Equipment
TL
1
First Aid Kit
2 APTurn ActionRangeCloseUses3
This set of bandages, plasters, gauze, painkillers, and antiseptics allows you to patch up wounds in the field.
A target creature of your choice in Range regains 3 Hit Points. If they were on 0 Hit Points this restores them to consciousness with 3 HP.
Union Safety Guideline 305.15 recommends each Union Crawler salvage crew equip a First Aid Kit for all active field work.
Equipment
Salvage Union Workshop ManualPage 80
TL
1
Handheld Riveting Gun
RangeClose
This pocket-sized riveting gun can make basic repairs in the field.
Patch
2 APTurn ActionRangeClose
When activated, a target Mech or Vehicle of your choice in Range with at least 1 SP regains 2 SP.
System Repair
2 APShort ActionRangeClose
You repair a damaged Tech 1 System or Module in Range to Intact Condition. It is now usable.
Chassis Repair
4 APLong ActionRangeClose
You repair a damaged Tech 1 Mech Chassis or Vehicle in Range to Intact Condition. It is now usable with 1 SP.
Equipment
Salvage Union Workshop ManualPage 80
TL
1
Heavy Duty Torch
Free ActionRangeClose
A handheld worker’s torch that runs on a rechargeable lithium-ion battery.
This lights up an area in Close Range of the Pilot, allowing them to see more clearly in dark or foggy conditions.
Equipment
Salvage Union Workshop ManualPage 80
TL
1
High Tensile Wire
Turn ActionRangeCloseRigging
Strong and durable wire, with multiple potential creative applications.
This can be attached to anything within Range, allowing you to climb the wire. It can also be used to aid in the dragging of heavy objects.
Equipment
Salvage Union Workshop ManualPage 80
TL
1
Improvised Explosive Device
RangeCloseDamage3SPExplosive1Uses2
This covers any number of homemade explosives. Exploding powder and bits of shrapnel are easy to find amongst the wastes.
An IED can be thrown at a target as an attack. It can also be planted as a proximity mine which triggers when a target comes within Close Range of the IED. In either case, roll an attack as normal to find out what happens.
Equipment
Salvage Union Workshop ManualPage 80
TL
1
Improvised Firearm
RangeCloseDamage3HPBallisticUnwieldy
This covers any number of improvised firearms such as pipe guns, zip guns, and slam guns. The humble boomstick has got many a salvager out of a sticky situation.
Equipment
Salvage Union Workshop ManualPage 80
TL
1
Improvised Melee Weapon
RangeCloseDamage2HPMeleeSilent
This covers any number of melee weapons from wrenches and hammers to shards of metal and sharpened metal posts. There are a lot of things you can use to bludgeon, stab, or otherwise injure someone, to be found in the wastes.
Equipment
Salvage Union Workshop ManualPage 298
TL
1
Portable Comms Unit
Free ActionRangeMediumCommunicator
A handheld communications device that uses a radio frequency.
This allows you to communicate with anything that has the Communicator Trait within Range.
Equipment
Salvage Union Workshop ManualPage 301
TL
1
Salvaging Tools
Salvaging
This covers a wide array of tools, from jacks to hammers to angle grinders, that are used in salvaging.
This allows your Pilot to salvage in the field, because sometimes you need to get your hands dirty.
Equipment
Salvage Union Workshop ManualPage 298
TL
2
Flare Gun
Turn ActionRangeFarUses3
A launcher for a flare intended to be used as a distress signal, beacon, or in a pinch, to light up an area.
When fired, the flare can be seen from anywhere up to Far Range. It lights up an area within Close Range of its target for 1 hour.
Equipment
Salvage Union Workshop ManualPage 81
TL
2
Holofoil Tent
Short Action
A large, sturdy but light tent made out of a strong, waterproof, and insulating material.
The tent can comfortably fit up to five people. Everyone inside the tent suffers no damage or effect from dangerous environmental effects such as radiation storms, cold snaps, or acid rain, and half damage from severe environmental effects such as tornadoes and firestorms.
Equipment
Salvage Union Workshop ManualPage 81
TL
2
Pistol
RangeCloseDamage3HPBallistic
This weapon covers a wide variety of standard issue pistols such as revolvers and semi-automatic pistols.
Equipment
Salvage Union Workshop ManualPage 314
TL
2
Disposable Camera
Turn ActionRangeFarUses30
A disposable camera that can take up to 30 pictures of anything within Range. These pictures can be developed during Downtime on your Union Crawler and used as a Keepsake.
