Page Last Updated: 14th June 2020
Star Citizen Occupations List
The Star Citizen universe is scheduled to have a massive economy that is living and breathing. “Star Citizen is, at its heart, a vast living world that combines a remarkably detailed space combat simulation with an equally in-depth model of the economy of a star-spanning empire.” - From the Star Citizen Economy
With such a complex and interdependent economy there will be many roles available for players. This post examines some of the more certain roles that will exist and then at the end of this article, we will look at some of the more hypothetical roles that may one day exist in the ‘verse.
So let’s look at some of the professions that will very likely be available. Please note that in Star Citizen there is no leveling or character skill selection, player roles will simply be how they choose to play.
Professions Already Testable in Early Versions (3.0 and on)
Professions Coming Soon (Possibly 2020)
- Medical - Updated
- Military (eg. Mine Laying)
- Salvage (Estimated for Alpha 4.0)
Future Professions (2021 and beyond)
Trading / Cargo Hauling
UPDATE (16th June 2018)
Trading and cargo has been evolving nicely since the original 3.0 release.
Watch the video filmed by players in game to see what cargo in Star Citizen Alpha is looking like.
Trading and cargo hauling were introduced in Alpha 3.0. Future iterations will continue the development of this profession. As of Alpha 3.0 it is possible to buy cargo, pick up boxes and transport them as well as to sell at automated terminals. Future updates will allow player to player trading.
The Star Citizen economy will require a vast array of cargo transport to keep the empire working. If a certain material runs low in one system it will have to be brought in. As seen originally in Wing Commander Privateer the price of goods could vary in different locations and a player could take on shipping contracts offered by the computer network called Trade and Development Division.
The TDD will generate trading jobs where players will receive UEC currency for shipping goods from one location to another.
This article (Official) shows how interactions will happen with Cargo. You will also be able to move cargo inventory around with the help of your MobiGlas device ( See also this video).
Cargo and Trading Questions & Answers
Will the loading of cargo onto bigger ships be automated or will specialized small cargo loading ships like the Argo be required?
- Loading and unloading of cargo ships will require storage containers and cargo to be moved and loaded. This may be carried out by players or NPCs. Expect large ships to take longer to load / unload cargo and for crews to have to be hired. Some stations will provide more loading / unloading facilities than others. For example, large space ports will have many systems in place to speed up the process. More remote locations will require more involvement from the crew.
- Cargo loading / unloading can be an independent profession.
- Loading of large ships in space harbors can be manual or automatic. In the case of automatic loading NPC crews will be used.
What type of hazards can we expect when cargo running?
- When cargo running there will be wear and tear of components that will need fixing during journeys. Additionally there will be the following potential hazards to name a few: Pirates, comets, meteors, small black holes!
How will item persistence work for spawning and despawning items?
- Small disposable items like bullet casings will despawn.
- Large and important items will stay in the area based on an "area manager" which programmatically controls the longevity of the items in a given area. Rare items, cargo, ships and such will persist.
- Broken windows on space stations will create job tasks for cleaning & maintenance crews (human and NPC).
Will ship autopilot be available or do pilots need to be in the flight seat?
- During long periods of cruise, quantum or other travel, it will be possible to set the ship into autopilot mode to be able to carry out maintenance, preparations or any number of tasks. Ships will automatically be pulled out of their flight mode to avoid obstacles or dangers.
- While away from the pilot's seat, ships will sound alarms based on sensor data (such as collision alert or "contact").
Delivery missions are available in Star Citizen since Alpha 3.0. Players can accept missions to visit locations to pick up a variety of things from deployable beacons to cargo for delivery.
The delivery career makes it possible for starter ships like the Aurora MR to earn more UEC with delivery missions than with pure cargo running.
Currently in-game delivery missions are generated by the system. Eventually players will have things they need delivered by other players.
Players who deliver ships have their own career category - Ship Delivery.
UPDATE (8th June 2018)
The first implementation of Mining was very well received by the community. TheNOOBIFIER1337's has made a great video about the mining update. We highly recommend it.
About The Mining Profession in Star Citizen
Mining was the first occupation to be detailed in Star Citizen and represents the best example of a profession which is not only essential to the running of the universe but also one that is being built to not be boring. This is quite a challenge because in most MMOs mining is synonymous with redundant and low skill labor.
