TitanA first ship for mixed missions8 SCU
CutterA little ship for everyday trips4 SCU
Aurora Mk IIA starter you can reconfigureDepends on included rear module
Make the next purchase count

What to buy after your starter

Think about your last few sessions. Did a load refuse to fit? Did a friend spend the trip with nothing to do? Were you borrowing a mining ship every night? Start there. Choose an upgrade that solves the problem you keep running into. Sometimes that means adding a specialist and keeping the everyday ship you already love.

What do you want the upgrade to change?

More freight

C1 Spirit

The C1 adds a rear tractor and more cargo space. If you already need a bigger hold than that, compare larger haulers before making a smaller upgrade.

Explore cargo & trading
A friend flies regularly

Cutlass Black

Let a friend take the turret without giving up a useful solo ship. If both of you only want combat, try a dedicated pilot-and-gunner fighter as well.

Explore combat
Combat becomes the hobby

Gladius

Add a fighter alongside the daily ship you like. Learning a dedicated combat ship can be more rewarding than replacing one generalist with another.

Explore combat
Take a vehicle along

Nomad

A Nomad can take a ROC ground mining. Check loading and unloading at both ends of the trip, including how you'll bring the vehicle home.

Explore ground teams
Travel with more comfort

400i

Tour the cabin with the people you expect to bring. Choose 400i for the space you will enjoy, or keep a smaller 100i if it already suits your trips.

Explore luxury & touring
Get into mining

Prospector

Try a mining session before buying a dedicated miner. Keep a daily ship for other trips; compare salvage instead if working wrecks is what draws you in.

Explore mining

Still want a ship that handles a bit of everything? Start with these three. A specialist can sit alongside a daily ship you already enjoy.

Three flexible daily ships

Cutlass Black vs C1 Spirit vs Taurus

Cutlass Black vs C1 Spirit vs Taurus

Cutlass Black / C1 Spirit / Constellation Taurus

ShipThe deciding differenceChoose it whenCapacity
Cutlass BlackAn active gunner role and an adaptable rear bay.Your plan changes between errands, freight and bringing a friend.46 SCU
C1 SpiritA rear tractor and an enclosed cargo bay.You want help loading cargo more than a combat turret.64 SCU
Constellation TaurusMore freight space, an elevator hold and pilot-controlled weapons.You already need more cargo space than the C1 offers.174 SCU
Cutlass BlackFlight ready

Cutlass Black

Bring a friend and keep your options open

Carry freight, head out on a ground trip or put a friend on the turret. The Cutlass Black is useful when your plans change from one evening to the next.

Cargo
46 SCU
Operating style
Solo; optional gunner

Keep in mind: If you spend nearly every trip doing the same job, compare a specialist for that role.

Why we picked it

Your friend can fight from the turret while the rear bay carries cargo or a vehicle that fits. That is a useful combination for a first shared ship. If your partner prefers loading to shooting, look at the C1 Spirit. If you both just want to fight, try the Hurricane.

C1 SpiritFlight ready

C1 Spirit

Give your cargo more room

A larger hold and a tractor above the rear ramp make the C1 a useful step up from starter-sized deliveries.

Cargo
64 SCU
Loading
Rear tractor

Keep in mind: Allow room to land the ship and keep a path to the cargo you need to unload.

Why we picked it

The rear tractor lets you handle your own freight without arranging separate loading equipment at every stop. Want to take an Ursa? Look at the Freelancer MAX. If you're regularly running out of cargo space, compare the Constellation Taurus before making another small upgrade.

Constellation TaurusFlight ready

Constellation Taurus

Haul more without giving up other missions

A long hold and a lower tractor turret help with freight, while pilot-controlled weapons let you take suitable combat contracts between runs.

Cargo
174 SCU
Loading
Elevator / lower tractor

Keep in mind: The larger hull and cargo elevator take some practice if you're used to a small ship with a ramp.

Why we picked it

The Taurus makes sense when cargo is becoming your main job but you still want to do other things. You can load the elevator with its tractor and handle a suitable fight from the pilot seat. Try it with a full load: reaching the last boxes matters just as much as fitting them aboard.

You do not need to fill every seat for every trip. Check which jobs the pilot can do and which need another player.

01
How much cargo space do you need?

Best ships for cargo hauling & trading

Hauling and trading are playable. Unreleased bulk freighters are discussed separately.

Cargo contracts

Start with the containers and stops on your route. Choose an enclosed bay or an external grid, and look for a tractor if loading slows you down.

Trading

Start with goods you can afford to lose and a route you know. Move to a larger hold when you can fill it regularly without using every credit. The Hull C is for compatible bulk-freight routes, not the same stops as an ordinary enclosed hauler.

Vehicle freight

Choose the vehicle first. A Nomad can carry a ROC, and a Freelancer MAX can carry an Ursa. Bigger loads need their own fit check: ramp height, room to board and space to unload all matter more than the cargo number.

Before you start

Check where you'll deliver and how you'll load the ship. For trading, keep credits for the goods as well as the hauler.

Cargo capacity doesn't tell you whether a vehicle fits
SCU is the standard unit of cargo volume. A cargo grid secures containers, but its capacity cannot tell you whether a rover fits through the ramp or has room to unload.

Our recommendations

15 recommendations
Cargo & trading: choose the right fit

Cargo & trading: choose the right fit

RAFT / Railen / Constellation Taurus / Freelancer MAX / C2 Hercules / C1 Spirit / Nomad

ShipBest suited toMain trade-offKey features
RAFTWork around an open cargo loadIts external cargo layout is not an enclosed vehicle bay.192 SCU; External freight
RailenMove large external loads with onboard tractorsThe grids are for freight, not an enclosed vehicle bay. Check access to each part of the load.640 SCU; External freight
Constellation TaurusHaul more without giving up other missionsThe larger hull and cargo elevator take some practice if you're used to a small ship with a ramp.174 SCU; Elevator / lower tractor
Freelancer MAXFreight one day, an Ursa the nextIt has no onboard loading tractor in this configuration. Arrange equipment for freight stops.120 SCU; Internal bay / ramp
C2 HerculesLoad from either endFilling and emptying the bay can take a substantial part of the trip.696 SCU; Front and rear ramps
C1 SpiritGive your cargo more roomAllow room to land the ship and keep a path to the cargo you need to unload.64 SCU; Rear tractor
NomadStart trading with a smaller loadKeep credits for the goods as well as the ship. The small hold limits each run.24 SCU; Open rear grid

Check vehicle fit separately from cargo capacity.

Budget
Freelancer MAXFlight ready

Freelancer MAX

Freight one day, an Ursa the next

The widened bay gives the Freelancer MAX room for cargo or an Ursa rover.

Cargo
120 SCU
Loading
Internal bay / ramp

Keep in mind: It has no onboard loading tractor in this configuration. Arrange equipment for freight stops.

Why we picked it

This is a useful choice if some evenings involve boxes and others involve ground travel. The rover goes up the ramp into the wider bay, using space that could otherwise carry freight. For cargo-only trips, compare the Zeus Mk II CL and its onboard tractor.

C1 SpiritFlight ready

C1 Spirit

Give your cargo more room

A larger hold and a tractor above the rear ramp make the C1 a useful step up from starter-sized deliveries.

Cargo
64 SCU
Loading
Rear tractor

Keep in mind: Allow room to land the ship and keep a path to the cargo you need to unload.

Why we picked it

The rear tractor lets you handle your own freight without arranging separate loading equipment at every stop. Want to take an Ursa? Look at the Freelancer MAX. If you're regularly running out of cargo space, compare the Constellation Taurus before making another small upgrade.

Hull AFlight ready

Hull A

Start with a small dedicated hauler

An external cargo grid and a compact cabin give you a straightforward ship for regular freight runs.

Cargo
64 SCU
Loading
External grid

Keep in mind: The cargo sits outside. There is no enclosed vehicle bay.

Why we picked it

On the Hull A, you work around the boxes instead of packing them into a room. That can suit short cargo runs alongside an everyday ship you already like. Choose an internal-bay hauler such as the C1 Spirit if you want an enclosed hold and a rear loading tractor.

Golem OXFlight ready

Golem OX

Move small loads with your own tractor

The cargo-focused Golem pairs a modest freight load with a tractor to help move the boxes.

Cargo
64 SCU
Variant
Freight, not mining

Keep in mind: OX is the cargo variant. The standard Golem carries mining equipment instead.

Why we picked it

The Golem OX suits short jobs where you want to move your own boxes and keep the load manageable. Its tractor is part of the appeal: loading is something you can handle aboard your own small hauler. The C1 Spirit is a different choice if you want an enclosed bay.

NomadFlight ready

Nomad

Start trading with a smaller load

A modest open rear grid lets you begin trading without buying enough stock to fill a large hauler.

Cargo
24 SCU
Loading
Open rear grid

Keep in mind: Keep credits for the goods as well as the ship. The small hold limits each run.

Why we picked it

Buy a load you can afford, move it onto the rear grid and complete the sale. The Nomad keeps that first trading run small. When you regularly need more space, compare the Hull A for external freight or the C1 Spirit for an enclosed hold with a tractor.

Premium
RAFTFlight ready

RAFT

Work around an open cargo load

The RAFT carries freight outside the hull, with access around the containers instead of through an internal hold.

Cargo
192 SCU
Loading
External freight

Keep in mind: Its external cargo layout is not an enclosed vehicle bay.

Why we picked it

Choose the RAFT if you prefer working around containers outside the ship to packing an internal hold. It keeps the cargo separate from the living space and makes hauling the clear focus of the trip. For mixed freight and vehicle jobs, the C1 Spirit's enclosed bay gives you more options.

Hull BFlight ready

Hull B

Unfold the grids and load up

Telescopic spindles extend into external cargo grids, giving the Hull B room for larger freight loads.

Cargo
512 SCU
Loading
External spindles

Keep in mind: Check clearance with cargo aboard and the facilities on your route, not just the folded ship's size.

Why we picked it

The Hull B is for trips where you know the job is hauling boxes. Its unfolding grids give it a very different loading routine from a ship with an internal bay. If your plans often switch between freight and vehicles, an enclosed hauler is likely to be more useful.

Constellation TaurusFlight ready

Constellation Taurus

Haul more without giving up other missions

A long hold and a lower tractor turret help with freight, while pilot-controlled weapons let you take suitable combat contracts between runs.

Cargo
174 SCU
Loading
Elevator / lower tractor

Keep in mind: The larger hull and cargo elevator take some practice if you're used to a small ship with a ramp.

Why we picked it

The Taurus makes sense when cargo is becoming your main job but you still want to do other things. You can load the elevator with its tractor and handle a suitable fight from the pilot seat. Try it with a full load: reaching the last boxes matters just as much as fitting them aboard.

Zeus Mk II CLFlight ready

Zeus Mk II CL

An enclosed hold with its own tractor

The Zeus CL combines an internal cargo bay with onboard loading equipment in a relatively compact hauler.

Cargo
128 SCU
Loading
Internal bay / tractor

Keep in mind: A tightly packed grid can make the last containers difficult to reach.

Why we picked it

You have the tractor aboard, so you can get on with loading when you reach a stop. The question is how well your usual containers fit together. Try filling and emptying the bay before choosing it over the Freelancer MAX or the elevator-loaded Constellation Taurus.

Starlancer MAXFlight ready

Starlancer MAX

Take the crew on a freight run

Individual cabins, side access to the forward hold and a separate rear hold give friends room to travel and work together.

Cargo
224 SCU
Layout
Separate forward and rear holds

Keep in mind: A vehicle can use space you need for freight. Plan both loads together.

Why we picked it

The individual cabins make this a freight ship your friends can settle into, not just ride along in. Separate holds help you organize supplies and deliveries by where they need to come out. Choose it for hauling together when shared bunks and one crowded bay no longer suit the trip.

CaterpillarFlight ready

Caterpillar

Split the load between cargo sections

A long, divided hold and side access give the Caterpillar a different way to organize large freight loads.

Cargo
576 SCU
Layout
Sectioned internal freight

Keep in mind: Choose for the loading features available now, not promised modular features.

Why we picked it

Think about the part of the load you'll need first. The Caterpillar's separate sections may suit deliveries that are easier to keep apart. The C2 Hercules has a larger continuous bay with ramps at both ends, so try the same loading job in each before deciding.

End Game
RailenFlight ready

Railen

Move large external loads with onboard tractors

Two remote tractor beams help load the Railen's external grids, while retractable armor covers the freight for travel.

Cargo
640 SCU
Loading
External freight

Keep in mind: The grids are for freight, not an enclosed vehicle bay. Check access to each part of the load.

Why we picked it

We'd shortlist the Railen for a hauling crew that wants a large external load and its own loading equipment. There are four beds and a mess area for the journeys between jobs. The appeal is practical as well as visual: cargo handling and crew accommodation in one distinctly Xi'an ship.

IroncladFlight ready

Ironclad

Put a huge enclosed hold to work

An opening roof and a loading ramp give the base Ironclad more than one way to fill its large freight bay.

Cargo
2,200 SCU
Loading
Ramp / opening roof

Keep in mind: Trading at this scale takes credits for the goods and plenty of loading time.

Why we picked it

Roof access is the feature to try with the loads you already move. It gives you another way into the bay instead of sending everything through the ramp. This is the base cargo model, not the Ironclad Assault. Compare it with the C2 Hercules for your regular freight route.