Equipment
Salvage Union Workshop ManualPage 81
Holo Companion
Pilot equipment
You have created an intelligent, holographic, A.I. companion that only you can use. Describe your Companion's appearance, and name them. They project from a small, portable device which you can hold on your person. Add this to your Pilot Inventory.
Your Holo Companion cannot interact physically with the material world, but can see, be seen, speak, and traverse it. You can project or un-project them as a Turn Action, and they can appear anywhere within Medium Range of the device. Nominate another player at the table to voice your companion.
Their personality develops over time, based on a learning algorithm. During Downtime, they gain an A.I. Personality Trait based on their recent experiences. You can use the A.I. Personality Trait Table p. 91 for this or consider your own.
If your projection device is misplaced or destroyed you can acquire a new one during Downtime. Your A.I. is downloaded onto the device from a backup stored on your Union Crawler.
Project
Turn ActionRangeMedium
You project your Holo Companion into the world. They can appear anywhere within Medium Range of the device.
Un-Project
Turn Action
You un-project your Holo Companion back into the device.
Equipment
Salvage Union Workshop ManualPage 35
TL
2
Portable Arc Welder
This miniaturised Arc Welder allows you to make improved field repairs to a wide variety of Mechs and parts.
Patch
2 APTurn ActionRangeClose
When activated, a target Mech or Vehicle of your choice in Range with at least 1 SP regains 3 SP.
System Repair
2 APShort ActionRangeClose
You repair a damaged Tech 1 or 2 System or Module in Range to Intact Condition. It is now usable.
Chassis Repair
4 APLong ActionRangeClose
You repair a damaged Tech 1 or 2 Mech Chassis or Vehicle in Range to Intact Condition. It is now usable with 1 SP.
Equipment
Salvage Union Workshop ManualPage 82
TL
2
Red Laser Pistol
RangeCloseDamage3HPEnergy
This weapon covers a wide variety of standard issue handheld lasers such as blasters, phasers, and zap guns.
Equipment
Salvage Union Workshop ManualPage 82
TL
2
Rigging Jack
Rigging
This hydraulic jack can aid in the heavy lifting of salvage.
The Rigging Jack can carry 1 Scrap upon it.
Equipment
Salvage Union Workshop ManualPage 82
TL
2
Reinforced Polycarbonate Shield
ReactionHeavyShield
Typically used in breaching and boarding actions, as well as for riot control, this large shield protects its wearer from harm.
When your Pilot is hit by an attack you may destroy the Reinforced Polycarbonate Shield to take half damage from the attack and suffer none of its effects.
Equipment
Salvage Union Workshop ManualPage 81
TL
3
Green Laser Rifle
RangeMediumDamage5HPEnergy
This weapon covers a wide variety of standard issue shoulder-mounted energy laser rifles such as beam guns, pulse lasers, and ray rifles.
Equipment
Salvage Union Workshop ManualPage 313
TL
3
Grenade
RangeMediumDamage4SPExplosive1Uses3
A handheld explosive device that can be thrown towards a target dealing high damage in an area.
Equipment
Salvage Union Workshop ManualPage 82
TL
3
Hazard Protection Suit
ArmorHeavy
This all-purpose bio-hazard suit can protect you from the ravages of the wastes once you are zipped up all comfy inside.
The suit protects you from dangerous environmental hazards such as radiation storms, cold snaps, or acid rain. In addition, you take half damage from any severe environmental hazards such as tornadoes, firestorms, or bubbling pools of toxic waste.
Equipment
Salvage Union Workshop ManualPage 82
TL
3
Healing Bio-Foam
Uses3
This canister contains an advanced form of bio-foam that when sprayed on a wound forms a rigid layer of biocomposite polymer, sealing the injury.
Healing Spray
Turn ActionRangeClose
A target creature of your choice in Range regains 5 Hit Points. If they were on 0 Hit Points this restores them to consciousness with 5 HP.
Suturing Spray
Short ActionRangeClose
A target creature of your choice in Range heals a Minor Injury.
Equipment
Salvage Union Workshop ManualPage 83
TL
3
Handheld Epoxy Canister
This handy piece of equipment applies layers of metallic oxide which can repair and restore a diverse range of broken Mechs and parts.
Patch
2 APTurn ActionRangeClose
You restore up to 4 SP to a target Mech in Range with at least 1 SP.
System Repair
2 APShort ActionRangeClose
You repair a damaged Tech 1, 2, or 3 System or Module in Range to Intact Condition.
Chassis Repair
4 APLong ActionRangeClose
You repair a damaged Tech 1 Mech Chassis or Vehicle in Range to Intact Condition. It is now usable with 1 SP.
