Salvage

Wreck-picking, ID functional tech, strip hulks for value.

Salvage covers stripping wreck-scrap, identifying functional components, assessing a wreck's total value, recovering intact rare technology, safely gutting unstable hulks, and finding hidden caches in Derelicts. Mechanics fixes things; Salvage knows which things are worth fixing. Engineering assesses structures; Salvage knows which structures are worth cutting open. Every wreck is a puzzle: what is alive, what is dead, and what will kill you if you pull the wrong wire. The scavenger fleet follows the battle fleet; the best salvagers are the ones who know where the value hides.

Rules Reference

FieldValue
Armor Check Penaltyfalse
Key AbilityINT
Trained Onlyfalse
Untrained UseStrip obvious scrap at DC 10 only; tech ID, assessment, and unstable work require training.
Key AbilityINT

Notes

Special: Failed gut of unstable hulk (fail by 5+) triggers collapse/explosion for 2d6 damage within 10m. Does not cover building/repairing or structural assessment.

Special: Gutting an unstable hulk and failing by 5 or more triggers a collapse, explosion, or radiation burst: 2d6 damage to everyone within 10 metres. Salvage does not cover building or repairing things (Mechanics) or assessing structural integrity (Engineering) -- it covers finding the value in what is already broken.

Untrained: An untrained character can strip obvious scrap -- loose plating, exposed wiring, anything you can pry off with a crowbar -- at DC 10. Identifying functional tech, assessing wreck value, and working unstable hulks all require training. A scavver with no training is just a thief with a cutting torch.

Descriptors

dc: 10

FieldValue
dc10
taskStrip common scrap from a wreck or debris field

dc: 15

FieldValue
dc15
taskIdentify a functional component in wreckage

dc: 18

FieldValue
dc18
taskAssess a wreck's total salvage worth

dc: 22

FieldValue
dc22
taskRecover intact rare or delicate technology

dc: 25

FieldValue
dc25
taskSafely gut an unstable or irradiated hulk

dc: 30

FieldValue
dc30
taskPull a jackpot find from a derelict

Synergy

bonus: 2

FieldValue
bonus2
fromMechanics
threshold5

bonus: 2

FieldValue
bonus2
fromEngineering
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillMechanics

bonus: 2

FieldValue
bonus2
ranks5
skillEngineering

Uses

application: Strip common scrap from a wreck or debris field

FieldValue
applicationStrip common scrap from a wreck or debris field
dc10
failureYou grab what looks good but it is degraded; half value or less.
successYou pull out usable materials -- plating, wire, basic components.

application: Identify a functional component in wreckage

FieldValue
applicationIdentify a functional component in wreckage
dc15
failureYou pull a dead component or misidentify a live one.
successYou find the part that still works and know what it does.

application: Assess a wreck's total salvage worth

FieldValue
applicationAssess a wreck's total salvage worth
dc18
failureYou over- or under-estimate badly; bad intel for the crew.
successYou know what the wreck holds, where it is, and roughly what it is worth.

application: Recover intact rare or delicate technology

FieldValue
applicationRecover intact rare or delicate technology
dc22
failureIt cracks, shorts, or degrades on extraction; damaged or ruined.
successThe tech comes out whole; plasma conduits, data cores, or xeno artefacts intact.

application: Safely gut an unstable or irradiated hulk

FieldValue
applicationSafely gut an unstable or irradiated hulk
dc25
failureThe hulk reacts; radiation spike, structural collapse, or a cook-off. 2d6 damage.
successYou work around the hazards; full extraction, no casualties.

application: Pull a jackpot find from a derelict

FieldValue
applicationPull a jackpot find from a derelict
dc30
failureThe jackpot was there and you missed it, or what you found is worthless.
successYou find the hidden cache, the sealed compartment, the thing everyone else missed.