C2 HerculesFlight ready

C2 Hercules

Load from either end

Front and rear ramps open into a large enclosed bay for heavy freight and vehicle transport.

Cargo
696 SCU
Loading
Front and rear ramps

Keep in mind: Filling and emptying the bay can take a substantial part of the trip.

Why we picked it

The two ramps are useful when moving bulky equipment through the ship. The same bay can carry freight one day and vehicles the next. Before stepping up to an Ironclad, try a full run in the C2 and see whether you need more space or simply help with loading.

Hull CFlight ready

Hull C

Take on bulk freight

A huge external grid makes the Hull C a dedicated hauler for routes with compatible bulk-freight facilities.

Cargo
4,608 SCU
Route
Compatible freight facilities

Keep in mind: It cannot replace an internal-bay hauler for ordinary surface delivery stops.

Why we picked it

Start by finding a route that can load and unload the ship. You'll also need to fund the cargo and prepare for the next run. This is a different kind of hauling from a C2 Hercules carrying vehicles or visiting surface locations, not just the next size up.

Other ships worth considering
Practical adviceBack to ships

Think beyond the size of the hold

Contracts give you a load to deliver. Trading means buying the goods yourself and carrying the risk until they sell. Start with a route you can run comfortably, then choose a ship you can load and unload without dreading every stop. Keep credits aside for the next batch of goods, not just the ship.

C2 Hercules in Star Citizen
C2 Hercules Cargo & trading

Your next step

Move up when a route you enjoy regularly needs more space. An onboard tractor may help more than a bigger hold if loading is what slows you down. For heavy loads, compare the C2 Hercules and base Ironclad. The Hull C is a separate choice for routes with bulk-freight facilities. Hull D and Hull E are future options, not ships you can use for those runs today.

Compare larger cargo holds
Not flight ready

Future ships across the cargo career

Hull D and Hull E are planned for bulk freight, while Merchantman adds onboard trading. These are freight and trading recommendations, not choices for carrying vehicles.

End Game
Hull DNot flight ready

Hull D

Plan for larger bulk loads

The Hull D is intended to carry more external freight on long-distance routes.

Intended role
Bulk freight
Crew plan
Large logistics operation

Keep in mind: Not flight ready. Check compatible routes and loading services when it arrives.

Why we picked it

If your group enjoys bulk hauling, the Hull D is one to watch as your loads grow. You can learn the facility-based routine in a Hull C while waiting. A smaller ramp-access hauler will still be useful for surface stops and other deliveries.

Hull ENot flight ready

Hull E

Plan freight on an organization scale

The largest Hull design is intended for enormous loads with a group to fund, move and protect them.

Intended role
Organization-scale freight
Route
Compatible bulk facilities

Keep in mind: Not flight ready. Planned capacity does not guarantee suitable or profitable routes.

Why we picked it

The Hull E is a future project for people who want to run a major freight operation together. Work out who enjoys trading, flying and escorting before planning around it. Smaller haulers will still have jobs that do not need such a large load.

MerchantmanNot flight ready

Merchantman

Take a marketplace with you

The Banu Merchantman is planned to combine freight transport with an onboard marketplace.

Intended role
Freight / onboard trade
Intended use
Future commercial systems

Keep in mind: Not flight ready. Its planned shops are not a current source of retail income.

Why we picked it

Selling to visitors aboard your own ship is a different idea from delivering boxes to a terminal. If that interests your group, think about the stock, customers and crew you would need. The shops and trading systems still need to arrive before you can run that business.

Should I buy the ship with the most SCU?

Only if you can use the space. Compare how long a full trip takes, which loads you can afford and whether the destination accepts your ship and cargo. A smaller hauler you can keep moving can be a better fit than a large one you struggle to fill.

02
Choose the fight before the fighter.

Best combat ships for different kinds of fights

For current combat missions and player-organized fights. Balance and loadouts change by patch.

Solo fighters

Count the weapons you can use from the pilot seat. Light fighters keep you focused on the fight; larger fighters can add an interior, a gunner seat or torpedoes. Choose for the trips you take alone, even if the ship has room for company.

Pilot + gunner

Flying with a regular gunner? Start with the Hurricane or standard Scorpius. The Cutlass Black keeps freight and ground trips open, while the Vanguards add a cabin and work for nights you fly alone. Try both seats together before choosing.

Torpedo strikes

The Gladiator lets you start with a compact fighter-bomber. A Vanguard Harbinger keeps more fighter work between launches, while the Eclipse focuses on heavy strikes. Moving to a Retaliator or Polaris adds crew and resupply planning; the Retaliator also needs torpedo-bay modules.

Fleet combat

Start with the jobs your crew wants. A gunship gives several players weapons to operate; an escort protects other ships; a Polaris adds a capital torpedo strike. Bring enough people for the stations you plan to use and agree how you'll resupply.

Before you start

Check which weapons you can use and who will take the other stations. Leave time and credits for repairs and rearming.

How many people do you actually need?
Listed crew is not a minimum for every trip. Check what the pilot can use and which stations need another person. A spare seat does not automatically mean you need someone in it.

Our recommendations

16 recommendations
Combat: choose the right fit

Combat: choose the right fit

Gladius / F7C-M Super Hornet Mk II / Vanguard Warden / Hurricane / Hammerhead / Polaris / Gladiator / Retaliator / Scorpius / Redeemer / Cutlass Black

ShipBest suited toMain trade-offKey features
GladiusLearn to fly a dedicated fighterYou'll need other transport for freight and trips that require a cabin.Solo fighter; One pilot
F7C-M Super Hornet Mk IIA medium fighter with room for a gunnerCheck which weapons the pilot and gunner control with the fitted equipment.Medium fighter; Pilot; second-seat option
Vanguard WardenA heavy fighter with a cabinThe larger hull needs more room to maneuver than a light fighter.Heavy fighter; Pilot; optional gunner
HurricaneMake the gunner part of the fightYou lose much of its usefulness without an active gunner.Crewed heavy fighter; Pilot + active gunner
HammerheadGive your turret crew an escort jobEmpty turrets leave you with less firepower, so arrange the crew before setting off.Anti-fighter escort; Pilot and turret crew
PolarisPlan a capital torpedo strikePlan crew, ammunition, escorts and rearming before the operation.Capital torpedo platform; Organized crew
GladiatorStart with a compact fighter-bomberShip strikes need the torpedo rack. A bomb configuration is for a different kind of target.Light torpedo bomber; Pilot / optional gunner
RetaliatorEquip a heavy torpedo bomberThe base hull is not the bomber loadout. Check that the required torpedo-bay modules are included.Torpedo-bay modules; Pilot and defensive gunners
ScorpiusTeam up with a turret gunnerThe standard Scorpius has the gun turret. Antares uses the second seat for disruption equipment.Two-person heavy fighter; Remote turret
RedeemerBring a small gunship crewMuch of its firepower needs crewmates at the weapon stations.Crewed gunship; Pilot and turret operators
Cutlass BlackStart fighting with a gunnerIf nearly every trip is combat, compare a dedicated two-person fighter.46 SCU; Solo; optional gunner

The Vanguard Warden can be flown solo. The Hurricane is for a pilot and an active gunner.

Budget
GladiusFlight ready

Gladius

Learn to fly a dedicated fighter

One pilot and a focused combat ship keep your attention on positioning, aim and the next opening.

Combat role
Solo fighter
Operators
One pilot

Keep in mind: You'll need other transport for freight and trips that require a cabin.

Why we picked it

The Gladius gives you a clear job: get into a firing position, make the shots count and learn when to disengage. Try the Arrow against the same opponents before deciding which you prefer. Both are ships you can keep practicing in, even after adding something larger.

ArrowFlight ready

Arrow

Try a smaller light fighter

A compact hull keeps the Arrow focused on close-range fighting.

Combat role
Light fighter
Operators
One pilot

Keep in mind: It offers little room for activities outside combat.

Why we picked it

Try the Arrow and Gladius as alternatives, not consecutive upgrades. Pay attention to the cockpit view and how easily you can judge your position through a turn. The better choice is the one you feel comfortable practicing in.

GladiatorFlight ready

Gladiator

Start with a compact fighter-bomber

Torpedoes, guns and an optional turret partner keep the Gladiator useful before and after a strike.

Combat role
Light torpedo bomber
Crew plan
Pilot / optional gunner

Keep in mind: Ship strikes need the torpedo rack. A bomb configuration is for a different kind of target.

Why we picked it

You can learn the approach, launch and rearming routine without gathering a large bomber crew. Bring a friend for the turret, then use the guns when the torpedoes are gone. For a more focused heavy strike, compare the Eclipse.

Cutlass BlackFlight ready

Cutlass Black

Start fighting with a gunner

Bring a friend into the fight without giving up freight and ground trips.

Cargo
46 SCU
Operating style
Solo; optional gunner

Keep in mind: If nearly every trip is combat, compare a dedicated two-person fighter.

Why we picked it

The Cutlass Black gives the gunner something to do and keeps the rear bay for whatever comes after the fight. That works well when your evening changes direction. Try the Hurricane or Scorpius if you both want to spend most of your time in combat.

Premium
F7C-M Super Hornet Mk IIFlight ready

F7C-M Super Hornet Mk II

A medium fighter with room for a gunner

The standard Super Hornet Mk II gives you a medium fighter you can take out alone or share with a friend.

Combat role
Medium fighter
Operators
Pilot; second-seat option

Keep in mind: Check which weapons the pilot and gunner control with the fitted equipment.

Why we picked it

If your partner joins some nights but not every night, the standard F7C-M is worth trying together. It sits between a cockpit-only solo fighter and a larger Vanguard. The Hurricane is another option when you know you'll usually have a gunner.

Vanguard WardenFlight ready

Vanguard Warden

A heavy fighter with a cabin

Pilot-controlled weapons, an interior and an optional gunner let you take the Warden out alone or with company.

Combat role
Heavy fighter
Operators
Pilot; optional gunner

Keep in mind: The larger hull needs more room to maneuver than a light fighter.

Why we picked it

You have somewhere to spend time between engagements, and a friend can take the turret without being essential to every trip. If you always fly with a gunner, take a look at the Hurricane too. If you mainly want to practice close dogfights, try the smaller Gladius.

HurricaneFlight ready

Hurricane

Make the gunner part of the fight

The turret is a second player's job, not spare seating. The Hurricane gives a regular pilot-and-gunner pair plenty to do.

Combat role
Crewed heavy fighter
Operators
Pilot + active gunner

Keep in mind: You lose much of its usefulness without an active gunner.

Why we picked it

The pilot positions the ship while the gunner tracks the target. Both players stay busy, and good coordination becomes part of the fun. Keep a solo fighter handy for nights when your partner is offline.

EclipseFlight ready

Eclipse

Plan the approach, make the strike

A dedicated torpedo bomber rewards choosing the target and escape route before you launch.

Combat role
Torpedo strike
Limit
Limited torpedo supply

Keep in mind: A missed or intercepted torpedo costs ammunition and may mean another rearming trip.

Why we picked it

The Eclipse is for an attack you prepare, not a gunfight you settle into. Pick a suitable target, line up the strike and leave before the fight drags on. The Vanguard Harbinger offers more fighter work between launches, while a torpedo-equipped Retaliator gives a crew a larger bomber.

M80Flight ready

M80

Heavy guns for one pilot

Two retractable Size 5 guns and two Size 4 guns give the M80 a heavy forward armament, with a bed and storage behind the cockpit.

Combat role
Heavy fighter
Crew
1

Keep in mind: There is no gunner role or second crew seat.

Why we picked it

The M80 brings heavy guns, a small cargo space and racks for personal gear into a ship built for one pilot. Choose it for solo combat trips with an interior. The Warden can also fly solo, but keeps a turret seat available when a friend joins. That flexibility is worth keeping on your list if your plans change from night to night.

RetaliatorFlight ready

Retaliator

Equip a heavy torpedo bomber

Torpedo-bay modules turn the Retaliator into a strike ship with defensive turrets for a crew.

Required fit
Torpedo-bay modules
Crew plan
Pilot and defensive gunners

Keep in mind: The base hull is not the bomber loadout. Check that the required torpedo-bay modules are included.

Why we picked it

The pilot handles the strike while gunners and escorts protect the approach and withdrawal. That gives a group a job to plan together. If you want to prepare and make the attack alone, the Eclipse is the smaller alternative.

Vanguard HarbingerFlight ready

Vanguard Harbinger

Keep fighting between torpedo runs

The Harbinger combines a heavy fighter, torpedoes and a cabin for the trips between engagements.

Combat role
Heavy fighter / torpedoes
Crew plan
Pilot / optional gunner

Keep in mind: Its smaller torpedoes suit different targets from the heavy strikes of an Eclipse or Retaliator.

Why we picked it

You can launch a torpedo, keep fighting with guns and bring a friend for the turret. That suits an evening where bombing is only part of the plan. Compare the Vanguard Warden if most of your time goes into ordinary combat.

ScorpiusFlight ready

Scorpius

Team up with a turret gunner

A rail-mounted remote turret gives your partner a weapon station while you fly the approach.

Combat role
Two-person heavy fighter
Second seat
Remote turret

Keep in mind: The standard Scorpius has the gun turret. Antares uses the second seat for disruption equipment.

Why we picked it

Try it with the person who will join you regularly. Can you keep the target where the gunner needs it? Can you both follow what is happening? Those are more useful questions than comparing the Scorpius and Hurricane by their weapon totals alone.

