Create a Crawler
Create a Crawler
Once all players have created their Pilot and Mech, the final step is for everyone to create the Union Crawler they share.
Your Union Crawler is a huge and sprawling Mech, effectively a walking settlement. A Tech 1 starting Union Crawler is about the size of a small village whilst the largest Crawlers are the size of cities.
Choose a Crawler Type
Your Crawler type provides a unique Ability that only it can do, as well as a special NPC who resides on the Crawler and confers their own bonuses. You can choose from the following list.
Trade Caravan
Your Crawler is geared towards trade in the wastelands, giving you better deals and attracting more folk willing to trade better quality goods
Improved Trading Bay
When you roll to see what is available in the Trading Bay use this table instead. Trade available is always one Tech Level higher than your Union Crawler and can be purchased for its Salvage Value as per the normal trading rules. Chassis, Systems, and Modules available for trade are determined randomly or by the Mediator.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | An Intact Mech Chassis, System, and Module are all available for trade. |
11-19 | An Intact Mech Chassis and an Intact System are available for trade. |
6-10 | An Intact Mech Chassis and an Intact Module are available for trade. |
2-5 | An Intact System and an Intact Module are available for trade. |
1 | Re-roll on this table. If a 1 is rolled again nothing is available for trade this Downtime. |
NPC
TheSavvy Trader
HP
4
A Savvy Trader is part of your Union Crawler.
The Savvy Trader reduces the cost of any Mech Chassis, System, or Module available in the Improved Trading Bay by 1 Scrap to a minimum of one.
Crawler
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Augmented
Nearly everyone on your Union Crawler is augmented in some way and your medical technicians are able to implement a variety of body modifications with ease.
Crawler Wide Augments
Every Pilot on the Union Crawler may train any Pilot Ability from the Augment Ability Tree in addition to their other abilities. When you choose this Crawler Type during character creation all Pilots gain an additional Training Point which they may only spend on the Augment Ability Tree.
NPC
TheUnion Crawler A.I.
Your Union Crawler has an advanced, intelligent A.I. on board which controls its core functions. The A.I. is jacked into the Corpo Net, once per Downtime you can ask them two questions about any topic and they will answer you truthfully.
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Battle
Your Crawler is equipped to better defend itself in the wastelands. It bristles with armour and armaments and many on board are highly trained and effective fighters
Improved Armour and Armaments
Your Union Crawler may mount two Weapons Systems in its Armament Bay instead of the usual one and make two attacks on its turn. In addition, the Crawler increases its Max SP by 5.
NPC
TheGrizzled Veteran
HP
10
A Grizzled Veteran is part of your Union Crawler.
The Grizzled Veteran helps to keep the Union Crawler Armoury well stocked. Pilots may take two pieces of Pilot Equipment from the Armoury instead of one per Downtime. In addition, once per Downtime they may answer a question relating to combat, military, strategy, and tactics. They must provide a true answer to the question.
When defending the Union Crawler, the Grizzled Veteran will fight alongside a Rifle Squad they have trained. They may also pilot a Mech in the defence of the Crawler, though they will not venture out into the wastes for those days are behind them.
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Engineering
Your Crawler is designed for maximum efficiency, functioning with the bare minimum of scrap expenditure thanks to the efforts of your well-oiled engineering team.
Exceptional Engineering
Your Union Crawler reduces its upkeep cost by 2 Scrap of its Tech Level. In addition add 2 free Scrap of it’s Tech Level to its Upgrade Pool at the start of each Downtime.
NPC
TheResearch Engineer
HP
4
An engineer who is one step ahead of their peers has joined your Union Crawler.
Once per Downtime, the Research Engineer can be asked to craft a single Mech Chassis, System, or Module. This can be of a Tech Level one higher than the current Tech Level of your Union Crawler. For example, the Research Engineer could craft you a Tech 3 System if you were in a Tech 2 Union Crawler. You must provide them the correct amount of Scrap to do this and it follows all the normal crafting rules.