Equipment
Salvage Union Workshop ManualPage 83
TL
3
Hover Sled
HeavyHover
This floating sled allows you to store cargo on it that your Pilot would not otherwise be able to carry.
It ignores any Difficult Terrain or obstacles as it moves, and has a Cargo Capacity of 4 and 3 SP.
Equipment
Salvage Union Workshop ManualPage 83
TL
3
Melee Armament
RangeCloseDamage4HPMeleeSilent
This covers a wide range of high quality melee weapons that your Pilot can acquire, from standard issue survival knives and hatchets to katanas and claymores.
Equipment
Salvage Union Workshop ManualPage 83
TL
3
Portable Flamethrower
RangeCloseDamage2HPAnti-organicBurn2OverheatHeavy
This portable flamethrower fires superheated liquid flame at a target.
Equipment
Salvage Union Workshop ManualPage 83
TL
3
Reactive Armour
ArmorHeavy
Layers of reactive heavy carbonate protect a Pilot against various types of damage, from ballistic and laser damage to explosive and shrapnel damage.
Reduce all damage your Pilot takes by 1 to a minimum of 1 when this Armour is equipped. Apply this after other modifiers.
Equipment
Salvage Union Workshop ManualPage 333
TL
3
Rifle
RangeMediumDamage5HPBallistic
This weapon covers a wide variety of standard issue ballistic rifles, including assault rifles, semi-automatic rifles, and bolt-action rifles.
Equipment
Salvage Union Workshop ManualPage 127
TL
3
Shotgun
RangeCloseDamage4HPBallistic
This weapon covers all manner of ballistic firearms designed to discharge small-pellet-like shot at targets.
When you hit with this weapon up to one other target of your choice in Close Range takes 2 HP damage.
Equipment
Salvage Union Workshop ManualPage 84
TL
3
Tranquiliser Rifle
RangeMediumSilentUses3
This weapon fires a dart loaded with a strong anaesthetic that knocks out the target.
If a creature is hit with the tranquiliser rifle they fall unconscious for 10 minutes. Making any attack with this weapon reduces its Uses by 1. This does not affect Bio-Titans or Meld.
Equipment
Salvage Union Workshop ManualPage 84
TL
4
Adv. Epoxy Applicator
This specialised device scans and automatically applies layers of metallic oxide that fill and repair damaged Mechs based on their blueprints. This allows repair of some of the most advanced Mechs in production.
Patch
2 APTurn ActionRangeClose
You restore up to 5 SP to a target Mech in Range with at least 1 SP.
System Repair
2 APShort ActionRangeClose
You repair a damaged Tech 1 System or Module in Range to Intact Condition. It is now usable.
Chassis Repair
4 APLong ActionRangeClose
You repair a damaged Tech 1 Mech Chassis or Vehicle in Range to Intact Condition. It is now usable with 1 SP.
Equipment
Salvage Union Workshop ManualPage 84
TL
4
Electro Grappling Hook
RangeMediumClimbing
This gravitonic beam allows the user to attach themselves to surfaces at Range, allowing them to swing or pull themselves towards it. You may use it to attach to any surface within Range.
Equipment
Salvage Union Workshop ManualPage 301
TL
4
Night Vision Goggles
Free ActionRangeLong
An array of infravision optical mounts worn via a specialised helmet.
When activated, your Pilot can see in darkness via a green tinted visor, in any area within Range. This effect lasts for 1 hour.
Equipment
Salvage Union Workshop ManualPage 84
TL
4
Portable Multi-Phase Shield
2 APReactionShield
Favoured by Sakura Wetwork teams, this miniature, wrist-mounted shield can protect you from harm by projecting a forcefield around your Pilot which will absorb some of the incoming attack.
When you are hit by an attack you may activate your Portable Multi-Phase Shield to prevent the hit.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | The attack deals no damage. |
11-19 | The forcefield partially absorbs some of the hit, you take half damage from the attack. |
6-10 | The forcefield absorbs the blow, but is destroyed. You take no damage from the attack and your Portable Multi-Phase Shield is destroyed. |
2-5 | The force field fails and the attack hits as normal. |
1 | The attack hits as normal and the shield overloads. Your Portable Multi-Phase Shield is destroyed. |
Equipment
Salvage Union Workshop ManualPage 85
TL
4
Remote Mine
RangeCloseDamage4SPExplosive4Uses2
An explosive device that can be remotely detonated.
You may place and set the Remote Mine as a Turn Action. It can be detonated remotely as a Turn Action from Medium Range. When it detonates, roll to make an attack as normal. On a hit all targets within Range take 4 SP damage.
