Salvager
This page is under construction. The following information may be incomplete. Some sections still need to be fleshed out. See each "This page is under construction" warning for specific information on how you can help! |
What could be worse than a Nuclear Operative or a Spy Thief? Why both at the same time, of course! Introducing the Salvager: a third party, rough and tumble space scavenger looking to steal the sweet sweet copper wire from the station's APCs to make a quick penny. Like a Nuclear Operative, salvagers appear in teams and have their own ship (in this case, the Magpie), but unlike Nuclear Operatives, they make regular returns to their nest, so to speak. Like Spy Thieves, they get (optional) bounties to procure specific items, but unlike Spy Thieves, they're far less picky. They will happily steal your computer and sell the boards for scrap, and they'll take Mining's cache of minerals with them on the way out.
Salvagers are an indev antagonist, currently being worked on by Azrun.
That's great and all but what is this place?
This page is under construction. The following information may be incomplete. Once we get enough information, we will make a separate location page on the magpie. For now this is it's home. |
Welcome, to your totally not junkyard spaceship, the magpie! The magpie has a Podbay, Armory, and of course, the trader.
The Podbay has a few premade pods, as well as a special salvager Pod fabricator, which makes pods at absolutely no cost! Which is incredibly useful if you happen to lose your Pod. Below the room is also a few spare welding tools, in case you need to repair any pods. There is also a O2 canister inside the podbay.
The Armory has a few Slam Guns and Zip guns, as well as Pipeshot, .22 LR, and 9 MM ammunition. Better guns and ammunition can be bought via the trader.
To the upper left of the magpie, there is an O2 canister as well as a gas extractor fabricator.
To the upper right of the magpie, is the teleporter, where you come teleported in if you used the handheld makeshift teleporter.
Your gear
As a salvager, you don't exactly get to play with the big boy toys. In fact, you're about as heavily armed as the average staff assistant. Probably less, actually. Don't let that discourage you though, as you still have some unique salvager gear that will be useful to your salvaging operations. It may look a bit shabby, since it's cobbled-together from lots of random bits and bobs, but don't judge a book by a cover: it's more useful than it looks.
When you spawn in, you spawn with a omnitool, S.A.V. goggles, salvager rucksack, a makeshift teleporter, and a Salvage Reclaimer, which are all discussed below. You also get a welder and a deconstruction device, covering tool modes your omnitool lacks, as well as insulated gloves, making hacking significantly safer.
The Omnitool
Your omnitool has five tools in it, Wirecutters, Multitool, Screwdriver, Wrench, and a Crowbar. While it's not as versatile as the Syndicate Omnitool, your omnitool is still very useful. Unlike other omnitools, if used in conjunction with your deconstruction device, the omnitool will automatically switch to the tool needed to deconstruct whatever you are deconstructing, allowing you to rapidly deconstruct machinery.
The S.A.V. Goggles
Plenty of things can be sold for salvage points, but it's not always obvious how much it's worth or if it can actually be sold at all. That's where these handy S.A.V. goggles (that stands for Salvager Appraisal Visualizer) come in. When worn, it marks anything accepted by the salvage vendor with a little dollar sign ($). The color of the dollar sign is a rough indicator of how much something's worth, with the color gradient going from brown to white to yellow, in order of increasing worth. The salvage vendor sells extra pairs, in case you need one.
The Rucksack
Your rucksack is similar to the one the syndicate uses, though now, you have a fancy place to store the frames you stole borrowed from the station. In there, you can store up to eight frames before it becoming full. The frame storage also cannot be removed from the rucksack, because salvager magic.
The Makeshift Teleporter
Normally, you return to the Magpie by using the Return to Magpie option on your salvager pods, but if you can't do that for whatever reason, this makeshift teleporter is there as a backup. Unlike other teleporters, it is not instant; it takes 6 seconds to teleport you, so make sure you're in a safe place before using it. Upon a successful use, it teleports you back to the Magpie, expending a charge. It starts with three, and to get more charges, you need to insert telecrystals, which the Magpie trader sells. The maximum amount of charges is five. If you use it with one charge left, there's a 33% chance it'll disintegrate completely after you use it, forcing you to buy another from the trader.
It cannot teleport those who are not salvagers, so if one winds up in the hands of the crew, they can't use it to invade your ship. If a non-salvager tries to use it, it might shock them (30% chance), harmlessly explode (20% chance), or simply do nothing (50% chance).