In CIG’s own words:
“Mining presents players with a variety of challenges requiring skill and intelligence, whereas mindless repetition of a task and idle drudgery are explicitly avoided. There are no aspects of mining that allow a player to simply press a button and wait without concern for a result, or that require players to perform an action repeatedly without some element of thought and/or dexterity coming into play.”
In Star Citizen, the construction of everything from missiles to ship plating will require resources. Players will use the resources either directly, such as applying a specific mix of elements to repair a ship’s hull or indirectly, for example, a factory on a planet that is not player controlled will require certain resources to be able to produce missiles.
Should a particular resource be exhausted in a given system this will cause an increase in demand as well as price for said resource. This information will be spread throughout the verse via the job system and will propagate at the speed of communications in Star Citizen spawning job information for players to take up contracts.
Additionally, it might not be possible to make a specific product in the system if there is a shortage of one or more required commodities - this would also drive up the price of the product (such as missiles). Will players be willing to buy missiles at a premium to conduct their military activities in a system that is temporarily unable to manufacture any due to a resource shortage?
Imagine traversing several jump points and using up missiles and ballistic ammo in combat during the journey and arriving at your destination star system only to find out there is a shortage of missiles and ammo! Luckily it won’t be just players that have to mine to keep the empire well stocked as NPCs will also be performing dynamically generated missions based on supply and demand to ensure minimum stocks for essential products are maintained throughout the empire. Since there will be an estimated 9 NPCs to every player, CIG is able to control the economy hence why Star Citizen does not have a true player run economy like in some other MMOs.
It is also important to note that mining in star citizen can be a risky endeavor as the most lucrative resources will be in dangerous to reach and extract.
From CIG about the dangers of mining:
“The most valuable materials will often reside deep within a dense field, the result of less experienced pilots being unable to extricate them without suffering serious damage to their ship. Compressed pockets of gas, volatile materials that can explode in the presence of excessive energy (which is required in some capacity in order to liberate the ore from its parent asteroid), and elements that can explode when subjected to seismic vibrations as caused by repeated fragmentation operations all present their own unique types of jeopardy.”
Mining without a ship
Update: 20th September 2019: Mining by hand is due to release with Alpha 3.7. This video from Inside Star Citizen gives an quick introduction.
Players are able to mine by hand without the use of ships in Star Citizen. Hand mining is carried out by use of a hand held tool and players must have the inventory necessary to store mined or harvested material.
First Person Mining (often referred to as FPS Mining) will also be the starting point towards repair and salvage by hand
Freelance Mining vs Contracted Mining
Mining will have costs associated with the profession. Ship fuel, mining materials, wear and tear, and NPC crew hire costs are just some of the costs associated with mining that players will encounter. Miner’s who choose to pick their own mining jobs can achieve bigger rewards than contracted miners who take known jobs for known rewards but freelance miners also run a bigger risk. This Orion mining minigame created by CIG introduces the player to some of the mining concepts that will exist in Star Citizen.
Mining & Land Claims
"The land claim system will be important beyond Pioneer construction. Land claims will prevent other players from building in your territory and will offer different options relevant to gameplay (such as giving you surface rights, for pure construction, versus mineral rights that would include mining.)
The above quote is from CNOU Pioneer Q & A about Land Claims. Prospecting for land is a viable profession in Star Citizen as the composition of the land revealed by tests and scanners will also determine the best license for the land registry. We suggest reading also our full article about Land Claims as much of that is applicable to mining and mining contracts. Read more about Star Citizen Land Claims.
Mining Questions & Answers
What type of hazards can we expect when mining?
- Players who embark on mining missions will face some of the similar threats that traders and explorers will face. Mini black holes, radiation, meteors, pirates and more.
CR: Yeah, I had else to say that the other things, well obviously we talked about mining potentially hitting a gas vent that can cause an explosion and those sort of things.
Will a player need to be in a mining guild to pick up the most lucrative contracts?
- There will usually be entryway points where you can do "junior" mining missions. Then you will build up a personal reputation that’s global, everybody knows how good you are in general at this particular profession versus that one, etc. You get into the personal relationships to where you worked your way up.
Bounty Hunter profession in Star Citizen covers hunting wanted Players and NPCs for rewards.