Whist use of Remote Mines is allowed under Corporate Council policy; Union Safety Regulation 402.36 bans their use in civilian occupied territory.
Equipment
Salvage Union Workshop ManualPage 85
TL
4
Rocket Launcher
RangeLongDamage5SPExplosive1HeavyMissileUses3
This weapon fires unguided, explosive warheads at its targets and is a great way to make an entrance at your next hoedown.
Equipment
Salvage Union Workshop ManualPage 85
TL
4
Sniper Rifle
RangeLongDamage6HPBallistic
This weapon covers a wide variety of scoped rifles designed for taking out targets at a distance.
Equipment
Salvage Union Workshop ManualPage 47
TL
5
Monomolecular Sword
RangeCloseDamage4SPDeadlyMeleeSilent
This blade is formed from a super-hardened carbon lattice, held together by an electro-static charge, and honed to the width of a single mole-cule. They give off the smell of ozone in the atmosphere as the moisture in the air is cut.
Equipment
Salvage Union Workshop ManualPage 301
TL
5
Beta Fission Gun
RangeMediumDamage7SPEnergyBurn2Explosive2HeavyUses3
This frankly over-designed weapon fires a huge blast of supercharged fission which engulfs an entire area in superheated green flame.
Equipment
Salvage Union Workshop ManualPage 85
TL
5
Polycarbonate Carapace Armour
ArmorHeavy
Heavy layers of reinforced carbonate provide excellent protection in the field against all manner of harm one could find in the wastelands.
Reduce all damage your Pilot takes by 2 to a minimum of 1 when this Armour is equipped. Apply this after other modifiers.
Equipment
Salvage Union Workshop ManualPage 86
TL
5
Miniaturised Repair Arm
This repair arm was developed by Stefanus to allow their field techs to make advanced repairs whilst in combat zones.
Patch
2 APTurn ActionRangeClose
You restore up to 6 SP to a target Mech in Range with at least 1 SP.
System Repair
2 APShort ActionRangeClose
You repair a damaged Tech 1, 2, 3, 4, or 5 System or Module in Range to Intact Condition. It is now usable.
Chassis Repair
4 APLong ActionRangeClose
You repair a damaged Tech 1, 2, 3, 4, or 5 Mech Chassis or Vehicle in Range to Intact Condition. It is now usable with 1 SP.
Equipment
Salvage Union Workshop ManualPage 86
TL
6
Anti-Gravity Belt
Hover
This belt straps onto your Pilot and allows them to defy the laws of physics.
Whilst equipped, this allows your Pilot to levitate, moving over obstacles and terrain, and float onto buildings and other tall structures, gaining the Hover Trait for all of their movement.
Equipment
Salvage Union Workshop ManualPage 86
TL
6
Executive Corpo Suit
ArmorFlashy
This pristine suit allows you to dress as a corpo executive from an arco of your choice. You cannot imagine how hard it is to find one of these in good condition within the wastelands.
Equipment
Salvage Union Workshop ManualPage 86
TL
6
Orbital Lance Controller
Turn ActionRangeFarEnergy
This specialised controller allows you to tap into one of the many defunct orbital satellites floating around the globe and call down a one-off laser strike against a target of your choice within Range. You must be able to identify the target, but you do not need to be able to directly see them.
There are a limited number of operational satellites in orbit, placed there by different corpos and other factions. None of them use compatible systems or codes. An Orbital Lance Controller has links to one operational satellite which has sufficient energy in its banks to fire three strikes. This means that an Orbital Lance Controller can only ever be used three times and does not regain it’s uses. The laser strike that the Orbital Lance fires can be either focussed or wide. This allows you to specify any target of your choice from the huge to the small. You can choose a wide blast to destroy a settlement, or Mech convoy, or a pinpoint strike to kill a single person. The Orbital Lance only deals as much collateral damage as you want it to. The target you choose is killed or destroyed entirely.You may only claim one Orbital Lance Controller per Union Crawler, others must be found in the wastelands. There are few of these just lying around!
Equipment
Salvage Union Workshop ManualPage 87
TL
6
Nanite Repair Injector
This portable gun injects the surface area of a damaged Mech part with nanobots which rapidly replicate and restore the damaged structure.
Patch
2 APTurn ActionRangeClose
You restore up to 8 SP to a target Mech in Range with at least 1 SP.
System Repair
2 APShort ActionRangeClose
You repair a damaged Tech 1 System or Module in Range to Intact Condition. It is now usable.
Chassis Repair
4 APLong ActionRangeClose
You repair any damaged Mech Chassis in Range to Intact Condition. It is now usable with 1 SP.