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Exploratory
Exploratory Crawlers are designed to get to the hardest to reach places in the wasteland. They have unique and even bizarre locomotion systems that let them travel over terrain that range from spider-like legs and multiple articulated tracks to tunnelling maws and complex hover systems.
All Terrain Locomotion
Your Union Crawler has the ability to easily traverse over a vast range of terrain types from mountain ranges and ash-filled plains to dense forests and muddy swamplands. It is never slowed down by Difficult Terrain. It can also safely cross bodies of water amphibiously.
NPC
TheWasteland Explorer
HP
4
A Wasteland Explorer is part of your Union Crawler.
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Note down your Crawler statistics
Your Crawler has a set of statistics based on its Tech Level. This includes its Structure Points, Upkeep, and Upgrade cost.
Note these down on your Crawler Sheet.
Details on Crawler Stats can be found on p. 218.
Choose Weapons Systems
A Union Crawler can mount Weapons Systems in its Armament Bay. To start, these can be any Tech 1 Weapons System of the players' choice. Most crawlers mount one; the Battle crawler can mount two.
Note this down on your Crawler Sheet.
TL
1
Mechapult
Turn ActionRangeLongDamageXSP
Slots
5
SV
3
The Mechapult is an invention that could only have been thought of by salvagers. Scrap has many uses in the wastelands from trade, from crafting to repair and most obviously launching at high velocity towards whoever looked at you the wrong way.
A Mechapult must be loaded with one piece of Scrap to fire. The effect is randomly determined and differs based on the Tech Level of Scrap you choose. Choose a target in Range to fire the Mechapult at. Instead of making an attack roll, roll the die on the table below to determine the effect. You may Push this roll as normal. The Scrap is always destroyed irrespective of the result.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | A dense ball of concentrated scrap hits the target with catastrophic force dealing SP damage equal to 6× the Tech Level of the Scrap. |
19 | A heavy lump of scrap strikes the target with a devastating blow. The target is hit for SP damage equal to 4× the Tech Level of the Scrap |
18 | The scrap carves through the target flaying chunks off of it. A number of random Systems equal to the Tech Level of the Scrap on the target are damaged. In addition, it takes SP damage equal to tHe₂× Tech Level of the Scrap. |
17 | A bundle of carbon fibre rods fire at the target. It takes SP damage equal to 3× the Tech Level of the Scrap and is skewered to the ground. It cannot move and gains the Vulnerable Trait until it takes an action to free itself. |
16 | Shards of refractive glass fire at the target. It is hit for SP damage equal to 2× the Tech Level of the Scrap and the area around the target is hit by multiple rays of dazzling light, blinding the target and everything within Close Range for one round. |
15 | A chaotic mess of circuit boards hits the target causing a static discharge. The target Mech is Shutdown for one turn. |
14 | The Mechapult was loaded with crude oil. The target is hit for SP damage equal to 2× the Tech Level of the Scrap and the area around them is coated in slippery, flammable oil. This can be ignited and moving within it can cause a Mech or Creature to fall prone. |
13 | Streams of superheated gas lash out at the target. The attack deals SP damage equal to tHe₂× the Tech Level of the Scrap and the attack has the BurnX Trait, where X is the Tech Level of the Scrap. |
12 | The target is struck by dense coils of wiring looms which wind around it. It takes SP damage equal to 2× the Tech Level of the Scrap and falls Prone. |
11 | Heavy superconductors charged with electricity arc towards the target. The target and up to three other targets within Medium Range of the target of your choice each take SP damage equal to 2× the Tech Level of the Scrap. Each of these attacks count as having the Ion Trait. |
10 | A leaky uranium shell strikes the target. It takes SP damage equal to 3× the Tech Level of the Scrap. The target and the area within Close Range of it becomes Irradiated. |
9 | A superheated lump of scrap is fired at the target. The target is hit for SP damage equal to 2× the Tech Level of the Scrap and this attack has the ExplosiveX and BurnX Trait where X is the Tech Level of the Scrap. Your Mech gains 2 Heat and must make a Heat Check. |