The Salvage Reclaimer
Lastly, you have the salvage reclaimer. With this somewhat jury-rigged tool, you can deconstruct just about anything that is not protected on the station for scrap metal or glass shards, depending on what you reclaim for salvage. The time it takes to reclaim something also varies by what you're trying to reclaim. For instance, reclaiming a door takes longer than a normal ordinary floor tile. The charge relies on a hand cranked system, which recharges 10% per full crank.
The trader
In the Magpie is the heart of the salvage operation, the M4GP13 Salvage and Barter System. Here, you can sell items for Salvage Points and buy items with them. You start out with a couple thousand points; the later it is in the round, the more points you get.
If you have plundered some trash salvage from the station, you can hold it out and click on the trader. The trader will then scan that item and tell you its market value. To sell something, the trader functions like any other normal trader and can be sold how you would normally sell things to a trader. Each salvager has their own account; they do not share points.
In addition to selling, you can also buy from the trader. You can buy upgrades to your gear, such as
Items the M4GP13 Salvage and Barter System sells
This page is under construction. The following information may be incomplete. Needs more information about barbed wire and the power sink. |
Item | Image | Price | Description |
---|---|---|---|
Handheld teleporter to Magpie | 400 | Did you lose your makeshift handheld teleporter? The vendor has an extra one. It comes with same number of charges as the one you spawned with, i.e. three. | |
Combat Helmet | 250 | The Salvager juggernaut combat helmet is like the industrial space helmet, except it does not slow you down indoors, cannot be melted by acids, and has more melee resistance (7 instead of 4, meaning melee attacks to the head are lowered by 7). In terms of melee resistance alone, this is better than sec helmets but worse than Armory gear, like blast helmets. Still, this basically makes toolboxes and other items with similar damage almost a non-issue. This helmet also has a thermal vision mode, toggled by the Toggle Helmet Visor ability in the top left. When activated, it greatly enhances how far you can see in the dark and lets you see people behind walls and using invisibility cloaks. However, it also makes flashes and similar bright lights hurt you more, so don't weld with the visor on. | |
Combat Armor | 500 | A suit of Salvager juggernaut combat armor, which is basically Mining's industrial space armor but better. It shares many of the same stats (e.g. explosion resistance, radiation protection) but has better melee protection (6 rather than 5, so it reduces damage of melee attacks to chest by 6) and ranged resistance (2 instead of 1, so damage from projectiles is reduced by 66%). On top of this, it does not slow you down, cannot be melted by acids, and provides an extra 25% Body Insulation (Disorient Resistance), reducing disorientation caused by certain stuns. Overall, surprisingly protective, given it's a "heavily modified combination of industrial and military combat gear". | |
Salvage Reclaimer | 100 | An extra salvage reclaimer. The armory area on the Magpie spawns with one, free for the taking, so this is for in case you need a replacement and someone took that one already. As the vendor says, "sometimes you lose things and sometimes people take things..." | |
Radio Channel Upgrade | 10 | "Found" a headset that has access to useful crew departmental channels (e.g. a security headset)? Slot this "private radio channel upgrade" in to give it access to the Salvager frequency. | |
Salvager Goggles | 50 | An extra set of S.A.V. goggles, in case you lost the ones you spawned with. | |
Sledgehammer | 500 | A door-breaking sledge specifically. Like the airlock breaching hammer, this "battered breaching sledgehammer" has a 4x damage bonus against doors, but it's a little bit lighter. It does 25 BRUTE, which is lower than the breaching hammer's 30. This translates into 100 damage against doors, so generally, it'll take 4-6 hits to knock them down. However, it swings faster and has a lower stamina cost, as you expend only 25 Stamina to swing it as opposed to 30, so you're trading damage for speed. | |
Arc Welder | 500 | Basically a souped-up version of the welder, with some key differences. First, instead of fuel, the arc welder runs off a self-charging battery; it takes about a minute and half for it to run out when running idle and needs about a minute to recharge from empty to full. Second, because it's electric, its special attack releases sparks, exactly like the stun baton, rather than flames. Lastly, when on, it does 25 BURN, higher than the 15 BURN of the regular version. | |
