Welcome, Marauders, to our November Health Patch! (NOW LIVE)

We have much to get through! In the notes below we have detailed all the fixes, additions, balancing, and more.

❗ Make sure to read through to the end, you don’t want to miss the sneak peek at what’s coming next!

FULL PATCH NOTES

 

NEW

  • Webley Pistol
  • EM-2 battle rifle
  • Locked Depot for the Navy Outpost
  • Locked Depot for Penal Colony
  • Sten attachments; Muzzle Brake, Drum Mag and Wooden Stock
  • Additional Daily Contract missions, bringing total to 42
  • Single loot spawners have had their physics disabled to prevent loot penetrating collision/spawning outside of the play area
  • Added map cycling to prevent too much map repetition
  • Players now receive a Marauder Kill for destroying a Breacher Pod
  • Intro movie can be disabled with Steam launch option command: ‘nostartupmovies’
  • Can now adjust FOV (80 to 100)
  • Can now have lean set to toggle
  • Air control – most weapons now have a larger spread and recoil whilst jumping. Some weapons have their spread only increased a little where it makes sense e.g. the viper mk1, shotguns and pistols.
  • Navy Commandos and their Major can spawn in any raid location except for the navy outpost.
  • Crews are automatically locked but you can set it to be unlocked via the creation of the crew.
  • A siren alarm can now be heard when a breach occurs inside a ship.
  • Reinforced Anti-Cheat

ART

  • Colour, reflections and lighting pass on Asteroid Mine.
  • Sten Weapon Model and Textures
  • Redistributed airlock positions in Asteroid Mine
  • Colour and reflections pass on Merchant ship
  • Stg44 rifle now has a front post (foresight)
  • Improved Krasa muzzle flash effects.

BALANCING

  • Capital Ship and Merchant Ship have had their spawn chance increased by 30%
  • The headshot damage multiplier is now 3x rather than 3.5x
  • Airlock redistribution in Asteroid Mine
  • 6 airlocks in Terraformer
  • 6 airlocks in Navy Outpost
  • 5 airlocks in Prison
  • 5 airlocks in Spaceport
  • The Airlock now has more accurate collision (props etc)
  • Sten suppressor now requires fabric alongside metal scrap
  • Sten suppressors does 2 extra damage instead of 1
  • Large first aid kit’s healing amount has been increased by 35%
  • Lower-tier recipes have had their crafting timers greatly reduced.
  • All armour and helmets (except the leather jerkin, civilian helmet and pouch rig) have been buffed by 20% protection.
  • Heavy caliber weapon damage has been increased by around 15%, except SVT40, Johnson and the Mosin pistol which have had their damage reduced.
  • “Top brass” mission requirements is now 8 instead of 10
  • “Become Infamous” mission has been re-balanced to include more targets.
  • M45-k is the only SMG to receive a damage buff.
  • Compact containers are now 3×3 cells.(storage capacity remains the same)
  • Industrial locked loot bins in Navy Outpost and Penal Colony
  • Klobb is now a burst only weapon and has a 24 round capacity
  • The jump turn rate is now 40% (down from 50%)
  • The durability of SMGs has been lowered
  • Most weapons have had their credit value increased by 15 to 35%
  • Welrod damage is down to 36 from 40.
  • All Smgs have had their recoil slightly increased.
  • Uzi suppressor now requires a toolkit instead of metal scrap
  • 9mm ammo and luger replaced with the Webley revolver in the pirate factions trader
  • Suppressors and stocks no longer available in the trader have been moved to crafting unlocks
  • EM-2 and Sten drum mag can now be looted from the Kingdom Alliance supply drop.
  • Radio backpack is now 6×6 storage capacity
  • Reduced recoil on the M50 rifle
  • Shotguns now have a large increase in spread over distance. the terminator and trench having a tighter spread, liberator and jackhammer have a medium spread and the double barrel has a larger spread
  • Reduced the length of certain actions on ai squads (sas and commandos) to prevent them looking frozen when failing to complete/reach them
  • Panzer removed from the central empire shop (now it’s higher tier armour) and replaced with plate armour. (medium tier armour)
  • Pirate trader’s supply drop has been added to the vault loot pool and removed from the faction shop, it has been replaced with the machete.

UI

  • The Discord button is now on the main menu screen
  • Removed ban appeal option from the main menu ticketing menu (moved to else where in the UI)
  • Changed the guide info to say you prestige at level 50 to match the actual in-game level you need to hit
  • Moved report button next to the player who killed you name in the end screen to make it more obvious
  • Added toggle lean to the options menu
  • In the main menu, can now use the ESC key to quickly close the following menus: leaderboard, support ticket, guide, ship management, daily contracts
  • Login screen and main menu you are banned now have buttons to appeal ban which goes to t17 support
  • Options menu tweaks and updated for new fov and toggle lean settings
  • A marauder-specific KD (aka KD against other players) to the stats menu
  • Build id is now shown on the login screen
  • Moved commando maj stat kills up next to the commando kills in the stats menu (as makes more sense)
  • New can’t enter raid area as pod warning popup if you try to use a raid entrance as a pod

ANIMATION

  • EM2 rigged in-engine and core animation set done
  • Webley rigged in-engine and core animation set done
  • Radar dish on top of the prison raid area now rotates slowly
  • Sten animation poses tweaks to go with new model

SOUND

  • New unlock sounds for the locked bar doors
  • Updated several sounds use in the large metal shutter door
  • Removed dead space from start of the pick up put down item sounds so they feel more responsive
  • Misc tweaks/adjustments to item pick up put down sounds
  • Tweaks/adjustments to misc attaching attachments to weapons sound in the workbench menu
  • Unique sounds added for k1 stock and mp40 stock being attached
  • New and reworked vault door sounds
  • New and updated lootable sounds
  • New sounds for the Webley (shoot & reloads)
  • Radar dish on top of the prison raid area now has sound

OPTIMISATIONS

  • Optimised Merchant Ship
  • Optimised Terraformer
  • Optimised Asteroid Mine
  • Optimised Ship Interiors

FIXES

  • Miscellaneous crashes
  • Various duplication issues
  • Various exploit issues
  • Various raid collision issues
  • Various Crew issues
  • Fix added to stop Auto looting/Fast looting removing attachments from weapons
  • Fixes added for instances of gear not coming into raid that was equipped in menu
  • Fixes added for Keycard’s losing dock information and player data.
  • Fixes added for members of a crew not going into raid with their captain/crew
  • Fixed transition sounds not playing when using the ESC button to quickly go back from certain menus
  • Fixed pressing escape on the main menu first time it would try and go back even though it was at the top-level menu already
  • Fixed vault locks back side being see through
  • Fixed some industrial bins being able to be accessed without being unlocked
  • Fix for crew still showing up in server list even if they were set to private (locked)
  • As pod the able to “breach” popup now contains the correct “key” based on your keybind settings
  • When on the turret the “key” to exit turret message now contains the correct key based on your keybind settings
  • When piloting the frigate the “key” to exit the pilot seat message now contains the correct key based on your keybind settings
  • Fix for the fire extinguisher, blowtorch and flamethrower’s ammo is not shown in first person view/fpp
  • Fixes added to help with ultrawide problems
  • Fix added for splines causing a crash

ONE MORE THING…

Our first, significant update is coming to Marauders this December – codename: Ace.

Cast your eyes on the transmission:

source: OFFICIAL MARAUDERS

How Marauders Contracts Work

Join us on DISCORD MAURADERS PORTUGAL

There are two kinds of Marauders Contracts: Core Contracts and Daily Contracts. Core Contracts are a long length of quests for the Pirate Faction. Daily Contracts are random Contracts supporting either the United Allies, Kingdom Alliance, or Central Empire.

Contracts will have different goals such as collecting items, destroying specific objects, visiting certain areas in a Raid Location, or even killing other players. Once completed, you can collect the reward for a Contract on the Contracts page.

Marauders Core Contracts List

These Marauders Contracts are for the “Pirate” faction and essentially represent a long, sequential quest chain that will get you some early-game gear at first. Later on, these Core Contracts will unlock some of the most powerful Weapons and Ships in the game.

