Star Citizen Reclaimer Guide: Salvage, Crew, Cargo & Price

Star Citizen Reclaimer Guide: Salvage, Crew, Cargo & Price

The Aegis Reclaimer is Star Citizen's Size 6 heavy salvage ship, built for wreck processing on a much larger scale than a smaller salvager such as the Drake Vulture. Current Alpha 4.10 Live data gives it 420 SCU of cargo capacity, a 5–12 crew range, a 160-meter length, dedicated salvage equipment, and a large multi-deck industrial interior.

The trade-off is operating overhead. More capacity does not automatically mean more convenient salvage. Flying, positioning, processing wrecks, moving generated cargo, unloading, and simply traveling through the ship all take time. The Reclaimer is therefore most convincing when the salvage operation is large enough to justify bringing a 160-meter industrial vessel rather than when a player wants a quick solo session.

RSI currently lists Alpha 4.10 as the latest Live patch, while its current Loaner Ship Matrix identifies the Live build as 4.10.0-LIVE.12519617. The specifications in this guide are based on that Live environment rather than a testing build.

Reclaimer Specifications in Alpha 4.10

SpecificationCurrent Data
Manufacturer Aegis Dynamics
Role Heavy Salvage
Status Flight Ready
Size S6
Cargo Capacity 420 SCU
Current Crew Data 5–12
Length 160 m
Width 120 m
Height 55 m
SCM Speed 110 m/s
Maximum / NAV Speed 870 m/s
Shield 1 × Size 4, 194,400 shield HP
Point-Defense Turrets 7
Listed MSRP Reference $400
Standard Reclaimer In-Game Price 30,164,400 aUEC

Current Live-derived vehicle data supports the 420 SCU capacity, 5–12 crew range, 160 × 120 × 55-meter dimensions, 110 m/s SCM speed, 870 m/s maximum speed, 194,400 shield HP, $400 MSRP reference, and seven PDC turrets.

The dimensions deserve particular care because older RSI material still surfaces in searches. RSI's 2014 Reclaimer article originally listed an early concept specification of 158 × 95 × 50 meters, while the Technical Overview on that same page later shows 155 × 118 × 50 meters. Neither should replace the current Live-derived 160 × 120 × 55-meter specification.

What Does the Reclaimer Do?

The Reclaimer is a dedicated heavy salvage platform.

Current vehicle data exposes two Baler salvage heads with tractor and scraper modules, as well as the ship's dedicated salvage arm. Its size lets an operation be divided among several players instead of requiring one operator to handle every task in sequence.

A pilot can concentrate on positioning while another player works salvage equipment and someone else manages material inside the ship. That division becomes useful on larger wrecks and longer sessions, where interruptions have a greater effect on productivity.

The same scale can work against the ship on small jobs. Bringing a Reclaimer to a short salvage contract means moving a much larger vessel, traversing a much larger interior, and eventually unloading a much larger industrial workspace. Its advantages matter most when the target and session are large enough to make that extra overhead worthwhile.

How Much Cargo Does the Reclaimer Have?

The Reclaimer has 420 SCU of total current cargo-grid capacity.

That figure is not one conventional 420 SCU loading bay. Current vehicle data exposes multiple cargo grids distributed through the interior, including two 70 SCU grids and two 50 SCU grids in the salvage room, plus several smaller grids elsewhere in the ship.

The layout also reflects changes made during development. In 2022, CIG added 240 SCU of storage to the salvage-processing deck while retaining another 180 SCU on the existing cargo deck, producing the 420 SCU total while a wider Reclaimer rework remained unfinished.

For practical salvage, that means the headline capacity is only part of the job. Generated cargo still has to be moved away from production areas, organized, and eventually unloaded.

A multi-player crew can divide those jobs. A solo pilot has to stop whatever they are doing each time container management becomes the next bottleneck. That difference is why 420 SCU should not be interpreted as an automatic measure of salvage efficiency.

How Much Crew Does a Reclaimer Need?

Current Alpha 4.10 Live-derived data lists the Reclaimer at 5–12 crew. Older RSI Technical Overview material lists a crew size of five, which explains why older pages often disagree with current databases.

