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[ SC 4.10.2 ] // SALVAGE_MATERIAL_FINDER // WHAT_EACH_WRECK_PAYS

Updated for Star Citizen Alpha 4.10.2.

Star Citizen Salvage Material Finder

Interactive tool and beginner guide. Use the finder below to see what any wreck pays, or open the guide for how salvaging works, which ship to fly, and where to sell what you bring back.

What every wreck in Star Citizen is worth in salvage, and which ship can take it. The RMC column is the Recycled Material Composite a full hull scrape returns; the yield column is the raw construction material a full munch returns, which is Construction Rubble, Construction Pieces or Construction Salvage depending on the salvage ship. Only five hulls can run structural salvage, and each has a hard size ceiling, so pick one to see every ship it can break down.


New to salvage? The beginner guide covers how it works, which ship to fly, and where to sell what you bring back.

Salvage guide

The tool below answers what a given wreck pays. This part answers the questions behind it: what each material actually is, how you get it, and what to do with it once it is in your hold.

Open the beginner guideNine answers: what each material is, how to get it, which ship to fly, how to scrape, and where to sell it.
What is construction salvage, and how do Rubble, Pieces and Salvage differ?

Construction salvage is the raw material you get from breaking a ship’s frame apart, as opposed to scraping its outer skin. This material is referred to in game as Unrefined Construction Material, or UCM. It comes in three grades, and the grade depends entirely on which ship you brought, not on the wreck you found.

Construction Rubble is the light grade, produced by the RSI Salvation, the Drake Vulture and the MISC Fortune. Construction Pieces is the medium grade and currently comes only from the Argo MOTH. Construction Salvage is the heavy grade and comes only from the Aegis Reclaimer, which returns the most material per cubic metre of hull it eats.

None of the three can be sold as it comes. All three refine into Refined Construction Materials, which is the commodity kiosks actually buy, so a hold full of raw rubble is worth nothing outside of player trading until it has been through a refinery. That refining step is the single most common thing people miss.

How do you get Recycled Material Composite?

Recycled Material Composite, usually shortened to RMC, comes off the outside of a hull rather than from breaking the ship’s hull up. Hit the mouse scroll wheel until you see the heads pop into view, then left click and hold the beam on the wreck, and the outer skin comes away as RMC, packing itself into SCU crates aboard your ship as it goes.

Any ship with a salvage head can do it, including the small ones, and unlike breaking a hull apart there is no size limit on scraping. You can strip a capital ship with a Vulture if you have the patience and somewhere to put the 1 SCU boxes you produce.

How much a wreck holds depends on how much outer surface there is to cover, so a big flat freighter gives far more than a compact fighter of similar length. RMC needs no refining at all, which is what makes it the beginner’s income: scrape, fly to a kiosk, sell.

Which salvage ship should you fly, and how many people do you need?

Five ships can run structural salvage, and they differ as much in crew as in size. The RSI Salvation is the one built for working entirely alone starting out. The MISC Fortune and the Drake Vulture both suit solo work or a crew of two with extra storage space, which is where most people salvage day to day. The Argo MOTH wants a small to medium crew, usually three or more, and the Aegis Reclaimer is a large-scale operation that optimally expects at minimum three if you want it to be convenient.

Crew matters more than it looks, because somebody has to deal with the containers while the beam is running. On a solo run you stop scraping every time the hopper or buffer within the ship’s cargo area fills. With additional crew it is easier to ensure you can keep scraping and munching away on wrecks, rather than having to stop because the hopper filled up and needs unloading.

Size ceilings are fixed to the ship type you are piloting and no module or upgrade moves them, so the ship you are flying determines what you can and cannot break down.

How do you find wrecks to salvage?

Three ways, and they suit different moods. Wrecks turn up as you fly, particularly around known trouble spots, and you can simply take one you stumble across.

To look deliberately, use your ship’s scanner, by default V, and send a radar ping with Tab. Wrecks show up on the return like anything else with a signature, and sweeping a quiet area beats flying in hope.

The third way is to buy the location. The contracts app in your mobiGlas sells Salvage Rights, which hand you a wreck’s position for a fee. That is a real cost to weigh rather than a formality: nearly every salvage contract charges you to accept it, from around a thousand up to two hundred thousand, and what you strip off the wreck is your return. Some unlawful jobs hand over the location free and pay you on top, because of what they are asking you to do with it. The contract table further down lists the lot.

How do you scrape a hull, step by step?