Customized Zip gun | 350 | Similar to the zip gun, but with two mechanical improvements. First, the "zip gun" can fit 3 shots, instead of just 2. Second, if it jams (signified by either a loud clang with a randomly-generated gun failure message or a quiet snap with no chat message), you can click on it in-hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD) to attempt to clear it. You have a flat chance to fail, so if it doesn't work, just try again. Only Salvagers and people with Engineering Training can do this, i.e. if someone who isn't an Engineer/the CE steals it, they're stuck with a useless gun if it jams. Starts with staple "ammo". | |
Pump action shotgun | 1200 | An actual shotgun, not just two pipes shoved together. Like the slam gun, this "reclaimed shotgun" is two-handed (so no makeshift riot shield for you). Unlike the slam gun, it has an actual magazine capacity (4 shells, compared to the slam gun's 1, though inferior to the riot shotgun's 8), and to ready another shot, you simply click on its sprite while wielding the gun (Hotkey: C for Goon WASD, Z for /tg/style hotkeys), instead of manually disassembling, reloading, and reassembling the gun. This starts off empty! You'll need to obtain shotgun shells yourself, e.g. using rubber slugs from the Magpie's armory, making pipeshot, buying flare shells from the vendor. | |
Four Letter Word | 1200 | An unholy four-barrelled shotgun for hit-and-run tactics, made by some unhinged maniac from four slamguns, a wooden stock, and scrap metal. You can set it to fire 1, 2, or 4 barrels at once by clicking on it with a screwdriver. More barrels grants higher DPS, since you're firing multiple shells at once, but the 2-barrel and 4-barrel modes both incur slight stamina penalties and a slowdown. Like the reclaimed shotgun, it's two-handed, and unlike that gun, you do not need to pump it. Instead, it must be manually opened and closed to reload, done by clicking on it while it's in your active hand (Hotkey: C for Goon WASD, Z for /tg/style hotkeys).
More importantly, firing it also reduces an internal "health" variable. It starts at 11 health, and each time a shell is fired, it will decrease the counter; 1 barrel removes 1, 2 barrels 2, etc. Note that this will always be fair; shooting a single shell on the 4 barrel mode won't do any more damage than on the 1 barrel mode. You can Examine (Alt+E) it for a clue about its current condition; "pretty damaged" means 1-4 health, and "severely damaged" means 0 or less, and so on. The weapon gives a warning once when its health goes below 1, and will continue to complain each time it's fired thereafter. In this state it has an increasing chance (specifically, 5% * health below 0) to break, usually giving out after 3-4 additional warnings. If the weapon breaks after firing four shells, it'll detonate up similar to a zip gun. It can be repaired by clicking with a welding tool and waiting; 20 units will net you a complete repair at a rate of 2 units per 1 health. Should the weapon break completely, however, it can't be repaired, and instead must be redeemed (Hotkey: C for Goon WASD, Z for /tg/style hotkeys) for one of its humbler little siblings: the slamgun. | |
Survival Rifle | 1000 | Two-handed rifle with swappable barrel. The Efnysien survival rifle comes preloaded with 10 standard .22 rounds (the ones that do 22 BRUTE) and starts off with an .22 LR rifle barrel, meaning it has a magazine capacity of 10 and can fire any round in the "Pistol, .22" category. You can buy 9mm and 5.56mm conversion kits that increase magazine capacity and switch the gun to other ammo types, unlocking greater firepower. To use a kit, simply click on the kit with the gun (or vice versa). This takes about 5 seconds, unloads the gun (i.e. no ammo lost), and gives you the old barrel back, so you don't have to rebuy kits. Can be worn on your back. | |
Makeshift Laser Rifle | 700 | Cheaper, energy-based alternative to survival rifle with easier-to-obtain ammo sources but less damage and limits on fire rate. Before you can use this makeshift laser rifle, you first need to click on it with a large power cell and a light tube (doing it the other way around doesn't work); the light tube just affects the color of the laser, while a higher capacity power cell lets you fire more shots. If the cell and/or light tube is rigged, the gun explodes upon use, and your 700-point purchase goes up in smoke. You can remove the light tube with wirecutters and the cell with a wrench (or equivalents for these tools). This makeshift laser rifle fires 20 BURN lasers with 10 degrees of spread, drawing 1250 PU from the cell each time. It's two-handed, so you need both hands free to fire it, and it fits on your back. Using the gun in-hand (Hotkey: C for Goon WASD, Z for /tg/style hotkeys) lets you set the fire rate/minimum wait-time between shots, which goes from 0.2 seconds to 1 second. (UI uses deciseconds, e.g. setting it to 3 means 0.3 seconds.) Lower fire rate means you get to pew-pew more often, but if you fire it too quickly (or if the gun gets EMPed), the gun overheats and bursts into flames, setting you on fire for 5 seconds. You'll need to repair it before you can fire it again; instructions are here. | |
