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GUIDEARGO MOTHSalvageShipsCrewCargoAlpha 4.10.1

ARGO MOTH Salvage Guide for Star Citizen 4.10.1

The ARGO MOTH gives a salvage crew three turrets to work and a 224 SCU cargo grid to fill. It's a useful step up in carrying capacity from the Vulture without taking on the Reclaimer's heavier unloading and processing work. Bring friends, though: on your own, you'll be moving between the pilot seat, salvage stations and cargo bay to keep the run going.

ARGO MOTH with its salvage arms extended among wreckage in a debris field
The ARGO MOTH with its salvage arms extended in a debris field. Source: Star Citizen Wiki.

Published: · Modified: · Applies to: Alpha 4.10.1 LIVE · Researched:

The 4.10.1 patch notes list no MOTH balance changes, and current ship data retains the 4.10.0 values.

ARGO MOTH vs Vulture and Reclaimer

For solo salvage, stick with the Vulture. You can operate its salvage equipment from the pilot seat, and there's less cargo to handle. Stock equipment data also gives the Vulture a higher combined scraping rate than the MOTH. Extra cargo space doesn't automatically mean faster hull scraping.

Choose the MOTH when you have a crew to use its three turrets and want more room for salvage. The Reclaimer is better suited to the largest wrecks, provided your group is ready for the extra unloading and processing work. A larger haul also gets split among more players; cargo capacity alone won't tell you which ship pays better per person.

MOTH specs and where to buy or rent it

SpecificationAlpha 4.10.1
Intended crew4
Manned salvage turrets3
Cargo grid224 SCU
Salvage buffer64 SCU
Length45 m

New Deal at Lorville has the lowest current purchase listing, at about 8.48 million aUEC. Teach's Ship Shop at Levski and Buy and Fly at Checkmate, Orbituary and Ruin Station list the MOTH at about 8.93 million. One-day rentals cost about 223,000 aUEC across Vantage and Teach's kiosks.

Before travelling to buy or rent one, check UEX's MOTH purchase listings, rental listings or SC Trade Tools. Prices and shop availability can change. If a completed rental is missing from public ASOP terminals, see the missing rental ship guidance.

Crew roles, cargo handling and printer jams

The intended crew is four: one pilot and three turret operators. Before setting out, choose which operator will handle cargo when boxes start filling the print bay. That player can leave their turret, move the finished boxes onto the cargo grid and return once both output positions are clear. The others can keep salvaging while the boxes are moved.

Keep both printer outputs clear

Players report boxes failing to advance or the left and right outputs falling out of sync in 4.10.1. Keep a steady print-and-clear routine:

  • Keep both hoppers moving at a similar pace, without loading one far ahead of the other.
  • Let the current print finish before requesting another box.
  • Move finished boxes onto the cargo grid instead of leaving them in the output area.

If either side stops advancing, stop printing. Continuing can tie up more material in the buffer. As a last resort, secure the cargo you can move, store the MOTH and retrieve it again. Players have reported losing boxes during that reset, so save it for when normal printing won't resume.

The 64 SCU buffer also needs to be emptied through the printers. Added to the 224 SCU grid, it gives a theoretical total of 288 SCU. Don't plan a load around filling both: material in the buffer still needs to be printed, and a blocked output can leave it inaccessible.

Adagio Holdings is a starting point in Stanton, Pyro and Nyx. Each system has an introductory contract that sends you to an abandoned ship approved for salvage. After that, pay attention to what you're accepting: a “Salvager Needed” delivery order doesn't necessarily include a wreck.

RouteSystemWhat you getRequirements
Adagio introductionStanton, Pyro or NyxApproved starter wreckOne-time contract for that system
Adagio Salvager NeededStanton, Pyro or NyxMaterial or component delivery orderIntroduction and Adagio reputation
Adagio Salvage RightsSystem where the claim is offeredExclusive coordinates to an authorized wreckFee and reputation tier
Recco salvage jobsNyxAuthorized small, mid or large wreckIdea for Isaac and Trusted Associate

Adagio's repeatable orders ask for RMC, unrefined construction output and, at higher tiers, ship components. For these orders, look for lawful wreckage at Lagrange points or buy a separate Salvage Rights claim. Higher Adagio reputation opens claims for larger hulls.