Equipment
Salvage Union Workshop ManualPage 87
TL
3
Custom Sniper Rifle
Pilot equipment
You acquire and train in the use of a Custom Sniper Rifle that only you can use.
Damage2RangeLong
Choose if it is a Ballistic or Energy weapon and it gains the respective Energy or Ballistic Trait.
In addition, choose a modification from the list below.
- Rangefinder:
•The Custom Sniper Rifle increases its Range to Far.
- Laser Guidance:
•You may spend 2 AP to automatically hit with the Custom Sniper Rifle. It also gains the Targeter Trait.
- Pinpoint Targeter:
•You may spend 2 AP when you make an attack. If it hits, a System, Module, or appendage of your choice on the target is damaged. It also gains the Targeter Trait.
- Dum Dum Rounds:
•The Custom Sniper Rifle gains the Anti-Organic Trait.
- High Calibre Rounds:
•The Custom Sniper Rifle deals an additional 1 SP damage.
- Anti-Matter:
•The Custom Sniper Rifle gains the Deadly Trait.
- Flashy:
•The Custom Sniper Rifle gains the Flashy Trait.
- Silencer:
•The Custom Sniper Rifle gains the Silent Trait.
- Compact Design:
•The Custom Sniper Rifle is designed to fold down into a briefcase, making it easily concealable.
At each Tech Level you may choose an additional modification for your Custom Sniper Rifle. In addition, its damage increases by 1 SP per Tech Level after the first, e.g. a Tech 3 Custom Sniper Rifle would deal 4 SP damage and you would be able to choose three modi- fications for it.
Equipment
Salvage Union Workshop ManualPage 85
TL
1
Auto-Turret
ImmobilePortable
SP
15
EP
10
SV
1
Sys
15
SltsMod
4
SltsHeat
10
CapYou construct an immobile Auto-Turret and train yourself in using it. Only you may use the Auto-Turret. It is powered by a simple reactor and controlled by a rudimentary A.I. It can be used to defend an area and obey simple commands. It acts independently of you, and has its own turn in the round.
An Auto-Turret uses the same rules as Mechs for attaching Systems and Modules; taking damage and being repaired; as well as Heat and Heat Checks. Your Auto-Turret cannot Push.
You may deploy your Auto-Turret in a location you are in as a Turn Action.
Your Auto-Turret has a unique personality. Choose this or roll on the A.I. Personality Table p. 91. Name your Auto-Turret if you want to get especially attached.
Your Auto-Turret has a Tech Level equal to your Union Crawler. Your Auto-Turret is upgraded along with your Union Crawler, it gains additional stats as shown for each Tech level above the first.
Bonus Per Tech Level
SP
+3
EP
+2
Sys
+3
SltsMod
+1
SltsHeat
+2
CapEquipment
Salvage Union Workshop ManualPage 30
TL
1
Camo Suit
3 APTurn ActionPilot equipmentArmor
You acquire and train in the use of a specialised Camo Suit that only you can use. It has miniature optical refractors which bend light away from you, allowing you to be effectively invisible for short periods of time as long as you do not move too quickly, make too much noise, or take any sudden actions.
When activated, you are hidden from sight and sensors for the next hour. You are effectively invisible. You cannot be noticed unless you make a lot of noise or perform a significant action like attacking.
Equipment
Salvage Union Workshop ManualPage 51
TL
1
WingSuit
Wingsuit
1 APPilot equipmentArmor
You acquire and train in the use of a Wingsuit that only you can use. It is made out of an advanced, lightweight, polycarbonate mesh that allows for limited flight and propulsion.
When activated, the Wingsuit propels you into the air, and then allows you to fly. You can move freely over obstacles and terrain and see targets clearly from your bird's-eye view. All attacks made against you whilst flying are made as though you are always at Long Range. The flight lasts for an hour or until you land.
Equipment
Salvage Union Workshop ManualPage 51
TL
1
Hacking Kit
Pilot equipmentHacking
You acquire and train in the use of a Hacking Kit that only you can use. Add this to your Pilot Inventory. This has a basic suite of hacking transmitters and tools that can be utilised by programming hacks into it.
When you acquire the Hacking Kit you may program a single Ability with the Hacking Trait from any System, Module, or Mech Chassis Ability you have access to into your Hacking Kit. The Hacking Kit can store a number of Abilities equal to the Tech Level of your Union Crawler, additional Abilities can be added during Downtime.
Once programmed, you can use the Abilities stored on your Hacking Kit as your Pilot, and can spend AP instead of EP when using them.