Basic Resupply

  • Faction – Pirates
  • Requirements – Deliver 3 Junk Scrap
  • XP Reward – N/A
  • Faction Standing Reward – 10
  • $ Reward – $2,100
  • Other Rewards – 1 MP40, 10mm Ammo

Simply Scrap items that will give you Junk Scrap and deliver 3 on the Contracts screen. The easiest solution is to go into a Raid, grab the default items from your Rustbucket, immediately return home, and Scrap them.

Repo Man

  • Faction – Pirates
  • Requirements – Examine the Half Track Bike at the Iridium Asteroid Mine
  • XP Reward – 150
  • Faction Standing Reward – 35
  • $ Reward – $2,350
  • Other Rewards – 1 Commando Backpack

This Marauders Contract will require exploring the Iridium Asteroid Mine and finding the Half Track Bike in question.

The Repo Man Contract is a little misleading; you may jump to the conclusion that you need to examine three separate Half Track Bikes. Thankfully, to complete the Repo Man Contract, simply find a single Asteroid Half Track Bike in the Iridium Asteroid Mine and interact with it when the prompt appears on screen for three seconds to complete the Contract.

The Half Track Bike is located in the Export area of the Iridium Asteroid Mine, near the Security Office. Hidden down a narrow hallway, the Half Track Bike can be found at the following coordinates:

  • X = 62, 283
  • Y = -4,086
  • Z = 74

The area surrounding the Half Track Bike will be populated with various machinery, containers, and even grey half track jeeps. Keep your eyes peeled for these to help you find the objective, while also remaining vigilant of nearby foes. Once you’ve found the Half Track Bike, walk up to it and hold the interact key for three seconds to complete the Repo Man Contract objective.

The best way to complete the Repo Man Contract is to enter the Iridium Asteroid Mine via the Export/Security area. Taking the ‘front’ of the Mine as the side with a protruding metal structure around it, enter the ‘left’ hangar from space and head forward to find the location given above. Entering via this area will start you closest to the Half Track Bike location.

Make Your Mark…

  • Faction – Pirates
  • Requirements – Get 5 Kills with Any Weapon
  • XP Reward – 90
  • Faction Standing Reward – 50
  • $ Reward – $2,800
  • Other Rewards – 1 Mat-49, 2x .32 ACP Ammo

To complete Make Your Mark… all you need to do is get five kills, whether that be other Marauders or NPC enemies.

It’s worth noting that progress for this Contract does not seem to be tracking accurately, meaning you may end up needing more than five kills to complete this objective.

Stand Out

  • Faction – Pirates
  • Requirements – Kill 3 Marauders
  • XP Reward – 100
  • Faction Standing Reward – 75
  • $ Reward – $3,000
  • Other Rewards – 2x Ammo Box

To complete Stand Out all you need to do is kill three Marauders (these are other players, not the NPCs).

Finding other players, let alone killing them, is not always an easy task. The best way to complete Stand Out is to head into a Raid with a strong kit, including a primary weapon, armour, and medical supplies, and to stalk the Airlocks for other players just entering the location. Conversely, if you hear a nearby firefight then check it out as other players will be roaming the area.

Use all the knowledge you’ve learned from our Marauders Guide Hub and put it to good use to complete Stand Out.

Advanced Resupply

  • Faction – Pirates
  • Requirements – Deliver 8 Metal Sheets
  • XP Reward – 110
  • Faction Standing Reward – 90
  • $ Reward – $3,500
  • Other Rewards – 1 Small Shield, Unlocks Small Shield Crafting Recipe

To complete the Advanced Resupply Contract, all you must do is collect and deliver eight Metal Sheets. Importantly, all eight Metal Sheets must be in your inventory upon turning in the Contract, though they do not all need to be collected in a single run.

The best way to complete Advanced Resupply is to enter a Raid and loot various containers until you get lucky and find a Metal Sheet or two. Dying in a Raid will cause you to lose your items, including any Metal Sheets you have on your person. Make sure to leave the Raid alive so that you can store however many Metal Sheets you found in your Stash until you have acquired all eight Metal Sheets.

Pirate Rank

  • Faction – Pirates
  • Requirements – Examine the Merchant Frigate Engine for 25 seconds
  • XP Reward – 140
  • Faction Standing Reward – 100
  • $ Reward – $3,250
  • Other Rewards – Unlocks Cosmetic: Outlaw Chest

The Pirate Rank Contract is a return to the more complex and involved objectives like the earlier Repo Man Contract.

Pirate Rank tasks you with examining the Merchant Frigate Engine for 25 seconds. This can be a surprisingly challenging objective as the Merchant Frigate is home to many, many guards, and is a popular location for other players given the high chances of stronger loot.

To complete Pirate Rank, you first need to board the Merchant Frigate. The Merchant Frigate is a random location that can spawn in space during Raids, identifiable by its unique design and bright red lights. To board the Merchant Frigate, use the Escape/Breaching Pods on the lower deck of your ship and fly towards the Merchant Frigate.

If you’re lucky, you’ll spawn in the Engine Room of the Frigate and the objective will be directly ahead. Otherwise, you need to locate the Engine Room. For reference, if you don’t spawn in the Engine Room, then it will be on the opposite end of the ship to your location. Listen out for the loud humming of the engine.

Once you’re in the Engine Room, walk up to the large red engine and interact with it when the prompt appears to examine the Merchant Frigate Engine. You’ll need to hold the interact key (F) for 25 seconds so be cautious of other players out for blood. After you’ve interacted with the engine, you’ll hear a ding and the Pirate Rank Contract will be complete, whether you escape alive or not. Although, there are handy escape pods in the Engine Room to leave the Raid.

Guild Membership

  • Faction – Pirates
  • Requirements – Deliver a Silver Coin
  • XP Reward – 120
  • Faction Standing Reward – 115
  • $ Reward – $4,200
  • Other Rewards – 1 Plate Rig, 1 M1 Helmet

Guild Membership is another relatively straightforward Contract, tasking you with finding a Silver Coin. However, while you are not tasked with finding a specific (often dangerous) area, there is a large amount of luck involved.

Silver Coins are rare and valuable items in Marauders that can be sold for money. Chances are, you’ve found one already but sold it without realising a later Contract would require one. Don’t fret, I’m in the same boat.

Silver Coins can be found almost anywhere in containers and on corpses. Search as many boxes, chests, and bodies as you can and hopefully, you’ll find one sooner rather than later. Areas behind locked doors or inside Marauders‘ many Vaults seem to have a higher chance of dropping these valuable Silver Coins. You will, however, require a lockpick or blowtorch respectively to enter these areas. Happy hunting!

Scouting Party

  • Faction – Pirates
  • Requirements – Hold the Furnace for 90 seconds (found in the Iridium Asteroid Mine)
  • XP Reward – 120
  • Faction Standing Reward – 110
  • $ Reward – $5,000
  • Other Rewards – Unlocks Cosmetic: Outlaw Head

Scouting Party tasks you with standing in the Furnace Room of the Iridium Asteroid Mine for an anxiety-inducing 90 seconds. There are many points of entry to this location so stay on your guard at all times; you never know when or where someone might appear.

The Furnace can be found at these rough coordinates:

  • X = 64,000
  • Y = -2,000
  • Z = -29

More Core Contracts to be added as we progress in the game.

Marauders Daily Contracts List

A total of 6 Daily Contracts are made available each day, and you can have 3 of these Marauders Contracts active at any one time. You cannot cancel a Contract once you’ve accepted it. Any remaining Contracts will disappear at the reset time and you’ll have to select new Contracts.

Air Production

  • Faction – United Allies
  • Requirements – Activate the Air Processor at the Iridium Asteroid Mine
  • XP Reward – 250
  • Faction Standing Reward – 50
  • $ Reward – $9,000
  • Other Rewards – .45 ACP

Once you get to the Iridium Asteroid Mine, head inside and search for the Air Processor area. To find the Air Processor, locate the door marked ‘Air’ near the centre of the map, not far from the Furnace Room. Once you enter the Air Room, follow the short catwalk forward to find the Air Processor door. Enter the Air Processor to find a red switch located on a terminal nearby, above it will be the label ‘Air’. Interact with this switch to activate the Air Processor and complete the Air Production Daily Contract.