End Game
HammerheadFlight ready

Hammerhead

Give your turret crew an escort job

Multiple crewed turrets let a group defend a ship or convoy against fighters.

Combat role
Anti-fighter escort
Operators
Pilot and turret crew

Keep in mind: Empty turrets leave you with less firepower, so arrange the crew before setting off.

Why we picked it

Agree which targets and directions each gunner will cover. The Hammerhead works best as a shared defense job, with everyone helping protect the same ships. A smaller group should also look at the Redeemer instead of taking out more turret stations than it can fill.

PolarisFlight ready

Polaris

Plan a capital torpedo strike

Heavy torpedoes and crew stations give a group jobs around preparing, making and defending a major attack.

Combat role
Capital torpedo platform
Crew plan
Organized crew

Keep in mind: Plan crew, ammunition, escorts and rearming before the operation.

Why we picked it

The Polaris is for a group that wants to run the whole mission together. Someone prepares the strike, others defend the ship, and support craft help keep it going. Smaller fighters still earn their place on quick contracts and nights when you do not need the flagship.

RedeemerFlight ready

Redeemer

Bring a small gunship crew

Turret stations let a few friends share escorts and sustained firefights in one ship.

Combat role
Crewed gunship
Crew plan
Pilot and turret operators

Keep in mind: Much of its firepower needs crewmates at the weapon stations.

Why we picked it

The pilot concentrates on positioning while the gunners work their targets. Try that arrangement with your regular team, then compare the Paladin and its central turret. You don't need to move to a Hammerhead unless you have people who want the extra stations.

PaladinFlight ready

Paladin

Build the crew around the main turret

A large central turret and supporting weapon stations give a gunship team distinct roles.

Combat role
Crewed gunship
Crew plan
Assigned weapon stations

Keep in mind: It needs operators for its stations. It is not a solo dogfighter or a torpedo bomber.

Why we picked it

Who wants the main turret, and who will use the other weapons? Answer that with your crew before comparing the Paladin and Redeemer. Pick the layout that gives everyone a job they enjoy during a fight.

Practical adviceBack to ships

Match the fighter to your fights

What are you fighting, and who will be aboard? Start there. A light fighter lets you concentrate on a close duel. A turret ship gives your friend a job of their own. A bomber asks you to prepare the approach and strike instead of settling into a long gunfight.

Gladius in Star Citizen
Gladius Combat

Your next step

Give yourself time to learn a fighter before changing ships after every difficult fight. Try a Hurricane or Scorpius when a regular partner wants the turret. Add a bomber when you have targets that suit it. The Polaris needs a group to crew and support a capital strike, while the Javelin remains a future fleet project.

Choose a ship for bounty contracts
Not flight ready

Future fleet combat ships

These designs focus on minelaying and destroyer operations. They are separate crew projects, not upgrades to a solo fighter or pilot-and-gunner pair.

End Game
NautilusNot flight ready

Nautilus

Plan where the fight happens

A planned minelayer gives a fleet another way to control an area before an engagement.

Intended role
Minelaying / area control
Operators
Coordinated fleet crew

Keep in mind: Not flight ready. Mine deployment, recovery and countermeasures are still subject to development.

Why we picked it

The Nautilus is one to watch if you enjoy planning where an encounter happens. Your team would place the mines and protect the operation with other ships. It is a specialist role alongside fighters and escorts, not a replacement for them.

JavelinNot flight ready

Javelin

Build a crew for a destroyer

A future capital combat ship gives an organization a flagship to equip and operate together.

Intended role
Capital destroyer
Crew plan
Organization

Keep in mind: Not flight ready. The hull purchase does not cover everything needed to equip and sustain it.

Why we picked it

The Javelin is a project for a group with people who want the stations, supply runs and fleet work. You can practice that coordination in current crewed combat ships. Smaller fighters will still be useful for nights when the whole group cannot join.

How should I test a fighter before buying?

Use opponents and a crew setup you know. Pay attention to the view, aiming, losing a pursuer and getting back to rearm. Better numbers will not help much if you struggle to put the ship where you need it.

03
Stopping a ship is not the same as winning the fight.

Ships for bounty hunting and interdiction

Destroy-target bounties, interdiction and capture are different objectives. Check which missions are available.

NPC bounties

For destroy-target contracts, start with a combat ship you can fly confidently. A hold lets you bring recovered cargo home afterward. Torpedoes suit particular large targets, not every contract. Build up through fights you can finish reliably.

Player hunting

Winning the fight and stopping the target from leaving are separate jobs. Most fighters need help with quantum interception. The Guardian QI has a quantum dampener to stop nearby targets from jumping away, but you still need to choose fights you can handle.

Team specialists

Assign the jobs before choosing the ships. A Mantis intercepts quantum travel, an EMP disrupts systems and a dampener blocks nearby jumps. Detention equipment only helps with supported capture missions. The Scorpius Antares needs a partner to operate its specialist systems.

Before you start

Read the objective. Destroying a target, stopping its jump and bringing back a prisoner need different equipment. Capture also needs a mission that supports it.

NPC targets, dampeners, snares and EMPs
NPC targets are computer-controlled; player targets are flown by other people. A quantum dampener blocks nearby jumps. A snare intercepts ships already traveling in quantum. An EMP, or electromagnetic pulse, disrupts ship systems instead of doing either quantum job.

Our recommendations

16 recommendations
Bounty & interdiction: choose the right fit

Bounty & interdiction: choose the right fit

Avenger Titan / Constellation Taurus / Gladius / Guardian QI / Mantis / Hawk / F7C-M Super Hornet Mk II / Eclipse / Scorpius Antares

ShipBest suited toMain trade-offKey features
Avenger TitanLearn NPC combat contractsBuild up through contracts you can finish reliably. A small mixed-mission ship will not suit every target.Pilot weapons / freight bay; Early NPC contracts
Constellation TaurusFight heavier NPC targets and bring cargo homeThe large hull is harder to maneuver in close fights, especially against agile player-flown ships.Pilot weapons / freight bay; Heavier NPC targets
GladiusFocus on the fightThere is no quantum dampener. A teammate needs to block jumps when the hunt calls for it.Pilot-controlled weapons; Focused fighter
Guardian QIKeep a nearby target from jumping awayThe dampener has range and operating limits. It cannot intercept quantum travel like a Mantis snare.Quantum dampener; Fighter interception
MantisIntercept a ship in quantum travelBring fighters to protect the Mantis and deal with the intercepted ship.Quantum snare / dampener; Combat escort
HawkBring an EMP in a small fighterPrisoner transport only helps with missions that support taking a target alive.EMP; Single-prisoner compartment
F7C-M Super Hornet Mk IIA medium fighter with room for a gunnerCheck which weapons the pilot and gunner control with the fitted equipment.Medium fighter; Pilot; second-seat option
EclipsePlan a strike on a large NPC targetA missed or intercepted torpedo can turn the contract into an expensive rearming trip.Torpedo strike; Limited torpedo supply
Scorpius AntaresLet your partner handle disruptionThe second seat has no gun turret. Its dampener is also different from a quantum snare.EMP / quantum dampener; Disruption operator
Budget
Avenger TitanFlight ready

Avenger Titan

Learn NPC combat contracts

Start with computer-controlled bounty targets, then use the rear bay for recovered freight or another delivery.

Equipment
Pilot weapons / freight bay
Best suited to
Early NPC contracts

Keep in mind: Build up through contracts you can finish reliably. A small mixed-mission ship will not suit every target.

Why we picked it

You do not need detention equipment for a contract that asks you to destroy the target. The Titan lets you learn those early fights and still bring cargo home. Try a Gladius if fighting becomes the main interest, or a Constellation Taurus when you need more room for recovered goods.

GladiusFlight ready

Gladius

Focus on the fight

Pilot-controlled weapons let you concentrate on flying and fighting.

Equipment
Pilot-controlled weapons
Role
Focused fighter

Keep in mind: There is no quantum dampener. A teammate needs to block jumps when the hunt calls for it.

Why we picked it

Take the Gladius when combat is your part of the hunt. The Avenger Titan adds room for recovered cargo, while the Guardian QI can block nearby quantum jumps. Choose the equipment your job needs rather than expecting one fighter to do all three.

HawkFlight ready

Hawk

Bring an EMP in a small fighter

An EMP and a single-prisoner compartment give the Hawk tools beyond its guns.

Equipment
EMP
Design
Single-prisoner compartment

Keep in mind: Prisoner transport only helps with missions that support taking a target alive.

Why we picked it

The EMP lets you help disrupt a target while the rest of the team follows up. If you just want to fight, compare a Gladius. If you need quantum dampening and more detention space, look at the Cutlass Blue.

Avenger StalkerFlight ready

Avenger Stalker

Bring the target back

The Stalker replaces the Avenger's freight role with prisoner-transport equipment.

Design role
Prisoner transport
Crew
1

Keep in mind: Check that the mission supports capture and transport before choosing a ship for its detention equipment.

Why we picked it

Pick the Stalker when bringing someone back is actually part of the job. If your contracts only ask you to destroy targets, the Avenger Titan lets you fight and carry recovered cargo. The detention equipment does not help with those deliveries.

Avenger WarlockFlight ready

Avenger Warlock

Help your team with an EMP

The Warlock gives an Avenger pilot disruption equipment to support a hunt.

Equipment
EMP
Team role
Disruption support

Keep in mind: An EMP disrupts systems. It is not a quantum snare and does not provide prisoner transport.

Why we picked it

Plan what your teammates will do after the EMP hits. They might press the attack or move to secure the target. The Warlock makes sense when the team already has a way to intercept the ship and finish the objective.

ArrowFlight ready

Arrow

Try a smaller light fighter

A compact hull keeps the Arrow focused on close-range fighting.

Combat role
Light fighter
Operators
One pilot

Keep in mind: It offers little room for activities outside combat.

Why we picked it

Try the Arrow and Gladius as alternatives, not consecutive upgrades. Pay attention to the cockpit view and how easily you can judge your position through a turn. The better choice is the one you feel comfortable practicing in.

Premium
Constellation TaurusFlight ready

Constellation Taurus

Fight heavier NPC targets and bring cargo home

Pilot-controlled weapons and a large hold can suit NPC contracts with freight to recover afterward.

Equipment
Pilot weapons / freight bay
Best suited to
Heavier NPC targets

Keep in mind: The large hull is harder to maneuver in close fights, especially against agile player-flown ships.

Why we picked it

The Taurus gives you room for the cargo after the fight. If that is a regular part of your contracts, the hold can be more useful than moving to a heavier fighter alone. The Vanguard Warden is worth comparing when you mostly want combat and a cabin between jobs.

MantisFlight ready

Mantis

Intercept a ship in quantum travel

A quantum snare lets the Mantis pull a traveling target into an encounter for your team.

Equipment
Quantum snare / dampener
Support
Combat escort

Keep in mind: Bring fighters to protect the Mantis and deal with the intercepted ship.

Why we picked it

One player sets up the interception while the fighters get ready to act. Agree on the target and how you'll withdraw if the encounter goes badly. If you only need to block nearby jumps from your own fighter, compare the Guardian QI and its dampener.

Cutlass BlueFlight ready

Cutlass Blue

Block jumps and carry prisoners

The Cutlass Blue combines quantum dampening with a detention area for bounty work.

Equipment
Quantum dampener
Design
Prisoner transport

Keep in mind: Capturing and delivering prisoners depends on the missions and mechanics currently available.

Why we picked it

The dampener helps keep a nearby target from leaving in quantum. The prisoner space is a separate tool for jobs that support capture. If you mainly want a Cutlass for freight and mixed missions, choose the Black instead.

End Game
Guardian QIFlight ready

Guardian QI

Keep a nearby target from jumping away

A quantum dampener adds pursuit equipment to the Guardian QI's fighter role.

Equipment
Quantum dampener
Role
Fighter interception

Keep in mind: The dampener has range and operating limits. It cannot intercept quantum travel like a Mantis snare.

Why we picked it

If targets keep jumping away from your fighter, the Guardian QI gives you a way to address that in the same ship. You still need to win the fight. Another option is to stay in a fighter you already enjoy and have a teammate handle the dampening.

F7C-M Super Hornet Mk IIFlight ready

F7C-M Super Hornet Mk II

A medium fighter with room for a gunner

The standard Super Hornet Mk II gives you a medium fighter you can take out alone or share with a friend.

Combat role
Medium fighter
Operators
Pilot; second-seat option

Keep in mind: Check which weapons the pilot and gunner control with the fitted equipment.

Why we picked it

The standard Super Hornet Mk II lets you hunt with or without a second player. Check who controls each weapon before setting off. If stopping quantum jumps is your job too, you need help from another ship or a fighter with a dampener, such as the Guardian QI.

Vanguard WardenFlight ready

Vanguard Warden

A heavy fighter with a cabin

Pilot-controlled weapons, an interior and an optional gunner let you take the Warden out alone or with company.

Combat role
Heavy fighter
Operators
Pilot; optional gunner

Keep in mind: The larger hull needs more room to maneuver than a light fighter.

Why we picked it

The Warden gives you an interior for repeated combat trips and a turret when a friend joins. You still have weapons to use on your own. Against players, plan how you'll stop the target leaving as well as how you'll fight it.