Makeshift Riot Shield | 700 | Basically, a low-tech barrier. Since the makeshift shield is just, quote, a giant sheet of steel with a strap, it cannot create an energy shield, but that also means you don't need to turn it on first. Just hold it in your hand, and you'll be protected. And it provides some pretty good protection at that, even though the vendor warns it's "not quite the acme of defense". While it does not have a chance to nullify disarm attempts, it otherwise has the same stats as the barrier, meaning it provides:
The shield itself does 3 BRUTE and 35 Stamina damage. This is not particularly powerful; a crowbar causes the same amount of Stamina damage but inflicts more BRUTE. Since the shield takes up a hand, that means you cannot wield this with a two-handed weapon, such as a slam gun or a makeshift laser rifle. | |
Shield Belt | 1200 | This aurora MKI utility belt has 4 slots of storage space and, when toggled on, generates an energy field that provides 100% heat and cold resistance and cuts damage from melee and ranged attacks (but not thrown items) by 50%, applied before armor. Reducing damage drains the 60 PU battery, costing 0.15 times the raw damage of the attack, i.e. a 10 damage attack removes 10 * 0.15 = 1.5 PU, not 5 * 0.15 = 0.75. The shield also passively drains 1 PU per second, which means about two minutes of shield time if idle. The battery recharges 3 PU at a time (but does not recharge when the shield is active), so it recharges fairly quickly. You can only buy 4 of these. | |
Barbed Wire | 400 | A coiled up length of barbed wire that can be used to make some kind of barricade. Anyone going through barbed wire is slowed down somewhat, takes damage, and suffers significant bleeding, especially if you have multiple rows of barbed wire. | |
.22 magazine | 200 | This .22 magazine contains 10 bullets that do 22 BRUTE. Suitable for your starting zip gun, a customized zip gun, and a survival rifle with .22 LR barrel. If 200 Salvage Points seems like too much, you can also make .22 magazines at general manufacturers, if you've hacked them. | |
.22 Hollow Point Magazine | 500 | A .22 HP magazine, loaded with 10 bullets that do 35 BRUTE each. Despite the description, these actually have the same penetration power as regular .22 bullets, making these more a direct damage upgrade. You can use these in your zip gun, customized zip gun, or survival rifle (if it has a .22 LR barrel). | |
Rifle 9mm conversion | 500 | Expands the survival rifle's magazine size to 15 and gives it a 9x19mm Parabellum rifle barrel, so it now only accepts ammo from the "Pistol, 9mm" and "Pistol, 9x18mm" categories. This basically means it can use 9mm magazines from the vendor. This also means you can use frangible ammo from the AmmoTech, and if you happen upon a Makarov, it'll be able to use ammo from that too. To use this, simply click on the kit while holding the gun (or vice versa). | |
9mm magazine | 399 | This 9mm magazine contains 15 rounds that do 30 BRUTE each. Load this into your zip gun (regular or customized) or survival rifle (if you've converted it to accept 9mm) and now you basically have a pseudo-Branwen. | |
Rifle 5.56x45 Conversion | 969 | Expands the survival rifle's magazine size to 20 and gives it a 5.56x45mm NATO rifle barrel, making it so it only fires rounds from the "Automatic, 5.56" ammo category. The rifle magazines from the salvage vendor are basically your only source of Automatic, 5.56 ammo as a salvager, so this basically makes your gun into a Sirius assault rifle with only single fire. To use, click on the conversion kit while holding the survival rifle (or click on the rifle while holding the kit). Not available on the Roleplay servers, i.e. only available on Classic. | |
Rifle magazine | 699 | A 5.56 STENAG magazine with 20 bullets that do 45 BRUTE each, a sizable amount of firepower. These are regular full-metal jacket rounds; they do not pierce armor. While the vendor calls this a rifle magazine (so you can use it in a survival rifle, if it's been converted to 5.56), you can also use it in zip guns (including both the regular craftable ones and the upgraded ones from the vendor). | |
Armor Piercing Rifle magazine | 850 | This AP STENAG magazine is loaded up with 20 5.56 AP rounds, for a survival rifle (if converted to 5.56), customized zip gun, or standard zip gun. Without accounting for armor, they do 45 BRUTE. Unlike the rounds in the other rifle magazine option, these rounds partially pierce armor, so you can expect more bang for your buck when fighting Security Officers, the Captain, and other armored foes. | |