Fly within range of the wreck and switch the ship into salvage mode, by default M. Aim the beam at the hull and the interface will tell you what is there to take.

The outlines are the part worth learning. Blue means an excellent amount of material left in that section, yellow means mediocre, and red means useless or nearly stripped. Working blue sections first is the difference between filling a container and wasting a beam.

Pick which scraper module to use with the right mouse button, then hold the left mouse button to start scraping. The lasers sit on gimbal mounts, so G enables gimbal mode and lets the beam track without flying the whole ship around the wreck.

What happens when the ship’s hopper or filling station is full?

This is the part that catches people out on their first run. As material comes in, the ship holds a fixed number of SCU worth of material, shown on your HUD as a meter to the right, and once it is full you cannot keep scraping until it has been ejected by the onboard filling station.

Worse, if the filling station’s storage area is already full, you can keep working but you will not actually get the rest of the material, and it is not recoverable. It is simply lost as you carry on working with a full hopper.

To clear it, use a Pyro RYT Multi-Tool with a TruHold Tractor Beam Attachment, or a dedicated MaxLift tractor beam, and move the containers onto your ship’s cargo grid by hitting the material you want ejected on the small touch screen located on the salvage ship’s hopper. This is the job a second crew member earns their share doing, because while they are stacking, you are still cutting.

Can you salvage on foot, without a ship?

Yes, and it needs very little. Equip either a Pyro RYT Multi-Tool with a Cambio-Lite SRT Attachment and at least one canister, or the dedicated Cambio SRT with its own canisters.

Walk up to the wreck and aim at the hull. The tool uses the same blue, yellow and red colouring as the ship interface to show what is left in each section. Hold the left mouse button to run the beam, and swap canisters as they fill.

There is a second use for what you collect that most people never try. RMC in a canister will patch your own hull: switch the tool to patching mode, by default B, aim at a damaged section and hold the left mouse button. The tool pulls material out of the canister and repairs the plating, which is worth knowing a long way from a station.

Where do you sell RMC and construction materials?

RMC sells as it comes, at commodity kiosks, and the price moves a great deal between buyers. The spread across the buyers listed further down is wide enough that where you unload is worth more than how well you scraped, so it pays to know which kiosk you are heading for before you fill the hold.

Construction materials are different because they have to be refined first. Unload the raw rubble, pieces or salvage through a freight elevator into station inventory, start a refining job, and sell what comes back. Refined construction materials sell for roughly double what RMC does per unit, though the refining takes time and a cut.

The sell table further down lists every buyer for both, with the system filter, so you can see what is worth flying to from where you already are.

Which salvage materials are worth farming?

There are three things to take off a wreck and they suit different ships. RMC is the steady one: no refining, no size limit, sells anywhere, and it is what most people run. Construction materials pay roughly double per unit but only after refining, and only five ships in the game can produce the raw grades at all.

The third is the wreck’s components and cargo, which is per-wreck loot rather than a hull constant: guns, power plants, shields and whatever was still in the hold. Tractor those out before you fire the beam at all, because scraping and fracturing both destroy what they touch. Locked components have to be released from the derelict’s own cockpit first.

If you are choosing what to fly, the calculator below sorts every hull in the game by what it pays, and the pay rate column ranks wrecks by what they return for the time they take rather than by size alone.

What you can farm off a wreck

Open what you can farmThe three things a wreck gives up, and which beam takes each one.

1 · Hull scraping → RMC

Strip the outer skin off the hull with a salvage head. It packs straight into SCU crates as Recycled Material Composite and sells with no refining. Any ship with a salvage head can do it. The RMC column is the whole-hull maximum.

2 · Structural salvage → raw CM

Fracture the bare frame, then disintegrate the pieces. Light ships return Construction Rubble, medium Construction Pieces and heavy Construction Salvage. All three refine into Construction Materials at a station. Only the five hulls below can do this, and each holds the raw output in a salvage depot that is separate from its cargo grid: the depot fills as you munch, the grid carries the boxed crates afterwards.

3 · Components and cargo

Before you fire the beam at all, tractor out the wreck’s guns, power plants, shields and whatever cargo is still aboard. Locked components have to be released from the derelict’s own cockpit first. None of that is modelled here, because it is per-wreck loot rather than a hull constant.

How structural salvage works: fracture, then disintegrate

Open the structural salvage breakdownThe two modes, the order they go in, why you fly in close, and what comes out.