EclipseFlight ready

Eclipse

Plan a strike on a large NPC target

Attack a suitable large target with torpedoes, then leave and rearm.

Combat role
Torpedo strike
Limit
Limited torpedo supply

Keep in mind: A missed or intercepted torpedo can turn the contract into an expensive rearming trip.

Why we picked it

Choose contracts that suit a planned torpedo attack. The fun is in lining up the approach and timing the launch, not staying for a long gunfight. The Vanguard Warden offers more repeated fighter work, while a Constellation Taurus has a hold for recovered cargo.

CorsairFlight ready

Corsair

Bring recovered freight back from a fight

Pilot-usable weapons and an internal bay let you fight suitable NPC targets and carry recovered goods.

Cargo
72 SCU
Access
Rear cargo / vehicle ramp

Keep in mind: Check which weapons your crew can operate. The large hull needs room to maneuver.

Why we picked it

If your contracts involve fighting and recovering cargo, compare the Corsair with the Constellation Taurus. The Corsair loads through a ramp; the Taurus uses an elevator. Try the loading routine as well as the fight, with the people who will normally join you.

ScorpiusFlight ready

Scorpius

Team up with a turret gunner

A rail-mounted remote turret gives your partner a weapon station while you fly the approach.

Combat role
Two-person heavy fighter
Second seat
Remote turret

Keep in mind: The standard Scorpius has the gun turret. Antares uses the second seat for disruption equipment.

Why we picked it

A Scorpius pair can concentrate on the fight while another ship handles interception. Your partner has a turret to use throughout the encounter. The Antares gives that second player disruption equipment instead, if they would prefer that job to gunnery.

Scorpius AntaresFlight ready

Scorpius Antares

Let your partner handle disruption

One player flies and fights while the other operates the EMP and quantum dampener.

Equipment
EMP / quantum dampener
Second seat
Disruption operator

Keep in mind: The second seat has no gun turret. Its dampener is also different from a quantum snare.

Why we picked it

The Antares gives your partner a job beyond aiming another gun. Work out when to use the equipment and who will finish the encounter. Choose the standard Scorpius if you would both rather have a shooting role.

Practical adviceBack to ships

Read the objective before choosing the equipment

Read the objective before choosing the ship. Destroying a computer-controlled target is mainly a combat job. Catching a player who can leave needs a way to stop them. Taking someone alive also needs a mission that supports capture and transport. In a group, agree who will find the target, who will stop it escaping and who will handle the fight.

Cutlass Blue in Star Citizen
Cutlass Blue Bounty & interdiction

Your next step

Start with contracts you can finish consistently. If targets keep jumping away, add a dampener or bring a teammate who has one. A Mantis snare does the different job of intercepting quantum travel and needs combat support. The Zeus Mk II MR is not flight ready; check its equipment and supported missions when it arrives.

Compare dedicated solo fighters
Not flight ready

Future bounty-hunting ships

The Zeus MR is a future option for a shared hunting crew. Its appeal depends on the interception and capture systems it arrives with, not just its guns.

Premium
Zeus Mk II MRNot flight ready

Zeus Mk II MR

Plan a hunt with a shared crew

The MR is designed for bounty work with specialist equipment and space for a hunting team.

Intended role
Crewed bounty hunting
Listed crew
1-3

Keep in mind: Not flight ready. Its interception and capture systems must be checked when they are available.

Why we picked it

If you want the hunting team aboard one ship, keep an eye on the MR. Decide who enjoys finding the target, stopping it and handling the capture. The missions and equipment need to support those jobs before you can rely on that plan.

Do I need prisoner pods for combat bounties?

Not for a contract that only asks you to destroy the target. Prisoner pods matter when the mission supports bringing someone back alive.

04
From finding ore to selling the load.

Best mining ships: from solo work to a mining fleet

Ship and surface mining are playable. Arrastra and Orion are not flight ready.

Solo ship mining

The Golem and Prospector have the same stock ore capacity in this comparison. The Golem keeps things compact; the Prospector adds a cabin, bed and mining arm. Decide how you want to spend the whole trip, including time between deposits.

Group mining

Separate miners let everyone fly and search independently. A MOLE puts the group together, with a pilot positioning the ship for the mining stations. In either case, plan refining and a hauler for the finished cargo.

Surface mining

Do you want to mine from a suit, drive your own rover or split the work with a friend? ATLS GEO, ROC and ROC-DS cover those choices. Try the terrain you want to work and check how you'll carry the equipment there.

Before you start

Ship-mined ore needs refining and a hauler for the finished cargo. For an ATLS GEO, ROC or ROC-DS, arrange transport for the equipment and a way to bring the material home.

Ore storage and finished cargo are different
Ore containers hold unrefined material from ship mining. Once refined, it needs a separate freight hold for transport. Do not add ore storage and cargo-grid capacity together.

Our recommendations

6 recommendations
Golem vs Prospector: compact miner or a cabin?

Golem vs Prospector: compact miner or a cabin?

Golem / Prospector

ShipWhy we would choose itThe compromiseStock ore
GolemCompact mining trips in a single-seat ship.No walkable living cabin; plan around returning to base.32 SCU
ProspectorAn adjustable mining arm, a cabin and a bed.No increase in stock ore capacity over the Golem.32 SCU

Stock ore capacities checked against game-data build 4.10.0: Golem 32 SCU, Prospector 32 SCU, MOLE 96 SCU. Spare pods and different fitted containers are not included. Plan a separate hauler for refined output.

Budget
GolemFlight ready

Golem

Head out, mine, return to base

A compact single-seat miner keeps short trips focused on finding and working a deposit.

Stock ore storage
32 SCU
Layout
Single-seat; no cabin

Keep in mind: There is no walkable cabin. Check the fitted mining head and supported modules.

Why we picked it

The Golem and Prospector have the same stock ore capacity here. Choose the Golem for a small, single-seat ship and trips that finish back at your usual base. Choose the Prospector if a walkable cabin and bed matter to you between deposits.

ROCFlight ready

ROC

Take mining onto the surface

Unload the ROC, drive out and work surface gems before returning to your carrier.

Mineral storage
1.2 SCU
Logistics
Compatible carrier needed

Keep in mind: You need a ship to carry it. The Nomad can carry a ROC.

Why we picked it

If you enjoy getting out of the spacecraft and searching from the ground, the ROC makes that part of the mining trip. Remember to allow time to load it again before moving on. For a different way across the terrain, take a look at the ATLS GEO mining suit.

ATLS GEOFlight ready

ATLS GEO

Reach deposits in a mining suit

Mining equipment and a jump pack give the ATLS GEO another way across terrain that you would otherwise drive over.

Type
Mining power suit
Logistics
Transport and recovery

Keep in mind: Arrange transport for the suit and a way to bring the recovered material home.

Why we picked it

This is for the player who wants to work on foot in a suit instead of from a rover. Try it on the terrain and material you want to mine. You'll still need a carrier to move between distant areas, just as you would with a ROC.

ROC-DSFlight ready

ROC-DS

Give the mining seat to a friend

A separate boom seat lets one person mine while another drives and positions the vehicle.

Role
Two-person surface mining
Crew plan
Driver and mining operator

Keep in mind: Check that your carrier fits the larger vehicle. Two standard ROCs are another option.

Why we picked it

Pick the ROC-DS if one of you wants to drive while the other mines. You'll work the same deposit as a pair. Two separate ROCs give you more independence if you'd rather each search and mine at your own pace.

Premium
ProspectorFlight ready

Prospector

Start a solo mining routine

Fly and operate the mining arm from the pilot station, with a cabin and bed behind the cockpit.

Stock ore storage
32 SCU
Mining
One pilot / mining station

Keep in mind: After refining, you need a separate freight hold to take the finished cargo to a buyer.

Why we picked it

You can reposition and mine without changing seats, which leaves you free to concentrate on the deposit. You also have a cabin and bed for a break between stops. Once you know the full trip from finding ore to selling it, you'll have a better idea whether you want more storage or help from friends.

End Game
MOLEFlight ready

MOLE

Share the mining stations

Separate stations let friends work deposits together, with more ore storage than the smaller solo miners.

Stock ore storage
96 SCU
Mining
Separate pilot / miners

Keep in mind: Flying alone means changing stations whenever you need to move the ship.

Why we picked it

With someone keeping the ship in position, the miners can concentrate on the rock. You can do those jobs in turn on your own, but expect extra walking. Try a full trip with your group: some crews prefer being together in a MOLE, while others enjoy flying separate Prospectors.

Golem and Prospector are our dedicated solo-miner choices. For the next scale of operation, compare Group mining; a larger crew ship is not automatically a solo upgrade.

Practical adviceBack to ships

Plan the trip from deposit to delivery

A good mining trip starts before you fire the laser. You find a deposit, decide whether your equipment can handle it and choose what is worth bringing home. A Golem or Prospector lets you learn that routine on your own. Follow the material all the way to a sale before deciding which part needs a bigger ship or another pair of hands.

Prospector in Star Citizen
Prospector Mining

Your next step

Once you're comfortable in a Golem or Prospector, try group mining in a MOLE. You can then expand to several miners with ships to haul the finished cargo. Arrastra is planned to combine mining and refining; Orion is intended for a larger organization operation. Neither is flight ready. When they arrive, try the full process before replacing a smaller fleet your group already enjoys.

Find a hauler for refined cargo
Not flight ready

Future mining and refinery ships

These designs add refining and larger crew operations to the mining career. They are different jobs from solo ship mining or working surface gems.

Premium
ExpanseNot flight ready

Expanse

Refine ore for the mining team

A planned mobile refinery would process material brought in by other miners.

Intended role
Mobile refinery
Requires
Ore supplied by miners

Keep in mind: Not flight ready. The Expanse refines supplied ore; it does not mine it.

Why we picked it

This is for the player who wants to help the mining group without working each deposit. Miners would bring you ore and a hauler would take the finished cargo away. That makes the Expanse a separate job in the fleet, unlike a ship designed to mine and refine aboard.

End Game
ArrastraNot flight ready

Arrastra

Mine and refine with the same crew

The Arrastra is planned to bring extraction and refining together in one larger mining ship.

Intended role
Mining / refining
Crew plan
Regular mining crew

Keep in mind: Not flight ready. Crew needs and material handling may change during development.

Why we picked it

A regular mining group could keep more of the work aboard one ship instead of using a separate refinery. That is what makes the Arrastra worth watching. When it arrives, try the full route from deposit to finished cargo before changing a fleet that already works for you.

OrionNot flight ready

Orion

Plan large-scale mining with your group

The Orion is intended for mining with a large crew and supporting ships.

Intended role
Industrial mining
Crew plan
Organization and support fleet

Keep in mind: Not flight ready. It is a future group operation, not a solo miner upgrade.

Why we picked it

If your group wants to handle extraction, processing and transport together, the Orion is one to watch. When it is added to the game, you can assess it for organization-wide mining trips. Keep the smaller miners for shorter outings and nights with fewer people.

Is a MOLE always better than a Prospector?

No. Some experienced solo miners value the extra equipment and storage enough to accept switching stations. Others would rather keep flying and mining in one seat. Borrow a MOLE for a complete trip, including repositioning and unloading, before deciding whether that extra work suits you.

05
The wreck is only the beginning.

Best salvage ships for solo players and crews

Scraping and structural salvage are different jobs. A processing buffer is not the same as cargo-grid capacity.

Solo scraping

The main difference is what happens to the material. Salvation keeps loads small, Vulture puts boxes in an enclosed hold, and Fortune dispenses them outside automatically. Try the unloading as well as the scraping.

Structural salvage

The MOTH can do structural work from the pilot seat, with separate scraping stations for a team. The Reclaimer gives a larger crew more processing and cargo work to share. Decide who will do each part before gathering the ships.

Before you start

Find a suitable wreck and somewhere to sell the material. Leave time for the boxes, or bring a friend with a hauler.

Scraping, structural salvage and storage
Scraping removes material from a hull's surface. Structural salvage breaks up and processes the remaining wreck. A buffer holds the material before you box it; the cargo grid secures the containers afterward. Structural material may need further refining before sale.

Our recommendations

5 recommendations
Salvage: choose the right fit

Salvage: choose the right fit

Salvation / MOTH / Vulture / Fortune / Reclaimer

ShipBest suited toMain trade-offKey features
SalvationKeep salvage trips smallThe small cargo grid means frequent unloading or help moving material.6 SCU; Compact external storage
MOTHBreak down wrecks or bring a scraping crewThe separate scraping stations need their own operators.224 SCU; Structural / separate stations
VultureRun the whole salvage job yourselfMoving boxes takes you away from working the wreck.12 SCU; Enclosed working hold
FortuneLet the ship dispense the boxesThe material still needs to be moved and sold.16 SCU; External auto dispenser
ReclaimerMake salvage a crew jobPreparing, moving and unloading the ship take a substantial part of the session.420 SCU; Crewed processing / handling
Budget
SalvationFlight ready

Salvation

Keep salvage trips small

A compact salvager with external storage suits short scraping trips and smaller loads.

Cargo grid
6 SCU
Layout
Compact external storage

Keep in mind: The small cargo grid means frequent unloading or help moving material.

Why we picked it

Choose the Salvation for shorter scraping trips with a small load to sell at the end. You work with external storage instead of the Vulture's enclosed hold. It suits someone who enjoys finishing one wreck and heading home more than staying out to build up a large haul.