Crowd Dispersal Grenades | 400 | A box (not a pouch) with 4 crowd dispersal grenades, potent grenades that unleash clouds of capsaicin. You can only buy up 4 of these boxes. | |
Grenade Pouch | 350 | A pouch with two flashbangs and three smoke grenades, both great tools for distracting pursuers. Like all pouches, it can fit inside pockets, and this particular one has six slots, designed for holding grenades (and only grenades). | |
Ballistic system | 3000 | A SPE-12 Ballistic System for your pod/MiniPutt/minisub. Basically, this gun fires shotgun pellets that deal moderate knock-back and damage. Unlike the other pod weapon available for sale, you have unlimited ammo, though it doesn't cause much hull damage. Not available on ocean maps, i.e. Oshan Laboratory and Nadir. | |
40mm Assault Platform | 5000 | Give your salvager pod/MiniPutt/minisub the big guns! This 40mm Grenade Launcher Platform fires high-explosive shells that wreck station/ship areas and mangle crew members and their pods. However, it holds only 6 shells, and you can only buy 5 of these, so make each shot count. Not available on ocean maps, i.e. Oshan Laboratory and Nadir. | |
40mm HE Ammunition | 1500 | Two high explosive shells for the 40mm artillery assault platform. They're too big for your zip guns and slam guns, but they can fit inside Security's riot launcher, if you've made off with that. Unlike with CARL, the M4GP13's prices are reasonable enough that if you want more assault platform ammo, buying these is more economical than getting a new assault platform. Not available on ocean maps, i.e. Oshan Laboratory and Nadir. You can only buy 4. | |
12ga Flare Shells | 250 | 8 military-grade flare shells that cause 20 BRUTE on impact and set people on fire. How do you use flare shells without a flare gun, you may ask? Simple: put them in your slam gun or reclaimed shotgun (zip guns don't accept these); it's categorized as "Shotgun, Low" ammo, which both guns accept. | |
Radio Jammer | 2000 | The vendor description mentions that this was "recovered from a syndicate vessel", a clue that this is the same signal jammer available to Traitors and their ilk. It fits in your pocket and blocks radio transmissions (including alerts sent by PDAs and health implants) around it, preventing people from screaming over the radio that you're killing them and/or taking their stuff. However, it also blocks your own radio, so keep it turned off when not in use. More details here. | |
Door Hacker Assistant | 100 | Multitool-esque tool that makes door-hacking easier. Screw open a door's maintenance panel, insert this into the door, and it'll indicate the function of each wire. It works on one wire at a time, taking about 5 seconds for each one, and it goes in the order shown on the UI. You must stand still during the process; if you're interrupted, it starts back at the first wire, even if it previously IDed it. Conveniently, it can also pulse wires, so once it's identified say, the power wire, you can immediately pulse that wire and crowbar the door open. As the name implies, the door hacker does not identify wires on things that aren't doors, though it can still pulse wires for hacking. While it lacks a special attack, it otherwise behaves almost identically to the multitool, e.g. it connects MechComp components, tells how much power a wire on the floor has, etc. There's a free one by the vendor, so this is here in case you need an extra. | |
Power Sink and Storage | 1000 | Steal the crew's electricity for profit. To deploy it, drop the power sink on a tile with an exposed wire connected to the Power Grid, click on the power sink with a screwdriver (or equivalent), and then click on it with an empty hand to start siphoning power. It drains 45 kilowatts every few seconds (reduced to 13.5 kW if it's not on the ship/station), storing power in its 20 megawatt batteries. Once you're done, remove the sink (do the steps to deploy it but in reverse order) and sell it to the M4GP13. You get 1 Salvage Point per kilowatt, so if you want to break even, have least 1 MW stored. Aside from lower capacity and drain rate, this behaves identically to its Syndicate counterpart, e.g. it explodes if it exceeds capacity, it lights up when stealing power (though it's not as intense), encouraging you to hide it somehow. | |
Crank | 50 | A pill bottle that contains 5 pills of crank; each pill contains 10 units of the drug. Crank is a "cheap and dirty stimulant drug" that significantly reduces the duration of incoming stuns (to a greater extent than meth). Take too many, though, and you get some nasty overdose effects. | |
Meth | 350 | A pill bottle with 5 pills of methamphetamine, a, quote, "highly effective and dangerous stimulant drug" that significantly reduces duration of stun debuffs received and increases movement speed, at cost of brain damage. Each pill has 10 units of methamphetamine. | |