The switch to activate the Air Processor in the Iridium Asteroid Mine can be found at the following coordinates:

  • X = 66,000
  • Y = -1,050
  • Z = 499

Bag Maker

  • Faction – Central Empire
  • Requirements – Deliver 3 folded Light Bags
  • XP Reward – 375
  • Faction Standing Reward – 20
  • $ Reward – $12,500
  • Other Rewards – Radio Backpack

As far as Marauders Contracts go, this one is pretty easy — you can Craft the requested Light Bags once you unlock it at Level 5. It will require a total of 6 Synthetic Scrap to make them all.

Boom Relay

  • Faction – Kingdom Alliance
  • Requirements – Destroy a Radar Tower
  • XP Reward – 225 XP
  • Faction Standing Reward – 35
  • $ Reward – $8,000
  • Other Rewards – N/A

You can find Radar Towers in space outside of most Raid Locations — here’s what they look like:

Radar Towers are completely defenseless. They make a distinct sound, so keep your ears open and track it down. A few shots from the Rustbucket’s gun will turn them into scrap in no time.

Brigand Service

  • Faction – United Allies
  • Requirements – Collect the Gold Ring from the Foreman at the Iridium Asteroid Mine
  • XP Reward – 225
  • Faction Standing Reward – 20
  • $ Reward – $11,000
  • Other Rewards – N/A

The Foreman’s Gold Ring can be found in the lower decks of the Iridium Asteroid Mine in the Foreman’s Office. To find the Gold Ring and the Foreman’s Office, take the ramp heading down near the Half Track Bike (Repo Man Core Contract) to enter the tunnel and cave system being excavated by machinery. The Foreman’s Office can be found here, near a bright red light on the wall above. To collect the Gold Ring, enter the Foreman’s Office and interact with the ring on the desk.

The Gold Ring to complete the Brigand Service Daily Contract in the Iridium Asteroid Mine can be found at the following coordinates:

  • X = 67,000
  • Y = -5,550
  • Z = -910

Call Home

  • Faction – United Allies
  • Requirements – Collect 3 Transmitters from the Iridium Asteroid Mine or the L1812 Service Space Station and deliver them
  • XP Reward – 415
  • Faction Standing Reward – 35
  • $ Reward – $13,500
  • Other Rewards – 1 Thompson, 1 Thompson Drum Mag, .45 ACP

Transmitters are small boxes that are hidden away in inconspicuous places. Search these locations thoroughly to find them.

Iridium Asteroid Mine:

  • One Transmitter spawns in the Foreman’s Office (same location as the Brigand Service Daily Contract) located on the lower decks, accessed via a ramp leading down near the Half Track Bike at the centre of the map. The Transmitter is on a small table near the door.
  • Another Transmitter can spawn in the Security Office, accessed via a ramp leading up from the Half Track Bike near the centre of the map. The Transmitter is hidden on the floor between the front desk and a filing cabinet, near the front door to the Security Office and the locked gate to the armory.

L1812 Service Station/Spaceport:

  • One Transmitter can be found in the Bar area, towards the centre of the map. Make your way here and around the circular room to find the Vault on the ground floor. Facing the Vault door, there will be a small room to your left. The Transmitter can be found on the front desk.

Clear Path

  • Faction – Central Empire
  • Requirements – Destroy 4 Space Mines
  • XP Reward – 250
  • Faction Standing Reward – 35
  • $ Reward – $9,000
  • Other Rewards – 1 Torpedo Launcher

This is one of the easier Marauders Contracts; Space Mines can be found floating around outside of many Raid Locations.

Here’s what they look like:

Get the Space Mines in your crosshairs and fire away. Keep your distance, though — after all, they do explode.

Coin Collector

  • Faction – United Allies
  • Requirements – Deliver 8 Copper Coins
  • XP Reward – 225
  • Faction Standing Reward – 20
  • $ Reward – $10,000
  • Other Rewards – N/A

Copper Coins are loot that you can find in most Raid Locations. Collect them in successive Raids and then turn the whole stack in one you have enough.

Crop Production

  • Faction – Kingdom Alliance
  • Requirements – Examine the Manifest in the Terraformer Production Building
  • XP Reward – 250
  • Faction Standing Reward – 50
  • $ Reward – $7,500
  • Other Rewards – 1 Thompson, .45 ACP

This Contract asks you to go interact with the Production Manifest in the Production Building on the Terraformer map. To find the Production Manifest, look for a large concrete building marked with distinctive red paint, labelled ‘Production’. Inside will be the Manifest, located on a table at the centre of the room.

The Production Manifest for the Crop Production Daily Contract can be found at the following coordinates:

  • X = 52,500
  • Y = -44,000
  • Z = 250

Cull Cattle

  • Faction – Kingdom Alliance
  • Requirements – Kill 8 Raiders in the Spaceport, Iridium Asteroid Mine, or Terraformer map.
  • XP Reward – 175
  • Faction Standing Reward – 35
  • $ Reward – $7,500
  • Other Rewards – N/A

This Contract tasks you with killing eight Raiders in the Spaceport (L1812 Service Station, Iridium Asteroid Mine, or the Terraformer map. Raiders are the basic NPC opponents you will undoubtedly encounter during a Raid in any of these locations.

Fuel Shortage

  • Faction – Central Empire
  • Requirements – Deliver a Motor Oil Can found in the Iridium Asteroid Mine or Spaceport
  • XP Reward – 250
  • Faction Standing Reward – 35
  • $ Reward – $11,000
  • Other Rewards – SVT-40, 54-R. Ammo

The Fuel Shortage Contract asks you to collect and deliver a Motor Oil Can found in the Iridium Asteroid Mine or Spaceport (L1812 Service Station) map. These are small red cans located in the environment that you will have to pick up and store in your inventory until you extract from your current Raid alive.

Head Protection

  • Faction – United Allies
  • Requirements – Deliver 3 M1 Helmets
  • XP Reward – 250
  • Faction Standing Reward – 35
  • $ Reward – $6,750
  • Other Rewards – M5 Helmet

This is another one of the easier Marauders Contracts. Once you hit Level 15, you can Craft the M1 Helmets at the cost of 3 Metal Scrap and 1 Fabric each.

Light Recon

  • Faction – Kingdom Alliance
  • Requirements – Go to the bottom of the Iridium Asteroid Mine and interact with the dead Security Team
  • XP Reward – 100
  • Faction Standing Reward – 15
  • $ Reward – $12,000
  • Other Rewards – N/A

This Contract requires you to delve deep into the Iridium Asteroid Mine. Unfortunately, we don’t have a specific location just yet.

Merchant Piracy

  • Faction – Kingdom Alliance
  • Requirements – Go to the Merchant Ship and hold the Bridge for 0:45
  • XP Reward – 175
  • Faction Standing Reward – 20
  • $ Reward – $7,500
  • Other Rewards – BA Flak Vest

The Merchant Ship is a rare Raid Location that can spawn on other maps; you’ll have to board a Breaching Pod and ram into it to get in. The Bridge is at the top of the ship, so work your way up and carefully deal with any Security Personnel or players you encounter along the way.

Mineral Mania

  • Faction – Central Empire
  • Requirements – Deliver an Asteroid Nickel Ore sample (found in the Iridium Asteroid Mine)
  • XP Reward – 255
  • Faction Standing Reward – 35
  • $ Reward – $9,500
  • Other Rewards – STG-44, 7.62 Ammo

The Mineral Mania Daily Contract tasks the player with collecting and delivering an Asteroid Nickel Ore sample, found in the Iridium Asteroid Mine. To find the Asteroid Nickel Ore sample, take the ramp leading down from the Half Track Bike found at the centre of the map, near the Security Office and Export area. Follow the path until you reach the Foreman’s Office. Head through the Office, taking the door at the back revealing a small metal staircase leading to a lower tunnel. There will be minecart tracks and a dead body at the foot of the stairs. Follow the tracks to the right to find another short staircase leading to a small dead-end tunnel. Here you will find two bodies and the Asteroid Nickel Ore sample on a white sheet.