Structural salvage is one salvage field with two modes, used in sequence. Neither mode is a beam of its own: you switch the salvage field between fracture and disintegrate, and run that same field either way. Fracture breaks the hull apart into chunks. Disintegrate then consumes those chunks and turns them into raw construction material. Run them the other way round and nothing happens, because there is nothing to disintegrate until the hull has been fractured. This is a different job from hull scraping, which strips the outer skin for RMC and uses neither mode.

Stage 1 · Fracture — crack the frame

Switch into salvage mode, set the field to fracture and hold it on the hull. The frame breaks apart into floating chunks. Fracture is the stage the size ceiling applies to: if the wreck’s radius is over your ship’s limit the field will not lock on at all, and no module, head or upgrade shifts that. Scrape the skin for RMC first if you want both, because fracturing destroys whatever is still on it.

Stage 2 · Disintegrate — eat the chunks

Set the same field to disintegrate and hold it on the chunks the fracture left behind. They break down into raw construction material, which goes into the ship’s salvage depot rather than onto its cargo grid. The depot is what ends a run: once it is full the field stops until you box the material off and clear the filling station.

Stage 3 · What comes out — one of three grades

Which grade you get is decided by the ship you brought, never by the wreck. Construction Rubble from the Salvation, Vulture and Fortune. Construction Pieces from the MOTH. Construction Salvage from the Reclaimer. None of the three sells in that state. All three refine into Construction Materials, which is the commodity kiosks actually buy.

The two modes have separate ceilings and separate speeds. Times are seconds per metre of wreck radius.
Salvage ship Fracture ceiling Disintegrate ceiling Fracture speed Disintegrate speed Raw output
Salvation 23.4 m 18.0 m 2.08 s/m 3.64 s/m Construction Rubble
Vulture 40.5 m 44.55 m 2.50 s/m 4.37 s/m Construction Rubble
Fortune 45.0 m 49.5 m 3.26 s/m 5.71 s/m Construction Rubble
MOTH 60.75 m 60.75 m 2.88 s/m 2.52 s/m Construction Pieces
Reclaimer 255.0 m 255.0 m 0.86 s/m 1.51 s/m Construction Salvage

Two things in that table are worth knowing before you fly out. The Salvation is the only ship whose disintegration ceiling sits below its fracture ceiling, 18 m against 23.4 m, so it can crack open hulls whose chunks it then cannot eat; treat 18 m as its real working limit for structural salvage. And the MOTH is the only ship that disintegrates faster than it fractures, 2.52 s against 2.88 s per metre, so on the MOTH the cracking is the slow half. On all four of the others disintegration is slower than fracture by exactly 75%.

Fly in close: distance sets the rate

Neither mode works at a fixed speed. Both are proximity driven, measured from your ship’s hull to the wreck, and the gap between the two is what decides how quickly the job goes. Hold station close and the frame cracks faster and the chunks go down faster. Sit off at a distance and nothing fails, it just takes longer, which is why a run that felt slow usually means you were parked too far out rather than that you brought the wrong ship.

In practice you want to be relatively close and holding there. Creeping in costs a few seconds once; working the whole wreck from too far out costs you on every pass. Both stages also scale with how big the wreck is, which is what the Cycle column in the calculator reports: fracture time first, disintegration time second, for one pass. A large derelict takes several passes, so read those figures as the shape of the job at a sensible working range rather than a stopwatch, because your distance off the hull moves the real number.

Salvage controls, at default bindings.
Action Keys
Toggle salvage mode M
Fire salvage beam Mouse 1
Toggle fracture beam R-Alt+W
Toggle disintegrate beam R-Alt+S
Focus beam left / right L-Alt+A/L-Alt+D
Cycle salvage gimbal G

The two toggles are the ones people miss. The keybind menu labels them “beam”, and the table above keeps the game’s own wording so it matches what you see in your controls, but nothing there hands you a second emitter: R-Alt + W and R-Alt + S switch the one salvage field between fracture and disintegrate, and you run it with the same Mouse 1 either way. On a multi-crew hull the focus controls matter too, since L-Alt + A and L-Alt + D put the field on one side or the other rather than splitting it.