Telecrystal | 225 | Give your handheld teleporter an extra charge. In terms of number of charges, it is more economical to buy a whole new hand tele, since that option has a cheaper unit price (400/3 = 133 salvage points per charge). |
Items the M4GP13 Salvage and Barter System buys
This page is under construction. The following information may be incomplete. The vendor actually buys more items than what's shown on the UI. Please try to fill them out. |
Item | Image | Price | Description |
---|---|---|---|
Processed Material Bar | Varies | As the M4GP13 eloquently puts it, "this forms the backbone of the salvage economy. We need it today and others will need it tomorrow." Notice the "Processed" part; it won't pay for raw ore, unless it's a raw telecrystal or a rough gemstone. Luckily, there's a reclaimer right next to the vendor, plus another one inside the Magpie's podbay. Not every material is worth 10 points. For example, copper, mauxite, molitz, pharosium, and steel are all worth 12. Glass is worth just 4, while gnesis (and its transparent version) and starstone are worth 18.72. | |
Material Sheets | 1 | Many things deconstruct into sheets rather than frames or raw materials, but conveniently, the vendor buys sheets. It doesn't matter what material they're made of or whether they're reinforced or not; each sheet is worth one point. In addition, the vendor accepts stacks of sheets, so you don't have to turn them in individually. If you have metal sheets and welding fuel, it's better to make them into slam guns; they take six sheets and sell for 50 points, more than eight times the sell price of six sheets by themselves. | |
Wire | 1 | Because how can you call yourself a "salvager" if you don't steal the crew's cable for cold hard cash? The M4GP13 pays 1 Salvage Point per length of wire, not just per bundle, so diligent copper thieves get extra moolah. It accepts all wire colors and buys reinforced wire too (but not nano-fab coils), though color and reinforcement do not affect price. There's wire running all across the ship/station, so you could snip some away with your omnitool set to wirecutter mode (you have insulated gloves, so you won't get electrocuted), but Engineering and Tool Storage have several 30-length bundles of cable, for convenient 30 Salvage Point payouts. | |
Disassembled Frame | Varies | Use your omnitool and deconstruction device to disassemble machines into frames. As the vendor description says, "price subject to source and quality of product", so while the UI indicates that frames are worth 100 Salvage Points, the price actually varies depending on the machine the frame came from. A lot of machine frames actually sell for only 40 Salvage Points. NanoMed Plus and SecTech machines do sell for 100, and some are worth more than that. For example, a robotics fabricator will net you 120, while the Port-a-NanoMed sells for 160. | |
Robot Parts | 25 | Demolish the cyborgs and sell their parts for scrap! All sorts of components are used to make cyborgs, but the M4GP13 specifically buys arms, chests, frames, heads, and legs. In other words, it does not want batteries, brains, cyborg upgrades, or modules. Each eligible component also has the same price, regardless of type. | |
Telecrystal | 200 | Specifically raw, unrefined telecrystals. They're worth less if you put them in the reclaimer, because at that point, they fall under "Processed Material Bar". You'll probably have to raid the Mining Department for these, though they might not have many because it's somewhat rare. Telecrystals also refill charges for the handheld teleporter, so there's a tradeoff between profit and escape options. | |
Gemstone | 150 | Specifically raw, uncut gems. They're worth much less if they've been put through the reclaimer. There are all sorts of different gems, divided into different tiers, but they're all worth the same. The Miners might have some; if they don't, you may want to consider mining some yourself. | |
Trinkets | N/A | Varies | The M4GP13 Salvage and Barter System may also ask for items that are found around the station. |
Slam Gun | 50 | Yeah, you can technically sell the slam guns you start with. Since you can make more of these relatively easily, they're worth much less than actual kinetic weapons. They go for the same price regardless of whether they're loaded or not, so it's best to save your ammo and sell them empty. | |
Zip Gun | 50 | Bought yourself a better gun? Sell your old zip gun and recoup the costs. The M4GP13 accepts both the one you can make and the one you can buy from this vendor. The price is the same regardless of what kind of ammo it's loaded with and regardless of whether it's loaded at all, so remember to unload them before selling. | |