In addition, any Pilot Ability you have with the Hacking Trait may be performed from your Mech. You can spend EP for this Ability instead of AP.
If your Hacking Kit is misplaced or destroyed you can acquire a new one during Downtime, it still has all your stored abilities backed up.
Equipment
Salvage Union Workshop ManualPage 51
TL
1
Teleport Beacon
2 APTurn ActionPilot equipment
You acquire and train in the use of a Teleport Beacon that only you can use. Add this to your Pilot Inventory. It comes in two halves, a beacon and a controller. The beacon must be physically placed in a location when deployed.
When you activate this Ability via the controller, it allows you to teleport yourself and up to five other creatures of your choice to the location you placed the beacon in.
If the Teleport Beacon is misplaced, damaged, or destroyed, you can acquire a new one during Downtime.
Equipment
Salvage Union Workshop ManualPage 51
TL
1
Stealth Field Generator
4 APTurn ActionRangeClosePilot equipment
You acquire and train in the use of a Stealth Field Generator that only you can use. This creates a sphere of invisibility around you and up to five Mechs, Creatures, or Vehicles of your choice within Close Range. This makes you and everything you choose under the sphere effectively invisible to both radar and scanning systems, as well as optics and the naked eye. None of the Mechs, Creatures, or Vehicles within the effect of the Stealth Field Generator can be seen with the Scanner Trait, or targeted by anything with the Targeter Trait.
The Stealth Field Generator effect lasts until you choose to deactivate it as a Free Action for no cost.
If your Stealth Field Generator is misplaced, damaged, or destroyed, you can acquire a new one during Downtime. You can only ever have one Stealth Field Generator at a time.
Equipment
Salvage Union Workshop ManualPage 73
TL
1
Knife Missle
Knife Missile
3 APTurn ActionRangeFarPilot equipment
You acquire and train in the use of a Knife Missile that only you can use. Add this to your Pilot Equipment. A Knife Missile is a miniscule, tadpole-sized assassination device that flies towards a target and penetrates their skull, instantly killing them.
You control the Knife Missile remotely via a Knife Missile Controller. The Knife Missile can be set to attack any creature within Far Range. You do not need to be able to see the creature. The Knife Missile is able to fly directly to the target, avoiding detection as well as any obstacles, it can fly through vents, cracks, and get into significantly hard to reach places. The Knife Missile does not affect Meld or Bio-Titans.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | The target creature is killed, and any number of other target creatures within Close Range of the original target can also be killed if you desire. |
11-19 | The target creature is killed. |
6-10 | You can choose to kill the target creature, but if you do you are detected and your location is compromised. |
2-5 | The target narrowly avoids being killed, but is reduced to 0 HP and must roll on the Critical Injury Table. |
1 | The target avoids harm, your location is compromised, and you are detected and pursued. |
Equipment
Salvage Union Workshop ManualPage 73
TL
1
Custom Missle Launcher
You acquire and train in the use of a Custom Missile Launcher that only you can use. It can be customised how you desire. At each Tech Level you may choose an additional modification for your Custom Missile Launcher.
Custom Missile Launcher
Pilot equipment
You acquire and train in the use of a Custom Missile Launcher that only you can use. It can be customised how you desire.
Damage3RangeMediumMissileExplosive1Heavy
At each Tech Level you may choose an additional modification for your Custom Missile Launcher.
- Rangefinder:
•The Custom Missile increases its Range to Long.
- Laser Guidance:
•You may spend 2 AP to automatically hit with the Custom Missile Launcher. This attack counts as having the Targeter Trait.
- A.I. Tracking:
•You may spend 1 AP to give the Custom Missile Launcher the Guided Trait for the next attack. This attack counts as having the Targeter Trait.
- Napalm Rounds:
•The Custom Missile Launcher gains the Anti-Organic and Burn1 Trait.
- Bigger Boom:
•The Custom Missile Launcher gains the Explosive2 Trait.
- Flashy:
•The Custom Missile Launcher gains the Flashy Trait.
- Expanded Warhead:
•The Custom Missile Launcher deals an additional 1 SP damage.
- Portable:
•The Custom Missile Launcher loses the Heavy Trait.
At each Tech Level you may choose an additional modification for your Custom Missile Launcher. In addition, its damage increases by 1 SP per Tech Level after the first.
e.g. a Tech 3 Custom Missile Launcher would deal 5 SP damage and you would be able to choose three modifications for it.
If your Custom Missile Launcher is misplaced, damaged, or destroyed you can acquire a new one during Downtime of a Tech Level equal to your Union Crawler. You may only ever have one Custom Missile Launcher at a time.