The current 5–12 range should not be read as a rule that five players are required before the ship can perform salvage.

As a practical gameplay estimate, a two-player crew can cover the core loop if both players are willing to change jobs. One can handle flight and positioning while the other operates salvage equipment, with either player moving inside the ship when material management demands attention. This is not an official minimum crew requirement.

For a more comfortable division of labor, three to four active players is another practical editorial estimate, not an official minimum. That is enough to separate piloting, salvage operation, and internal cargo work without attempting to occupy every available station.

Larger groups gain more value once defensive stations, ship systems, logistics, or security become part of the operation. You do not need to fill every listed position for ordinary salvage, but the Reclaimer becomes less cumbersome as more of its workload can happen in parallel.

Can You Solo the Reclaimer?

Yes, but the Reclaimer is not optimized for solo efficiency.

One player can fly the ship and operate its salvage systems. The problem is not whether the ship can be used alone; it is how much time one person spends changing jobs.

Positioning the vessel, leaving the pilot seat, operating salvage equipment, managing generated cargo, and eventually unloading all compete for the same player's attention. The ship's physical size increases the cost of every station change.

That can still be acceptable for someone who specifically enjoys the Reclaimer and wants access to its scale even when friends are offline. It is much harder to justify if the main objective is a short, efficient solo salvage session.

For that use case, the Vulture is usually the simpler ship.

Where the Reclaimer Has an Advantage

The Reclaimer's primary advantage is the amount of salvage it can process and carry before the operation has to stop.

Its capacity and multiple work areas are especially useful when dealing with larger wrecks, longer salvage sessions, or organized crews that can keep several jobs moving at the same time.

The important qualification is that larger capacity does not guarantee better profit per hour. Revenue still depends on what is recovered, how long travel takes, the value of the resulting material, how efficiently containers are handled, and the economic conditions of the current patch.

A large target that keeps several crew members working and allows the ship to exploit its storage makes a stronger Reclaimer scenario than a succession of small jobs that repeatedly force a huge vessel to reposition.

Flight Characteristics and Defenses

At 110 m/s SCM speed and 870 m/s maximum speed, the Reclaimer needs deliberate positioning. Current data reflects a very large industrial ship rather than something designed to make rapid corrections after a poor approach.

Its defenses are substantial for an industrial platform. Alpha 4.10 data gives the ship a Size 4 shield with 194,400 shield HP, a manned turret, multiple remote turrets, and seven PDC turrets.

Those systems improve survivability, but they do not convert the Reclaimer into a combat ship. Several defenses depend on stations or automated systems, and the hull remains extremely large and slow compared with purpose-built combat vessels.

A Reclaimer carrying the result of a long salvage session has more to lose than just the ship itself. In hostile space, avoiding a bad engagement or operating with support is usually a more sensible plan than treating its turret coverage as an invitation to fight.

Reclaimer Price in Alpha 4.10

Current Live-derived vehicle data lists a $400 MSRP reference value for the Reclaimer. That number represents the ship's listed vehicle value; it does not by itself prove that a standalone Reclaimer is continuously available from the first-party RSI pledge store.

For in-game acquisition, current 4.10 data lists the standard Reclaimer at New Deal in Lorville for 30,164,400 aUEC.

Teach's Ship Shop in Levski also sells a Reclaimer Teach's Special for 33,339,600 aUEC. This is a modified special version rather than a second price for the standard Reclaimer. Its Baler salvage heads use Cinch scraper modules in place of the standard Reclaimer's ReadyGrip tractor modules, while retaining Trawler scraper modules.

That distinction is important when comparing in-game prices. The normal buying reference for the standard Reclaimer is the New Deal listing, while Teach's Special should be treated as its own acquisition option.

Current Features vs. the Original Reclaimer Concept

The Reclaimer has more than a decade of design history, so concept-era descriptions need to stay separate from current gameplay.

CIG's original 2014 concept article described Surveyor-class drones for locating valuable objects and a manned cutter intended for EVA and recovery operations. The current Star Citizen Wiki continues to flag some of those original features as not yet implemented rather than presenting all of them as current systems.