The Asteroid Nickel Ore sample to complete the Mineral Mania Daily Contract in the Iridium Asteroid Mine can be found at the following coordinates:

  • X = 65,700
  • Y = -5,120
  • Z = -1,494

Papers Please

  • Faction – United Allies
  • Requirements – Read the Manifest located in the spaceport Admin Office (found in the L1812 Service Space Station)
  • XP Reward – 200
  • Faction Standing Reward – 35
  • $ Reward – $7,000
  • Other Rewards – M1941 Johnson, .300 Magnum Ammo

The Admin Manifest can be found on the desk in the Admin Office, located on the upper level of the Bar area at the centre of the spaceport. On the upper floor of this circular room, find the door labelled ‘Admin’ and head inside. The Manifest is the red stack of documents on the desk immediately to your right as you enter.

The Admin Manifest to complete the Papers Please Daily Contract in the L1812 Service Space Station can be found at the following coordinates:

  • X = 57,800
  • Y = 21,300
  • Z = 800

Payday

  • Faction – Kingdom Alliance
  • Requirements – Examine the List of Bank Transfers at the L1812 Service Space Station
  • XP Reward – 250
  • Faction Standing Reward – 55
  • $ Reward – $9,000
  • Other Rewards – N/A

The List of Bank Transfers is somewhere in the L1812 Service Space Station, but we don’t have an exact location just yet.

Pirate King

  • Faction – Central Empire
  • Requirements – Kill 1 other Marauder (player)
  • XP Reward – 350
  • Faction Standing Reward – 35
  • $ Reward – $5,500
  • Other Rewards – N/A

You’ll inevitably complete this Contract simply by going on multiple Raids — all you have to do is kill another player.

Pistol Training

  • Faction – Central Empire
  • Requirements – Kill 12 enemies with the Mauser M712 Pistol
  • XP Reward – 300
  • Faction Standing Reward – 25
  • $ Reward – $8,000
  • Other Rewards – 1 STG-44, 7.62 Ammo

The Pistol Training Contract tasks you with eliminating enemies using the Mauser M712 Pistol. This weapon can be looted during Raids or purchased from certain Merchants.

Currently, this Contract can be completed using any weapon, so long as you have the Mauser M712 Pistol equipped in your sidearm weapon slot. Whether this is working as intended or not remains to be seen.

Security Detail

  • Faction – United Allies
  • Requirements – Hold the Security Office in the Iridium Asteroid Mine for 1:00 (requires Lockpick)
  • XP Reward – 425
  • Faction Standing Reward – 35
  • $ Reward – $12,000
  • Other Rewards – U.A. Supply Drop

This is one of the slightly trickier Marauders Contracts — you’re going to need to loot or Craft a Lockpick and bring it with you. You can’t get into the Security Office without one. Once you do, interact with the prompt and wait for 1 minute to complete this Contract.

Shopping Tour

  • Faction – Central Empire
  • Requirements – Examine the Cargo Report at the L1812 Service Space Station
  • XP Reward – 250
  • Faction Standing Reward – 55
  • $ Reward – $9,000
  • Other Rewards – N/A

The Spaceport Cargo Report to complete the Shopping Tour Contract, is located in the L1812 Service Space Station at the following coordinates:

  • X = 66,570
  • Y = 19,003
  • Z = 397

Sidearm Inventory

  • Faction – United Allies
  • Requirements – Return 3 1911 Pistols
  • XP Reward – 525
  • Faction Standing Reward – 35
  • $ Reward – $18,000
  • Other Rewards – 1 Trench Gun

The Sidearm Inventory Contract asks that you deliver three 1911 Pistols. These are sidearms that can be looted from containers or enemies during Raids. Once you have three of these pistols in your inventory, turn them in to complete the Contract and receive your rewards.

Silent Assassin

  • Faction – Kingdom Alliance
  • Requirements – Kill 6 NPCs or Marauders (players) with the Welrod
  • XP Reward – 300
  • Faction Standing Reward – 25
  • $ Reward – $8,000
  • Other Rewards – 1 Bren Mk2, 7.62 Ammo

It’s always a good idea to hold onto a couple of Welrods just in case this Contract comes up. You’ll have to kill 6 NPCs and/or Marauders in order to complete it. The Welrod is a bolt-action suppressed pistol, so it’s best to only use it when you can carefully line up a headshot — that is to say, your best chance is to sneak up on enemies rather than attempting to use this gun during a firefight.

Vault Intel

  • Faction – Central Empire
  • Requirements – Reach the Spaceport Vault to confirm intel
  • XP Reward – 250
  • Faction Standing Reward – 25
  • $ Reward – $9,000
  • Other Rewards – 1 MP40

The Vault Intel Contract asks you to make your way to the Vault on the Spaceport/L1812 Service Station map and to guard the area for a short time. Note that you do not need to open the Vault, meaning no Blowtorch is required.

War Economy

  • Faction – United Allies
  • Requirements – Deliver 3 Metal Sheets
  • XP Reward – 325
  • Faction Standing Reward – 35
  • $ Reward – $18,000
  • Other Rewards – 1 M50 Reising, .45 ACP

Metal Sheets can be found in most Raid Locations, and you might even have a few on hand by the time you get this Contract. Collect 3 of them and deliver them as requested.

War Effort

  • Faction – Kingdom Alliance
  • Requirements – Kill 1 Navy Commando
  • XP Reward – 175
  • Faction Standing Reward – 35
  • $ Reward – $7,500
  • Other Rewards – K.A. Supply Drop

The War Effort Contract sets you the goal of eliminating a Navy Commando. These are elite NPCs found only in the most dangerous of locations, such as the Damaged Capital Ship. Proceed with cautious as these are among the toughest foes in the Marauders, often coming equipped with full Panzer Rig armour and assault rifles.

More Daily Contracts and more details on the above Contracts to be added as we progress in the game.

via Robert N. Adams

Our Marauders Ships Guide will tell you how Ships work, how to repair your Ship, how you can give one of your Ships to a friend, and more!

If you need help, you can reach us on Discord Marauders Portugal

How Marauders Ships Work

Marauders Ships are used to get you from space into your Raid Location. Unlike many other Extraction Shooters, Marauders starts you outside of the area and requires you to enter it from the depths of space.

Ships can fly around within the limits of the area surrounding the Raid Location. All Ships are equipped with onboard weapons and Breaching Pods. Breaching Pods can be used to escape a heavily-damaged ship or to breach an opposing player’s Ship. You can even use a Breaching Pod to breach your own Ship and repair it.

The default “Rustbucket” ship is lacking in amenities, but higher-tier Ships can be outfitted with alternate weapons and other upgrades. Furthermore, the better ships have onboard inventories that allow you to store additional loot.

How to Repair Your Ship in Marauders

You can repair your Ship in Marauders by grabbing one of the many Fire Extinguishers located on the wall near the engine. These must be equipped in Weapon slots. A Fire Extinguisher can repair approximately 25% of a Rustbucket’s health.

If your Ship is damaged, any additional shots from an attacker will cause damage to the Crew within. You can repair a Ship even if it’s at 0% Health, but it’s difficult to do this as a solo player — you’ll be a sitting duck until you get moving again.

How to Steal a Ship in Marauders

There are two ways to steal a Ship in Marauders:

  • Use a Breaching Pod to board an enemy ship and kill the crew.
  • Kill the Captain of a Crew, steal their Captain’s Card, and exit the Raid via the Airlock their own ship is located at.

In either case, stealing a ship means you will have to abandon your own ship.

How to Sell a Ship in Marauders

You cannot sell a Ship in Marauders. However, you can scrap it in the Hangar and recover some of its cost.

How to Give a Ship to a Friend in Marauders

You can give a ship to a friend in Marauders by entering into a Raid, dropping them your Captain’s Card, and letting them exit the Raid. When they return home, they’ll find that the Ship is now in their Hangar.

List of Marauders Ships

Here is a list of all of the Marauders Ships we’ve encountered thus far and what we’ve learned about them.