8 | Splat! A wasteland critter was inadvertently caught in the Mechapult when it launched and has smeared gore over the target. The target is hit for Tech Level of the Scrap and must make a Morale Check. |
7 | The Mechapult guzzles up another piece of Scrap and fires them both. A random piece of Scrap your Mech is carrying is loaded onto the Mechapult. Roll on the Mechapult Table twice and resolve both results. If you have no other Scrap, then roll once on the Mechapult Table and resolve the result. |
6 | A shower of pistons, gears, and mechanisms scatters across the area wildly. Every target within Long Range, including Allies, takes SP damage equal to the Tech Level of the Scrap. |
5 | Dense slabs of rigid plastics fire from the Mechapult into the ground around you. These act as a barricade protecting your Mech from harm. For the next 10 minutes you may use them as though they were a single Armour Plating System. |
4 | The Mechapult swings wildly out of control. Your Mech spins in a random direction and hits a random target within Range for SP damage equal to 3× the Tech Level of the Scrap. |
3 | The Mechapult backfires, hitting a random Ally in Range for SP damage equal to the Tech Level of the Scrap. |
2 | The Mechapult overloads collapsing in on itself. Your Mech takes damage equal to the Tech Level of the Scrap and the Mechapult is damaged. |
1 | The Mechapult explodes and is destroyed. Deal SP damage equal to 2× the Tech Level of the Scrap to your Mech and everything within Close Range. |
System
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TL
1
.50 Cal Machine Gun
RangeCloseDamage2SPBallisticJammingPinning
Slots
2
SV
2
This simple ballistic weapon of the Opus Institute design fires solid, high calibre rounds that can puncture a Mech hull and shred through infantry. It has been a mainstay of battlefields for as long as anyone remembers and remains ubiquitous today.
Make a ranged attack against a target within Range.
System
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TL
1
Chainsaw Arm
RangeCloseDamage2SPMeleeSalvaging
Slots
3
SV
3
Originally developed as a tool for lumberjack Mechs by Hodgson & Vasquez, an Evantis subsidiary, this saw arm has remained in use for its salvaging capabilities, utility, and stopping power even as the forests have been cut down across the world.
Make a melee attack against a target within Range.
System
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TL
1
FM-3 Flamethrower
RangeCloseDamage1SPAnti-organicBurn1Overheat
Slots
3
SV
3
Developed by the Opus Institute for use in forestry and demolition operations, or at least that is what they tell themselves.
The FM-3 shoots a superheated stream of fire at a target. Most Mechs are armoured enough that this only licks them, but it can mess up internals enough to stop them firing anything hot back at you. Flesh bubbles and screams.
System
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TL
1
Hydraulic Crusher
RangeCloseDamage3SPMeleeRiggingSalvagingUnwieldy
Slots
4
SV
4
This hydraulic crushing system can be used to scour an area of salvage or as an impromptu weapon. Sometimes both.
When you Area Salvage with this System you gain a single additional Scrap of the Tech Level of the area in addition to what you roll on the Area Salvaging Table.
System
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TL
1
Mining Rig
RangeCloseDamage4SPMeleeSalvagingUnwieldy
Slots
5
SV
5
An industrial excavator designed for mining and salvaging operations. Allows drilling, excavating, and salvaging of rock and other dense material.
These were used extensively in the Ferrous Range by Thatcher Steel miners and their carcasses still litter the rocky outcrops.
System
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TL
1
Red Laser
RangeCloseDamage3SPEnergyHot1
Slots
3
SV
3
Red lasers strike a target with a small, focussed beam of heat.
Their blueprint has been made widely available by the Opus Institute and are commonly used by corpos as much as they are by salvagers and wastelanders.
System
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TL
1
Sandblaster
Turn ActionRangeCloseDamage1SP
Slots
3
SV
2
A compressor and nozzle which propels an abrasive material like sand to slowly erode, clean, or shape a surface.
Any target hit cannot use any System or Module with the Targeter Trait for 1 turn.
System
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TL
1
Mini Mortar
RangeMediumDamage5SPExplosive1Uses5
Slots
5
SV
5
The Herrsch Pattern Miniaturised Mortar lobs an explosive, high velocity round against a target, flaying everything around it with superheated shrapnel.