Capturing and killing outlaws and figures of interest make up some of the Bounty Hunter profession that is very popular and features dedicated vessels like the 300i “... flown by the hottest bounty hunters in the galaxy... ” - from this sale.
Captured players will have to go to prison (read below).
Source: Bounty Hunting News piece
Update January 20109: It appears that as of some point around Alpha 3.4 it is possible to receive Player Bounty missions. Bounty Hunters will progress by completing some NPC bounty missions before the Player bounties appear available.
Captured bounties (whether players or NPCs) will be transported to prisons. Players with bounties who are captured will go to prison where they will have to work off their crimes or escape.
This image shows Klescher Prison, a fully automated correction facility that includes housing, security, and work release opportunities to allow prisoners to be productive while paying their debt to society.
Merc / Escort
Mercenaries and security escorts will be necessary professions to assist with mining and shipping operations which are crucial for the functioning of the empire. Guns for hire jobs will be readily available.
Source: OPNET Personal Security
Military roles will be varied from police type work to massive battles against Vanduul fleets. Players will be able to take on defense roles from the electronic job board as well as from other players who need soldiers in their crews.
Since in Star Citizen players cannot be part of the UEE Military officially, there are mercenary and militia options that allow players to carry out military operations to help the UEE.
Having a criminal status affects player reputation and any player with criminal status does not receive contracts for legal military operations. Players wanting to receive "good guy" contracts will need to keep an immaculate criminal record.
Being able to recover parts from destroyed ships can be a valuable way to earn a living in Star Citizen. Salvage is one of the most anticipated professions and promises significant gameplay.
Current Salvage Ships in Star Citizen announced are:
- Aegis Reclaimer (Large Salvage Ship)
- Drake Vulture (Small Salvage Ship)
What’s in store for salvaging? What’s it going to be like? (From 10 FTC - Professions in Alpha 3.0)
Salvage in Star Citizen is broken down into four different concepts:
- Hull Scraping
- Components Salvage
- The Maw - Crunching of salvage for disposal
These various planned features make up the core of salvage gameplay. The capabilities and size of the salvage ship will determine which salvage tasks are possible for that ship.
Hull Scraping involves using a tool to scrape the material off the hull which can then be reused or sold.
This involves moving over to the ship to be salvaged and taking out computers, coolers, power planets and other components.
The Maw - Crunching up of ships for disposal
The Maw involves crunching up ship (or other) parts using special facilities like the Reclaimer's grinder room. Parts of ships must be broken up using detonation charges.
Siphoning involves taking information or resources. Fuel, oxygen from life support and other gases can be siphoned for future sale or use. Information from computer systems (such as flight logs) can be recovered.
Eventually there will be many locations added to the Public Universe that will create discovery opportunities. Vessels equipped with sensors will scan distant locations such as asteroid fields for mineable resources. From prospecting for future land claims to establishing contact with Banu Merchants the other side of Gliese, the exploration profession is going to be complex. In many cases there might not be any scripted content at all for your flavor of exploration.
Exploration could be one of the most dangerous professions but also one of the most rewarding. Especially with the promise of your name being entered into The Ark. Oh you're doing it for cold hard credits? That works too.
This Star Citizen mini-game is an example of the gameplay we can expect from the exploration role (Hint: Won't be easy).
Of all the Star Citizen videos this is one of our favorites inspiring exploration of the Star Citizen Universe.
The original Wanderers - a short film by Erik Wernquist
Star Citizen is, at heart, a space sim and ship to ship combat will be the center of the action. Ships will need frequent repairs and modifications making ship repair a lucrative enterprise.
Ships like the Anvil Crucible will make deep space repairing a real profession.
Tuning / Engineering
Star Citizen ships are use components to function and include:
- Shield Generators
- Power Plants
- Gravity Generators
- Thrusters (Engines, VTOL, Maneuvering, etc...)
- Scanning Suites
- Gimbal Weapon Mounts
- Rocket Pods
- Missile Racks
- Utility Items
- Quantum Enforcement Devices
- Quantum Drives (and Jump Drives)
- Fuel Pods
- Fuel Intakes
- Fuel Refineries
These components can be modified to tweak performance.
The MISC Endeavor even features an entire particle supercollider so that players may have the very best equipment whether they be racing or dogfighting.