 

Rustbucket

  • Crafting Cost – N/A
  • Inventory Size – N/A
  • Speed – 100
  • Turn Rate – 50
  • Armor – 150
  • Mobility – 200
  • Gun Damage – 70
  • Attachment Slots – N/A

“A [beat-up ship], you are [surprised] it even runs[.]”

 

The Rustbucket is the default Marauders Ship — you will always have one available. It comes equipped with four Fire Extinguishers, a Luger P08, 30 rounds of 9mm ammunition, and a Pouch Rig Armor; these items ensure that you can enter a Raid with basic equipment even if you’re broke. These items will respawn at the start of every new Raid.

If desired, you can enter a Raid, take all of the items, and immediately leave to scrap or sell them. You won’t get much in the way of useful materials, but it is a viable strategy to getting a little bit of money or materials if you’re truly out of money.

Marauders Ships Guide - Scout Frigate

Scout Frigate

  • Crafting Cost – 2 Metal Sheet, 1 Fuel Bottle, 1 Synthetic Scrap, 2 Cable
  • Inventory Size – 5 x 3
  • Speed – 200
  • Turn Rate – 50
  • Armor – 225
  • Mobility – 200
  • Gun Damage – 70
  • Attachment Slots – Weapon, Engine, Armour

“Gen 2 common spaceship, light class.”

The Scout Frigate is basically a Rustbucket that’s in good shape. It has an inventory unlike its cheaper counterpart.

Interceptor Frigate

  • Crafting Cost – 3 Metal Sheet, 3 Metal Scrap, 1 Tool Kit, 1 Fuel Bottle, 3 Synthetic Scrap, 1 Large Cable
  • Inventory Size – 6 x 3
  • Speed – 400
  • Turn Rate – 200
  • Armor – 250
  • Mobility – 300
  • Gun Damage – 70
  • Attachment Slots – 1 Weapon, 1 Engine

“A fast frigate. What it lacks in armour and slots it makes up for with its speed.”

The Interceptor Frigate’s main advantage is in its sheer speed — it moves four times faster than a Scout Frigate and it boasts a respectable inventory size, too.

Heavy Frigate

  • Crafting Cost – ?
  • Inventory Size – ?
  • Speed – ?
  • Turn Rate – ?
  • Armor – ?
  • Mobility – ?
  • Gun Damage – ?
  • Attachment Slots – ?

“A [heavily-armoured] frigate. What it lacks in speed it makes up for in thick armour plating.”

The Heavy Frigate is best described as a tank — it can absorb a lot more punishment than many other ships.

Vulture Frigate

  • Crafting Cost – ?
  • Inventory Size – ?
  • Speed – ?
  • Turn Rate – ?
  • Armor – ?
  • Mobility – ?
  • Gun Damage – ?
  • Attachment Slots – ?

“A rare and instantly recognisable from afar, the Vulture class is an interesting balance of speed and armour.”

The Vulture aims to balance speed and armor and can arguably do better than many of its cheaper counterparts.

Capital Frigate

  • Crafting Cost – ?
  • Inventory Size – ?
  • Speed – ?
  • Turn Rate – ?
  • Armor – ?
  • Mobility – ?
  • Gun Damage – ?
  • Attachment Slots – ?

“Pride and Joy of the Central Empire, the largest ship in the galaxy with two turret sections.”

The Capital Frigate is the absolute pinnacle of Marauders Ships and boasts the capability of equipping two different weapons. That said, do keep in mind that it’s a rather large ship — it will surely be an attractive target for boarding by other Marauders.

INTRODUCTION

Welcome, Marauders, to our first Developer Blog! Our goal with this document is to provide the Community with details on upcoming releases and features that the team are working on. We hope to release a Dev Blog every month but that may be adjusted depending on production. So let’s get right into it! Mac has some exciting updates to talk about regarding our first update “HEALTH”, coming November!

Crashes & Crews

Mac – We are currently investigating, with the Community’s assistance, the variety of crashes that can happen when launching the game, or when joining a match. This has been going exceedingly well, and we hope we can resolve the majority of these instances for the next update. On top of this, we are looking into the mystery of some players not joining their captain when entering a raid. This is under full investigation!

AIRLOCK BUSY

We have also made efforts through all maps, to add extra airlocks. This should help reduce the issue of players running into the AIRLOCK BUSY problem, when trying to enter a location. Alongside the addition of these extra Airlocks, it was important for us to try and balance the ability for people to rush an adjacent airlock, for example, in the Terraformer Maintenance dome or the Asteroid Mine air processor segment. We want it to be harder to do, but still possible. Our hope is that these adjustments will add an intense dynamic to the gameplay loop, but just slightly more balanced for everyone.

BATTLE RIFLE

Now, it’s time to get to the good stuff! Introducing the EM-2 Battle Rifle! This fully automatic bullpup with a 20 round magazine, chambered in 5.56, will help you make short work of any space pirates you might encounter on your raids. This rifle has been modified from the original by the Kingdom Alliance, once it was noticed that the original .280 caliber variant wasn’t getting the job done! Once the Patch drops, you can pick one up for yourself from the S.A.S Operatives or raiding a vault!

ATTACHMENTS

I think it was Friedrich Nietzsche who said, “The best weapon against an enemy is one with more attachments.” Or maybe I am misremembering that.

Let’s start off with the Sten, our goal is to have more weapons get modified to have 4 to 5 attachments available, most of which can be unlocked through a trader (the Sten attachments will be through the Overlord trader). Included attachments for the sten re-work are a drum mag, stock and muzzle break, but with the suppressor to remain a craftable. This redesign was inspired by the prototype Mark 1 Sten which has given it our unique diesel-punk spin, this is also something that we will continue to do with all our weapons across the board!

 

 

PERFECTLY BALANCED as all things should be……

Ceeg – Receiving your feedback & suggestions in our Discord, has been incredibly helpful in how we choose to balance different aspects of our game. Here are some of the changes that will be taking effect with the upcoming patch! First off, the Merchant ship and Capital ships have had their spawn rates increased!

This paired with the improvements to the map cycling should help prevent too much raid repetition. We’ve also made some adjustments to loot distribution, like adding a cheeky new depot in the Navy Outpost, helping make more of the locations appealing, even if you don’t have a quest primed for that map. In terms of our Weapons and stats, we are enjoying that a hard meta hasn’t formed and players are enjoying trying out different kits. This is something we love to see and will always encourage.

Lastly, some changes have been made to Mission Requirements, making some of the extremely hard ones a little more forgiving, but also adding more variations to the Daily Contracts, so that Penal Colony and Navy Outpost are included in the loop!

QOL & ANTI CHEAT

You said it (a lot!), so we did it! Toggle Lean is being implemented with the upcoming patch. And the whole Universe rejoiced! We have also made some headway into the FOV Slider and various other QoL adjustments, so watch this space…

James – We thought we would share with you that we have been performing daily ban waves since launch, reaching 20 waves total with many cheaters removed from the game. So, thank you to everyone who has been diligent with the player reports.

We knew making such a hardcore competitive game would attract this sort of attention, and wanted to let everyone know that this will be an on-going battle and we have no intention of letting off the pressure. We would also like to take this opportunity to say that we do see a lot of *minor* cheating, including the use of exploits (using only what is in the base game) that will result in a ban. So don’t chance it. We don’t enjoy implementing full bans on players who clearly enjoy the game, and have pushed the boundaries a little too far!

BONUS EXPERIMENT

Every so often, we will try and experiment with a new feature that has either been highly requested, or something that we really want to see in Marauders, even though it might not necessarily be planned, or on the Roadmap. With this update we wanted to see if scopes could give our semi auto rifles a stronger position in your armoury. We love our focus on ironsight gameplay and it is here to stay, but we couldn’t resist seeing what a sniper rifle might feel like. So keep an eye out for them in the near future!

That’s it for this Dev Blog, keep a close eye out for the Patch Notes with Update HEALTH!

See you out there, Space Pirates!

– SIG team

Join us on DISCORD MARAUDERS PORTUGAL

In this Marauders Weapons Guide, we’ll explain how weapons work in the game and break down the stats of all of the weapons we’ve found so far.

