Create a Mech
Create a Mech
Follow these steps to build your starting Mech in the Mech Workshop.
Gain Scrap
You start with 20 Tech 1 Scrap. You will use this Scrap to craft your first Mech. This is built out of a Tech 1 Mech Chassis and any number of Tech 1 Systems and Modules installed on the Mech Chassis.
Any spare Scrap you have after this can be stored in your Union Crawler and be used later on in the game.
Full details on The Union Crawler can be found on p. 212.
Craft your Mech Chassis
Craft a Tech 1 Mech Chassis of your choice from the Mech Chassis Blueprints list. This costs an amount of Tech 1 Scrap equal to its Salvage Value as per the normal crafting rules. For example, a Mule has a Salvage Value of 7 so would cost 7 Tech 1 Scrap to craft.
TL
1
Wader
SP
7
EP
10
SV
4
Sys
8
SltsMod
3
SltsCrgo
6
CapHeat
6
CapA stilt-legged, gas guzzling Mech, designed to traverse boggy terrain. Waders were first built by wasters in the Oceanic Rim, utilising parts from broken Mechs and old box wheels destroyed in droves during the Road Wars.
Wasters in the Oceanic Rim would take to carrying their entire families in these Mechs upon woven baskets. This allowed them to safely traverse the many areas of boggy terrain, and even cross shallow inlets to other islands within the region.
Integrated Wader Locomotion System
The Wader has a standard Locomotion System that allows it to move through water, swamps, mud, rivers and similar expanses of difficult terrain without penalty.
Hybrid Diesel Reactor
The Wader utilises an archaic reactor that can be powered with crude fossil fuels.
As a Short Action, a Pilot can spend one, Tech 1, Scrap to restore 1 EP to The Wader. This Scrap represents finding a fuel source.
During Downtime The Wader gains only 5 Energy Points instead of being restored to its maximum amount. Otherwise this works as a normal reactor.
Chassis
RainmakerPage 60
TL
1
Scrapper
SP
9
EP
9
SV
6
Sys
12
SltsMod
2
SltsCrgo
6
CapHeat
8
Cap
The 'S-5000' Scrapper was designed by Hodgson & Vasquez, a subsidiary of Evantis Heavy Industries, for trash haulage and waste disposal. Its Hazard Protected Chassis was necessary to protect the Pilot against the accumulated toxic wastes of the great trash mountains that dotted the Arid Steppes around the Evantis home arco of Haven.
Hazard Protected Chassis
The Scrapper suffers no effect or damage from hazardous environmental effects such as radiation storms. In addition, when dealing with severe environmental hazards they may Push once for free to circumvent or resist any effects.
Chassis
Salvage Union Workshop ManualPage 104
TL
1
Thresher
SP
15
EP
6
SV
9
Sys
9
SltsMod
2
SltsCrgo
6
CapHeat
10
Cap
The 'T-690' Thresher was designed as a multi-purpose agriculture Mech by Hodgson & Vasquez to aid in the large-scale crop harvesting and forestry operations within the Verdant Crescent. It is one of the longest operating Mechs in existence, said to have been used in the Great War. Its multiple layers of heavy armour are a clunky holdover from that era, but provide solid protection to the Mech in the perilous wastes.
Heavily Armoured Chassis
Any attack that rolls a 'Nailed It' (20) result against The Thresher counts as a standard hit (11-19) and does not deal 2× damage or have any other bonus effect.
Chassis
Salvage Union Workshop ManualPage 108
TL
1
Mule
SP
12
EP
4
SV
7
Sys
16
SltsMod
2
SltsCrgo
16
CapHeat
6
Cap
The 'M-63' Mule was developed by the Opus Institute as one of the first open source Mech blueprints. They remain a ubiquitous presence across the wasteland as a result. Their design was replicated not only by other corpos, but numerous enthusiasts with a crafting bay. The Mule's spacious cargo bay makes the Mech invaluable to wastelanders, corpos, and salvagers alike for transporting salvage over a wide array of terrain, whilst its general hardiness allows it to survive numerous threats from raider ambushes to radiation storms.
Integrated Cargo Bay
Increases the Cargo Capacity of The Mule by 10, to 16.
Chassis
Salvage Union Workshop ManualPage 100
TL
1
Mazona
SP
5
EP
10
SV
4
Sys
7
SltsMod
3
SltsCrgo
6
CapHeat
6
Cap
The Mazona 'PR1-M3' was created by DronTek Systems in the aftermath of the first Luddite Rebellion. It was designed as a delivery drone that could be piloted by a worker rather than automated. Its design remains useful due to the majority of automated drones malfunctioning as a result of the increased radiation storms across the wastelands. Whilst fragile, the DronTek patented hover function enables it to operate across a wide variety of terrain, plus it is a cheap Mech to rebuild if it does get blown apart.
Hover Drone
The Mazona has an Integrated Hover Locomotion System which is included in its profile. This allows it to hover over obstacles and terrain.
Chassis
Salvage Union Workshop ManualPage 102
TL
1
Spectrum
SP
17
EP
11
SV
10
Sys
7
SltsMod
4
SltsCrgo
6
CapHeat
3
Cap
The 'Z-80A' Spectrum was developed by Advanced Microprocessor Systems (AMS), a subsidiary of Thatcher Steel, as a pilotable, mobile, data centre for use in the establishment of colonies either offworld or within inhospitable locations. The Spectrum's Chassis is specifically designed to protect its data core and other vital components from any environmental damage and in the event of a colony collapse it can be moved with ease along with the vital intelligence contained in its mammoth core.
Data Scanner
2 EPShort ActionRangeCloseScanner
The Spectrum is a mobile data repository that has all manner of information stored within it. It is able to scan objects to both gain information about them and store that data to access at a later time.
You scan a single object in Range. This can be a Mech, System, Module, Vehicle, Creature, artefact, structure, fauna, or flora, or anything else appropriate in the world. You may ask the Mediator two questions about this object and the answers they give must be true. If you scan an Intact Mech Chassis, System, or Module in the field, you now have its blueprint. You and everyone on your Union Crawler is now able to craft this item even if you would not normally be able to do so.
Chassis
Salvage Union Workshop ManualPage 106
TL
1
Kelpie
SP
7
EP
9
SV
3
Sys
8
SltsMod
3
SltsCrgo
6
CapHeat
7
CapDeveloped by Kombu Tech as a cheap way of harvesting their patented regrown algae which feeds most of the populace of the wastes, the compact Kelpie has inbuilt Hydrologics to allow the efficient traversal of aquatic bodies.
Integrated Hydrologic Locomotion System
The Kelpie has an Integrated Hydrologic Locomotion System, allowing it to move and function underwater but not on land.
Chassis
False FlagPage 54
Note down your Mech's statistics
Your Mech has a set of statistics unique to its Chassis. This includes its Structure Points, Heat Capacity, Energy Points, System Slots, Module Slots, Salvage Value, Type, and Chassis Ability.
Note these down on your Mech Sheet.
Details on these can be found on p. 96.
Craft your Systems
You now craft Tech 1 Systems from the System Blueprints list to install on your Mech. Each System costs its Salvage Value in Tech 1 Scrap to craft, as per the normal crafting rules. For example, a Locomotion System has a Salvage Value of 2, so costs 2 Tech 1 Scrap to craft. A Mech can only install as many Systems as it has System slots. Note these down on your Mech 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
Salvage Union Workshop ManualPage 166
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
Salvage Union Workshop ManualPage 164
TL
1
Cargo Pod
Passive
Slots
1
SV
1
This small cargo pod allows you to squeeze that extra bit of storage space out of your Mech.
A Cargo Pod increases the Cargo Capacity of a Mech by 1.
System
Salvage Union Workshop ManualPage 164
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
Salvage Union Workshop ManualPage 165
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
Salvage Union Workshop ManualPage 165
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
Salvage Union Workshop ManualPage 167
TL
1
Rigging Arm
Rigging
Slots
2
SV
2
This industrial rigging arm is designed to enable a Mech to pick up and manipulate objects in its external environment. It is important to note that Mechs are not equipped with arms by default.
To avoid any embarrassment in the field, please remember to install a Rigging Arm on your Mech, as it will be unable to pick up objects without one.
System
Salvage Union Workshop ManualPage 167
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
Salvage Union Workshop ManualPage 167
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
Salvage Union Workshop ManualPage 167
TL
1
Escape Hatch
RecommendedReactionEscape
Slots
1
SV
1
An Escape Hatch is a sealed hatch that can be opened and escaped through in the event a Mech suffers critical damage or the Pilot needs to make a swift exit.
When activated, by pulling a lever, a bolted charge blows the Escape Hatch from the Mech Chassis, allowing for the Pilot to crawl through to safety. Roll on the table below to determine the result.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | You escape safely from your Mech in Medium Range. |
11-19 | You escape safely from your Mech in Close Range. |
6-10 | You escape in Close Range, but are injured in the process. Roll on the Critical Injury Table. |
2-5 | The Escape Hatch fails to trigger and is damaged in the process, it must be repaired to Intact Condition to be used again. |
1 | The Escape Hatch severely malfunctions trapping you in your Mech and injuring you. You must roll on the Critical Injury Table, and the Escape Hatch is destroyed. |
System
Salvage Union Workshop ManualPage 164
TL
1
Riveting Gun
Slots
3
SV
4
This mech-mountable riveting gun can be used to make field repairs to the most basic of Mechs, Systems, and Modules.
Patch
2 APTurn ActionRangeClose
You restore up to 4 Structure Points to any Mech in Range that has 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.
System
Salvage Union Workshop ManualPage 168
TL
1
Locomotion System
RecommendedPassive
Slots
2
SV
2
A sturdy and dependable Locomotion System allowing a Mech to traverse most standard terrain types and adaptable to fit on most Chassis. Locomotion Systems vary widely from bipedal to quadrupedal, and beyond. Some esoteric designs are known to have as many as eight legs!
A Locomotion System allows a Mech to move normally. If a Mech does not have a Locomotion System or it is damaged or destroyed the Mech cannot move.
System
Salvage Union Workshop ManualPage 165
TL
1
Armour Plating
PassiveUsesDestroy
Slots
2
SV
1
Slapping some extra layers of scrap on your Mech can make you feel more comfortable about piloting a nuclear reactor-powered death machine.
The first time that your Mech is hit by an attack, or takes damage, prevent the damage and all effects of the attack. Your Armour Plating System is then destroyed.
System
Salvage Union Workshop ManualPage 164
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
Salvage Union Workshop ManualPage 164
TL
1
High Pressure Hose
Turn ActionRangeClosePinningUses5
Slots
2
SV
2
A useful tool in the wastes, the Opus Institute originally designed the High Pressure Hose and was the first to make the blueprints freely available for use by fire fighting Mechs following the chaos of Impact Day. Sakura Futures would deploy them as a riot control measure against waves of food protestors. Though somewhat limited by its heavy water tank, this can be refilled in the field.
You fire a stream of highly pressurised water at any target or location in Range. This can douse fire and make ground boggy and wet. A Mech doused in water reduces its Heat by 1.
System
Salvage Union Workshop ManualPage 165
TL
1
Loudspeakers
Free ActionRangeMedium
Slots
1
SV
1
These externally mounted speakers can be clearly heard by anything up to Medium Range from you. They can be used to communicate externally with those outside of your Mech or play some beats from your cassette deck.
The Immortan Raiders made effective use of Loudspeakers as a crude shock and awe tool during their devastating raids in the Ferrous Wars.
System
Salvage Union Workshop ManualPage 165
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
Salvage Union Workshop ManualPage 167
TL
1
Transport Hold
Passive
Slots
2
SV
2
A simple hold designed to store salvage on a Mech. Not the most flashy option, but nothing beats the feeling of having a hold full of Scrap to bring home to the Crawler.
A Transport Hold increases the Cargo Capacity of a Mech by 4.
System
Salvage Union Workshop ManualPage 168
TL
1
Floodlights
Free ActionRangeMedium
Slots
1
SV
1
Light up a wide area up to Medium Range from a Mech as a Free Action. This allows you to see more clearly in dark or foggy conditions. The Floodlights can be adjusted for tight or wide beam illumination.
System
Salvage Union Workshop ManualPage 165
Craft your Modules
Next, you may craft Tech 1 Modules from the Module Blueprints list to install on your Mech. Each Module costs its Salvage Value in Tech 1 Scrap to craft, as per the normal crafting rules. For example, a Comms Module has a Salvage Value of 1, so costs 1 Tech 1 Scrap to craft. A Mech can only install as many Modules as it has Module Slots. Note these down on your Mech Sheet.
TL
1
Firewall
2 EPReactionRangeMediumHacking
Slots
1
SV
2
This Firewall, made open source by the Opus Institute, is designed to block hacking attempts.
If you or an Ally in Range are the target of any System, Module, or Ability with the Hacking Trait you may attempt to block the hack with your Firewall as a Reaction.
When activated, roll on the table below to determine the result.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | You successfully block the hack and you and your Allies cannot be affected by anything with the Hacking Trait for the next 10 minutes. |
11-19 | You successfully block the hack and entirely nullify all of its effects. |
6-10 | The Mediator offers you a Tough Choice in relation to the hack. This could be partially nullifying its effects, an additional EP cost, or damage to your Module. |
2-5 | You fail to block the hack, and it has full effect. |
1 | You fail to block the hack, and your Firewall is breached, it becomes damaged and cannot be used until repaired to the Intact Condition. |
Module
Salvage Union Workshop ManualPage 191
TL
1
Personal Recreation Device
1 EPShort Action
Slots
1
SV
1
Your Mech is installed with a Personal Recreation Device of your choice. This could be an entertainment box, foot massager, or drinks dispenser, because sometimes a salvager just needs a break.
When activated, a single Pilot may use the Personal Recreation Device to relax and get themselves into a flow state. The next time they or a Mech they are controlling roll the die, they may re-roll it. They must accept the result of the second roll.
It is against Union Regulation to install a Mech with a Personal Recreation Device designed to do what you're thinking.
Module
Salvage Union Workshop ManualPage 191
TL
1
Self-Destruct
Reaction
Slots
1
SV
1
When activated, your Mech self-destructs, its reactor going into overdrive and causing a localised thermonuclear explosion.
Your Mech, as well as all mounted Systems, Modules, and all Cargo, are destroyed. Everything within Close Range of your Mech takes SP damage equal to the Maximum Heat Capacity of your Mech. Everything affected by this may take any Turn Action or Reaction in response to attempt to avoid the damage. You may attempt to escape via any System, Module, or Ability with the Escape Trait.
The area where your Mech was located before the Self-Destruct was activated, is now Irradiated.
Module
Salvage Union Workshop ManualPage 192
TL
1
Comms Module
RecommendedFree ActionRangeLongCommunicator
Slots
1
SV
1
This Opus Institute-developed array of telecommunications wires and receivers allows communication with anything with the Communicator Trait in Range.
This allows for both voice and text communications via your Mech's HUD. You may also use your Comms Module to send and receive images and data, such as data you gather when using a Scanner. If the Mech does not have a Comms Module or equivalent with the Communicator Trait you cannot talk to your Allies from their Mech whilst out in the field.
Module
Salvage Union Workshop ManualPage 190
TL
1
Weapon Link
Turn ActionHeat spike
Slots
1
SV
3
A Weapons Link Module allows you to connect any number of identical Weapons Systems together. These must be the same Weapons System. For example: you may link two Green Lasers or three 30mm Autocannons. Once you link weapons, this is permanent and they cannot be fired separately via any means until this Module is uninstalled.
You make an attack with all weapons linked together with this Module against a single target in Range of your choice. Make and resolve each attack separately. You gain 1 Heat for each linked weapon you attack with and must make a Heat Check after the attacks have been resolved.
Module
Salvage Union Workshop ManualPage 193
TL
1
Heating Unit
1 EPFree Action
Slots
1
SV
1
This simple Opus-designed heating unit keeps a Pilot warm in their cockpit. When activated, it prevents any negative effects from freezing temperatures. This effect lasts for 1 hour.
Module
False FlagPage 59
TL
1
Eggs Mayhem
Slots
1
SV
3
This hacking program developed by Stefanus Industries allows you to tap into a Mech, database, or computer system to gather information about it.
This can only be used to read data and not to write or manipulate it.
Module
Salvage Union Workshop ManualPage 190
TL
1
Survey Scanner
2 EPShort ActionRangeLongScanner
Slots
1
SV
3
When activated, a Survey Scanner allows you to scan a specific point of interest within Range. This can be a single point on the Region Map or a specific feature in the world such as a ruin, unique area of terrain, settlement, or base. If a point is not worth scanning because it holds nothing of interest or you have all of the relevant information on it, the Mediator must tell you before you make your scan.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | You make a thorough scan of the area and may ask the Mediator 5 questions about it. The answers they give must be true. |
11-19 | Your scan is successful and you may ask the Mediator 3 questions about the scanned area. The answers they give must be true. |
6-10 | You partially scan the area and return messy results. You may ask the Mediator 2 questions about the area. One of the answers they give must be true, but the other answer contains false information as decided by the Mediator. |
2-5 | Your scan fails to find any useful information about the area. |
1 | Your scan returns inaccurate data. You may ask the Mediator 2 questions about the area and both answers will contain false information which you believe to be true. |
Module
Salvage Union Workshop ManualPage 194
TL
1
Zoom Optics
1 EPFree ActionOptics
Slots
1
SV
2
When activated, this optical array extends the Range of any single Ranged Weapons System mounted on your Mech by one band, to a maximum of Long Range. For example, from Medium Range to Long Range or Close Range to Medium Range.
