Field Guide · Salvage

What the builders
left behind.

Six tiers of salvage, from torn structural alloy to things whose internal structure does not hold still under observation. Prices are what the requisition desk pays.

Salvage tiers
6
Top find
1,200CR
Tier 6 vs tier 1
150×
Kit items
30
Salvage · Tiers
01 · The ladder

One relic outweighs a backpack.

Value climbs steeply on purpose. A single Selentara Relic is worth 150 pieces of Scrap Alloy — so the choice to drop bulk for one good find is always on the table.

8T1 · Scrap Alloy
24T2 · Circuit Lace
55T3 · Hull Composite
140T4 · Fusion Shard
380T5 · Quantum Lattice
1,200T6 · Selentara Relic
T1
Scrap Alloy
8 CR

Torn structural alloy. Common across every wreck field.

T2
Circuit Lace
24 CR

Woven superconductor mesh, still faintly warm.

T3
Hull Composite
55 CR

Layered ablative plating. Heavy, and worth the weight.

T4
Fusion Shard
140 CR

A fragment of a spent containment lens. Cold to the touch.

T5
Quantum Lattice
380 CR

Its internal structure does not hold still under observation.

T6
Selentara Relic
1,200 CR

Original to the moon itself. Nobody has explained what it does.

02 · Currency & access

Things worth more than they weigh.

Credit Chit
50 CR

Bearer currency. Untraceable, which is the point.

Bullion Wafer
400 CR

Refined heavy metal. Holds value where credits do not.

Data Core
260 CR

Sealed storage lattice. Contents unknown until decrypted.

Access Code
Not for sale

Opens one sealed door, once.

Override Key α
Not for sale

One of four. Seat all four in the station core and it overloads.

Override Key β
Not for sale

One of four. Seat all four in the station core and it overloads.

Override Key γ
Not for sale

One of four. Seat all four in the station core and it overloads.

Override Key δ
Not for sale

One of four. Seat all four in the station core and it overloads.

03 · Consumables

What keeps you breathing.

O₂ Canister
45 CR

Refills the suit reservoir. Oxygen is the run timer.

Sealant Patch
35 CR

Closes a suit breach. Applying one takes both hands.

Spare Heat Sink
40 CR

Dumps weapon heat instantly. Single use, then it is slag.

Armour Plate
70 CR

Restores the armour pool. Armour absorbs before health.

Trauma Stim
55 CR

Clears limb damage. Does not restore health.

04 · Ammunition

Feed the gun.

Three cartridge families — light, rifle, heavy — each in a standard and an armour-piercing load, plus shells, arrows and battery charge. Counted by the round, and found in piles of any size. AP is never sold: you find it.

9mm Light Rounds
1 CR / round

Standard light pistol and SMG rounds. Feeds the MK-4 and the VECTOR.

9mm Light AP
Loot only · 2 CR / round resale

Steel-core light rounds. Punches through armour; a touch softer on bare targets.

6.8mm Rifle Rounds
1 CR / round

Standard intermediate rifle rounds. Feeds the ARC-7 and the HALBERD.

6.8mm Rifle AP
Loot only · 3 CR / round resale

Penetrator rifle rounds. Ignores most armour; slightly less damage to unarmoured targets.

.50 Heavy Rounds
6 CR / round

Standard anti-materiel rounds for the LONGVIEW and the MERIDIAN. One shot, one decision.

.50 Heavy AP
Loot only · 15 CR / round resale

Tungsten-core .50. Goes through plate, drones and light vehicles.

12ga Shells
3 CR / round

Buckshot for the HAMMER.

Arrows
2 CR / round

Fletched shafts for the LONGBOW. Recoverable in principle, never in practice.

Battery Cells
1 CR / unit

One charge unit each. Recharges energy weapons and powers night and thermal optics.

05 · Optics

See it first.

Interchangeable scopes for the long rifles — LONGVIEW, MERIDIAN, HALBERD and LODESTAR. Each ships with its own; any of them can be swapped in the field.

KESTREL 4× Prism
260 CR

Fixed 4× combat prism. Fast on target, bright amber chevron. The scope for moving fights.

VANTAGE 6–12× Ballistic
520 CR

Long-range variable with a mil-dot ladder and laser rangefinder. Read the drop, hold over, send it.

NYX 6× Night
640 CR

Digital night optic with an IR illuminator. Turns crater shadow into daylight. Draws battery.

EMBER 4–8× Thermal
780 CR

Germanium thermal imager. Bodies and running engines burn white against the cold regolith. Draws battery.

ORACLE 5–14× Multispectral
1,450 CR

Fused day, night and thermal channels with a rangefinder. The best glass on Selentara, and it knows it.

06 · Throwables

Hold. Cook. Let go.

Hand-thrown charges, one per throw. Smoke, recon pulses and decoys are sold; anything that hurts, slows or stuns is found — crates and caches, never the desk.

Frag Charge
40 CR

Cookable fragmentation charge. Hold to cook, release to throw. Bounces.

Limpet Charge
55 CR

Sticks to whatever it hits — ground, walls, hulls, people — and goes off two seconds later.

Cluster Charge
70 CR

Bursts into five bomblets that scatter and ripple across the area.

Thermite Charge
50 CR

Impact. A pool of molten slag that burns through suits and hulls for seconds.

Cryo Charge
45 CR

Flash-freezes the area. Anything caught in it moves at a crawl.

EMP Charge
60 CR

Impact. Kills vehicles, drones and energy weapons for seconds and scrambles HUDs.

Concussion Charge
35 CR

Stuns: muffled hearing, blurred sight and an unsteady aim. Barely hurts.

Gravity Well
90 CR

Opens a gravity well that drags bodies and loose props in, then collapses.

Dustveil Smoke
25 CR

Regolith obscurant outdoors, true smoke inside. Blinds drones and dulls thermal.

Recon Pulse
45 CR

Pings three times. Every hostile within 32 m shows through walls for your team.

Decoy
30 CR

Fakes a firefight — rifle bursts and flashes that drones turn to engage.

07 · Surface debris

Heavy, cheap, everywhere.

Hull Plate
12 CR

Bulk debris. Heavy, cheap, and everywhere.

Antenna Fragment
26 CR

Snapped dish rib. Still resonant.

Landing Strut
30 CR

Hydraulic leg from something that landed badly.

Cracked Panel
14 CR

Instrument panel, spiderwebbed. Salvageable for lace.

GL-3 Grappling Hook
640 CR

Spring-launched three-tine hook on 42 m of braided line. Hold to reel in, let go to swing.

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