Energy Guns | 340 | The M4GP13 buys energy-based guns, guns that use power cells. There are a huge variety of such weapons, but they all sell for the same price, regardless of their damage output, mode, or charge level. You'll usually find them in the hands of crew members who can put up a fight. Security Officers often carry a taser, taser SMG, or similar weapon. The Captain and Head of Security both get energy guns. Instead of an egun, the latter may have a Lawbringer. The former has an antique laser gun on display in their quarters; the M4GP13 will buy it even if it's still deactivated. The Armory also starts with whole racks of phasers and pulse rifles, locked away behind several security mechanisms. If you're not planning to use any of these yourself, this is a good way to deprive Sec of weaponry. The M4GP13 also accepts makeshift laser rifles, even if they're broken or burnt. If you've bought one and later decide you'd rather use a different gun, you can sell it back and recover some of the points you spent. The vendor takes artifact guns too, so you may have some luck raiding the Artifact Lab. If you're lucky, you may find a phaser or one of its variants in locked crates. | |
Kinetic Guns | 550 | Become an arms dealer! There are all sorts of kinetic guns, from sidearms to longarms, but they all sell for the same price. This category does not include flamethrowers, NT syringe guns, slam guns, or zip guns (including the one the vendor sells). However, foam dart guns and foam dart revolvers do count, as do the Efnysien survival rifle, Four Letter Word (unless it's completely broken), and reclaimed shotgun sold by the vendor, so you can get some of your points back if you're not happy with your purchase or have chosen a different gun. These things fetch high prices because they're relatively rare, hard to come by, and quite useful in combat. The Bartender famously spawns with a coach gun, the Chaplain has Faith, the Detective has a Piper revolver, and the Medical Director gets a tranquilizer rifle. None of them will part with their weapons without a fight. Some Security Officers like to use the Puffin 40mm riot launcher. Security's Armory contains tranquilizer rifles, flare guns, a missile launcher, and riot shotguns, but they're inside locked crates, so you'll have to figure out some way to break them open. | |
Space GPS | 150 | If the crew aren't going to use the space GPS units, then, surely, they won't mind if you take them, right? You'll typically find these in Telescience and the Mining Department, often gathering dust. They also usually accompany tracking implants; Sec and the Bridge sometimes have them. Note this is different from the Ship Navigational GPS; the M4GP13 does buy those, but they fall under "Ship Component". | |
Camera Monitor | 150 | Sell the portable camera monitors in Detective's Office and/or Head of Security's office for Salvage Points! They fetch a decent price, because being able to see if a certain place is occupied makes it easier to steal everything inside. The M4GP13 accepts other monitors too; for example, it takes the Rancher's baby (chicken) monitor and the Scientists' "expedition monitor". |
Salvage Station 13 - Playing as a Salvager
This page is under construction. The following information may be incomplete. Flesh out this area a little bit, add more tips and better advice. |
Aside from a hard mode traitor, you are one of the weakest antagonists when you spawn in, as you only have the tools to collect salvage, some zipguns or slamguns, and a fairly weak spacesuit. Over time however, with the more salvage points you collect and save, you can become a force to be reckoned with, with power comparable to a weaker Nuclear Operative. It's important to remember kills aren't the game, salvage is. As the amount of salvage you have directly affects how powerful you are, depending how you spend that salvage.
Sneaky Salvage
It's important to remember that people won't know your presence immediately. In fact, if you stay out of sight and in a dark place, then people may think it's a Spief running around instead of a salvage team. However, there are a few things that could give away your presence.
- You wear orange. Nobody else wears orange. Any robust player that sees orange will automatically assume that you're a salvager.
- Your pod is orange too, giving away your presence entirely.
- You have tools that cannot be acquired by normal means, save for supernatural means. Your rucksack, makeshift teleporter, omnitool, and salvage reclaimer cannot be obtained anywhere else.
Your zipgun is relatively quieter than most guns, and it can save you in a pinch or perform quiet takedowns on weaker opponents. The starting .22 ammo is weak, though, and you'll probably not be able to stand up to crew with armor (e.g. Security Officer, Captain, Head of Security, Nanotrasen Security Consultant)
Sometimes though, your early game may just not go your way. Fortunately, you have a decent shotgun for defense: the slamgun!
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |