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The best first habit · Alpha 4.9.x

Set Your Imprint at an Orbital Station

Move regeneration from a city to Port Tressler, Everus Harbor, Baijini Point or Seraphim Station to cut recovery time dramatically.

Origin 100i light ship
Origin 100i light ship© Cloud Imperium Games via FleetYards community database
RiskLow riskUsually recoverable solo; limited PvP exposure.
Time10-20 minAllow more time on a busy shard
CrewSoloStanton
Route8 stagesGetting Started
MISSION BRIEFING

A regeneration imprint is your practical respawn point, not a full relocation of your account.

In lore the imprint is a full bioscan stored in an Ibrahim Sphere, and only one imprint per person can exist at a time - re-imprinting overwrites the previous one rather than adding a second spawn option. That is why the game only ever lets you have one active regeneration location.

Orbital stations are usually faster recovery hubs because launch services, clinics, ASOP terminals, a Pharmacy and a rental desk sit in the same building.

Port Tressler, Everus Harbor, Baijini Point and Seraphim Station are the only four Stanton stations that pair a clinic with a Cargo Center and S/M/L pads, which is what actually makes them fast.

Not every station qualifies: ARC-L3 has no clinic, INS Jericho has no services at all, and Grim HEX has a clinic but no armistice protection.

Station layouts and terminal prompts can change between LIVE patches, so verify the facility name in-game.

Treat the setup as a small logistics task: imprint, spare kit, a known rental price, and a tested path back to a ship.

01
ROUTE INTELLIGENCE

Where you are going

01
Orbiting microTech above New Babbage.

Port Tressler

Fast recovery hub for microTech activities and New Babbage shopping. Clinic, habitation, refuel, repair, Cargo Center, freight elevator, S/M/L pads.

Approach: Request a hangar, then follow clinic signage from the main interior hub. Pharmacy, Armor, Casaba Outlet, Platinum Bay and Traveler Rentals are all on site.
02
Orbiting Hurston above Lorville.

Everus Harbor

Convenient base for Hurston missions, bunkers, and hauling. Clinic, Cargo Center, freight elevator, S/M/L pads.

Approach: Use the station elevators and medical signs; do not confuse the clinic with the Pharmacy. Everus also carries Arkanis for weapons, which Port Tressler does not.
03
Orbiting ArcCorp above Area18.

Baijini Point

Shorter reset for ArcCorp contracts and city access. Clinic, Cargo Center, S/M/L pads - but UEX lists no freight elevator here.

Approach: Land and store before walking to the clinic. Note there is no Armor shop: buy body armour elsewhere, or work from the Clothing Shop and Cargo Center Supplies.
04
Orbiting Crusader above Orison.

Seraphim Station

Recovery hub for Crusader space and Orison operations. Clinic, Cargo Center, Armor, Live Fire Weapons and the AydoExpress Hub ship dealer.

Approach: Expect a different interior flow from the city; follow signs rather than memorized routes. Seraphim has no Platinum Bay, so component shopping happens elsewhere.
05
ARC-L1/L2/L4/L5, CRU-L1/L4/L5, HUR-L1 to L5, MIC-L1 to L5.

Stanton Lagrange rest stops

Every one of these carries a clinic, habitation, refuel, repair, shops and food inside armistice - useful when your loop is far from a city.

Approach: The single exception is ARC-L3 Modern Express Station, which has no clinic at all. HUR-L1 is the one Lagrange stop with published S/M/L pads and a freight elevator.
06
Terra Gateway, Pyro Gateway and Nyx Gateway on the Stanton side.

Jump-point Gateway stations

Clinic, habitation, refuel, repair, Cargo Center, freight elevator and armistice - a strong imprint if your work crosses systems.

Approach: Imprinting at a gateway means you wake up already on the correct side of a jump instead of deep inside Stanton.
02
LOADOUT LOGIC

What you need and why

requiredRegeneration terminal access

The clinic kiosk is the only needed interaction for the imprint.