System
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Name the Crawler's NPCs
The Crawler is made of a number of Bays. Each Bay has an NPC assigned to it based on their experience and skill in operating the Bay. You can flesh them out with a Name, Background, Keepsake, and Motto. Each has 4 HP.
Pilot Bay
This area is where your Pilots are able to rest and entertain themselves during Downtime. It also allows your Pilots to train new Abilities. Training in the Pilot Bay during Downtime provides you one Training Point, which you can spend on new Abilities.
- Tech 1-2:
•Allows training of all Core Pilot Abilities.
- Tech 3-4:
•Allows training of all Core, Advanced, and Hybrid Class Pilot Abilities.
- Tech 5-6:
•Allows training of all Core, Advanced, Hybrid Class, and Legendary Pilot Abilities.
Pilot Training Points (TP)
You may spend your Training Points to train your Pilot Abilities. Once spent, you gain access to the Abilities.
Core Abilities cost 1 Training Point to train. You must have the preceding Ability in a Core Ability Tree to train the new Ability. For example, to train the Hauler Ability 'No Job Too Big' you must take the Ability 'Let's Make a Deal' first.
Advanced and Hybrid Class Abilities cost 2 Training Points to train. You must have training in 6 Core Abilities before you train in Advanced or Hybrid Class Abilities. You must have the preceding Ability in the Advanced or Hybrid Ability Tree to train the new Ability.
Legendary Abilities cost 3 Training Points to train. You must have 6 Core Abilities and 3 Advanced or Hybrid Class Abilities trained before you train a Legendary Ability. You may only have one Legendary Ability.
You may also spend 1 Training Point to forget any Ability you have learned to make room for another Ability.
Advanced Pilot Training
To specialise in an Advanced Ability Tree a Pilot must have training in any 6 Core Abilities they have access to.
When a Pilot starts to train Advanced Abilities, they have a choice. They can specialise in their chosen Pilot Class or they can adopt a new Pilot Class, keeping their existing Abilities and also gaining access to new Abilities unique to that Class.
For example, an Engineer can specialise and take Abilities from the Advanced Engineer Tree. They retain access to all Engineer Core Abilities as well. They also gain access to the Legendary Engineer Tree.
Hybrid Pilot Training
The Engineer can instead choose to become a Fabricator, in which case they gain access to the Fabricator Tree, the Forging Tree, and the Electronics Tree.
They still retain access to all their trained Engineer Core Abilities, but cannot learn new ones. They can now only learn Abilities from the Fabricator Core Abilities They are also able to train Abilities from the Legendary Fabricator Tree.
They can also choose to become a Union Rep, in which case they gain access to the Union Rep Tree, the Mechanical Knowledge Tree, and the Trading Tree. They retain access to all their trained Engineer Core Abilities, and as with the Fabricator can now only pick from the Union Rep Trees.
Once this decision is made it is final, and Pilots cannot choose to specialise in another Advanced or Hybrid Class.
Legendary Abilities
Once a Pilot has 6 Core Abilities and 3 Advanced Abilities they may train in one of their Legendary Abilities by spending 3 Training Points.
Stat Training
As Pilots advance and get access to higher Tech Level Pilot Bays their statistics improve as well.
You will gain each of these benefits only once when you reach the specified Tech Level. You may only gain this benefit if you have already gained the previous benefit.
For example, you can only train in a Tech 3 Pilot Bay and gain the benefit from it if you have already trained in a Tech 2 Pilot Bay.
This training and benefit is in addition to any Training Points you spend to train new Abilities during that Downtime.
-Training during Downtime on your Union Crawler in a Tech 2 Pilot Bay grants a Pilot a one-off improvement of +2 HP and +1 AP.
-Training during Downtime on your Union Crawler in a Tech 3 Pilot Bay grants a Pilot a one-off improvement of +2 HP and +1 AP.
-Training during Downtime on your Union Crawler in a Tech 4 Pilot Bay grants a Pilot a one-off improvement of +2 HP and +1 AP.