The five ships that can run structural salvage

Open the ship comparisonSize ceiling, output grade, depot and cargo for all five hulls.
What each salvage ship can take on, and what it brings back.
Salvage ship Size ceiling Ships in reach Raw output Salvage depot Cargo grid Field bonus
Salvation 23.4 m radius 138 of 200 Construction Rubble 6 SCU 6 SCU x5 speed, x1.3 yield
Vulture 40.5 m radius 166 of 200 Construction Rubble 13 SCU 12 SCU x3 speed, x1.4 yield
Fortune 45 m radius 170 of 200 Construction Rubble 13 SCU 16 SCU x1 speed, x1.6 yield
MOTH 60.75 m radius 187 of 200 Construction Pieces 64 SCU 224 SCU x2 speed, x1.5 yield
Reclaimer 255 m radius 199 of 200 Construction Salvage 240 SCU 420 SCU x7 speed, x1 yield

Salvation salvage: fractures anything up to a 23.4 m across, which is 138 of 200 ships in the game, the largest being the Shiv. Structural salvage returns Construction Rubble, held in a 6 SCU onboard salvage depot, with a separate 6 SCU cargo grid for the boxed crates. Buying one costs 1,185,030 aUEC at Teach's Ship Shop – Levski, or you can rent it for 31,185 aUEC, available from 32 rental desks.

Vulture salvage: fractures anything up to a 40.5 m across, which is 166 of 200 ships in the game, the largest being the Mercury Star Runner. Structural salvage returns Construction Rubble, held in a 13 SCU onboard salvage depot, with a separate 12 SCU cargo grid for the boxed crates. Buying one costs 2,513,700 aUEC at New Deal – Lorville, or you can rent it for 69,457 aUEC from Teach's Rentals – Levski.

Fortune salvage: fractures anything up to a 45 m across, which is 170 of 200 ships in the game, the largest being the Apollo Medivac. Structural salvage returns Construction Rubble, held in a 13 SCU onboard salvage depot, with a separate 16 SCU cargo grid for the boxed crates. Buying one costs 1,795,500 aUEC at New Deal – Lorville, or you can rent it for 28,350 aUEC, available from 20 rental desks.

MOTH salvage: fractures anything up to a 60.75 m across, which is 187 of 200 ships in the game, the largest being the A2 Hercules Starlifter. Structural salvage returns Construction Pieces, held in a 64 SCU onboard salvage depot, with a separate 224 SCU cargo grid for the boxed crates. Buying one costs 8,483,740 aUEC at New Deal – Lorville, or you can rent it for 223,256 aUEC, available from 12 rental desks.

Reclaimer salvage: fractures anything up to a 255 m across, which is 199 of 200 ships in the game, the largest being the Aegis Javelin. Structural salvage returns Construction Salvage, held in a 240 SCU onboard salvage depot, with a separate 420 SCU cargo grid for the boxed crates. Buying one costs 30,164,400 aUEC at Astro Armada – Area18, ArcCorp.

Which scraper module to fit

Open the module tableWhat each scraper module does once it is on your ship.

Fit the ship before you launch, not after. Scraper modules trade clearing speed against how much material survives the cut, and the ship changes both. The same module behaves very differently on a Vulture and on a Fortune, so these are the combined figures rather than the module on its own. Clear rate compares choices on one ship. Material kept is the share of the hull that ends up in your hold.

Salvage ship
What each scraper module actually does once it is on the ship, since the hull changes the numbers.
Ship Module Clear rate Material kept Use it when
Vulture Abrade Scraper Module 9.7 77% Clearing hulls in volume, where time is the cost
Vulture Trawler Scraper Module 9.5 52% Rarely. Near the same speed, and it destroys the most
Vulture Cinch Scraper Module 7.1 86% The wreck is worth more than the hour. Keeps the most material
Vulture ReadyGrip Tractor Module 5.3 86% Not a scraper. It is the tractor module some ships come with
Fortune Abrade Scraper Module 12.4 77% Clearing hulls in volume, where time is the cost
Fortune Trawler Scraper Module 12.2 52% Rarely. Near the same speed, and it destroys the most
Fortune Cinch Scraper Module 9.1 86% The wreck is worth more than the hour. Keeps the most material
Fortune ReadyGrip Tractor Module 6.8 86% Not a scraper. It is the tractor module some ships come with
Salvation Comer Scraper Module 10.1 68% Clearing hulls in volume, where time is the cost
Salvation ReadyGrip Tractor Module 6.4 85% Not a scraper. It is the tractor module some ships come with
Salvation Hart Scraper Module 5.1 85% The wreck is worth more than the hour. Keeps the most material

Scraper sockets per ship: Vulture 4, Fortune 2, Salvation 2. Clearing speed adds up across them.

Construction Rubble, Construction Pieces and Construction Salvage

Open the material gradesRubble, Pieces and Salvage: which ship makes which, and what they refine into.

Structural salvage gives you one of three raw grades, and which one you get depends entirely on the ship you brought rather than on the wreck. All three are worth nothing until they have been refined into Construction Materials, which is the commodity that actually sells.

The three grades of raw construction material, and which ships produce them.
Raw grade Produced by SCU per 1,000 m³
Construction Rubble Salvation, Vulture, Fortune 3.90
Construction Pieces MOTH 5.50
Construction Salvage Reclaimer 5.25

None of the three can be sold as it comes. Take the raw material to a station, run it through a refinery, and what you get back is Construction Materials, which is the commodity kiosks actually buy. Once refined, Construction Materials sell for 9,700 to 14,000 aUEC per SCU.

The tool

Salvage calculator: every hull, and what it pays

Radius How big the wreck is, measured as the ball it fits inside. This is what each salvage ship’s size limit is checked against.
Munch Whether the ship you picked can fracture this wreck at all. Too big means the field will not lock on, whatever else you do.
Cycle How long one pass of the field takes on a wreck this size. Fracture cracks the frame apart, disintegration eats the pieces. A big wreck needs several passes, so read these as the cost of one pass, not the whole teardown.
RMC The most Recycled Material Composite a full hull scrape returns, with what it is worth at the best-paying buyer underneath. It depends only on the wreck, so it is the same figure whichever ship you bring.
Rubble, Pieces or Salvage What a full munch returns, in the grade your chosen ship produces. The main figure is the floor, what the wreck pays with no alignment at all. The smaller one is what holding the field properly pays. Two runs measured in game came in just over the floor, so treat it as a safe minimum and the gap above it as yours to earn.
Pay rate What the wreck returns for the time it takes, scored out of 100 against the best wreck your chosen ship can take. A big hull is not automatically the better job: some of them pay well but eat the clock. This ranks wrecks against each other rather than promising a figure per minute.
Loads How many times that haul fills the ship’s salvage depot, at normal alignment. Above 1 means you offload partway through.

Select_Salvager


100%

Where to sell salvage

RMC sells as it comes

Recycled Material Composite needs no refining at all. Take the crates
to any commodity kiosk that buys it, of which there are
27, and it pays between
5,000 and 8,500 aUEC
per SCU
. Where you sell is worth more than what you scraped: the spread
across buyers is about
70%.

Raw munch output sells nowhere

Construction Rubble, Pieces and Salvage cannot be sold in that state,
at any terminal. Unload them through a freight elevator, run a refining
job, and what comes back is Construction Materials. That step is
the whole point of munching, and skipping it leaves you holding cargo no
kiosk will take.

Refined pays about double

Construction Materials sell at 9,700 to
14,000 aUEC per SCU across
31 buyers, against RMC’s
8,500 ceiling. Refining costs time and takes a cut,
so the gap is smaller than it looks, but the direction is clear.