If you need some help, you can find us on Discord Marauders Portugal 

How Marauders Weapons Work

Most of the Marauders Weapons you find will be firearms, although there are a few melee weapons in the game as well.

Most weapons make use of these stats:
  • Ammo – The type of ammunition a Weapon uses.
  • Damage – How much damage a single shot does to an enemy.
  • Recoil – A measurement of recoil. A higher number means stronger recoil.
  • Capacity – How much ammo is in a magazine.
  • Fire Rate – A measurement of how quickly the Weapon fires.
  • ADS Speed – How long it takes to ADS (Aim Down Sights) with the Weapon.
  • Durability – A measurement of how much you can use the Weapon before it breaks. Broken Weapons must be repaired in the Gear menu back at home.
  • Attachments – What attachments are available for the Weapon, if any. Attachments can modify the stats of a Weapon. For example, a Stock will typically reduce the Recoil of a Weapon.

How to Get Weapons in Marauders

There are three ways to get Weapons:

  1. Buying them from Traders
  2. Crafting them (once you’ve unlocked the Crafting recipes)
  3. Looting them from containers, dead NPCs, or dead players

Where to Get Marauders Attachments

If you’re looking for gun attachments, there’s two ways you can obtain them:

  1. Purchase from Vendors (Rotating)
  2. Craft Them

List of Marauders Guns

Weapon Ammo Damage Recoil Ammo
Capacity
Fire Rate ADS Speed Durability Attachments
1911 Stamp .45 ACP 28 9 7 20 15 100 N/A
BAR .300 34 18 20 39 12 Muzzle, Magazine
Blowtorch N/A 10 5 500 80 15 250 N/A
Bren Mk2 7.62mm 32 16 36 54 18 100 N/A
Combat Knife N/A N/A N/A N/A N/A 35 N/A
De Lisle Carbine .45 ACP 28 54 11 12 20 100 N/A
DP 28 54 R mm 33 12 47 55 18 100 N/A
Fire Extinguisher N/A 5 1 75 50 20 50 N/A
Hunting Knife N/A N/A N/A N/A N/A 25 N/A
Krasa Rifle 7.62mm 28 7 20 65 22 100 N/A
Liberator 12 Gauge 85 14 4 14 18 100 N/A
Luger P08 9mm 24 8 8 25 20 100 N/A
M16 5.56mm 32 8 20 42 22 100 Magazine
M1941 Johnson .300 45 48 10 20 15 100 N/A
M1A1 Para .32 ACP 28 12 15 22 20 100 N/A
M45 “K” 9mm 21 6 36 45 18 75 N/A
M50 Reising .45 ACP 30 20 12 45 25 100 Muzzle, Magazine
MAC-10 .45 ACP 23 14 30 70 20 75 Muzzle
Machete N/A N/A N/A N/A N/A 75 N/A
Mat-49 .32 ACP 22 9 36 60 22 75 Magazine, Stock
Mauser M712 10mm 35 10 10 60 15 100 Magazine, Stock
MG-42 7.62mm 32 40 75 50 15 100 N/A
Mosin Obrez 54 R mm 55 64 5 3 15 50 N/A
MP40 10mm 24 8 30 45 21 75 Muzzle, Stock
PPSH-41 10mm 23 6 36 70 17 75 Magazine
Sawed Off 12 Gauge 84 36 2 10 18 40 N/A
Sten MKII 9mm 20 7 32 48 17 75 Muzzle
SVT-40 54 R mm 40 33 10 22 17 100 N/A
Terminator 12 Gauge 100 36 1 5 15 25 N/A
Thompson .45 ACP
Trench Gun 12 Gauge 60 26 5 10 18 50 N/A
Uzi 9mm 20 8 20 60 20 75 Muzzle, Magazine, Stock
ViperMK1 9mm 21 5 32 52 18 75 Muzzle
VZ-Klobb 9mm 20 8 20 60 20 75 Muzzle, Magazine, Stock
Welrod .32 ACP 40 18 6 5 18 50 N/A

credits Robert N. Adams

Our Marauders Crafting Guide will tell you how to craft items, how to unlock new items to craft, and what you get for scrapping existing items!

If you need some help, please Join our Discord Marauders Portugal

How Marauders Crafting Works

Marauders Crafting follows the fairly simple formula of “consume X items to craft Y object.” You’ll need to gather loot from the various Raid Locations and safely bring it back home in order to Craft these items. You can also gain Crafting materials by Scrapping items you purchase from Traders.

Unfortunately, you won’t be able to just Craft any old thing right away. You’ll have to unlock Crafting Recipes by leveling up, and a handful of Crafting Recipes won’t be unlocked until you complete certain Contracts.

The following is a list of the unlock costs for Marauders Crafting Recipes and the costs to Craft each item; we’ve also included a separate list detailing what you’ll get for Scrapping items.

List of Marauders Crafting Recipes

Item Level or
Contract Req.
Skill Point
Unlock Cost
$ Unlock Cost Crafting Recipe Crafting Time
(MM:SS)
Sack Bag 1 1 N/A 2 Junk Scrap, 1 Synthetic Scrap 0:15
StenMK2 Suppressor 1 3 $1,235 2 Metal Scrap 0:25
Small Shield Contract N/A N/A 1 Reinforced Metal, 3 Junk Scrap 0:30
Bowie Knife 1 1 $300 2 Junk Scrap, 2 Metal Scrap 0:20
Pirate Helmet 2 3 $1,900 4 Junk Scrap, 1 Synthetic Scrap 0:30
Bandage 2 1 N/A 1 Synthetic Scrap 0:15
Leather Jerkin 3 3 $2,155 2 Synthetic Scrap, 1 Leather Strips 0:30
Lockpick 3 1 $3,325 1 Metal Scrap 0:20
VZ-Klobb 4 2 $3,325 2 Junk Scrap, 1 Metal Scrap 0:30
9mm Ammo 4 2 $325 1 Gunpowder, 1 Metal Scrap 0:20
Uzi Suppressor 4 3 $4,625 1 Metal Sheet, 1 Synthetic Scrap 0:25
Light Bag 5 2 $5,250 2 Synthetic Scrap 0:15
Scout Frigate 5 1 $15,620 2 Metal Sheet, 1 Fuel Bottle, 1 Synthetic Scrap, 2 Cable 2:05
10mm Ammo 6 3 $6,635 1 Gunpowder, 1 Metal Scrap 0:20
12 Gauge 6 2 $16,775 1 Hi-Grade Gunpowder, 1 Metal Scrap 0:25
PPSH-41 7 4 $7,825 1 Metal Sheet, 2 Synthetic Scrap, 1 Gunpowder 0:45
Terminator 7 3 $16,825 1 Metal Sheet, 1 Hi-Grade Gunpowder 0:45
Torpedo Launcher 7 2 $27,700 1 Metal Sheet, 1 Synthetic Scrap, 2 Gunpowder 1:15
M1 Flak Rig 7 4 $12,815 3 Synthetic Scrap, 1 Metal Scrap, 1 Leather Strips 0:45
Small Container 8 6 $8,325 3 Synthetic Scrap, 2 Metal Scrap, 1 Tool Kit 1:00
PPSH Drum Mag 8 5 $8,525 1 Metal Sheet, 1 Metal Scrap 0:20
.45 ACP 9 3 $9,500 2 Gunpowder 0:20
1911 Stamp 10 3 $10,500 2 Metal Scrap, 1 Synthetic Scrap, 1 Gunpowder 0:30
M1 Helmet 10 4 $4,095 3 Metal Scrap, 1 Fabric 1:00
Small First Aid 10 5 $19,500 1 Synthetic Scrap, 1 Disinfectant 0:25
Mat-49 Stock 11 3 $11,555 2 Metal Scrap 0:25
.32 ACP 11 3 $11,635
Mat-49 11 5 $11,700 3 Metal Scrap, 1 Synthetic Scrap, 1 Gunpowder 0:45
Rocket Artillery 12 2 $32,075
Commando Backpack 13 3 $13,500 2 Fabric, 1 Metal Scrap, 1 Synthetic Scrap 1:00
5.56 Ammo 14 6 $14,800 1 Hi-Grade Gunpowder, 1 Metal Scrap 0:25
Interceptor Frigate 14 7 $52,500 3 Metal Sheet, 3 Metal Scrap, 1 Tool Kit, 1 Fuel Bottle, 3 Synthetic Scrap, 1 Large Cable 2:20
Hi-Grade Gunpowder 14 8 $37,075 3 Gunpowder, 1 Metal Sheet 0:45
Plate Rig 15 10 $35,075 1 Metal Sheet, 1 Fabric, 1 Leather Strips 1:00
Blow Torch Contract N/A N/A
54-R 15 5 $17,075
Flak Cannon 16 3 $62,055
7.62 Ammo Contract N/A N/A
Mosin Obrez 17 5 $17,500 2 Metal Scrap, 1 Synthetic Scrap, 1 Gunpowder 0:30
Heavy Frigate 18 8 $82,750
460mm Triple Turret 19 3 $109,115
.300 Magnum 20 7 $21,925
Machete Contract N/A N/A
SVT-40 21 6 $18,015
Large Container 22 10 $215,000
Howitzer Turret 24 4 $242,100
M16 24 6 $24,715
M16 Extended Mag 25 6 $25,715
BAR Compensator 29 7 $27,015
BAR Extended Mag 29 7 $29,715
BAR 29 7 $29,900
Nuclear Launcher 30 9 $309,000
M5 Helmet 31 8 $30,175
Capital Frigate Contract N/A N/A