No substitute listed
recommendedBasic undersuit and helmet

Lets you leave the clinic and enter a ship immediately after death.

Alternative: Buy or retrieve a cheap set from station inventory.
recommendedTwo medpens

Covers minor injuries during the first recovery run.

Alternative: Use a local medical shop if one is available.
recommendedFood and water

Avoids starting a longer session already low on survival resources.

Alternative: Restock at the station rather than carrying excess from a city.
optionalCheap backup ship

A fast claimable ship reduces downtime if the primary is unavailable.

Alternative: Use the smallest flight-capable pledged or rented ship.
03
VISUAL CHECKS

What to look for

Medical/Clinic signage

Directional signs and elevator labels leading to treatment and regeneration, not retail.

Regeneration screen

A kiosk UI that explicitly names the facility and offers the imprint action.

Confirmation message

A clear success response after selection; wait for it before leaving.

ASOP terminal bank

The retrieval/storage interface you will use after respawning. ASOP stands for Automated Ship Organization Program.

Hangar assignment marker

The ATC-provided destination used to park safely before entering the station.

Cargo Center rental desk

The Traveler Rentals terminal inside the Cargo Center - your fallback when a claim timer is longer than the mission you are trying to save.

Armistice status

Every Stanton station and Lagrange stop above is armistice; Grim HEX and every Pyro station are not.

04
RECOVERY PLAYBOOK

When it goes wrong

The terminal does not offer a set-imprint action.

Confirm you are at a clinic regeneration kiosk, not a treatment bed or pharmacy terminal; relog only after trying another kiosk if present.

This station has no clinic at all.

Check the station rather than the interface. ARC-L3 Modern Express Station, INS Jericho and the Pyro PYAM-FARSTAT asteroid stations have no medical facility, so no kiosk will ever appear there.

I imprinted at Grim HEX or a Pyro station and keep dying on respawn.

Those locations are not armistice zones. Move the imprint to a Stanton station or a Gateway station, which are, and keep the outlaw hub only as a working base.

I died and woke at the old location.

The confirmation may not have registered. Return to the intended clinic, set it again, and wait for the on-screen confirmation before departing.

My ship is gone while I am setting the imprint.

Check ASOP for Store/Retrieve or a claim. Next time land in an assigned hangar and store before visiting the clinic.

I cannot find the clinic from an old guide route.

Use current interior signs and elevator labels; station renovations can invalidate video directions.

I have no gear after respawning.

Use station local inventory and keep a cheap complete kit staged at the imprint location.

FINAL GO / NO-GO

Departure checklist

Confirm the station actually has a clinic (not ARC-L3, not INS Jericho).

Confirm it is an armistice zone if you want a safe respawn.

Arrive at the intended orbital station.

Land in an assigned hangar or safely dock.

Store the ship if its state or cargo matters.

Follow current clinic signage.

Set the facility as regeneration location.

Wait for and read the confirmation.

Buy pens at the Pharmacy and a cheap undersuit at Cargo Center Supplies.

Note the local Traveler Rentals price for a Cutter or MPUV Tractor.

Walk the route from clinic to ASOP and hangars once.

Step-by-step route8 stages
  1. 01

    Choose the orbital hub

    Use Port Tressler for New Babbage, Everus Harbor for Lorville, Baijini Point for Area18, or Seraphim Station for Orison. These four are the only Stanton stations that combine a clinic, habitation, a Cargo Center and S/M/L landing pads in one building, so ASOP terminals, clinics, shops and hangars sit a short elevator ride apart instead of behind a train ride and a city flight corridor. If your group works elsewhere, choose the station closest to the actual loop rather than the nominal home city.

  2. 02

    Check the station actually has a clinic

    Not every rest stop can hold an imprint. In UEX Corp's live station data every Stanton Lagrange station carries a clinic except ARC-L3 Modern Express Station, which has habitation, shops, refuel and repair but no medical facility at all. INS Jericho is inside armistice but has no clinic, shops, refuel or repair, and Port Olisar is no longer a live location. Confirm the clinic before you build a whole routine around a station.