Recco's salvage jobs send you through Levski to deliver the materials. If you still need to unlock them, the Recco Battaglia mission and reputation guide covers the story progression and rank requirements.

If you find a wreck outside a contract, check its ownership and legal status before scraping or breaking it apart. Looking abandoned doesn't make a ship legal to salvage.

Why cargo-recovery contracts are a poor wreck source

You may see advice to accept a cargo-recovery contract, fly to its Caterpillar or Hercules, abandon the mission and salvage the carrier. That contract covers the cargo, not salvage rights to the ship. Mission cleanup can also remove the carrier while you're working. Use authorized wrecks for normal runs, and leave the cargo-recovery method out of earnings estimates.

Can the MOTH fracture a Hercules or Hammerhead?

Don't plan a routine MOTH run around fracturing an intact C2, M2 or A2 Hercules. The MOTH can process smaller sections from a damaged Hercules; that alone doesn't mean it can fracture the whole hull.

Some crews first use ship weapons to break a damaged Hercules or Hammerhead into smaller chunks. If you take that approach, allow for the preparation time and added risk. Whether the MOTH can fracture a section depends on its volume and shape, so ship length alone won't tell you whether it will work. For a simpler run, choose an authorized wreck the MOTH accepts as it is.

RMC or Construction Materials?

Hull scraping produces RMC. Print it, move it onto the cargo grid and take it straight to a buyer. Skipping the refinery keeps the trip shorter if you want to sell your load and head back out.

Structural salvage involves fracturing suitable wreck sections and produces Construction Pieces. You'll need to deliver those to a refinery, wait for the order, collect the resulting Construction Materials and transport them to a buyer.

On 18 September, route tools listed RMC at roughly 6,500–7,700 aUEC per SCU. Construction Materials buyers ranged from about 9,700 to 13,000 aUEC per SCU, with the suggested hubs below listing 11,000–13,000. The actual sale depends on the destination, demand and timing.

That higher Construction Materials price is tempting, but conversion yield, refinery fees and the extra time spent processing, collecting and delivering the load all affect what you earn.

Where to refine Construction Pieces

Choose a refinery that keeps the whole trip short. Don't haul Construction Pieces across a system to chase the yield bonuses in mining-refinery tables: those columns apply to mined ores.

SystemRefinery and buyerOther refinery options
StantonHUR-L1, ARC-L1, MIC-L5A nearer refinery deck if it saves travel
NyxPyro Gateway (Nyx)Levski; Stanton Gateway (Nyx)
PyroOrbituary, Checkmate, Ruin Station, Stanton Gateway (Pyro)Nyx Gateway (Pyro)

Levski keeps Battaglia and local Adagio runs short. Stanton Gateway in Nyx makes sense when your next leg heads toward Stanton; Nyx Gateway in Pyro fits a trip toward Nyx. If you choose a nearer refinery in Stanton, check the final buyer before collecting the order.

Before placing an order, check UEX Construction Materials prices, the UEX refinery list or SC Trade Tools. Plan where you'll sell as well as where you'll refine.

Refining also depends on the freight elevator, processing and collection all working before the finished cargo leaves for the buyer. If stored cargo won't come up in your personal hangar, the personal-hangar cargo elevator guidance covers that specific failure and the limits of the available workarounds.

Calculating earnings per player

A quick session beside a wreck can look very profitable until you add the rest of the evening. Record the material output and final sale, then subtract contract or claim costs and refinery fees. Count travel, wreck preparation, scraping, fracture and disintegration, printing, box handling and selling. If you're refining, include the processing wait, collection and final delivery as well.

Account for sale demand and failed runs, then split the earnings among the crew. An hourly figure that stops before unloading leaves out work you'll still have to do.

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