List of Marauders Scrapping Payout Chances

Item Scrapping Item Chances
1911 70% Metal Scrap, 30% Junk Scrap
BA Beret 50% Synthetic Scrap, 50% Junk Scrap
BA Flak Vest 40% Fabric, 35% Metal Sheet, 25% Synthetic Scrap
BA Helmet 50% Metal Scrap, 30% Synthetic Scrap, 20% Junk Scrap
Barrel Backpack 50% Synthetic Scrap, 25% Metal Scrap, 25% Junk Scrap
Blow Torch 40% Metal Scrap, 35% Metal Sheet, 25% Junk Scrap
Bren Mk2 40% Metal Scrap, 40% Metal Sheet, 20% Junk Scrap
Civilian Helmet 50% Synthetic Scrap, 50% Junk Scrap
Cloth Cap 50% Synthetic Scrap, 50% Junk Scrap
Combat Knife 15% Synthetic Scrap, 15% Metal Scrap, 70% Junk Scrap
De Lisle Carbine 40% Metal Scrap, 35% Synthetic Scrap, 25% Junk Scrap
DP28 30% Metal Scrap, 25% Synthetic Scrap, 30% Metal Sheet, 15% Junk Scrap
Fire Extinguisher 15% Metal Scrap, 85% Junk Scrap
Heavy Stathelm 40% Metal Scrap, 40% Reinforced Metal, 20% Junk Scrap
Hunting Knife 15% Synthetic Scrap, 15% Metal Scrap, 70% Junk Scrap
Leather Cap 75% Leather Strips, 25% Junk Scrap
Liberator 25% Metal Scrap, 25% Synthetic Scrap, 25% Metal Sheet, 25% Junk Scrap
Light Bag 70% Synthetic Scrap, 30% Junk Scrap
Light Stathelm 30% Metal Sheet, 35% Metal Scrap, 30% Junk Scrap
Luger P08 20% Metal Scrap, 80% Junk Scrap
M1 Flak Vest 75% Synthetic Scrap, 25% Junk Scrap
M16 35% Metal Scrap, 35% Synthetic Scrap, 30% Junk Scrap
M1A1 Para 50% Metal Scrap, 50% Synthetic Scrap
M1941 Johnson 35% Metal Sheet, 30% Synthetic Scrap, 35% Junk Scrap
M3 Flak Vest 30% Metal Scrap, 30% Synthetic Scrap, 30% Metal Sheet, 10% Junk Scrap
M50 Reising 40% Metal Scrap, 35% Synthetic Scrap, 25% Junk Scrap
Mat-49 75% Metal Scrap, 25% Junk Scrap
Mauser M712 50% Metal Scrap, 50% Junk Scrap
Plate Rig 35% Metal Scrap, 35% Synthetic Scrap, 30% Junk Scrap
Pouch Rig 70% Synthetic Scrap, 30% Junk Scrap
PPSH-41 30% Metal Scrap, 35% Synthetic Scrap, 35% Junk Scrap
Riot Helmet 30% Metal Scrap, 25% Synthetic Scrap, 30% Metal Sheet, 15% Junk Scrap
Sack Bag 50% Synthetic Scrap, 50% Junk Scrap
Security Helmet 50% Metal Scrap, 30% Synthetic Scrap, 20% Junk Scrap
Small Shield 30% Metal Scrap, 35% Metal Sheet, 35% Junk Scrap
Sten MKII 60% Metal Scrap, 40% Junk Scrap
Uzi 50% Metal Scrap, 50% Junk Scrap
Welrod 50% Metal Scrap, 50% Junk Scrap

Thanks for reading our Marauders Crafting Guide. If you found it useful, why not have a look at some of his content

This Marauders Locations Guide will show you what each Raid location looks like and gives you tips about what you can expect to find within.

If you need some help, check our Discord Oficial Marauders Portugal Click here 

List of Marauders Locations

This is a list of all of the Marauders Locations we’ve found in the game thus far along with some information about each of them.

 

Iridium Asteroid Mine

The Iridium Asteroid Mine is overrun with Raiders. It features many large, open spaces where you will be very exposed. Move through the map carefully — walking down the wrong hallway could put you in a position where you’re under attack and you have no cover.

Here are the key locations in the Iridium Asteroid Mine, complete with relevant Contract objectives and general coordinates:

Asteroid Half Track Bike – part of the Zero to Hero ‘Repo Man’ Core Contract.

  • X = 62,283
  • Y = -4,086
  • Z = 74

Security Office – Good loot location, including an armoury requiring a lockpick, and a Transmitter near the entrance.

  • X = 59,000
  • Y = -5,400
  • Z = 497

Air Production/Air Processor – Involved in the Air Production Daily Contract.

  • X = 66,000
  • Y = -1,050
  • Z = 499

Furnace – Involved in the ‘Scouting Party’ Zero to Hero Core Contract.

  • X = 64,000
  • Y = -2,000
  • Z = -29

Mine Depot – High-quality loot location within the Furnace Room that can contain rare Crafting resources, including Nuclear Material.

  • X = 62,500
  • Y = -400
  • Z = 362

Foreman’s Office – The Foreman’s Gold Ring for the Brigand Service Daily Contract can be found here, as well as various medical supplies, alongside a Transmitter.

  • X = 67,000
  • Y = -5,550
  • Z = -910

Mine Tunnels – The Asteroid Nickel Ore for the Mineral Mania Daily Contract can be found here alongside other high-quality loot.

  • X = 65,700
  • Y = -5,120
  • Z = -1,494

Iridium Asteroid Mine Vault – Contains high-quality loot but requires a Blowtorch to enter.

  • X = 63,500
  • Y = -3,000
  • Z = -791

1st Locked Yellow Container – High-quality loot location.

  • X = 61,000
  • Y = -5,660
  • Z = 498

2nd Locked Yellow Container – High-quality loot location.

  • X = 65,400
  • Y = -3,600
  • Z = 297

 

L1812 Service Space Station

The L1812 Service Space Station has devolved into chaos and has been virtually abandoned. It contains a mix of medium-sized rooms and smaller hallways.

Here are the key locations in the L1812 Service Station/Spaceport, complete with relevant Contract objectives and general coordinates:

Cargo Room – The Spaceport Cargo Report for the Shopping Tour Daily Contract can be found here in the upper room.

  • X = 66,570
  • Y = 19,003
  • Z = 397

The Bar – The Admin Manifest for the Papers Please Daily Contract can be found here, as well as a Transmitter. There is also an Armoury on the ground-floor around the central bar area which stores high-quality loot, and a Medical Room upstairs.