“The most visually unique Endeavor module, the distinct circular supercollider is actually only one small piece of a more elaborate overclocking facility. This large module includes a pair of ‘white room’ workbench labs ideal for tweaking and overclocking starship components. Enthusiasts and professionals seeking to push their weapons, thrusters or other upgrades to the limit can do so with atomic precision thanks to the attached accelerator that allows for safe testing of new theoretical limits; raising the bar on component performance as high as possible.” - From The Endeavor
With character death being a big deal in Star Citizen the healing profession is going to be very busy. There will be NPC’s that can be hired as medics for your crew but will they perform as well as a player surgeon when an emergency occurs?
Taking care of injured players will be a full profession in Star Citizen. In Alpha the damage and healing mechanics have been very simple but as more gameplay comes into Star Citizen the medical profession will quickly grow in complexity. Taking damage will cause body parts to go through various states. While the specifics are not final, how severe the damage is will result in different medical treatments being required.
While a medpen might be able to save a player from bleeding out, it is expected that serious damage will cause loss or impairment of function and will require more advanced treatment. This means players will require different types of medical services depending on what their character needs.
The latest medical gameplay post states:
While some injuries won’t fully heal until the player has received the correct level of treatment, the more basic medical facilities will still be able to keep non-fatally injured players alive and stop bleeding. However, it’s not recommended for any injured person to stay in a ‘semi-injured’ state for too long, as there will be consequences, such as reduced stamina. Staying in a damaged state for a long time will also make you weaker against further damage, so it should always be a priority to heal yourself as soon as possible to prevent future mishaps.
While recovering health by yourself (respawning or recovering from basic injuries in a medical outpost) will cost less, it may not be the best way to heal yourself depending on the scenario. Calling someone for help via the beacon service will still cost a fee (varying on the severity and/or the distance of the medical ship), but it may be the only way to fully recover from that injury.
Possible mission types for the medical profession include:
- Medical Delivery (Supplies, organs, and more)
- Recovery (Restoring the health of injured players)
- Forensics (Piecing together clues about how a character died)
- Rescue (This is more related to Search & Rescue ops detailed below)
Medical Ships & Respawning - Updated
Some medical ships will act as respawn locations. Specifically, some medical beds will be used as respawn locations for players "killed" in non-permadeath.
Medical Bed Tiers and Functions
- Tier 1 - Recover from near-death experiences and fatal injuries
- Tier 2 - Recover from serious injuries, such as multiple limb bleed-outs or ruined limbs
- Tier 3 - Recover from minor injuries, such as limbs being damaged
While the exact details are still being developed, it seems reasonable that players who suffer critical wounds will have the option of respawning at the closest suitable medical installations whether NPC or Player operated. The player will probably wake up in a medical bed.
Ships that can be outfitted with Spawn-capable medical beds currently include:
- RSI Apollo
- MISC Endeavor
- Cutlass Red (Confirmed)
- Origin 890 Jump (Update)
Dedicated Medical Ships By Role
- MISC Endeavor - Complete Hospital
- RSI Apollo - Medium-sized clinic for uncharted regions
- Drake Cutlass Red - Well-equipped ambulance
Update January 17th 2020 - 890 Jump
Patch Alpha 3.8.1 has added the first piece of medical gameplay - being able to heal and spawn from medical beds. The Origin 890 Jump has a medbay which as of Alpha 3.8.1 is capable of healing players as well as allowing players to set / unset the respawn location to the bed.
This allows the 890 Jump to function as a fully functioning exploration ship with the possibility of re-spawning players who may get killed on away journeys in snub craft like the Pisces.
Ships with medical beds that are capable of re-spawning (reviving) players will be highly coveted in Star Citize as the functionality they provide is literally life-saving.
Healing from medical beds sets the foundation for the future medical gameplay that is coming.
From the Alpha 3.8 Patch notes:
Added basic "MedBed" gameplay functionality.
Medical beds can now be used for healing and respawn after death. Initial game login is still set by the menu selection, if it's the first login, or by the last ATC landing at a major station. After initial login, players can manually set their respawn to a medical bed by entering the bed and selecting the "Set as preferred ICU" interaction. Medical bed spawning can also be cleared in the same way by selecting "Clear as preferred ICU". Upon death, the player will respawn at the desired medical bed. Currently this functionality is only available on ships with medical beds (just the 890 for this build) and will only work if the ship is available (not despawned or destroyed). If the ship is not available, players will instead respawn at their default location until they have manually set another medical bed. Additionally, if the player is injured they can use a medical bed to heal by selecting the "Treat Injuries" interaction, which is only visible when the player has treatable wounds."
