Exploration in Star Citizen is the art of discovery—seeking out the unknown across the cosmos. As an explorer, you'll scan for anomalies, locate derelicts, map points of interest, and navigate the void in search of fortune and knowledge. The role demands patience, precision, and well-equipped ships built for long-range, solitary missions into deep space.
EXPLORATION SHIP RECOMMENDATIONS
CARRACK
Gold Standard
Crew:6
Cargo:456 SCU
SCM:140 m/s
Boost:315 m/s
Nav:1050 m/s
Hull HP:88,000
Shield:144,000
Signature (IR):12,828
The undisputed king of exploration. Extreme range, medical bay, snub fighter, secure crew quarters, and formidable defenses. Perfect for multi-crew deep-space expeditions.
TERRAPIN
Nimble Scanner
Crew:1
Cargo:0 SCU
SCM:200 m/s
Boost:320 m/s
Nav:1,150 m/s
Hull HP:173,201
Shield:20,000
Signature (IR):8,370
Solo explorer's dream. Exceptional visibility, tight turning, high speed, and lowest IR signature for stealth scanning. No cargo; bring nothing but sensors.
CONSTELLATION AQUILA
Balanced Range
Crew:1
Cargo:96 SCU
SCM:180 m/s
Boost:380 m/s
Nav:1,075 m/s
Hull HP:180,844
Shield:100,000
Signature (IR):7,441
Constellation variant built for exploration. Good range, small cargo hold, strong shields, and capable all-rounder. Excellent entry to mid-tier exploration.
600i EXPLORER
Luxury Range
Crew:1
Cargo:44 SCU
SCM:165 m/s
Boost:325 m/s
Nav:975 m/s
Hull HP:197,250
Shield:144,000
Signature (IR):10,267
Luxury explorer with cruise comfort. Long range, strong shields, respectable durability. Best for comfortable multi-day solo missions with style.
URSA ROVER
Planetary Scout
Crew:2
Cargo:0 SCU
Hull HP:25,200
Shield:720
Signature (IR):2,172
Land-based explorer. Deploy from your carrier (Carrack, 600i) to scan planetary surfaces, caverns, and POIs up close. Extremely low signature for stealth ground ops.
SCANNER EQUIPMENT & TACTICS
Your scanning suite determines how far you can detect anomalies and how detailed your scans become.
PING VS ACTIVE SCAN
Ping: Low-power, brief electromagnetic pulse that reveals objects in a cone ahead. Fast, low-signature. Good for initial discovery at medium range. Does not raise your presence much. Active Scan: Focused, high-power interrogation of a target. Slow, reveals detailed info (ship class, weapons, shields), but broadcasts your location to anyone in range. Reserve for confirmed finds.
RADAR SIZE CLASSES (S1–S4)
S1 (Small): Compact, low power, ~5–8 km range. Fit on fighters and small explorers (Terrapin). Limited resolution. S2 (Medium): Balanced. ~12–15 km range. Standard on mid-size ships (Aquila, 600i). Good all-rounder. S3 (Large): Powerful. ~20–25 km range. Slot on large explorers (Carrack). Detects small objects at distance. S4 (XL): Extreme range scanner. ~30+ km reach. Rare, powerful, requires significant power plant. Space-filling on large ships only.
SCANNING DISTANCE VS RESOLUTION TRADEOFF
Rule: Bigger radar = longer range but bulkier. Higher-grade components = better resolution at same range. You cannot have both maximum range AND maximum detail with one unit. Strategy: Start with S2 or S3 for balanced discovery. Pair with targeting computer upgrades to improve resolution without upgrading the whole radar.
SIGNATURE MANAGEMENT FOR EXPLORATION
Explorers often scout hostile or contested space. Keeping your signature low prevents unwanted attention from pirates, Vanduul, or military patrols.
IR SIGNATURE (HEAT)
Lower is better. Idle your power plant when stationary. Use coolers with high regen rates. The Terrapin has the lowest baseline IR (~8,370) of all exploration ships—stealth by design.
EM SIGNATURE (DETECTION)
Active scanning, weapons, and shield generation spike EM. To stay low-profile, minimize shield recharge in empty space. Use passive scanning (ping) instead of active when possible. Shut down non-critical systems.
Pro Tip: Arriving in stealth and performing a single ping can reveal a POI without alerting anyone. Only go active if you've found something worth the exposure.
DATA RUNNING (ANCILLARY INCOME)
Data packages spawn at POIs and derelicts. Retrieve and deliver them to comm arrays or trading hubs for aUEC.
PICKUP
Land on the debris or enter the facility. EVA to the data terminal and grab the package. Some require a data chip (commodity) in your inventory.
DELIVERY
Comm arrays (Crusader, Stanton-wide) and some trading stations accept data packages. Payout varies: low-risk local runs ~2k–8k aUEC; dangerous/remote data can pay 15k+. Chain runs between POIs for steady income while exploring.
ANOMALY TYPES & DISCOVERY TARGETS
DERELICT SHIPS
Abandoned or wrecked vessels. Dock (or EVA through torn hull) to salvage data, components, or loot. Some are trapped or infested. High risk, high reward.
ASTEROID FIELDS
Dense clusters of rocks. Scan for valuable minerals or mining opportunities. Navigate carefully—collisions are lethal at speed.
JUMP POINTS
Stable anomalies linking star systems. Mapping and cataloging them is a long-term explorer's calling. Some are unmapped; discovery opens trade routes.
ALIEN RUINS / XIAN SITES
Ancient structures on moons and planets. Explore at your own risk. Lore-rich, often guarded, highly valuable for discovery points.
DEEP-SPACE SURVIVAL CHECKLIST
Long exploration runs mean you're far from safe harbors. Come prepared.
✓Food & Water: Rations last days in cryo. Keep at least 1 week of supplies on board. Check Getting Started guide for inventory tips.
✓Medpens: Carry medical supplies. Injuries without medical care = permadeath. Stock trauma (emergency), wound (persistent), and pain (comfort) meds.
✓Oxygen: Check EVA suit O₂ reserves. Carry spare bottles. Oxygen leaks are silent killers.
✓Fuel: Full quantum fuel before departure. Mid-range quantum jumps can strand you if you miscalculate. Safer to under-promise range and over-deliver on fuel margin.
✓Repairs: Hull, thruster, and power plant RMC (repair material components). Long-range damage is expensive to fix at remote locations.
✓Communication: Stay in known space. Out of relay range = total comms blackout. Plan escape routes and safe beacons.
✓Backup Power: A capacitor bank or aux battery in cargo. Ship power can fail. Backups keep you alive until repairs.