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Junker Salvage Frigate

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This page has been retired but kept for historical or other reasons, The information on this page may be incorrect, out of date or just not relevant to this version of Discovery. It should not be taken as canon nor any authority on the current version of Discovery. It is kept simply to show some history of the Discovery Mod:
With the introduction of DSCore (25th Febuary 2019) (Discovery Freelancer Version 4.91 Patch 5), Ship statistic pages and Ship pages will not be updated anymore. Or not regularly atleast. They will be kept for historical reasons. DSCore will give you the most up-to-date info you can get about almost everything you need to know about Ship and Equipment statistics.

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Junker Salvage Frigate
Salvager.png
Ship Class Transport
Built by Junkers
Technical information
Guns/Turrets 0 / 7
Opt. weapon class 5
Max. weapon class 5
Other equipment
Hull strength 150,000
Max. shield class 7
Cargo space 3,350 units
Nanobots/Batteries 550/550
Max. impulse speed 100 m/s
Max. thrust speed 160 m/s
Max. cruise speed 350 m/s
Power output 400,000 u
Power recharge 40,000 u/s
Additional information
Ship price $105,000,000
Package price $107,082,250

DSCore: Salvager

Built to harvest larger amounts of riches from the debris fields of Sirius with a dizzying array of tool arms, generous cargobay and powerful tug capable engines results in an unmatched ability to salvage even the largest parts from space while at the same time protecting them from anyone that might oppose them.

The hallmark of the most successful clans within the greater Junker community, the Salvage Frigate class, while built upon the same basic core philosophy, grows to be as varied as the families that crew them with each passing generation. As such the vessel is never seen outside of the hands of Junkers, as the ship is by no means sold, so much as it is almost grown through years of combing and love of their crews.

Handling

  • This ship is too large to use docking bays, it must use mooring points.
Review (4.87)

Made from scrap, the Salvager is the entity of Junkers. As a 3,350 cargo transport with mining capability and gunboat turrets, it is very self-sufficient.

The Salvager is small and quick compared to most transports (albeit larger and slower than gunboats) in its price range, but also carries less cargo than most transports in its price range. It has gunboat turret slots and a light gunboat power core, giving it the ability to dish out as much pain as the much larger heavy transports. Its enormous nanobot capacity of 750 allows it to sustain itself for a very long time in combat. Its turret arcs are great, firing 5 or 6 out of its 7 turrets in most directions. Its light gunboat power core is not enough to adequately support a full loadout of gunboat turrets, so unless you have a mining turret equipped to reduce power usage, it's a good idea to mix in transport turrets with similar projectile speeds. If you're good enough to use slower weapons on such a ship, it can be very effective with predominantly Charon transport turrets with some cerbs, razors, and/or pulses mixed in. If you can't use slower weapons effectively, it's a good idea to use solaris gunboat turrets with a mining turret or full junker gunboat turrets.

How well you handle yourself in this ship depends on your own level of skill, but if you're fighting enemies with skill relatively close to your own, you should be able to handle two fighters, one bomber, one transport (easily), or even a gunboat if you are a slightly better pilot, of course depending on your equipment setup. The salvager, while larger than gunboats, is still small and quick enough to take on capital ships in groups when equipped with long-ranged weapons.

The only thing stopping the Salvager from being a full-on gunboat is its petty transport shield.
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Review by TLI-Inferno
Review (4.87)

The Salvager is a workhorse vessel for any major Junker operation, be is smuggling or scrapping metal from a debris field, this transport can support itself very easily. Supporting six gunboat turrets, the only transport capable of doing so, it can mount devastating firepower to keep most lone pirates at bay. Having seen this vessel in almost all parts of House space, it's appearance is the paramount of Junker style sacrificing sleek and streamline appearing for workhorse capability. The details to equipment visible on the exterior of the ship range from the underside mounted grappling arm, to the crane directly on the dorsal side above. The front of this vessel has two primary arms on it's front end for collecting large debris and feeding it into the smaller arms within, much like some form of giant space crab.

Having flown one of these ships for a long while, and successfully scrapped a large amount of ore and smuggled cargo all over Sirius without regret, this vessel will see any dedicated Junker through thick and thin, and back again. It's ability to fight off smaller ships is undeniable, having personally been assaulted within Liberty's borders by a pair of wild Rogues and being forced to limp my way to the nearest dock. Though I believe those Liberty Rogues ships are still floating somewhere in the Badlands, indeed they learned their lesson that a Salvager is no easy mark. As for defending from bombers, every transports nightmare is a skilled bomber pilot. Thankfully any skilled bomber pilot worth his ship won't be wasting time pirating smugglers, they'll go straight for House transports, where real money flies. Though as before, any lone ship will approach a Salvager with caution, or else they'll be added to the list of pirates and terrorists who've been taught that Junkers are exactly what they're about, making scrap out of their pretty ships. A small warning. Something this good has it's drawbacks. The Number 1 turret is front-firing only, and Number 6 is rear-firing only. Those usually end up mining laser turrets on scrapping Salvagers.

I recommend this ship to anyone who's a Junker and wants a solid transport for legal, illegal, or scrap metal purposes. It's reliable and packs a punch worth it's whopping price. Just don't go anywhere near Kusari military routes, and you'll be a rich Junker in no time. Though you'll still smell like rusted metal and oil.
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Review by Lieutenant
Review (4.87)

The Salvage Frigate has received great agility. The Frigate has 7 turret hardpoints and is capable of holding 750 nanobots/shield batteries. The Salvage Frigate has enough firepower to deter Fighters, but a skilled Bomber pilot will lay waste to this ship effortlessly. The Salvage Frigate excels when paired with a Fighter or Bomber escort, and the ship is extremely useful for pirate/smuggling operations. The lack of a Cruise Disruptor means that you'll need a partner to fight effectively in this ship.

This ship is too slow to fight other Gunboats, but the power core is similar to most gunships. This ship can support Battle Razors, Pulse Cannons, and Missile Turrets however the ship lacks the agility to use them effectively in most scenarios. You'll need steady aim if you want to use Battle Razors with this ship. The power core is large enough to support these weapons, but it's not recommended unless you are very experienced with Gunboats in general. Turrets 1 and 2 only fire forward, and turret 3 only fires backwards, the lack of a proper weapons array limits the combat potential of this ship. The Frigate uses a standard Transport shield, giving it enough defense to hold off Fighters for quite awhile. What this ship lacks in firepower, it makes up for in survivability.

Imagine a Gunboat with Transport thrust speed/agility. This is the Junker Salvage Frigate. It doesn't pump out alot of damage, but it can survive where Transports cannot. It is much smaller than your average transport, but still carries a nice cargohold (3350). The Salvage Frigate has a very generous armor rating, allowing it to survive SNAC's when equipped with armor upgrades.
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Review by Seylah

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