Premium
VultureFlight ready

Vulture

Run the whole salvage job yourself

Scrape the hull, box the material and manage it inside your own hold.

Cargo grid
12 SCU
Handling
Enclosed working hold

Keep in mind: Moving boxes takes you away from working the wreck.

Why we picked it

The Vulture gives you an enclosed workspace where you can manage the recovered material yourself. If you enjoy that routine but keep filling up, a hauling partner can help. If trips into the hold are what you dislike, compare the Fortune and its external dispensing.

FortuneFlight ready

Fortune

Let the ship dispense the boxes

Automatic external dispensing reduces the need to leave the pilot seat for an internal cargo hold.

Cargo grid
16 SCU
Handling
External auto dispenser

Keep in mind: The material still needs to be moved and sold.

Why we picked it

The Fortune is our alternative for players who enjoy scraping but dislike stopping to stack boxes inside a hold. Dispensing them outside removes that particular interruption. A hauling partner can collect the output while you keep working, though selling it remains part of the job.

End Game
MOTHFlight ready

MOTH

Break down wrecks or bring a scraping crew

You can operate structural salvage from the pilot position, while separate scraping stations give friends work to do.

Cargo grid
224 SCU
Operations
Structural / separate stations

Keep in mind: The separate scraping stations need their own operators.

Why we picked it

Choose the kind of salvage you want to do first. Structural work can stay at the pilot seat, while a scraping trip calls for people at the other stations. For a larger crew handling processing and cargo together, compare the Reclaimer.

ReclaimerFlight ready

Reclaimer

Make salvage a crew job

Salvage stations, processing and cargo handling give a regular group different parts of the same job.

Cargo grid
420 SCU
Operations
Crewed processing / handling

Keep in mind: Preparing, moving and unloading the ship take a substantial part of the session.

Why we picked it

One person's work creates the next person's job, from collecting material to moving it through the ship. That coordination is why you bring a Reclaimer. Arrange hauling help if cargo starts backing up, and keep a smaller salvager for trips on your own.

Vulture and Fortune sit in the same price band but handle output differently. Choose the working layout you prefer; moving to a large crew ship is a different operation, not a required solo upgrade.

MOTH offers a smaller structural operation; Reclaimer gives a regular crew more processing and cargo work. Choose the way you want to divide those jobs.

Practical adviceBack to ships

Compare the whole salvage session

Working the wreck is only part of the trip. You still need to move the recovered material and get it sold. A small salvager lets you do the whole job yourself. A larger ship gives friends separate stations and cargo to handle. Choose the routine you enjoy, including the work after the scraping stops.

Vulture in Star Citizen
Vulture Salvage

Your next step

Start with a Salvation, Vulture or Fortune for solo scraping. If boxes keep taking you away from the wreck, try a hauling partner before buying a bigger salvager. The MOTH adds structural work and separate scraping stations. The Reclaimer gives a regular crew more processing and cargo work to share.

Compare structural salvage ships
Should I measure earnings only while salvaging?

Count the whole session: finding a wreck, reaching it, handling the material and getting it sold. A fast stretch of scraping can hide a slow trip or a lot of unloading afterward.

06
Reach the patient. Bring the right care.

Best medical ships for rescue and support

Bed count and treatment tier are separate. Tier 2 treats a broader range of injuries than Tier 3; regeneration has its own rules.

Before you start

Bring medical supplies. Plan how you'll reach the patient and where to take them afterward. Check treatment tier, bed count and regeneration rules separately.

Beds, treatment tiers and regeneration
Bed count tells you how many patients can use a bed at once. Lower-numbered treatment tiers handle more severe injuries. Regeneration means returning after death. Its rules are separate from treatment and can change with the game.

Our recommendations

6 recommendations
From compact ambulance to configurable medical base

From compact ambulance to configurable medical base

C8R Pisces / Cutlass Red / Terrapin Medic / Apollo Triage (includes the Apollo alternative)

ShipTreatment facilitiesWhy choose itThe limit
C8R Pisces1 bed / Tier 3A small shuttle for patient pickups.One bed with Tier 3 treatment.
Cutlass Red2 beds / Tier 3Treat two patients at once and bring supplies.Two beds do not improve the treatment tier.
Terrapin Medic1 bed / Tier 2Tier 2 care for more serious injuries.One bed, compared with two in the Cutlass Red.
Apollo TriageTwo configurable medical rooms.Choose the rooms your rescue team needs.Available bed count and tier depend on the fitted modules.

Apollo room configurations checked 10 September 2026. Treatment capability follows the installed module; do not assume the default loadout includes the most intensive care.

Budget
C8R PiscesFlight ready

C8R Pisces

Start with a compact ambulance

A small medical shuttle for reaching a casualty, bringing them aboard and providing Tier 3 care.

Treatment
1 bed / Tier 3
Role
Compact ambulance

Keep in mind: Injuries beyond Tier 3 treatment need further care elsewhere.

Why we picked it

Choose the C8R when you mainly answer individual rescue calls and want to get straight to the pickup. If you often need to bring back two patients, the Cutlass Red adds bed space. If one patient's injuries are the problem, the Terrapin Medic adds a higher level of treatment instead.

Ursa MedivacFlight ready

Ursa Medivac

Reach the patient by rover

A medical rover covers the ground journey when your ambulance cannot land beside the casualty.

Role
Ground ambulance
Travel
Carrier needed

Keep in mind: Check that you're buying the Medivac variant and that it fits your carrier.

Why we picked it

The rover takes over when the last part of a rescue has to happen on the ground. Drive out from the landing site, collect the patient and return to the ambulance. If your ship can land beside the casualty, you can skip that extra transfer and leave the rover aboard.

Premium
Cutlass RedFlight ready

Cutlass Red

Bring back two patients

Two Tier 3 beds and room for supplies let the Cutlass Red care for two casualties at once.

Treatment
2 beds / Tier 3
Role
Two-patient support

Keep in mind: More beds do not let you treat more severe injuries. Both are still Tier 3.

Why we picked it

The Red is the step up when rescue calls leave you choosing which casualty to take first. It gives your team room for a second patient and medical supplies without moving to an Apollo. Choose it for more bed space; choose the Terrapin Medic when more advanced treatment matters.

End Game
Terrapin MedicFlight ready

Terrapin Medic

Treat more serious injuries

One Tier 2 bed can treat injuries beyond the Tier 3 care offered by the C8R or Cutlass Red.

Treatment
1 bed / Tier 2
Role
Casualty recovery

Keep in mind: There is one patient bed. Make sure you choose the Medic, not the reconnaissance Terrapin.

Why we picked it

Choose the Medic when the injuries you encounter regularly exceed what a C8R or Cutlass Red can treat. You trade the Red's second bed for more advanced care for one person. That makes it a treatment upgrade, not a larger ambulance.

Apollo TriageFlight ready

Apollo Triage

Set up a medical base for your team

Two configurable medical rooms let you choose between more patients and more advanced treatment.

Facilities
Two configurable medical rooms
Treatment
Depends on fitted modules

Keep in mind: Bed count and treatment tier depend on the medical modules included in the offer.

Why we picked it

The Apollo gives a rescue team somewhere to receive patients, not just pick them up. Choose rooms for the injuries you expect to treat and decide how casualties will reach the ship. A C8R or medical rover can still handle the pickup.

Apollo MedivacFlight ready

Apollo Medivac

Plan for rescues near a fight

The Medivac is the Apollo variant aimed at riskier rescue work, with configurable rooms for the medical team.

Facilities
Configurable medical rooms
Treatment
Depends on fitted modules

Keep in mind: Check the defensive equipment and medical modules in the offer. You may still need an escort.

Why we picked it

We'd consider the Medivac for a rescue team that expects to work near fighting, rather than choosing it simply for a larger hospital. As with the Triage, choose between more beds and treatment for more serious injuries. Set up the rooms for your patients, then plan how to protect the pickup.

Practical adviceBack to ships

Choose the care your patients need

Think about the pickup you expect to make. A C8R is a compact ambulance. A Cutlass Red gives two patients a Tier 3 bed each, while a Terrapin Medic treats more serious injuries in one Tier 2 bed. Extra beds and better treatment solve different problems. Plan where to take anyone who needs care your ship cannot provide.

C8R Pisces in Star Citizen
C8R Pisces Medical & rescue

Your next step

What is holding your rescue team back: reaching patients, treating injuries or caring for several people at once? An Apollo gives you configurable medical rooms. An Ursa Medivac can reach a casualty by ground if you have a carrier for it. The Endeavor hospital is a future option, not a treatment base you can use today.

Compare Apollo with smaller ambulances
Not flight ready

Future ships to watch

These ships are still in development. Here is what they are intended to do and who might want to follow them.

End Game
EndeavorNot flight ready

Endeavor

Follow the planned hospital version

Medical modules are intended to make the Endeavor a treatment base for a rescue team.

Intended role
Modular science / medical
Configuration
Role-specific modules

Keep in mind: Not flight ready. The base hull is not a hospital; the required modules are separate.

Why we picked it

Smaller ambulances would bring patients to the Endeavor for care. That makes it a place to receive casualties, rather than the ship you take to every pickup. You can build a rescue routine with an Apollo and current ambulances while the larger hospital remains in development.

Should I buy a Carrack just for the medical bed?

We would choose a Carrack for expeditions. If rescue is your main job, start with the dedicated ambulances and compare their beds, treatment tiers and pickup access.

07
An expedition is more than a destination.

Best exploration ships for personal trips and expeditions

For travel and player-led expeditions today. Intended discovery and data-selling systems are not all delivered.

Before you start

Plan fuel, supplies, a return route and things to do with your friends. Do not count on income from discovery features that are not available yet.

How many people do you actually need?
Listed crew is not a minimum for every trip. Check what the pilot can use and which stations need another person. A spare seat does not automatically mean you need someone in it.

Our recommendations

9 recommendations
Budget
315pFlight ready

315p

Pack for a trip of your own

An Origin cabin and a small freight hold give one pilot room for supplies and somewhere to stay.

Role
Personal exploration
Cargo
12 SCU

Keep in mind: The small hull limits how much equipment and company you can bring.

Why we picked it

Pack your supplies, choose the next stop and travel at your own pace. The 315p gives a solo pilot a cabin without finding jobs for a crew. You can keep it for personal trips even after adding a Zeus Mk II ES for evenings with friends.

Cutter RamblerFlight ready

Cutter Rambler

Take the scenic route

A cabin designed for time away from home makes the Rambler a welcoming little travel ship.

Purpose
Personal expedition
Crew plan
Single pilot

Keep in mind: Choose it for travel and its cabin, not income from unfinished discovery gameplay.

Why we picked it

The Rambler suits trips where the stops matter more than the payout: land somewhere new, take supplies ashore and return to your own little cabin. It keeps those outings personal, without the work of organizing a crew or running a larger expedition ship.

Premium
Zeus Mk II ESFlight ready

Zeus Mk II ES

Bring friends on the expedition

Shared living space and room for supplies make the Zeus ES a useful base for a small group.

Cargo
32 SCU
Role
Small-group expedition

Keep in mind: The ES and cargo-focused CL have different equipment and cargo layouts.

Why we picked it

If friends want to join the journey, the Zeus ES gives them somewhere to spend time between stops. It can still handle other outings when the expedition ends. Compare the Freelancer DUR for a different shared interior, or the Corsair for separate quarters and more freight space.

CorsairFlight ready

Corsair

Give the expedition a base

Separate crew quarters, a rear ramp and freight space give friends a place to return to between stops.

Cargo
72 SCU
Access
Rear cargo / vehicle ramp

Keep in mind: The large hull and crew-operated stations add work compared with a smaller travel ship.

Why we picked it

Everyone has a room, and the rear bay can carry supplies or ground equipment that fits. That works well for a trip where the plans keep changing. The Freelancer DUR keeps things smaller; a Carrack adds facilities for smaller craft and a larger expedition crew.

Freelancer DURFlight ready

Freelancer DUR

Travel together without a huge ship

Shared accommodation and rear cargo space give a small exploration group room for supplies.

Role
Small shared expedition
Cargo
36 SCU

Keep in mind: Try the narrower interior with the people and equipment you normally bring.

Why we picked it

The rear ramp makes loading for ground stops straightforward, while the shared cabin keeps everyone together. Walk through the ship with your usual gear before choosing it over a Zeus Mk II ES. The Freelancer MAX is the cargo-focused sibling if a larger rover or freight load matters more.

TerrapinFlight ready

Terrapin

Take the scouting job

The base Terrapin focuses on scanning and reconnaissance rather than cargo or guest accommodation.

Role
Scanning / reconnaissance
Variant
Base Terrapin

Keep in mind: Check the scanning functions you want to use. This is not the Medic variant.

Why we picked it

The Terrapin is for the person scouting ahead, not carrying the whole expedition. Its dedicated stations give it a different job from a general travel ship. If you mainly want a cabin for friends and space for their supplies, compare the Zeus Mk II ES or Freelancer DUR.

End Game
CarrackFlight ready

Carrack

Bring a rover and a smaller craft

Crew facilities and space for supporting craft let the Carrack act as a base for an expedition.

Cargo
456 SCU
Operations
Crewed expedition

Keep in mind: Its size and facilities are easier to make use of with a regular crew.

Why we picked it

Fly out in the smaller craft, take the rover on a ground trip, then meet back aboard. Those are the outings that make the Carrack's facilities useful. If your group mostly stays in the main ship, a Corsair or Constellation Aquila may already cover what you need.