-Training during Downtime on your Union Crawler in a Tech 5 Pilot Bay grants a Pilot a one-off improvement of +2 HP and +1 AP.
-Training during Downtime on your Union Crawler in a Tech 6 Pilot Bay grants a Pilot a one-off improvement of +2 HP and +1 AP.
NPC
TheAce
HP
4
The Pilot Bay is operated and maintained by the Pilots, the most experienced of whom is known as the Ace.
Damaged Effect
If the Pilot Bay is damaged, you cannot train any new Pilot Abilities.
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Crafting Bay
A Crafting Bay allows you to craft any Mech Chassis, System, or Module of the Tech Level of your Union Crawler or lower. For example, if you have a Tech 2 Union Crawler you may craft Tech 1 and 2 Mech Chassis, Systems, and Modules within its Crafting Bay.
To craft a Mech Chassis, System, or Module you must spend an amount of Scrap equal to its Salvage Value. This Scrap must be of a Tech Level equal to or higher than the Tech Level of the Mech Chassis, System, or Module. For example, to craft a Tech 2 Blue Mining Laser System which has a Salvage Value of 5 you would need 5 Tech 2 Scrap. All Mech Chassis, Systems, and Modules in the Salvage Union Core Book are assumed available to Pilots who wish to craft them.
Other Mech Chassis, Systems, and Modules may exist in the wasteland to be crafted. The Mediator may choose to allow additional things to be crafted of their own or the players' design, or decide that the Pilots must find these things in the wastelands to have them available to craft. The Mediator may also restrict access to anything as they see fit.
If the Crafting Bay becomes damaged, you can no longer craft anything.
NPC
TheForger
HP
4
The Crafting Bay is operated and maintained by the Salvage Techs, the most experienced of whom is known as the Forger.
Damaged Effect
If the Crafting Bay becomes damaged, you can no longer craft anything.
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Command Bay
This area of your Union Crawler is where the core of the crew that controls your Union Crawler resides. It is also designed for surveying and planning out forays into the wasteland. It allows you to scan the area within the Campaign Map and get a simple holomap of the environment and any key points of interest.
Once per Downtime, before you set out into the wasteland, you may ask the Mediator a number of questions equal to the Tech Level of your Union Crawler about the area of the Region Map you are in, and they will answer you truthfully.
If the Command Bay is damaged your Union Crawler can no longer move, and its scanning and map functions no longer work. You are in the dark when it comes to conducting missions outside of the immediate area.
NPC
ThePrinceps
HP
4
The Command Bay is operated and maintained by the Bridge Crew, the most experienced of whom is known as the Princeps.
Damaged Effect
If the Command Bay is damaged your Union Crawler can no longer move, and its scanning and map functions no longer work. You are in the dark when it comes to conducting missions outside of the immediate area.
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Cantina
Your Cantina is the social hub of your Union Crawler. It is where everybody on board comes to eat, drink, and socialise. Rumours fly easily around the cantina and it is a great place to pick up information about the wastelands. It is also where the majority of food and drink on the Union Crawler is produced and stored and is the location of all your food and water purifiers.
Once during Downtime each Pilot may ask around your Cantina for rumours. The Mediator will tell you a rumour that is circulating around the Cantina. Alternatively, you may ask one question and will get a somewhat vague answer about it from the Cantina.
If the Cantina becomes damaged, you no longer have food and water purifiers and your food and water supply is spoiled. The people on your Union Crawler will die of starvation and dehydration within four weeks if it is not repaired. In addition, you can no longer ask around for rumours.
NPC
TheChef
HP
4
The Cantina is operated and maintained by the Cantina Crew, the most experienced of whom is known as the Chef.
Damaged Effect
If the Cantina becomes damaged, you no longer have food and water purifiers and your food and water supply is spoiled. The people on your Union Crawler will die of starvation and dehydration within four weeks if it is not repaired. In addition, you can no longer ask around for rumours.
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Trading Bay
If the Trading Bay becomes damaged, you can no longer trade Scrap or roll on the Trading Bay Table during Downtime.