Equipment
Salvage Union Workshop ManualPage 73
TL
1
Survey Drone
SP
2
EP
4
SV
2
Sys
3
SltsMod
1
SltsCrgo
1
CapHeat
2
CapYou acquire and train in the use of a Survey Drone and Drone Controller that only you can use. Add the Drone Controller to your Pilot Equipment when using the Survey Drone. You may control the Survey Drone up to Far Range.
Sending a command to your Survey Drone via the Drone Controller is a Free Action. The Survey Drone acts independently of you, on its own turn. It can be set to do automated tasks such as defending an area, attacking a target, or alerting you when it spots a threat. Your Survey Drone uses the same rules as Mechs for attaching Systems and Modules; taking damage and being repaired; as well as Heat and Heat Checks. Your Survey Drone cannot Push.
Your Survey Drone has a Tech Level equal to your Union Crawler. If your Union Crawler is upgraded, so is your Survey Drone. It gains additional stats as shown for each Tech Level above the first. If your Survey Drone becomes destroyed or is misplaced you can acquire a new one during Downtime. You may only ever have one Survey Drone at a time.
Bonus Per Tech Level
SP
+2
EP
+2
Sys
+1
SltsMod
+1
SltsCrgo
+1
CapHeat
+2
CapEquipment
Salvage Union Workshop ManualPage 48
TL
3
Mecha Companion
Pilot equipment
SP
12
EP
5
SV
2
Sys
12
SltsMod
2
SltsCrgo
3
CapHeat
8
CapYou have constructed a mechanical companion. Name and describe your new best friend and choose an A.I. Personality Trait for them. You may choose your own or roll on the A.I. Personality Table (see p. 91).
Your Mecha Companion can look however you wish. It could be a quadrupedal dog-like construction, a chonky mecha-bear, an elongated mechanical snake, or anything else you can imagine. Your Mecha Companion acts independently of you, on its own turn. You can give it any command as a Free Action.
Your Mecha Companion uses the same rules as Mechs for attaching Systems and Modules; taking damage and being repaired; as well as Heat and Heat Checks. Your Mecha Companion cannot Push.
Your Mecha Companion has a Tech Level equal to your Union Crawler (Tech 3 minimum). If your Union Crawler is upgraded, so is your Mecha Companion, it gains additional stats as shown for each Tech level above the first. If your Mecha Companion becomes destroyed or is misplaced you can acquire a new one during Downtime. You may only ever have one Mecha Companion at a time.
Bonus Per Tech Level
SP
+4
EP
+1
Sys
+3
SltsMod
+1
SltsCrgo
+1
CapHeat
+2
CapEquipment
Salvage Union Workshop ManualPage 68
TL
3
Blinding Blue Laser Rifle
Black MarketRangeCloseDamage3HPEnergy
This portable laser rifle is designed to permanently blind targets shot by it. A creature hit by this weapon suffers the Minor Injury of temporary blindness in addition to the normal damage it inflicts. This costs 1 Tech 3 Scrap to purchase from the Black Market.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | The target suffers a Major Injury of permanent blindness. |
Equipment
Salvage Union Workshop ManualPage 71
TL
1
Chimerium Salvaging Tools
A set of hand held bio-salvage tools. Scalps, prongs, forceps, and meat grinder.
When you salvage Chimerium with this equipped you may Push the Salvage roll for free.
Equipment
We Were Here First!Page 63
TL
1
Bio-Scanner
1 APTurn ActionRangeMediumUses3
This scanner is able to detect the presence of Bio-Salvage. When activated the Mediator will tell you if there is any Bio-Salvage in Range and its location.
Equipment
We Were Here First!Page 63
TL
3
Bio-Rifle
This handheld Bio-Titan gun fires fleshy spikes that pin a target down. On a successful hit the target suffers an injury: Choose from the following effects:
-Leg: The creature cannot move unless it takes a Turn Action to remove the spike, suffering an additional 1 HP damage.
-Arm: The creature's arms are disabled, it cannot attack unless it takes a Turn Action to remove the spike, suffering an additional 1 HP damage.
This ability does not affect Meld or Bio-Titans.
Equipment
We Were Here First!Page 63
TL
4
Chimerium Beast Companion
DownTime Action
The Mastermind has bio-tech that allows a Pilot to build a symbiotic relationship with a Chimerium Beast.
The Mastermind will offer this procedure to friendly Pilots in exchange for 10 Chimerium.
Bonding with a Chimerium Beast in its growth chamber is done during Downtime. Afterwards you will gain it as a companion.