The ship does have working salvage equipment in the current game. It has also continued to receive implementation changes well after becoming flyable. In Alpha 4.3.2, for example, CIG added a docking port for station docking as well as a cargo grid on the rear salvage lift.

The buying decision should therefore rest on the Reclaimer's current salvage loop, storage, crew workflow, and operating overhead. Drones, the cutter, or other unfinished concept features should not be required for the ship to make sense today.

Reclaimer vs. Vulture

The Drake Vulture is generally the better fit when the priority is straightforward solo salvage.

Its smaller hull means less time moving between jobs and less operating overhead during a short session. The Reclaimer becomes more attractive when the operation is large enough to benefit from significantly more capacity and several players working in parallel.

Choose the Vulture if you mostly play alone, prefer shorter salvage sessions, and want the simpler workflow.

Choose the Reclaimer if you regularly salvage with other players, want longer industrial operations, or specifically need a larger heavy-salvage platform.

Moving from the Vulture to the Reclaimer is therefore not just a capacity upgrade. It changes how the salvage operation is organized.

Who Should Buy the Reclaimer?

The Reclaimer is best suited to players who intend to make salvage a major part of their Star Citizen gameplay and are comfortable managing more than the salvage beam itself.

It is a strong fit for players who regularly operate with friends or an organization, prefer long industrial sessions, want far more cargo and working space than a smaller salvager provides, enjoy cargo-management and production tasks, and accept the travel time created by a large interior.

A dedicated solo player can still enjoy the ship. The purchase simply needs to be based on wanting the Reclaimer's scale and character, rather than assuming that a larger ship automatically produces better solo efficiency.

Players who primarily want quick solo jobs, minimal traversal, or straightforward industrial gameplay should look at the Vulture first.

Is the Reclaimer Worth It?

The Star Citizen Reclaimer is worth considering when you actually need heavy-salvage scale.

Its 420 SCU capacity, dedicated salvage systems, and ability to distribute work across multiple players give it a clear role in long or crewed salvage operations. The cost of that capability is more ship traversal, more cargo handling, slower positioning, and more downtime when one player has to perform several jobs sequentially.

For groups focused on large-scale salvage, the Reclaimer is the current heavy-salvage option that allows the profession to operate on this scale. For casual or predominantly solo salvage, the Vulture will usually be easier to use.

Buy the Reclaimer because you want larger salvage operations, not simply because it is the larger salvage ship.

Explore Reclaimer ships and Upgrade options

Frequently Asked Questions

How much cargo does the Reclaimer have?

The Reclaimer has 420 SCU of current cargo-grid capacity. The total is distributed through multiple grid areas inside the ship rather than contained in one conventional 420 SCU cargo bay.

Can you solo a Reclaimer in Star Citizen?

Yes. One player can operate the Reclaimer, but piloting, salvage, cargo movement, and unloading all compete for the same person's time. The ship is solo-capable without being solo-efficient.

How many crew does the Reclaimer need?

Current Alpha 4.10 Live-derived data lists a 5–12 crew range. That does not mean five players are required for every salvage trip. Smaller groups can cover the current gameplay loop, while two players or roughly three to four active players should be treated as practical editorial estimates rather than official minimum crew requirements.

How much does the Reclaimer cost in-game?

The standard Reclaimer is currently listed at 30,164,400 aUEC at New Deal in Lorville. The 33,339,600 aUEC ship at Teach's Ship Shop is Reclaimer Teach's Special, a modified special version rather than another standard Reclaimer listing.

Is the Reclaimer Flight Ready?

Yes. The Reclaimer is Flight Ready and currently usable in the Persistent Universe.

Does the Reclaimer have working salvage drones?

Do not assume that all original Reclaimer concept features are implemented. CIG's 2014 concept material described Surveyor-class drones and a manned cutter, while current references still mark some concept-era features as unimplemented.

Is the Reclaimer better than the Vulture?

For large, crewed salvage operations, the Reclaimer offers far greater scale. For short solo sessions, the Vulture is generally easier to operate. The better choice depends on whether additional capacity and crew workflow are advantages or unnecessary overhead.

Sources

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