STATION 07 DECK 4 UNIT B-114RENT DUE EVERY 7 DAYSNOBODY ASKS WHERE IT CAME FROMBUILD 1.0 2026.10.28APPRAISE FIRST PAY SECOND
STATION 07 DECK 4 UNIT B-114RENT DUE EVERY 7 DAYSNOBODY ASKS WHERE IT CAME FROMBUILD 1.0 2026.10.28APPRAISE FIRST PAY SECOND
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FILE 03 · Starting choice

Probably Stolen Specializations: All 10 Starts Compared

A specialization isn't a class, it's a starting asset bundle. All ten begin from a 600 CR base and subtract setup costs — which is exactly why a Gunsmith opens with 150 credits.

File 03 / 15 Updated 2026-10-29 Read ~9 min
01

The short answer

First run

Apprentice. The only pick tagged Recommended For New Players: 550 credits, a Storage Bay, and household goods plus food you can sell immediately without building a production line.

Second run

Water Merchant is the best structured second run: 400 credits buys a complete purification and bottling setup with a clear payback path. Fence suits players who already know how inspections feel.

Note

Several outlets say "nine starting scenarios". The launch specialization screen actually has ten, the extra being Junker, tagged Work In Progress. We document all ten.

Also: Fence, Rock Bottom, Gunsmith and Chemist show "the introduction is not available for this specialization", so no Mentor walkthrough on Day 1.

02

All ten at a glance

Starting credits on Mark Up. Every specialization is built from a 600 CR base minus its setup costs, which is why a Gunsmith opens with only 150. "Rent +" marks a higher starting rent.
SpecializationTagCreditsOpening kit
ApprenticeRecommended For New Players550Storage Bay, Household Goods and Food stock, Food / Household neon signs
Water Merchant—400Bottle Printer, HydraTech Micro Water Purifier, Water Trading Manual, water kit
Fence—450Smuggler's Bay, Contraband stock, Black Market rep, Janitor Underground Exchange; rent +
Hydroponic FarmerAdvanced Start450Eco Module, Fillerweed and Nutrifruit seeds, Hydroponic Farming Manual; rent +
GunsmithAdvanced Start150Liberator 3D Printed Pistol, Nestfire Compact, ammo and mods, Class I Weapon Permit
ChemistAdvanced Start300Chem Finisher, Composition Spectrometer, Heating Plate, Blender, Mini Smuggler's Bay
Rat WranglerAdvanced Start—Animal Cage, Rats, Food (credits not listed in game)
AquafarmerAdvanced Start150Recirculating Aquaculture System, Tilapia, Industrial Fish Feed; rent +
JunkerWork In Progress400Scavenger's Gear, Scavengers rep, Furnace, Scav Scanner, Metallurgy Manual
Rock BottomExtreme Challenge0Nothing. The Mentor only negotiated your lease
03

Beginner pick: Apprentice

Apprentice

Recommended For New Players
550 CRRent 200Intro complete

You spent training running the whole operation rather than specialising, so the shop cost less to set up. You start with a Storage Bay, Food and Household neon signs, and household goods plus food already in stock.

  • Open on Day 1; nothing to grow, brew or build first.
  • Food is the station's most traded commodity, so it turns over fastest.
  • 550 credits is the best buffer, and pivoting to water or ingots later is just added equipment.
04

Middle tier: Water Merchant and Fence

Water Merchant

No tag
400 CRRent 200Intro complete

A bet on the station's clean-water shortage. You start ready to bottle and purify: Bottle Printer, HydraTech Micro Water Purifier, bottles in three sizes, a Jug of Water, Water Pitcher, Water Neon Sign and the Water Trading Manual.

  • Day 1 loop: buy dirty water cheap, purify, sell high.
  • A water crisis lifts prices for days; stocking early is stocking profit.
  • 400 credits is tight — don't touch non-water business for two weeks.

Fence

No tag
450 CRHigher rentNo intro

An established black marketeer with a hidden compartment built into the shop. You start with a Smuggler's Bay, contraband stock, better Black Market standing, worse Security standing, and direct access to the Janitor Underground Exchange — at the cost of higher rent from Day 1.

  • Fastest route to contraband margins.
  • Three disposable keycards (Engineering, Medical, Security) open useful shortcuts.
  • You start in negative standing, so inspections look at you sooner.
05

Advanced starts: production lines

Hydroponic Farmer

Advanced Start
450 CRHigher rentIntro complete

Grow crops in the station's cramped decks to feed the lower levels. Start with an Eco Module, Fillerweed and Nutrifruit seeds, water and the Hydroponic Farming Manual, plus higher rent.

  • Crops are raw material and product at once: fish feed, wine, or direct sales.
  • Cash only leaves until the first harvest, so patience is mandatory.

Gunsmith

Advanced Start
150 CRRent 200No intro

A licensed weapons modder taking custom orders. Only 150 credits, but the kit is expensive: Liberator 3D Printed Pistol, Nestfire Compact, .22 SR lethal and non-lethal ammunition, magazines, sights, suppressors, Gun Parts, 3D Printing Filament, a Gunsmith Storage Bay and a Class I Weapon Permit.

  • Richest opening assets, tightest cash — week one is basically selling parts.
  • The Class I permit defines what you can legally hold. Stay inside it.

Chemist

Advanced Start
300 CRRent 200No intro

Controlled substances, with a lab to cook when supply dries up. Start with a Chem Finisher, Composition Spectrometer, Heating Plate, Blender, droppers and cylinders, a Mini Smuggler's Bay and the Chemistry Manual.

  • The spectrometer is one of the strongest appraisal tools for chemicals.
  • Contraband draws inspections; keep it out of the display.
06

Hard tier: Rat Wrangler, Aquafarmer, Junker

Rat Wrangler

Advanced Start
— CRRent 200Intro complete

Raise rats for meat, to the Mentor's disgust. The START WITH list is three items: an Animal Cage, Rats, Food. Credits aren't listed in game, and the start plays very tight.

  • Short breeding cycle, low cost, low unit price.
  • For players who want to build a line from nothing.

Aquafarmer

Advanced Start
150 CRHigher rentIntro complete

Tilapia in tanks. Start with a small recirculating system, a batch of Tilapia, Industrial Fish Feed, a Jug of Water, plus a Kitchen Knife, Scrap Metal and Electronic Parts. 150 credits, higher rent.

  • Fish need time; week-one cash is the tightest in the game.
  • The knife and scrap hint at a later processing chain.

Junker

Work In Progress
400 CRRent 200Intro complete

A broke but well-regarded scavenger. 400 credits, better Scavengers standing, a Furnace, Flashlight, Scav Scanner, Small Satchel, Scavenger's Token, Topical Medication Bandage, Metallurgy Manual and a Materials neon sign.

  • The Furnace turns scrap into ingots — the most reliable early processing line.
  • Tagged WIP, so expect changes in patches.
07

Extreme tier: Rock Bottom

Rock Bottom

Extreme Challenge Mode
0 CRRent 200Intro complete

The Mentor only negotiated your lease. You have a shop, no stock, no tools, and zero credits.

  • First income must come from appraisal work, scrap flipping, or tiny margins.
  • Learn inspections and Aug behaviour on another specialization first.
08

What to pick on a second run

You wantPickWhy
Steady cash, fast paybackWater MerchantKit included; a water crisis is your high season
High risk, high marginFenceContraband and the underground exchange, with inspections watching
Processing and craftingJunker / GunsmithFurnace or gun-modding line: materials into products
Build a line from zeroHydroponic Farmer / AquafarmerSlow cycles, high ceiling
PunishmentRock BottomZero credits, zero gear