Generate it using the Chimerium Beast table. You will be able to communicate with the Chimerium Beast. It will be friendly towards you and follow commands within reason, but they are still their own sentient being.
You may only have one companion at a time, and it acts independently of you in the turn order. If it dies it can be regrown for a cost of 10 Chimerium as long as you have access to its remains.
Equipment
We Were Here First!Page 63
TL
2
DronTek Rifle
RangeLongDamage4HPDependable
Simple, efficient, and dependable, DronTek arms most of their standing forces with this rifle.
Equipment
False FlagPage 71
TL
3
Portable Cryopod
This metallic pod reduces the temperature inside it to near absolute zero levels (-270°C). It is designed to safely carry up to 1 Active or 3 Inert Meld Nanites.
Equipment
False FlagPage 71
TL
3
Overcharged Green Laser Rifle
RangeMediumDamage6HPEnergyUnwieldy
This Stefanus laser, issued to their ground troops, is similar to the Mech variant. It produces a lot of heat, making it prone to overloading, but that matters less in the cold. This weapon loses the Unwieldy Trait in cold environments.
Equipment
False FlagPage 71
TL
3
Handheld Meld Injector
Turn ActionRangeClose
A portable version of the Meld Injector, developed by Stefanus for their Meld Nanite experiments on living subjects. It may store a single Active Meld Nanite within its injection bay. When activated choose a target in Range such as a Mech, creature, body of water, area of terrain or anything else appropriate. The target is now infected with Meld Infection. This requires an Active Meld Nanite to be loaded into the Injector, which is expended on use.
Equipment
False FlagPage 71
TL
3
Handheld Meld Manipulator
A portable version of the Meld manipulation arm. This allows a Pilot to safely salvage and carry Active Meld Nanites, granting the Rigging and Salvaging Trait when interacting with Inert or Active Meld Nanites only. A single Active or Inert Meld Nanite may be held in the Meld Manipulator, though it cannot be activated whilst actively holding Meld Nanites.
Equipment
False FlagPage 71
TL
4
Meld Rifle
RangeMediumDamage4HPAnti-organicMeld infection
This Meld-infused rifle fires high calibre rounds loaded with flesh eating nanites which release upon impact, spreading over the wounded area. This causes horrific wounds to biological targets.
Equipment
False FlagPage 71
TL
2
Deployable .50 Cal Machine Gun
RangeCloseDamage2SPBallisticPinningHeavyDeployable
A portable heavy machine gun that needs to be deployed by infantry before it's fired. It requires a Turn Action to set up before it can fire. Whilst deployed it is Immobile.
Make a ranged attack against a target within Range.
Equipment
RainmakerPage 77
TL
3
Machine Pistols
RangeCloseDamage4HPBallisticMulti-attack2
A pair of easily concealed rapid fire pistols.
Make a ranged attack against a target within Range.
Equipment
RainmakerPage 77
TL
1
Epoxy Gun
RangeCloseDamage1SP
A weapon that launches hot, burning epoxy at a target that compacts and seals on impact. On a successful hit, an Epoxy Gun blocks a Mech reactor and exhaust ports, preventing cooling. The Mech gains 1 Heat at the start of each of their turns and must make a Heat Check. This effect is cumulative. Epoxy takes a Short Action to scrape off a Mech.
Make a ranged attack against a target within Range.
Equipment
RainmakerPage 77
TL
2
Rebar Lance
RangeCloseDamage2SPMelee
Lances wielded by the Free Hill Coalition, highly effective when mounted on horseback.
Make a melee attack against a target within Range.
Lance Charge
Turn ActionRangeMedium
If the wielder of the Rebar Lance is mounted, and not already in Close Range to any enemy, they may activate this ability once per turn.
Move to Close Range of a target in Range. If you attack them with the Rebar Lance, it deals 2× damage on a successful hit.
Equipment
RainmakerPage 77
TL
2
Servo Lasso
RangeMedium
A lasso made of tightly woven tensile wire, attached to a mechanical winch. On a successful hit, a target Mech, Vehicle or Creature is tied down by the servo-lasso, it falls Prone and gains the Vulnerable and Immobile Traits. It may attempt to Escape as a Turn Action.
Make a ranged attack against a target within Range.
Equipment
RainmakerPage 77
TL
3
Fell Rifle
RangeLongDamage3SPBallistic
Long rifles loaded with armour piercing rounds, able to blast holes through steel. Used by the Fell Stalkers along with their Thermal Goggles to pick off targets at range even in dense fog.
Make a ranged attack against a target within Range.
Equipment
RainmakerPage 77