From Alpha 3.8.1 Patch Notes -> https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-8-1b-ptu-4125354-patch-notes
Update January 24th 2020 - Cutlass Red
Patch Alpha 3.8.1 also brought the Cutlass Red with its two MedBeds.
From the Cutlass Red concept sale details (January 2020):
"Back in action - Should you fall in battle, with a Cutlass Red in the area, all is not lost. After your initial visit to the ship's med bay, subsequent vital failings will cause you to reawaken back there, ready to re-enter the fray."
Search & Rescue
Escape pods are and ejection seats have a use in Star Citizen. Sometimes players will be in need of rescue and there are dedicated S & R ships like the Drake Cutlass Red.
The Drake Interplanetary Cutlass Red is a space ambulance designed to go in and out of hot zones to bring back survivors. The ship features first responder facilities to provide emergency services while en-route to more advanced medical clinics.
Exploring in Star Citizen will sometimes result in unidentified items being discovered that will need to be scientifically processed with the right instrumentation to discover their composition and secrets. Although this mechanic is still far from being implemented, there is a little information out there hinting at potential gameplay.
Further reading: The Endeavor
Info Runner / Hacking
Transporting information about valuable locations can yield high rewards. There will be dedicated ships for info running and hacking. The Drake Herald is suited for Hacking and Data Running while the .
“Drake Herald – Knowledge is power, and one of the most valuable commodities is pure information: the 1s and 0s behind everything from UEC ledgers to Citizenship ratings. Whether it’s colonists struggling to stay in contact with the UEE’s central worlds or criminals trading in illicit data, there will always be a need to securely move data. The Drake Herald, small, armored ship, is designed to fit that need and safely get that information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for effective data encryption/containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that it is designed to be easily ‘cleaned’ when in danger of capture. The Herald includes an array of heavy duty internal options for data protection, including redundant power subsystems and EMP shielding, and a high-powered broadcast array for data transmission.”
Current Hacking Ships:
- Vanguard Sentinel
- Drake Herald
Data Running Ships:
- Drake Herald
- Mercury Star Runner
Data can be stolen from other ships and resold (source).
One of the most polished gameplay elements is racing. While players can currently compete in the Arena Commander simulator, the PU is still waiting to receive it’s racing mechanics. The Alpha 2.5 patch brought in Grimhex - an asteroid station with a racecourse.
Read more sources of racing information in Star Citizen:
“Farming is certainly intended to be a viable profession within the Star Citizen universe, and depending upon the level of risk a player is willing to endure and the skill and knowledge that they bring to bear anything from a meager existence to an opulent lifestyle may be attained.”
There will probably be planet-based and space-based farming but it seems unlikely that certain foods will have to be consumed for survival mechanics.
Source: MISC Endeavor
Farming and Land Claims
Obtaining land in Star Citizen will probably have several methods players can use to gain access go arable land. Being able to stake land claims is confirmed - For more information read our full article about Land Claims in Star Citizen.
Passenger Transport / Taxi driver
The galaxy is big and getting around can be expensive. It might be cheaper to hire a ride to get from one place to another than to bring out your own potentially expensive-to-run starship.
With planetary landings possible this means that the danger of players becoming stranded is a real possibility. Being able to pick up stranded players could pay handsomely depending on urgency and danger level of the location. Space Taxi profession confirmed!
Luxury / Diplomatic Transport
Ships like the 600i could potentially be used to transport special envoys to and from exclusive events. It's worth noting that those who wish to embark on a life of VIP transport will probably need to gain reputation in established networks to reach the juiciest luxury transport missions. Diplomacy could be an unconfirmed profession but transporting NPCs to and from Diplomatic meetings could potentially earn you a living with a luxury ship.
There are very large player run organizations and it will be advantageous for other orgs to know where to strike. Infiltrated players into enemy factions will be a gameplay mechanic not for the faint-hearted.