Trading Scrap
Each piece of Scrap is worth an amount equal to its Tech Level. For example, Tech 1 Scrap is worth 1, Tech 3 Scrap is worth 3, Tech 5 Scrap is worth 5. You may trade this Scrap at the Trading Bay at an equal rate based on its value.
For example, if you have 4 pieces of Tech 1 Scrap you can trade it for one piece of Tech 4 Scrap or two pieces of Tech 2 Scrap.
There are 6 Tech Levels of Scrap that can be traded for and the Trading Bay has access to all of them. These amounts are fixed and cannot be further bartered for.
Sourcing Mech Chassis, Systems, and Modules
Many wastelanders will come to your Crawler in order to trade their wares, which your Union Traders is happy to purchase or swap for. Once per Downtime, the Mediator rolls on the Trading Bay Table and lets the group know what is available for trade.
An Intact Mech Chassis, System, or Module costs an amount of Scrap equal to its Salvage Value of its Tech Level. For example, a 30mm Autocannon costs 3 Tech 2 Scrap. It is assumed your traders have worked to find the best deal possible, and this amount cannot be further bartered.
Trading Bay Table
Roll on this table to determine what is available for trade during Downtime. The specific Chassis, Systems, or Modules available are determined randomly or by the Mediator. All Chassis, Systems, and Modules available for trade are always one level higher than your Union Crawler.
For example a Tech 2 Union Crawler would be able to source Tech 3 Chassis, Systems, and Modules for trade.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | An Intact Mech Chassis is available for trade. |
11-19 | An Intact System and an Intact Module are available for trade. |
6-10 | An Intact System is available for trade. |
2-5 | An Intact Module is available for trade. |
1 | Nothing is available for trade during this Downtime. |
NPC
TheOperator
HP
4
The Trading Bay allows for Scrap as well as Intact Mech Chassis, Systems, and Modules to be traded. As the Union Crawler travels across the wasteland, this represents the various waste- landers and other folk who stop by the Union Crawler with wares to trade back and forth.
Damaged Effect
If the Trading Bay becomes damaged, you can no longer trade Scrap or roll on the Trading Bay Table during Downtime.
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Mech Bay
Within this area, each Pilot on the Union Crawler gets access to their own Mech Bay, which allows them to have one field ready Mech active. This active Mech may be of any Tech Level. Other Mechs can be stored in the Storage bay. Any Mech installed into a Mech Bay fully restores all of its Structure Points and Energy Points over the Downtime period of one week, and reduces its Heat to 0.
The Tech Level of the Union Crawler determines what Mech Chassis, Systems, and Modules it can repair during Downtime.
A damaged Mech Chassis as well as any damaged Systems or Modules are repaired to Intact Condition during Downtime as long as they are of an equal to or lower Tech Level than the Union Crawler. For example, a damaged Tech 2 Blue Laser System could be repaired in a Tech 2 or 3 Union Crawler, but could not be repaired in a Tech 1 Union Crawler.
You may choose to repair anything that cannot be repaired in this way by spending an amount of Scrap equal to half its Salvage Value of it's Tech Level or higher. For example, if your Crawler is Tech 3 and you are repairing a Damaged Colossus Chassis which is a Tech 4 Chassis with a Salvage Value of 16, you must spend 8× Tech 4 Scrap to repair it to an Intact Condition.
You may further use your Mech Bay to install or remove any number of Systems or Modules on your Mech that you have access to.
If the Mech Bay becomes damaged, your Mechs can no longer restore SP and EP during Downtime. Their Chassis as well as any Systems or Modules will not be repaired if they are damaged, and you will have to make any System or Module modifications manually.
NPC
TheGreaser
HP
4
The Mech Bay is operated and maintained by Mech Engineers, the most experienced of whom is known as the Greaser.
Damaged Effect
If the Mech Bay becomes damaged, your Mechs can no longer restore SP and EP during Downtime. Their Chassis as well as any Systems or Modules will not be repaired if they are damaged, and you will have to make any System or Module modifications manually.