Constellation AquilaFlight ready

Constellation Aquila

Explore in a Constellation

A shared interior, cargo space and exploration equipment give the Aquila room for a group trip.

Role
Crewed exploration
Cargo
96 SCU

Keep in mind: Check which equipment and supporting craft come with the specific offer.

Why we picked it

The Aquila gives you another layout to try alongside the Corsair. Think about how you load supplies, reach the smaller craft and spend time during the flight. You can bring a group without taking on all the facilities of a Carrack.

600i ExplorerFlight ready

600i Explorer

Explore with a more spacious interior

Expedition facilities and an Origin cabin make the 600i Explorer worth a look when comfort matters too.

Variant
Explorer, not Touring
Cargo
44 SCU

Keep in mind: Choose for the current interior, not an announced future rework.

Why we picked it

Take a tour with the people who will join you. If you enjoy the expedition but also want more room to relax aboard, this is the 600i to compare with the Aquila and Carrack. The Touring version has a different guest-focused layout, so check which one the offer includes.

Practical adviceBack to ships

Build around the expedition you can take

Picture the trip. A quiet solo route needs supplies and a cabin. A weekend with friends may also need rooms, a rover and a smaller craft to take out. Our choices focus on facilities you can use for those journeys now. Discovery and data-selling gameplay is still developing, so do not count on it to pay for the expedition.

Corsair in Star Citizen
Corsair Exploration

Your next step

A Cutter Rambler or 315p gives you a place for personal trips. Try a Zeus Mk II ES or Freelancer DUR when friends need room. A Corsair or Aquila takes a larger group, while a Carrack gives you facilities for smaller craft too. Odyssey is a future long-range option. Check any rover against the carrier before buying the pair.

Find a ship to carry your vehicle
Not flight ready

Future ships to watch

These ships are still in development. Here is what they are intended to do and who might want to follow them.

End Game
OdysseyNot flight ready

Odyssey

Plan a longer stay away from base

The Odyssey is intended to support a crew on extended exploration trips.

Intended role
Long-range expedition
Crew plan
Exploration crew

Keep in mind: Not flight ready. Planned self-sufficiency still requires supplies and people to run the ship.

Why we picked it

Keep an eye on the Odyssey if your group likes spending time away from regular stations. Its planned facilities may help support those trips, but they will also give the crew work to do. Current expedition ships can help you learn which facilities you actually use.

Is the 400i an exploration upgrade?

The 400i can take you on a great trip, but we recommend it mainly for its touring interior. For a small shared expedition, compare the Zeus Mk II ES or Freelancer DUR. Look at the Corsair if separate quarters and more freight space would help.

08
Choose the carrier for your team.

Best ships for ground teams and vehicle transport

For current ground operations. Confirm the exact vehicle-and-carrier pairing before buying.

Before you start

Try the exact vehicle through the ramp and into the bay. Leave room to enter it and unload with your supplies aboard.

Cargo capacity doesn't tell you whether a vehicle fits
SCU is the standard unit of cargo volume. A cargo grid secures containers, but its capacity cannot tell you whether a rover fits through the ramp or has room to unload.

Our recommendations

9 recommendations
Budget
NomadFlight ready

Nomad

Take a ROC ground mining

Carry a ROC on the open rear bed, fly to a mining area and head out on the surface.

Cargo
24 SCU
Carries
ROC ground miner

Keep in mind: The Nomad can carry a ROC, but that does not mean every rover will fit.

Why we picked it

The Nomad and ROC make a handy solo setup. Land near the area you want to search, unload the miner and bring it back aboard when you're ready to move. Remember that the open bed is also your cargo space, so plan what else needs to come along.

UrsaFlight ready

Ursa

Keep the ground team together

An enclosed rover takes the group from the landing site to the objective in one vehicle.

Role
Enclosed rover
Logistics
Compatible carrier

Keep in mind: Check that it fits the carrier with room left to board and unload.

Why we picked it

Choose the Ursa when you want the group to arrive together in an enclosed rover, with supplies close at hand. It connects the landing site to the ground mission without splitting everyone across separate vehicles. For treatment aboard the rover, you need the Medivac variant instead.

MTCFlight ready

MTC

Bring your gear to the objective

A compact ground transport keeps weapons, armor and supplies nearby on bunker and outpost trips.

Role
Ground equipment transport
Travel
Carrier needed

Keep in mind: Check the fit through your carrier's ramp as well as inside the bay.

Why we picked it

The MTC is for ground trips where bringing the right weapons and supplies matters more than carrying a large squad. It keeps the team's gear near the objective. The Ursa is the alternative for an enclosed group ride, while the Spartan puts more emphasis on moving infantry.

SpartanFlight ready

Spartan

Move the whole infantry squad

A ground personnel carrier brings a larger team from the landing zone to its objective together.

Role
Ground personnel carrier
Crew plan
Infantry team

Keep in mind: It needs a suitable carrier and enough passengers to make use of the seats.

Why we picked it

Bring the Spartan when the ground approach is a squad activity and everyone needs to arrive together. It gives the team a shared ride from the carrier to the objective. A smaller vehicle is enough for one or two players; the Spartan earns its place when you use the passenger space.

Premium
Cutlass BlackFlight ready

Cutlass Black

Take a small ground team

Carry a vehicle that fits and supplies in the rear bay, with a turret for a friend during the flight.

Cargo
46 SCU
Operating style
Solo; optional gunner

Keep in mind: Check the exact vehicle fit and leave room to board and unload it.

Why we picked it

The Cutlass Black suits a ground trip that might turn into another kind of mission afterward. For a larger infantry team, look at the Valkyrie. If the height of your vehicle is the issue, compare the Asgard.

End Game
ValkyrieFlight ready

Valkyrie

Bring the squad to the landing zone

Troop seats and a deployment bay let a squad travel and leave the ship together.

Role
Troop / vehicle deployment
Operations
Pilot and ground team

Keep in mind: A mostly solo player will have little use for the large troop compartment.

Why we picked it

The Valkyrie puts the infantry team first: fly in together, leave the seats and deploy through the bay. We'd choose it when transporting the squad is the mission. Look at the Asgard when you need more room for a vehicle, rather than seats for a larger infantry team.

AsgardFlight ready

Asgard

Make room for the vehicle

A vehicle-focused dropship for teams whose main equipment needs to arrive with them.

Role
Vehicle deployment
Access
Taller vehicle bay

Keep in mind: Verify ramp clearance, turning room and access with the exact vehicle loaded.

Why we picked it

Choose the Asgard when the vehicle is central to the mission, not just something to squeeze in beside the troops. Its taller bay is the reason to shortlist it over the Valkyrie for that job. Keep the Valkyrie on your list when infantry seating matters more.

C2 HerculesFlight ready

C2 Hercules

Move a larger ground load

A large bay with front and rear ramps gives you two ways to load and unload heavy vehicles.

Cargo
696 SCU
Loading
Front and rear ramps

Keep in mind: Check the whole load and leave enough landing space to get it out.

Why we picked it

Choose the C2 when your team needs a large transport that can return to freight work between ground missions. The through-bay layout gives you an entrance at either end instead of one route for everything. The M2 is the alternative when military deployment is the main job.

M2 HerculesFlight ready

M2 Hercules

Transport heavy military equipment

The military Hercules puts vehicle deployment and protection ahead of carrying the most ordinary freight.

Role
Heavy vehicle deployment
Cargo
522 SCU

Keep in mind: The C2 is the cargo-first alternative. The M2 does not offer more freight capacity.

Why we picked it

Compare the M2 and C2 with the ground equipment your group uses. If landing near a fight is a regular part of the job, look closely at the M2's military transport equipment. If you mainly need a large bay for peaceful hauling, the C2 may cover the trip.

Practical adviceBack to ships

Choose the carrier and load together

One ROC, an infantry squad and a heavy ground vehicle need different transport. Start with the people and equipment, then check the ship around that load. Leave room to board, reach supplies and unload. Try the return trip too: everything needs to get back aboard.

Valkyrie in Star Citizen
Valkyrie Ground teams

Your next step

A Nomad carrying a ROC gives you a small ground-mining setup. A Valkyrie is worth a look for an infantry squad; an Asgard puts more room around the vehicle. The C2 and M2 Hercules handle larger loads. Liberator and Legionnaire are future designs for carrying smaller craft and boarding ships, respectively.

Browse vehicle carriers
Not flight ready

Future ships to watch

These ships are still in development. Here is what they are intended to do and who might want to follow them.

Premium
LegionnaireNot flight ready

Legionnaire

Bring a boarding team to a ship

A planned boarding craft focuses on reaching another ship rather than dropping troops on the ground.

Intended role
Ship boarding
Requires
Boarding team and support

Keep in mind: Not flight ready. Boarding and access systems are still part of the future design.

Why we picked it

The boarding team would take over after the approach, with other ships helping intercept and protect the target area. Follow the Legionnaire if that is the group mission you want to play. For ordinary surface deployment now, compare a Valkyrie instead.

End Game
LiberatorNot flight ready

Liberator

Take the smaller craft together

A planned light carrier would transport small spacecraft and ground equipment for a group.

Intended role
Light carrier
Intended load
Small craft and ground vehicles

Keep in mind: Not flight ready. Exact craft fit, clearance and onboard facilities need confirmation.

Why we picked it

Your group could use a Liberator to take racers to an event or move smaller ships to a shared starting point. Decide which craft you want to bring, then check their fit when the carrier is available. Do not assume every combination will fit the pads and vehicle area.

Can cargo capacity tell me whether a vehicle fits?

No. SCU measures cargo volume, not the width of a ramp or the shape of a bay. Check the exact vehicle and carrier together, including room to get out again.

09
Find the racer that suits your course.

Best racing ships and ground-racing options

For spacecraft racing and gravlev events. The stock 4.10 figures are not measured lap times.

Space racing

Try the racers on the same course. The M50 carries more hydrogen than the base Razor; the Razor is narrower and has a higher listed forward-boost speed. Those figures cannot tell you which one you'll lap faster in. The Fury LX also needs transport because it has no quantum drive.

Gravlev events

Pulse LX keeps the bike compact, Nox retains onboard guns, and X1 Velocity pairs naturally with the 400i's bike bay. Dragonfly adds a passenger seat for other trips. Check the event class, compare the bikes on the same terrain and arrange transport home.

Before you start

Gravlev bikes hover above the surface; spacecraft racers use a different kind of course. Check the event class and arrange transport, fuel and recovery.

SCM speed is not a lap time
SCM is the listed normal combat-flight speed. Boost, handling, fuel use, the course and your flying all affect a race. A higher SCM number does not tell you which racer will be fastest at your event.

Our recommendations

9 recommendations
M50 vs Razor: fuel reserve or boost-focused runs?

M50 vs Razor: fuel reserve or boost-focused runs?

M50 / Razor

ShipA useful reason to choose itThe trade-offHydrogen tank
M50More hydrogen reserve for planning repeated practice laps.11 m wide versus Razor's 9 m; lower listed forward-boost speed.1.6 SCU
RazorA narrower hull and 595 m/s forward boost versus M50's 490 m/s.Less hydrogen on board; a boost-speed advantage is not a lap-time result.0.5 SCU

Stock figures from game-data build 4.10.0, not measured lap times. Fuel use, route and pilot technique change how those differences feel on the course.

Budget
X1 VelocityFlight ready

X1 Velocity

Pair a racing bike with your 400i

The lightweight, unarmed Velocity is the racing X1, with a natural home in the 400i's dedicated nose bay.

Equipment
Unarmed racing variant
Carrier pairing
400i bike bay

Keep in mind: The Velocity has no gun. Choose the base X1, X1 Force or Nox if onboard weapons matter for your other trips.

Why we picked it

If you already tour in a 400i, the X1 Velocity gives its separate bike bay a purpose: land, unload and head for a surface course without using the main hold for the bike. You can use other suitable carriers too. Owning a 400i simply gives you a ready-made place for it.

Mustang GammaFlight ready

Mustang Gamma

Start learning a racing course

The racing Mustang gives you a dedicated spacecraft for practicing lines, corners and braking points.

Type
Spacecraft racer
Best suited to
Course practice

Keep in mind: It gives up everyday versatility for racing. Keep transport for other missions.

Why we picked it

A familiar course is a good place to learn what you want from a racer. Spend time in the Gamma before moving to a more expensive ship, then try alternatives on that same route. Consistent laps will tell you more than a single fast straight.

Fury LXFlight ready

Fury LX

Take a racing snub to the event

The compact Fury LX suits a race where you already have transport to the course.

Type
Racing snub
Travel
Carrier / local staging

Keep in mind: It has no quantum drive. Arrange a carrier or a nearby place to start and finish.

Why we picked it

The Fury LX is easier to enjoy when your group already carries its racers to events. If you would need to arrange another ship for every outing, compare a Mustang Gamma or M50 first. Getting to the race should not be the reason you miss it.

Pulse LXFlight ready

Pulse LX

Take a compact racer along

A small frame and extra maneuvering thruster make the Pulse LX a racing-focused bike designed to travel aboard a wide range of ships.

Layout
Compact frame / personal storage
Travel
Carrier needed

Keep in mind: Check the loading path in your own carrier. A compact frame does not guarantee that every door and bay will fit.