System
Every buyer for the two sellable salvage materials, best paying first.
Material Buyer Where aUEC / SCU
RMC Seer's Canyon Vatra · Pyro 8,500
RMC Terra Mills Hydrofarm Cellin · Stanton 8,200
RMC Admin – Patch City Bloom · Pyro 7,700
RMC Admin – Starlight Service Bloom · Pyro 7,700
RMC Admin – Endgame Pyro IV · Pyro 7,700
RMC Admin – Gaslight Pyro V · Pyro 7,700
RMC Admin – Rat's Nest Pyro V · Pyro 7,700
RMC Ashland Ignis · Pyro 7,700
RMC Admin – Dudley & Daughters Terminus · Pyro 7,700
RMC Last Landings Terminus · Pyro 7,700
RMC Rustville Pyro I · Pyro 7,700
RMC Fallow Field Pyro IV · Pyro 7,700
RMC The Golden Riviera Bloom · Pyro 7,700
RMC TDD – Trade and Development Division – Cloudview Center – Orison Crusader · Stanton 7,600
RMC Admin – Rod's Fuel 'N Supplies Pyro V · Pyro 7,600
RMC Admin – Ruin Station Terminus · Pyro 7,200
RMC Admin – GrimHEX Yela · Stanton 7,200
RMC Admin – Pyro Gateway (Nyx) Pyro Gateway (Nyx system) · Nyx 7,100
RMC Levski Delamar · Nyx 6,500
RMC Samson & Son's Salvage Center Wala · Stanton 6,400
RMC Reclamation and Disposal Orinth Hurston · Stanton 6,200
RMC CBD – Central Business District – Lorville Hurston · Stanton 6,000
RMC TDD – Trade and Development Division – Area 18 ArcCorp · Stanton 6,000
RMC TDD – Trade and Development Division – Commons – New Babbage MicroTech · Stanton 6,000
RMC Maintenance Room – CRU-L5 Crusader · Stanton 5,700
RMC Brio's Breaker Yard Daymar · Stanton 5,500
RMC Devlin Scrap and Salvage Euterpe · Stanton 5,000
Construction Materials Admin – HUR-L1 Hurston · Stanton 14,000
Construction Materials Admin – Port Tressler MicroTech · Stanton 13,000
Construction Materials Admin – ARC-L3 ArcCorp · Stanton 13,000
Construction Materials Admin – MIC-L2 MicroTech · Stanton 13,000
Construction Materials Admin – MIC-L1 MicroTech · Stanton 13,000
Construction Materials Admin – Everus Harbor Hurston · Stanton 13,000
Construction Materials Admin – HUR-L3 Hurston · Stanton 13,000
Construction Materials Admin – MIC-L5 MicroTech · Stanton 13,000
Construction Materials Admin – ARC-L1 ArcCorp · Stanton 13,000
Construction Materials Admin – MIC-L4 MicroTech · Stanton 13,000
Construction Materials Admin – HUR-L4 Hurston · Stanton 12,000
Construction Materials Admin – ARC-L4 ArcCorp · Stanton 12,000
Construction Materials Admin – Terra Gateway (Stanton) Terra Gateway (Stanton system) · Stanton 12,000
Construction Materials Admin – Pyro Gateway (Stanton) Pyro Gateway (Stanton system) · Stanton 12,000
Construction Materials Admin – Ruin Station Terminus · Pyro 12,000
Construction Materials Admin – Checkmate Monox · Pyro 12,000
Construction Materials Admin – Megumi Refueling Terminus · Pyro 12,000
Construction Materials CBD – Central Business District – Lorville Hurston · Stanton 12,000
Construction Materials Admin – CRU-L4 Crusader · Stanton 12,000
Construction Materials TDD – Trade and Development Division – Area 18 ArcCorp · Stanton 12,000
Construction Materials TDD – Trade and Development Division – Commons – New Babbage MicroTech · Stanton 12,000
Construction Materials Rust – Pickers Field Hurston · Stanton 12,000
Construction Materials Scrap – Rappel Hurston · Stanton 12,000
Construction Materials Rust – Dunboro MicroTech · Stanton 12,000
Construction Materials Admin – Orbituary Bloom · Pyro 12,000
Construction Materials TDD – Trade and Development Division – Cloudview Center – Orison Crusader · Stanton 12,000
Construction Materials Admin – Pyro Gateway (Nyx) Pyro Gateway (Nyx system) · Nyx 12,000
Construction Materials Admin – Stanton Gateway (Pyro) Stanton Gateway (Pyro system) · Pyro 12,000
Construction Materials Admin – GrimHEX Yela · Stanton 11,000
Construction Materials Reclamation and Disposal Orinth Hurston · Stanton 10,000
Construction Materials Maintenance Room – CRU-L5 Crusader · Stanton 9,700

Prices move between patches and between buyers, and stock affects what a kiosk will take. Treat these as a ranking of where to fly, not a quote.

Salvage contracts

Worth knowing before you take one. Nearly every salvage contract is something you pay for, not something that pays you. You are buying access to a wreck, and what you strip off it is the return. So the question is whether the hull is worth more than the entry fee.

Salvage contracts, and what each one costs you up front.
Legality Type Tier Cost or pay Notes
Lawful Standard Intro 1,000 to accept once only, 4 regions
Lawful Standard Very easy 5,000 to accept 4 regions
Lawful Standard Easy 20,000 to accept 4 regions
Lawful Standard Medium 50,000 to accept 4 regions
Lawful PvP 150,000 to accept 2 regions, Headhunters standing
Lawful Lawless 200,000 to accept
Unlawful Cover-up Easy pays 6,500
Unlawful Cover-up Medium pays 10,000
Unlawful Cover-up Very easy pays 4,500
Unlawful Standard Easy 25,000 to accept 4 regions
Unlawful Standard Medium 100,000 to accept 4 regions

27 of the 30 salvage contracts charge a fee rather than paying one, from 1,000 up to 200,000 aUEC. What you strip off the wreck is the return, so a contract is worth taking when the hull is worth more than the entry fee, so check that in the calculator above before you pay. The wreck you get, and where it is, are decided when the contract is offered, so neither can be listed here.