Crawler Bay
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Med Bay
A Med Bay allows Pilots to heal their injuries. The higher the Tech Level of your Union Crawler, the more advanced your Med Bay is.
- Tech 1-2:
•Heals a Pilot to full Hit Points during Downtime.
- Tech 3-4:
•Heals a Pilot to full Hit Points, and heals any Minor Injuries fully during Downtime.
- Tech 5-6:
•Heals a Pilot to full Hit Points, and heals any Major and Minor Injuries fully during Downtime.
NPC
TheDoc
HP
4
The Med Bay is operated and maintained by the Medics, the most experienced of whom is known as the Doc.
Damaged Effect
If the Med Bay is damaged, you cannot heal any of your Pilot's Hit Points or injuries.
Crawler Bay
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Armament Bay
The main defensive Weapons System of the Union Crawler is mounted here. Your Union Crawler may mount any single Weapons System of the Tech Level of the Crawler that you have access to. As your Union Crawler upgrades, you may replace this Weapons System with another Weapons System of your choice as long as it is of the same Tech Level or lower of the Union Crawler.
If the Armament Bay becomes damaged, the Union Crawler cannot use any of its Weapons Systems.
NPC
TheGunny
HP
4
The Armament Bay is operated and maintained by the Gunnery Crew, the most experienced of whom is known as the Gunny.
Damaged Effect
If the Armament Bay becomes damaged, the Union Crawler cannot use any of its Weapons Systems.
Crawler Bay
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Armoury
Once during Downtime, a Pilot may gain one piece of Pilot Equipment from the Armoury. This must be of the Tech Level of your Union Crawler or lower. These items are sourced from the wasteland by your Quartermasters, and are in relatively limited supply.
In addition, all Pilot Equipment not in active use may be stored here. For game purposes, The Armoury can store an unlimited amount of Pilot Equipment you acquire or find in the wastelands.
If the Armoury becomes damaged, you can no longer acquire Pilot Equipment from it, and half of all stored Pilot Equipment within it is destroyed. Determine this randomly.
NPC
TheSmith
HP
4
The Armoury is operated and maintained by the Quartermasters, the most experienced of whom is known as the Smith.
Damaged Effect
If the Armoury becomes damaged, you can no longer acquire Pilot Equipment from it, and half of all stored Pilot Equipment within it is destroyed. Determine this randomly.
Crawler Bay
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Storage Bay
All Mech Chassis, Systems, Modules, and Scrap not in active use are stored within the Storage Bay. This pool is accessible to all Pilots in the Union Crawler. For game purposes, the Storage Bay has an unlimited amount of storage and you do not need to track this. Pilots may also store complete, undamaged Mechs that they have built or salvaged here, keeping them as spare until they bring them out when they need them for a salvage run.
If the Storage Bay becomes damaged, half of the Mech Chassis, Systems, and Modules stored within it are damaged and half of the Scrap within it is destroyed. Determine this randomly. In addition, you cannot store anything else within it until it is repaired.
NPC
TheBullwhacker
HP
4
The Storage Bay is operated and maintained by Teamsters, the most experienced of whom is known as the Bullwhacker.
Damaged Effect
If the Storage Bay becomes damaged, half of the Mech Chassis, Systems, and Modules stored within it are damaged and half of the Scrap within it is destroyed. Determine this randomly. In addition, you cannot store anything else within it until it is repaired.
Crawler Bay
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Give your Crawler a Name and Number
Provide your Union Crawler with a unique name and tag. For example, Crawler #132 is also known as 'Tin Lizzy'. Note these down on your Crawler Sheet.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Junker |
19 | Perseverance |
18 | Bastion |
17 | Slogger |
16 | Moocher |
15 | Wanderer |
14 | Fat Turtle |
13 | Dumpy |
12 | Waste Grinder |
11 | Phobos |
10 | Tenacity |
9 | New Apollo |
8 | Tranquillity |
7 | Lean Viper |
6 | Sanctuary |
5 | Tin Lizzy |
4 | Archipelago |
3 | Calypso |
2 | Juggernaut |
1 | Big Smoke |
Guide
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