Why we picked it

Start with the Pulse LX if space aboard your carrier is tight. Its compact frame is the main reason we would shortlist it for trips where the bike shares a ship with other equipment. There is also a small storage compartment for personal gear. The X1 Velocity is worth considering if you already have a 400i with its dedicated bike bay.

NoxFlight ready

Nox

Keep guns aboard your racing bike

Two Size 1 guns give the Nox an option for armed surface rides between races, unlike the unarmed X1 Velocity.

Weapons
Two Size 1 guns
Travel
Carrier needed

Keep in mind: The open riding position leaves you exposed. Having guns does not make it a protected combat vehicle.

Why we picked it

Choose the Nox if you want to race and still have onboard weapons for other surface trips. That gives it a clear difference from the stripped-back X1 Velocity. You ride alone, so a Dragonfly is more useful when taking a passenger matters. For racing, check that the event accepts your bike and fitted equipment.

Dragonfly BlackFlight ready

Dragonfly Black

Race, then take someone along

A passenger seat gives this utility gravlev bike a job between the surface events that allow it.

Type
Utility gravlev / event racing
Seats
Pilot and passenger

Keep in mind: Not every racing class accepts a mixed-purpose bike. Check the event rules.

Why we picked it

You can bring someone on a ground ride when you're not practicing the course. That makes the Dragonfly useful beyond racing. Choose a Nox or X1 Velocity if you want a more focused racer, with a carrier still needed for travel between worlds.

Premium
M50Flight ready

M50

Carry more fuel for practice laps

The M50 has more hydrogen capacity than the base Razor in this comparison.

Type
Spacecraft racer
Hydrogen tank
1.6 SCU

Keep in mind: A larger tank does not prove lower fuel use or faster laps.

Why we picked it

If you spend an evening repeating the same course, fuel reserve is worth paying attention to. The Razor is narrower and has a higher listed forward-boost speed instead. Try both through the gates and corners you actually race, including the refueling stops.

RazorFlight ready

Razor

Try a narrower racer

The base Razor has a narrower hull and higher listed forward-boost speed than the M50.

Variant
Base Razor
Hydrogen tank
0.5 SCU

Keep in mind: It carries less hydrogen. How often you refuel depends on the route and how you fly.

Why we picked it

The narrower body is worth trying through tight gates, and the boost speed may interest you on longer straights. Neither guarantees a better lap. Compare it with the M50 on your usual course. These differences refer to the base Razor, not the LX or EX.

End Game
Sabre PeregrineFlight ready

Sabre Peregrine

Take a Sabre racing

The Peregrine swaps the Sabre family's combat focus for a dedicated racing role.

Variant
Racing Sabre
Crew
1

Keep in mind: Choose it as a racer, not as a Sabre that can also fight.

Why we picked it

Check the view from the cockpit, your braking points and how you recover after missing a gate. Try the same sections in an M50 or Razor. The ship you can lap consistently in is more useful than one that only feels quick when everything goes perfectly.

Practical adviceBack to ships

Try the racers on your course

Start with the event. A spacecraft race and a surface-bike route are different ways to spend an evening. Choose something you can place confidently through the corners and gates. Speed figures can suggest what to test, but repeated clean laps tell you more than one perfect run.

Razor in Star Citizen
Razor Racing

Your next step

Learn a spacecraft course in a Mustang Gamma or another entry racer, then try an M50 or base Razor on the same route. Surface racing needs its own bike and transport. The Ranger RC and G12r are not released. If your group already likes its racers, a carrier or recovery craft may be the more useful next purchase.

Plan transport to a surface event
Not flight ready

Future wheeled racers

These are planned options for racing on wheels, not spacecraft or gravlev bikes. Check the events they can enter when they arrive.

Budget
Ranger RCNot flight ready

Ranger RC

Try racing on wheels

The competition Ranger is planned for motorcycle-style surface events.

Intended role
Wheeled racing bike
Variant
RC competition model

Keep in mind: Not flight ready. RC is the racing model; CV is for utility and TR for combat.

Why we picked it

If you'd rather ride on wheels than hover over the ground, the Ranger RC is one to follow. The finished handling and the routes you race will decide how it compares with current bikes. You'll also need a carrier to get it to the event.

G12rNot flight ready

G12r

Watch for a wheeled racing rover

The racing G12 is intended for ground competition rather than touring or gravlev riding.

Intended role
Wheeled racing
Logistics
Carrier and suitable course

Keep in mind: Not flight ready. Handling, event eligibility and carrier fit remain unconfirmed.

Why we picked it

The G12r offers a future way to race on wheels without choosing an open bike. Follow the events it can enter as well as the vehicle itself. Wait for confirmed dimensions and clearance before choosing a carrier just for it.

Is SCM speed a racing ranking?

No. SCM speed is one figure. Acceleration, handling, course layout and how consistently you fly all affect the result.

10
Keep other people flying.

Best ships for refueling, recovery and repair support

Refueling and towing are current support roles. The dedicated repair designs remain unreleased.

Before you start

Before leaving, ask how much fuel they need or where they want the ship towed. Agree where to meet and how you'll get ready for the next call.

How many people do you actually need?
Listed crew is not a minimum for every trip. Check what the pilot can use and which stations need another person. A spare seat does not automatically mean you need someone in it.

Our recommendations

6 recommendations
Budget
StarliteFlight ready

Starlite

Start with smaller refueling calls

A compact two-pod tanker lets one pilot provide fuel without taking out a full-sized Starfarer.

Service
Refueling
Operating style
Single-seat tanker

Keep in mind: Check that the fitted pods carry the type and amount of fuel the customer needs.

Why we picked it

Meet the customer, deliver the fuel and get ready for the next call. The Starlite keeps that first service routine small. Once you regularly need more supply, compare the Starfarer, including the work of filling your own tanks again.

MPUV TractorFlight ready

MPUV Tractor

Help load the hauler

A dedicated tractor craft gives a loading team a way to move freight around ships and facilities.

Service
Cargo handling
Travel
No quantum drive

Keep in mind: It has no quantum drive, so it needs local storage or transport.

Why we picked it

Keep it near a place where your group regularly loads cargo. One player can move the freight while the hauler gets ready to leave. An ATLS handles boxes from a suit on the ground; the SRV has the different job of towing a ship.

ATLSFlight ready

ATLS

Take the cargo-loading job

A tractor-equipped power suit helps you move boxes around a ship or loading area.

Current role
Cargo handling suit
Not included
Construction / mining

Keep in mind: The standard ATLS handles cargo. GEO is the mining variant.

Why we picked it

The ATLS is useful when loading is your part of the group's evening. Stay with the boxes while the pilot gets the hauler ready, then help clear the load at the destination. The MPUV Tractor does a related job from a small flying craft when the work covers a wider area.

Premium
SRVFlight ready

SRV

Bring a stranded ship home

A towing tractor lets the SRV move a ship to a destination you agree with its owner.

Service
Tractor towing
Not included
Dedicated repair

Keep in mind: Towing moves the ship; it does not repair the damage.

Why we picked it

Ask what needs moving and where it should go. Check permission and towing limits before leaving, then arrange what happens when the hull arrives. Repairing it or processing it as salvage is another job, not part of the tow.

End Game
StarfarerFlight ready

Starfarer

Keep a fleet supplied with fuel

Large tanks and refueling equipment give a group its own tanker for longer operations.

Service
Fuel support
Operations
Larger tanker logistics

Keep in mind: You need to resupply the tanker, crew it and find enough demand for the fuel.

Why we picked it

The Starfarer is worth considering when you already know who needs the fuel. Plan the meeting points and service calls with your group, including how the tanker gets filled again. The Starlite keeps smaller jobs simpler; the Gemini is the military variant to compare for a fighting fleet.

Starfarer GeminiFlight ready

Starfarer Gemini

Take fuel support with the combat fleet

The military Starfarer adds defensive equipment, including a forward missile rack, to its tanker role.

Service
Fleet refueling
Variant
Military-oriented tanker

Keep in mind: Check the fitted equipment and arrange an escort where needed.

Why we picked it

The missile rack is one difference to examine beside the standard Starfarer. Your main job is still bringing fuel to the fleet, so plan around the route, supply and crew. Protection matters, but it does not replace a plan for getting the tanker out of trouble.

Practical adviceBack to ships

Start with a service people need

Someone is short of fuel, a ship needs towing or the fleet has cargo to load before leaving. If you enjoy solving those problems, support work gives you plenty to do. Pick the job first. A tanker, tug and loading craft help in different ways.

SRV in Star Citizen
SRV Fleet support

Your next step

Try a smaller refueling call in a Starlite or a tow in an SRV. Look at a Starfarer when your regular customers need more fuel. The Vulcan is planned to repair, refuel and rearm; the Crucible is designed for dedicated repair work. Both remain unreleased, so use current ships for services you want to provide now.

Find a hauler for fleet supplies
Not flight ready

Future ships to watch

These ships are still in development. Here is what they are intended to do and who might want to follow them.

Premium
VulcanNot flight ready

Vulcan

Answer different kinds of service call

The Vulcan is planned to repair, refuel and rearm other ships.

Intended role
Repair / refuel / rearm
Listed crew
1-3

Keep in mind: Not flight ready. These are intended services, not jobs available from the Vulcan today.

Why we picked it

If you like variety in support work, this is a design to watch. One call might need fuel and another ammunition or repairs. When those tools arrive, compare the supplies and crew they need with the dedicated ships you would otherwise use.

End Game
CrucibleNot flight ready

Crucible

Bring the repair workshop

A dedicated repair design is intended to help a crew get damaged ships working again.

Intended role
Dedicated repair
Crew plan
Fleet support crew

Keep in mind: Not flight ready. Repair limits and the craft its facilities can accommodate need confirmation.

Why we picked it

This is for players who want to do the repair, not just tow the hull home. A tug could bring the damaged craft while other players supply and operate the workshop. The Crucible would work alongside an SRV, not simply replace it with a larger towing ship.

Can an SRV replace a repair ship?

No. An SRV tows the ship. Repairing the damage is another job after it arrives. The Crucible is a planned repair ship, not a capability included with the tug.

11
Sometimes you just want to enjoy the trip.

Best luxury ships for touring with friends

For personal touring and hosting, not a promise of paid passenger missions.

Before you start

Think about who will join you and which rooms they will use. A larger yacht also needs more support. Hosting friends is different from paid passenger missions.

How many people do you actually need?
Listed crew is not a minimum for every trip. Check what the pilot can use and which stations need another person. A spare seat does not automatically mean you need someone in it.

Our recommendations

7 recommendations
Budget
100iFlight ready

100i

Enjoy a small Origin cabin

A walkable cabin gives you somewhere to settle in between personal trips and short stops.

Purpose
Solo touring
Cargo
2 SCU

Keep in mind: The small hold suits errands and supplies rather than regular freight work.

Why we picked it

If you like the interior and usually travel alone, the 100i can be all the touring ship you need. The 300i offers a larger cabin. The 85X is another small option if bringing a passenger matters more than having somewhere to walk around.

300iFlight ready

300i

Make yourself at home between stops

The 300i gives you a cabin for solo trips and a small hold for supplies and errands.

Purpose
Personal touring
Cargo
8 SCU

Keep in mind: Choose it for the interior and trips you enjoy, not for maximum cargo capacity.

Why we picked it

The 300i is a personal travel ship you can also use for everyday stops. You get the Origin cabin without moving into a yacht built around guests. A 400i becomes more useful when friends regularly want to join the trip.

85XFlight ready

85X

Take someone on a short flight

Two seats let you share a trip without taking out a large touring ship.

Purpose
Two-seat runabout
Accommodation
No expedition cabin

Keep in mind: There is no walkable cabin for an extended stay.

Why we picked it

The 85X is a small runabout for a flight together, not a yacht where guests move around. Pick it when the second seat is what you need. For a solo trip with a cabin, compare the 100i; for shared living space, look at the 400i.

Premium
400iFlight ready

400i

Bring a bike on a comfortable trip

A dedicated bike bay and comfortable crew quarters suit trips that mix flying with a ride on the surface.

Purpose
Personal luxury touring
Listed crew
3

Keep in mind: Cargo-first ships make better use of the space if hauling is your main job.

Why we picked it

The 400i is our smaller touring choice for friends who want to get out and do things between flights. Its separate nose bay takes an X1, leaving the main hold for other supplies. Choose the 600i Touring when guest suites and spending time aboard matter more than that bike-carrying layout.

Constellation PhoenixFlight ready

Constellation Phoenix

Spend the flight in a guest lounge

A master suite, guest accommodation and a bar make the Phoenix a social alternative to a working Constellation.

Purpose
Luxury guest transport
Accommodation
Guest lounge and suites

Keep in mind: Check the included craft and which guest facilities are usable in the current ship.

Why we picked it

The Phoenix gives a familiar Constellation a different purpose: friends can meet around the bar and dining area while you travel. We'd choose it for that shared lounge, not for hauling the most freight. The 600i Touring is the alternative when dedicated guest suites matter more.

End Game
600i TouringFlight ready

600i Touring

Make room for your guests

Guest suites, a lounge and a bar give friends their own spaces as well as somewhere to gather during the flight.

Purpose
Social / touring interior
Listed crew
5

Keep in mind: Make sure you choose Touring. The Explorer has a different interior and purpose.