The salvage yards

Every scrapyard in the game, and which of them will actually take your cargo. Where you unload matters more than most people think. The same hold of RMC fetches half as much again at the best yard as at the worst.

System
Where the scrapyards are, and which of them buy.
Salvage yard Body System Pays for RMC
Seer's Canyon Vatra Pyro 8,500
Last Landings Terminus Pyro 7,700
Rustville Pyro I Pyro 7,700
Samson & Son's Salvage Center Wala Stanton 6,400
Brio's Breaker Yard Daymar Stanton 5,500
Chawla's Beach Pyro IV Pyro not listed
Sunset Mesa Monox Pyro not listed
Windfall Bloom Pyro not listed
Devlin Scrap & Salvage Euterpe Stanton not listed
Reclamation & Disposal Orinth Hurston Stanton not listed

5 of the 10 yards are listed as RMC buyers. The ones that do pay between 5,500 and 8,500 aUEC per SCU. Picking the right one moves a full hold by more than 55%. The rest are places to work rather than places to sell, and plenty of ordinary commodity kiosks buy RMC without being scrapyards at all.

Separately there are 32 abandoned ground settlements (19 in Pyro, 13 in Stanton). Those are for looting on foot. A salvage beam does nothing to a building, so they are a different activity rather than more wrecks.

Before you fly out

The size limit is the ship

Each salvage ship has a fixed size limit, along with its own field speed and yield. No salvage head, scraper module or upgrade shifts any of it, so a Vulture cannot be kitted out to munch something a Vulture cannot munch. Bring a bigger ship or leave the wreck.

How wreck size is judged

A wreck counts as the size of the smallest ball it fits inside, so a long thin ship can rate bigger than you would guess from looking at it. If a wreck sits close to a ship’s limit, treat it as borderline.

Checked against real salvage runs

Three wrecks were munched in game with a stock Vulture and the hauls weighed: a Vanguard Sentinel, an Argo RAFT and a C1 Spirit, all three very different shapes. Every one came in at or above the figure shown here, by between 3 and 29 percent, with the gap being how well the field was held on the day. A Gladius was also scraped bare to set the RMC scale. The numbers here are built to be a floor you can count on rather than a best case you rarely hit.

Planning a run

Cycle times scale with how big the wreck is, and a large derelict takes several passes to work through, so treat them as the cost of one pass rather than a whole teardown. Holding the field on the sweet spot speeds it up, by up to the bonus listed on each ship.

Treat yields as a good estimate

Yields are close estimates, not a promise. They track the size of the wreck, so a boxy freighter is more predictable than a spindly fighter, and good field alignment can add up to the bonus each ship lists. Drag hull fill down if you want a more conservative figure for an airframe that is mostly empty space.

Scrape it before you munch it

RMC comes off the outer skin, so it tracks how much hull there is to cover and is the same figure whichever ship you bring. Expect real runs to land within about a fifth either side of the number here, and expect the order to hold: if one wreck is listed above another, it pays more.

Salvage questions

Which ships can structurally salvage in Star Citizen?

Five: the RSI Salvation, Drake Vulture, MISC Fortune, Argo MOTH and Aegis Reclaimer. Every other salvage-capable ship is limited to hull scraping for RMC. Structural salvage is built into those five hulls, so it is not something you can add to another ship with gear.

What is the difference between RMC and construction materials?

RMC, or Recycled Material Composite, comes from hull scraping, the outer skin of a wreck. It packs straight into SCU crates and sells with no refining. Construction materials come from structural salvage, breaking the bare frame apart, and they come out raw as Construction Rubble, Construction Pieces or Construction Salvage, which refine into construction materials at a station before they are worth selling.

Which salvage ship gives Rubble, Pieces or Salvage?

The salvage ship decides it, not the wreck. The Salvation, Vulture and Fortune all return Construction Rubble. The Argo MOTH returns Construction Pieces. The Aegis Reclaimer returns Construction Salvage, the highest grade, which refines into the most material per unit.

How much RMC does a ship hull give?

It scales with how much outer hull the beam has to cover, so a full strip runs about 1.5 SCU on a Gladius, 6 on a Cutlass Black, 9 on a Constellation and 20 on a Caterpillar. A Vulture’s hold takes roughly two medium ships. The RMC column gives the figure for all 198 hulls, and it is the same number whichever ship is scraping.