  • X = 59,000
  • Y = 24,000
  • Z = 299

Spaceport Vault – Found at the back of the Bar area, the Vault contains high-quality loot but requires a Blowtorch to enter. This location is also relevant for the Vault Intel Daily Contract.

  • X = 68,000
  • Y = 23,000
  • Z = 100

Heavy Frigate – A Motor Oil Can for the Fuel Shortage Daily Contract can be found on the floor here.

  • X = 55,000
  • Y = 23,000
  • Z = 400

Meat Locker – A helpful landmark to orient yourself during Raids, located near the Bar. This area is often quiet and has quite a few containers to loot.

  • X = 60,500
  • Y = 17,200
  • Z = 200

Customs Rare Loot Room – Found between the Bar and the Meat Locker, this small room in the Customs area houses high-quality loot drops, including weapons, armour, and Crafting materials.

  • X = 59,500
  • Y = 25,000
  • Z = 52

Spaceport Depot – High-quality loot location that can contain rare Crafting resources.

  • X = 69,500
  • Y = 20,000
  • Z = 204

1st Locked Yellow Container – High-quality loot location.

  • X = 64,500
  • Y = 25,500
  • Z = 100

2nd Locked Yellow Container – High-quality loot location (underneath the Heavy Frigate).

  • X = 68,000
  • Y = 23,000
  • Z = 100

 

As one might expect, you’re going to find tougher-than-usual NPCs in this location. SAS Operatives (and the superior SAS Captains) roam the halls and many of them are equipped with the Bren Mk2 machine gun. Confront the enemies here with caution.

Here are the key locations in the Navy Outpost, complete with relevant Contract objectives and general coordinates:

Barracks – This dense area is the sleeping quarters for the soldiers on board. There are several lockers populating this area that have a chance to contain high-quality loot.

  • X = 24,000
  • Y = 47,000
  • Z = 650

High Command – High-quality loot location. This overlooks the two main hangars, giving you a great vantage point against other players and AI enemies. High Command contains several weapon crates, SAS enemies carrying strong equipment, and can even spawn Supply Drops.

  • X = 20,000
  • Y = 38,500
  • Z = 1,250

War Room – Tucked away down corridors is this high-quality loot location, which can contain War Bonds among other valuable loot in containers.

  • X = 25,500
  • Y = 41,500
  • Z = 1,000

Infirmary – This medical bay on the lower decks contains lots of healing supplies, including a Medical Bag container that can drop rare healing items such as First Aid Kits and Syringes.

  • X = 23,000
  • Y = 43,000
  • Z = 451

Navy Outpost Vault – Located in the main hangar area, the Vault contains high-quality loot but requires a Blowtorch to enter.

  • X = 25,000
  • Y = 37,000
  • Z = 454

 

Penal Colony Beta 5

Penal Colony Beta 5 is simply out of control. Prisoners roam the corridors freely and many of them have gotten their hands on equipment from long dead security officers. Many of the Prisoners are only armed with a knife. Don’t let them get too close — you can be killed with a single melee hit.

The outer hull is protected by four turrets sitting atop the station. Destroy them with your ship’s gun from a safe distance before approaching.

Here are the key locations in the Penal Colony, complete with relevant Contract objectives and general coordinates:

Central Tower – At the centre of the map, this tower grants easy access to each of the three floors and is a great landmark to orient yourself while exploring Penal Colony.

  • X = 60,000
  • Y = 68,000
  • Z = 679 (ground floor)

Security #1 – A small control room location containing basic loot, including Silver Coins, which serves as a good landmark to orient yourself.

  • X = 55,000
  • Y = 71,500
  • Z = 1,149

Locked Door #1: Maintenance – Near Security, the Maintenance tunnel has an area behind a locked door. Inside can be high-quality loot, including War Bonds.

  • X = 55,000
  • Y = 67,500
  • Z = 750

Locked Door #2 – Between Security and Gym, this locked area contains high-quality loot, including War Bonds.

  • X = 57,800
  • Y = 72,000
  • Z = 600

Security #2 – Another control room type area can be found near Kitchen. Inside can be War Bonds among other loot.

  • X = 66,000
  • Y = 72,000
  • Z = 700

Locked Door #3: Maintenance – Another Maintenance tunnel can be found near Security #2 and the Workshop. In the tunnel will be the third locked area, requiring a lockpick to access the high-quality loot, including War Bonds.

  • X = 66,000
  • Y = 68,000
  • Z = 295

Penal Colony Vault – Housed on the third floor within the Staff Locker area, the Vault contains high-quality loot but requires a Blowtorch to enter.

  • X = 58,000
  • Y = 62,500
  • Z = 1,601

 

Terraformer

As with the Iridium Asteroid Mine, the Terraformer has a lot of wide-open areas devoid of cover. Try to conserve stamina and be prepared to sprint to safety if you’re in one of these open spaces.

Here are the key locations in the Terraformer, complete with relevant Contract objectives and general coordinates:

Quarters – Near the Research spawn area, the Quarters is a small concrete building that can contain handy medical supplies.

  • X = 54,000
  • Y = -41,000
  • Z = 350

Production – A large concrete building marked with distinctive red paint, Production houses the Production Manifest required for the Crop Production Daily Contract.

  • X = 52,500
  • Y = -44,000
  • Z = 250

Terraformer Depot – Inside the tunnel system is Terraformer’s Depot. This contains high-quality loot, including rare crafting materials.

  • X = 60,000
  • Y = -35,000
  • Z = 206

Locked Door #1: Terraformer A – Inside the large Terraformer A tunnel is an area behind a locked door. Inside can be high-quality loot, including medical supplies.

  • X = 53,000
  • Y = -36,000
  • Z = 350

Locked Door #2: Tunnel B – Further inside the tunnel system, in the Tunnel B zone, is another locked door containing high-quality loot, including valuable War Bonds.

  • X = 61,000
  • Y = -29,000
  • Z = 350

Terraformer Vault – In the central area of the map, near the Research Tunnel, is the Vault, housed within a large concrete building with identifiable yellow markings. The Vault is at the back up the stairs. This area contains high-quality loot but requires a Blowtorch to enter.

  • X = 48,000
  • Y = -32,500
  • Z = 639

1st Locked Yellow Container – High-quality loot location directly outside the Vault building.

  • X = 49,000
  • Y = -31,000
  • Z = 100

2nd Locked Yellow Container – High-quality loot location on the opposite side of the central area from the Vault and the first yellow container.

  • X = 54,000
  • Y = -25,000
  • Z = 100

 

Merchant Ship

The Merchant Ship is different from standard Marauders Locations. It doesn’t have a dedicated map of its own; rather, the ship can randomly appear in Raids on other locations. You can only board the Merchant Ship by abandoning your ship with a Breaching Pod and using it to breach the Merchant Ship.

This ship is protected by Security Personnel who are armed with PPSH-41s and 1911 Stamps. Unfortunately, several of the Escape Pod/Breaching Pod locations are located right next to each other on the lower deck, so watch out for other players when you’re breaching or escaping the Merchant Ship.

Damaged Capital Ship

Like the Merchant Ship, the Damaged Capital Ship has a random chance to spawn at the start of each Raid you enter and you can only get aboard it by launching a Breaching Pod from your ship. However, it is a much rarer spawn than the Merchant Ship.

Beware approaching the Capital Ship since, although its severely damaged, the heavy Flak Cannon on the top is still very much active. Destroy this cannon from a distance using your ship before approaching and attempting to breach.

The challenge doesn’t end once you board the vessel. The Damaged Capital Ship is a very enclosed and claustrophobic environment, predominantly being tight corridors with several small rooms on either side, giving plenty of opportunity for ambushes. Moreover, the ship is inhabited by the toughest and most deadly NPCs in the game, elite Navy soldiers like the Commando and Captain units, often coming equipped with full Panzer Rigs and assault rifles like the Krasa Rifle. If you manage to take one down, however, you can loot the very same items from their bodies. This makes the Damaged Capital Ship the best place to go for the most powerful Weapons and Armor you can find. Once again, don’t attempt to enter this location lightly or you will pay the price.