Why we picked it

Choose the Touring when you're inviting people aboard for the journey itself. Guests can leave their suites and meet in the lounge, so the ship becomes part of the evening rather than just transport. The 400i suits a smaller traveling group; the 600i makes hosting the reason to step up.

890 JumpFlight ready

890 Jump

Give the gathering its own yacht

A capital-sized ship with guest areas lets you host an event as well as travel to one.

Purpose
Group hosting
Operations
Capital ship crew

Keep in mind: You need people to operate and support the yacht as well as guests to enjoy it.

Why we picked it

The 890 Jump suits a gathering where spending time aboard is the point. Hosting, flying and supporting the trip become jobs to share. For a few friends on an ordinary evening, the 600i Touring is also worth considering.

Practical adviceBack to ships

Choose somewhere you want to spend time

You do not need a profit calculation to enjoy a ship. A cabin you like, room for friends and a journey worth taking can be the whole point. Try a 100i or 300i for personal trips, or an 85X to take a passenger. A larger yacht makes sense when spending time aboard is part of the evening.

600i Touring in Star Citizen
600i Touring Luxury & touring

Your next step

Look at a 400i or Constellation Phoenix when you want shared space, then try the 600i Touring with the people who will use its guest areas. An 890 Jump can host a larger event with a crew to run it. You don't need to climb the whole ladder. The E1 Spirit and Genesis are future commercial passenger ships, a different job from hosting friends.

Compare smaller exploration ships
Not flight ready

Future passenger ships

These ships are planned for commercial passenger services, rather than private trips with friends.

Premium
E1 SpiritNot flight ready

E1 Spirit

Plan a passenger service

The passenger-focused Spirit is intended for premium travel on a smaller scale than the Genesis.

Intended role
Premium passenger service
Career
Future passenger operations

Keep in mind: Not flight ready. Commercial passenger gameplay is different from hosting friends aboard a yacht.

Why we picked it

Looking after passengers could make the journey your job, from boarding to arrival. Follow the E1 if that interests you more than moving freight. A touring ship lets you host friends now, but the paid service depends on passenger missions and systems still to come.

End Game
Genesis StarlinerNot flight ready

Genesis Starliner

Run a larger passenger route

A planned passenger transport would give a crew a ship for regular commercial departures.

Intended role
Commercial passenger transport
Crew plan
Staffed service operation

Keep in mind: Not flight ready. Seat count does not tell you which missions or operating costs will be available.

Why we picked it

Bring passengers aboard, complete the flight and get ready for the next departure. That is the service the Genesis is designed around, rather than a private gathering on a yacht. Watch the cabin and mission systems before making plans that rely on passenger income.

Does luxury mean exploration?

A yacht can take you to interesting places, but our touring choices put the cabin and guests first. Exploration ships are selected for the supplies, equipment and smaller craft they can bring on an expedition.

12
Try a different role in the group.

Data, science and other specialist ship choices

Herald, Mako, Sen and Mercury are flyable, but their intended specialist professions are incomplete. Endeavor is not flight ready.

Before you start

Check which equipment works now and which parts of the career are still planned. Keep an everyday ship for missions the specialist cannot do.

Flight ready does not mean everything is finished
A ship can be flyable while some equipment, missions and intended gameplay are still incomplete. Check the features you want to use now as well as its future plans.

Our recommendations

4 recommendations
Budget
HeraldFlight ready

Herald

Try a dedicated data-courier design

A compact information courier gives data-running fans a distinctive ship to own and fly.

Design role
Data courier
Career
In development

Keep in mind: The intended paid data-running career is not fully available.

Why we picked it

Choose the Herald for its compact courier design and cabin, with the understanding that its main career is still developing. It is a ship for someone who enjoys that particular role and look now. The Mercury is a more practical alternative if the purchase also needs to cover regular freight jobs.

Reliant SenFlight ready

Reliant Sen

Take a small research ship out

The science-focused Reliant gives observation trips and research roleplay a ship of their own.

Design role
Science / research
Career
In development

Keep in mind: Science mechanics are incomplete. Check the specific functions you want to use now.

Why we picked it

The Sen suits someone who enjoys the research theme and wants a compact ship to explore it in. The Reliant Mako is the sibling for camera-based reporting. Neither requires you to commit to a large future laboratory to enjoy a specialist interest.

Premium
Reliant MakoFlight ready

Reliant Mako

Cover a player-run event

An optical camera turret gives you a way to follow races, fleet gatherings and other players' stories.

Equipment
Optical camera turret
Design role
Reporting

Keep in mind: Check the camera functions you need. A complete paid reporting career is not available.

Why we picked it

If you'd rather plan the shots than join the race, take a look at the Mako. Try the camera on an event you could actually cover and see whether it helps you get the footage you want. The Reliant Sen serves the research theme instead.

End Game
MercuryFlight ready

Mercury

Haul cargo while data running develops

An internal freight bay gives the Mercury work you can do now alongside its data-courier role.

Current use
Cargo transport
Design role
Data courier

Keep in mind: Cargo transport is available, but the intended data-running profession is incomplete.

Why we picked it

The Mercury is worth a look if you like the Herald's courier idea but still want regular cargo jobs. Walk from the rear ramp to the cockpit and try loading the bay. That is the ship you'll use while waiting for more of its data role to arrive.

These are different specialist interests, not a three-step career ladder. Buy for usable features or roleplay today, not an assumed future income stream.

Practical adviceBack to ships

Separate the ship from the future profession

You might want to film a race, join a research-themed trip or follow data running as it develops. These ships give you something different to explore outside cargo and combat. Their intended careers are not fully available yet, so take a close look at the features and activities you can enjoy now.

Herald in Star Citizen
Herald Data & science

Your next step

Try the Mako camera at a player-run event, or tour the Herald and Reliant Sen if their specialist roles interest you. The Mercury also has a cargo bay for everyday work. Endeavor is not flight ready; its research modules could give a science team a larger base once the relevant gameplay is available.

Find a flexible everyday ship
Not flight ready

Future ships to watch

These ships are still in development. Here is what they are intended to do and who might want to follow them.

End Game
EndeavorNot flight ready

Endeavor

Plan a research base for your crew

Planned research modules would give a science team a larger shared laboratory.

Intended role
Modular science / medical
Configuration
Role-specific modules

Keep in mind: Not flight ready. A base hull does not include an equipped laboratory; check the research modules.

Why we picked it

Choose the research facilities your team wants to use, then check what the offer includes. The modules decide which work the ship could support. A hospital is a different configuration, not something that automatically comes with the science setup.

Does flight ready mean the career is finished?

No. The ship can be flyable while some equipment, missions or intended gameplay is still unfinished.

13
Give your group a project to share.

Ships for base-building plans and large operations

ATLS, CSV-SM and freighters can move materials now. Galaxy, Pioneer and Liberator are not flight ready; their planned roles remain future options.

Before you start

Check the hull, included modules and release status. These are future building plans; current freighters can handle supply runs now.

Check which module comes with the ship
A module changes the ship's setup for a particular job. The base hull does not include every planned module, so check the specific offer.
Flight ready does not mean everything is finished
A ship can be flyable while some equipment, missions and intended gameplay are still incomplete. Check the features you want to use now as well as its future plans.

Our recommendations

5 recommendations
Budget
ATLSFlight ready

ATLS

Take the cargo-loading job

A tractor-equipped power suit helps you move boxes around a ship or loading area.

Current role
Cargo handling suit
Not included
Construction / mining

Keep in mind: The standard ATLS handles cargo. GEO is the mining variant.

Why we picked it

You can use an ATLS now to move boxes between stores, vehicles and ships. That is useful work for a group even while construction systems develop. A CSV-SM carries supplies across the ground, and a freighter brings them from farther away.

CSV-SMFlight ready

CSV-SM

Move supplies around the site

A surface cargo vehicle handles short material runs around an outpost, hangar or loading area.

Current role
Surface materials transport
Not included
Building fabrication

Keep in mind: SM transports materials. It does not fabricate buildings.

Why we picked it

Once the spacecraft has landed, you may still need to move supplies across the ground. That is the CSV-SM's job. An ATLS helps with individual boxes at the loading point, while the CSV carries them along the route. Remember to plan its ride to the next site.

Premium
C1 SpiritFlight ready

C1 Spirit

Start with smaller supply runs

A rear tractor and enclosed hold help one pilot bring materials and supplies to the team.

Cargo
64 SCU
Loading
Rear tractor

Keep in mind: This is a cargo ship, not built-in construction machinery.

Why we picked it

Load at your staging point, deliver to the group and return for the next batch. The C1 keeps the run small enough to manage alone. If those loads regularly fill the hold, look at a larger hauler instead of making repeated trips for the same equipment.

RAFTFlight ready

RAFT

Keep supplies coming to the group

External cargo access makes the RAFT useful for repeated material runs.

Cargo
192 SCU
Loading
External freight

Keep in mind: Check the containers and facilities on the route. The RAFT carries materials; it does not build structures.

Why we picked it

You can reach the load from outside without filling an internal room. Try that with the supplies your group already needs. The RAFT gives you a hauling job now, whether the destination is a current fleet operation or part of a future building plan.

End Game
C2 HerculesFlight ready

C2 Hercules

Bring the bigger supply load

A large bay and ramps at both ends let you bring supplies or compatible ground vehicles to the group.

Cargo
696 SCU
Loading
Front and rear ramps

Keep in mind: The C2 transports equipment. It does not construct buildings.

Why we picked it

If every supply run leaves something behind, the C2 is worth a look. Try loading the full set of equipment and arrange help unloading at the other end. It can support your fleet now without depending on a future construction ship.

Practical adviceBack to ships

Give every ship a job

Who wants to build, and who enjoys bringing the supplies? Both belong in the plan. An ATLS, CSV-SM and freighters can help your group move materials now. Galaxy and Pioneer are future ships, so keep the construction plans separate from the cargo work you can already do.

Pioneer in Star Citizen
Pioneer Building & fleets

Your next step

Add the job your team is missing: loading, transport or support. Pioneer is planned for construction, Galaxy changes role with its module, and Liberator and Kraken-family carriers move smaller craft. They are not interchangeable upgrades. Check release status, included equipment and the crew each would need.

Choose a hauler you can use today
Not flight ready

Future ships to watch

These ships are planned for different jobs. Check the modules and equipment your group would need.

End Game
GalaxyNot flight ready

Galaxy

Give the ship a job with a module

Planned modules would let the Galaxy take on different roles in a fleet.

Intended role
Configurable multirole
Configuration
Role-specific modules

Keep in mind: Not flight ready. The base hull does not include every planned module.

Why we picked it

Start with the job your group needs, then find the module that is meant to do it. Check the exact offer instead of assuming the hull comes with every facility. Keep that job covered by current ships until the configuration you want is available.

PioneerNot flight ready

Pioneer

Build a place for your group

A planned construction flagship would bring builders, materials and transport together on one project.

Intended role
Base construction
Operations
Crew and logistics

Keep in mind: Unreleased. You cannot use this ship for its intended construction work today.

Why we picked it

Who wants to build, and who would enjoy supplying the site? The Pioneer is worth following if your group is excited about both sides of that project. When it arrives, try the building process before planning around it. Joining another owner's crew is also a way to take part.

LiberatorNot flight ready

Liberator

Take the smaller craft together

A planned light carrier would transport small spacecraft and ground equipment for a group.

Intended role
Light carrier
Intended load
Small craft and ground vehicles

Keep in mind: Not flight ready. Exact craft fit, clearance and onboard facilities need confirmation.

Why we picked it

Your group could use a Liberator to take racers to an event or move smaller ships to a shared starting point. Decide which craft you want to bring, then check their fit when the carrier is available. Do not assume every combination will fit the pads and vehicle area.

Do I need to own the flagship myself?

No. Joining another owner's crew can be a good way to enjoy a large ship. Owning it also means arranging the equipment, supplies and people to run it.

How we choose these ships

We choose ships for the job you want to do and the people who will join you. We use reviewed specifications and documented features to explain the differences. These are The Impound's recommendations, not personal flight-test results or promises of earnings.

Budget, Premium and End Game are relative to each activity, not live store prices or performance rankings. Check included equipment and modules. Renting, earning a ship in-game or joining another owner's crew can also be a useful next step.

Ship data dated 2026-09-03; gameplay notes reviewed 2026-09-08. Wording updated 15 September 2026. Balance, release status and missions can change.

The Impound verdict

Buy the next useful ship.

01

Buy for the crew you have

Start with the friends who regularly join you and the jobs they enjoy. If someone wants the turret, give them one. Keep nights on your own in mind too.

02

Keep an easy option in the hangar

A specialist does not have to replace your daily ship. Keep something you enjoy flying when friends are offline, the plan changes or you only have time for a short trip.

03

Try a complete session before committing

Rent or earn a ship in-game where available, or join another owner's crew. Load it, travel, do the job and bring it home. That tells you much more than a hangar tour or a headline specification.

Have a shortlist? Compare the numbers and explore the full range in our Ship Matrix.

Open the Ship Matrix

Star Citizen is in active development. Ship specifications, release status and gameplay can change. Flight ready does not mean every intended feature is complete. We sell ships and vehicles. These are our recommendations, not a universal ranking or a guarantee of earnings.

Why The Impound

A secure Star Citizen store built for serious players

For more than 13 years, The Impound has helped thousands of customers upgrade their fleets with confidence. We focus on what matters most: secure transactions, reliable support, fast delivery, fair pricing, and a better way to buy digital items.
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