As can be seen in these images, there are beverages in the verse of various effects. Star Citizen currently includes a mechanic for getting drunk (Video). Serving exotic drinks from around the verse at your bar on your spaceship may even be a lucrative profession!
Ships consume fuel to travel around the verse and there are dedicated refueling ships such as the Misc Starfarer in the game to make sure your fleet can travel that much farther into the unknown.
Update: April 2018 - The Shipyard: Fuel Mechanics
The career of Refueling is one of the many non-combat professions in Star Citizen. There are two categories of fuel Quantum Fuel and the previously called "Hydrogen Fuel". Some ships are capable of scooping gases from space or atmosphere and using them for fuel to power engine or thrusters. Hydrogen fuel isn't limited to hydrogen and some ships, like the Origin 100i are capable of scooping different gases to use as "Hydrogen fuel".
Quantum fuel, however, is only scheduled to be sold at stations like Cry Astro. This section will be expanded as we the Refueling profession becomes more fleshed out.
How Thrurst Works With Fuel
- Fuel Intakes scoop natural gases from the environment and funnel them into the ship.
a. To get the most amount of gas into your ship, seek out areas of concentrated gas.
b. Using your Fuel Intakes in regular space may scoop limited quantities of gas or none at all.
- These gases are converted into plasma
a. Fuel Intakes will do a basic conversion on a limited range of gas types.
b. Refineries will provide more conversion options.
- Converted plasma is stored in the Fuel Tank, previously called the Hydrogen Fuel Tank.
a. These tanks can only store one type of plasma at a time.
- When thrust is needed, plasma pumps through the Power Plant and is converted/agitated into energized plasma.
- The energized plasma is funneled into thrusters.
- Thrust is produced and the ship moves appropriately.
*Taken from The Shipyard: Fuel Mechanics linked above.
“Most of those who are willing to traverse on to the planets are xenoarchaeologists and tomb raiders. Despite the widespread devastation, thousands of structures have been identified on Hades’ graveyard worlds, and many more are believed to exist underground. Countless artifacts are taken (or stolen) from these sites each year, and it is believed that there are a number of ongoing, formal ‘outlaw’ operations running to try to locate some of the technology that the Hadesians used to destroy themselves.”
Let's face it, Star Citizen is a beautiful living universe that will have breathtaking vistas. There are luxurious ships in the game that are designed for space tourism. The Origin 890 Jump even has a boat hangar so that the lucky 1% can take out their speedboat for a spin... on distant planets.
For those with less UEC in their accounts, the Consolidated Outlander Mustang Beta offers the more traditional camper-van-in-space experience.
The alien species in Star Citizen have their own detailed languages. This means that translators will be required to communicate with alien NPCs who do not speak english. Additionally, since alien relics, items and artifacts will be discoverable, it will be required to have accurate translations to identify components and other valuables retrieved. Read more about CIG's creation of alien languages.
In the Star Citizen universe, ships are real objects that persist, even when the player is logged out. When a ship is purchased or replaced through insurance, it may need to be delivered to the location of the player. For example, if a player is at the ship dealership on a planet but the replacement ship is only available in a near by system, the ship dealership may employ a single ship delivery pilot, also known as Iso Pilot (short for isolated pilot). Other ship delivery crew configurations also exist and it will be up to the player to decide which system is best for them (and most profitable). The best pilots will be able to single handedly deliver the largest of ships while others may have to settle for a smaller cut by working in a team.
It's important to note that small ships can be delivered inside other ships but for large ships, depending on insurance level and risk locations, it may require a solo pilot to perform the delivery. This career seems to be the most profitable when performed alone.
Observist Lifestyle - Iso Pilots
Ship Recovery - Tug
February 2019 saw the introduction of the ARGO SRV - a dedicated Tug ship that uses tractor beams to tow other ships and even cargo / objects.
The ship recovery job is a key piece of any major fleet operation as stranded ships should be common (both NPC and player operated).
Players looking to make a handsome profit by resupplying combat operations need look no further than the rearming profession. This profession is ideally suited to players who enjoy the support role as well as who those who aim to turn handsome profits by buying armament cheap and then selling at a premium by venturing near or into conflict areas.
Specialised ships for rearmament include the Anvil Crucible and the Aegis Vulcan. These ships, while being repair ships, are also able to restock and refuel ships they repair.