    ARC-L3 Modern Express Station has no clinic - do not plan an imprint there.
  3. 03

    Dock and protect the ship state

    Request landing from the comms/MFD interface when in range, follow the assigned hangar marker, and land fully on the pad. Use the ASOP terminal to Store after the hangar has closed if you have cargo or a vehicle aboard. Do not leave a valuable ship on an open pad while navigating the station: an impound, despawn, or server recovery can complicate your return.

  4. 04

    Find the clinic

    From the station lobby, follow the medical or clinic signage and take the marked elevator. Look for reception, treatment rooms, and regeneration kiosks rather than a pharmacy or commodity terminal. The exact corridor and kiosk placement can change with station revisions, so trust signs and the local map over an old video route.

  5. 05

    Transfer the imprint

    At the regeneration terminal, open the interaction screen and select the option to set this facility as your regeneration location. Read the facility name before confirming, then wait for the confirmation message instead of walking away immediately. This changes where you wake after death; it does not move your primary residence, inventory, or every stored ship.

  6. 06

    Stage the first recovery kit

    Use the local inventory or station shops to place a basic undersuit, helmet, medpens, food, and water at this station. All four hubs carry a Pharmacy (MedPen (Hemozal), OxyPen, DeconPen and the rest of the pen line, roughly 230-400 aUEC each) and a Cargo Center Supplies store that stocks cheap kit such as the Beacon Undersuit at about 500 aUEC. Armor shops exist at Port Tressler, Everus Harbor and Seraphim; Baijini Point instead has a Clothing Shop and Ship Weapons, so buy body armour before you commit your imprint there. Keep the kit deliberately cheap and complete, because the purpose is to launch again quickly, not to recreate a premium combat loadout.

  7. 07

    Line up a launch option you do not own

    Every one of the four hubs has a Traveler Rentals desk in its Cargo Center, so a death does not have to mean waiting on a claim timer. A Drake Cutter rents for about 9,525 aUEC at Port Tressler, Seraphim and Baijini Point, and 9,049 aUEC at Everus Harbor; an Argo MPUV Tractor is roughly 10,395 aUEC if you expect to be moving boxes or bodies. Seraphim additionally has a ship dealer (AydoExpress Hub) on site. Knowing the local rental price before you die turns a stalled session into a ten-minute detour.

  8. 08

    Test the recovery route

    Walk once from the clinic to the housing/elevator hub, ASOP terminals, and your usual hangar. Notice the signs, elevator labels, and any security doors you must use. A short dry run exposes a closed elevator, wrong clinic, or unfamiliar station layout before it costs you a mission or party regroup.

Field notes

Orbital stations reduce recovery time but do not guarantee safety outside armistice zones.

Set the imprint before starting a long contract, cargo run, or group event.

Move it again when your operations shift to another region; do not assume it follows your ship.

If the confirmation is unclear, reopen the terminal and verify before leaving.

Keep one launch-ready cheap ship at the same station when possible.

Grim HEX has a clinic but is not an armistice zone - an imprint there means respawning somewhere people are allowed to shoot you.

No station anywhere in Pyro is an armistice zone; the closest safe-on-arrival imprints for Pyro work are the Gateway stations, which do carry clinics.

Working across systems? Terra Gateway, Pyro Gateway and Nyx Gateway (Stanton side) all have a clinic, a Cargo Center, a freight elevator and armistice, which makes them strong imprints for jump-point traffic.

Research sources

Route text is independently summarized and cross-checked against these references.

RSI - Healing and Medical TreatmentStar Citizen Wiki - Port TresslerStar Citizen Wiki - RegenerationUEX Corp - space station services data
Set Your Imprint at an Orbital Station · Hitchhiker's Guide to the Verse