What is the biggest ship a Vulture can munch?

The Vulture handles wrecks up to 40.5 m across, which covers most of the fleet. A Constellation fits, a Retaliator does not, and a Caterpillar is well past it. The Reclaimer has by far the widest reach and can take on effectively anything you will find.

Is there a Star Citizen salvage calculator for yields?

This page is one. Pick your salvage ship and it works out, for all 198 hulls in the game, what a full strip returns in RMC, what a full munch returns in construction material, and how many depot loads that comes to. The figures were checked against real salvage runs rather than estimated.

Why does the same wreck pay different amounts?

How well you hold the field on the wreck changes the yield, and the swing is large. The main figure is the floor, what you get with no alignment at all; the smaller figure underneath is what holding it properly pays, worth up to half as much again on some ships. It is the single biggest thing under your control on a salvage run, ahead of which ship you brought.

Where do you sell RMC and construction materials?

RMC sells as it comes, at commodity kiosks, and pays 5,000 to 8,500 aUEC per SCU depending on the buyer. Seer's Canyon is at the top end. Construction materials have to be refined first: unload the raw output through a freight elevator into the station inventory, then start a refining job and pick the method. Refined, they sell for 9,700 to 14,000 aUEC per SCU, with Admin – HUR-L1 among the best paying.

How much is RMC worth in Star Citizen?

5,000 to 8,500 aUEC per SCU, and which kiosk you pick matters more than most people expect. The gap between the worst and best buyer is bigger than the difference between two good scraping runs. The table above puts an aUEC figure against every hull, at the best price currently on offer.

Can you sell construction rubble without refining it?

No. Construction Rubble, Construction Pieces and Construction Salvage have no buyers at all in their raw state, so a hold full of them is worth nothing until it has been through a refinery. Refine first, then sell the construction materials that come back.

Can you rent a salvage ship?

Most of them, yes, and renting is far cheaper than buying one to find out whether you enjoy salvage. The Fortune and the Salvation are the cheapest way in by a wide margin, at a few tens of thousands against well over a million to own one. The Reclaimer is the exception and is not offered for rent, so that one has to be bought outright. Rental prices are listed with each ship above.

How much do salvage contracts cost in Star Citizen?

27 of the 30 salvage contracts charge you a fee to accept rather than paying you, running from 1,000 to 200,000 aUEC depending on the tier. You are buying access to a wreck, and what you strip off it is the return, so a contract is worth taking when the hull is worth more than the entry fee. The exceptions are a handful of clean-up jobs that pay a few thousand and let you keep the scrap as well.

How do you get Recycled Material Composite in Star Citizen?

You scrape it off the outside of a hull. Fit a salvage head, hold the beam on the wreck, and the outer skin comes away as Recycled Material Composite, which packs itself into SCU crates aboard your ship. Any ship with a salvage head can do it, including small ones, and there is no size limit on scraping the way there is on breaking a hull apart. How much a wreck holds depends on how much outer surface it has, so a big flat freighter gives far more than a compact fighter.

Do salvage heads make a difference?

The head itself does nothing. Every salvage head in the game has identical numbers, so swapping one for another changes not a thing. What does change your results is the scraper module socketed into it, and the ship you have fitted it to, since each hull applies its own large multiplier on top. That is why the same module behaves so differently on a Vulture and on a Fortune, and why the table above gives the combined figure rather than the module on its own.

Which salvage yard pays the most for RMC?

Seer's Canyon on Vatra, at 8,500 aUEC per SCU, against 5,500 at the cheapest yard that buys. That gap is worth more than any change of scraper module, so where you unload matters more than most people assume. 5 of the 10 scrapyards are listed as buyers at all, and plenty of ordinary commodity kiosks take RMC without being scrapyards.

Where do you find wrecks to salvage?

Three ways, and they are not the same job. Wrecks turn up in space as you fly, most often around known trouble spots and in Pyro. A salvage contract hands you one directly, for a fee. The scrapyards themselves are working sites rather than places hulls are waiting for you. Abandoned ground settlements are worth a look on foot, but a salvage beam does nothing to a building, so that is looting rather than salvage.

Which scraper module is best?

There is no single best one, because they pull in opposite directions. The large module clears a hull fastest but destroys a lot of what it strips. The small one keeps almost everything and takes far longer. Most people should fit the medium module, which very nearly matches the large one for speed and keeps much more material. The table above gives both figures for every module on every ship that can fit one.



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