It further allows you to zoom in and see one Range Band further than you currently are. For example, if you are in Medium Range, you can see a target as though it was in Close Range and pick out finer details about it.
This effect lasts for 1 hour.
Module
Salvage Union Workshop ManualPage 193
TL
1
Reactor Flare
1 EPTurn ActionRangeLong
Slots
1
SV
1
An open source Opus Institute blueprint, this Module is frequently used by emergency or rescue services. The Opus Institute developed it for use in the long winters where their headquarters are located; due to the pitch dark environments and constant threat of snowstorms and avalanches.
When activated, this Module fires a reactor-fuelled flare to any point within Range. The flare is clearly visible up to anywhere within Far Range as well as anyone in any adjacent area to you on the Region Map. The flare burns enough to provide illumination nearly equal to that of daylight. The flare lasts for an hour before dissipating.
Module
Salvage Union Workshop ManualPage 191
TL
1
Equipment Locker
Passive
Slots
1
SV
1
This Module is installed directly into your Mech's Cockpit and allows storage of up to 10 pieces of Pilot Equipment within it, allowing easy access when in the field.
Module
Salvage Union Workshop ManualPage 190
Choose your Quirk
In addition to the Systems and Modules you have installed in your Mech, you can also give it a unique Quirk that will make it stand out from other Mechs. For example, their comms and sensor array could look like rabbit ears or they might make beeping noises when being operated. Either roll on the Quirks Table below or create one yourself.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Hydropneumatic suspension system for a smooth ride |
19 | 'Falcon Wing' door design |
18 | Unusual cockpit location |
17 | Reactor emits a green glow |
16 | Smells like a wet dog |
15 | Small organic growths |
14 | Exterior fluctuates in colour |
13 | Vibrates frequently and intensely |
12 | Secretly emits radio waves |
11 | Occasionally sparks electricity |
10 | Creaking and stiff joints |
9 | Cockpit has far, far too many buttons |
8 | Drips coolant and oil |
7 | Rudimentary AI personality |
6 | Vestigial parts attached |
5 | Inexplicably always sticky |
4 | Makes a 'pew pew' sound when used |
3 | Incredibly loud, grinding gears |
2 | Fumes smoke |
1 | Flashing RGB lights |
Describe your Mech's Appearance
Describe the appearance of your Mech. The Mech Chassis is simply an example of the Mech in its stock form before a salvager gets their hands on it. Your Mech can take on any appearance that you can imagine.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | The Meld, sleek, oily black |
19 | Radioactive green exterior |
18 | Super sleek with neon lights |
17 | 'Steampunk', whirring gears, bronze parts |
16 | Animalistic with fangs, claws and wings |
15 | Industrial and utilitarian |
14 | Overgrown with plants and vines |
13 | Covered in stylised graffiti |
12 | Grizzly, covered in skulls and viscera |
11 | Spiky bits |
10 | Covered in camo and foliage |
9 | Draped in cables |
8 | Luminous paint job |
7 | Fantastical, glowing carved runes |
6 | Furry exterior |
5 | Garish paint job with spinning gears |
4 | Misshapen and lumpy |
3 | Rusty and dilapidated |
2 | Grizzly, bloody markings |
1 | Flashy, bright, vibrant, paint job |
Give your Mech a Pattern Name
Finally give your Mech a unique pattern name that marks it as your own creation. This could be something like 'Butcher', 'Slinky', 'Bullseye', or 'Roach'. For example: if you built a Mule with Zoom Optics and a Red Laser, you might want to call it a 'Bullseye Pattern Mule'.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Queen Bee |
19 | Technicolour Dream Warrior |
18 | Ladybug |
17 | Diva |
16 | Hoopster |
15 | Tickle Monster |
14 | Disco Inferno |
13 | Ironclad |
12 | Warhammer |
11 | Reaver |
10 | Banana Split |
9 | Giggle Bot |
8 | Blossom |
7 | Harlequin |
6 | Hog |
5 | Big Daddy |
4 | Manticore |
3 | Reaper |
2 | Moonbeam |
1 | Bullseye |
Guide
Salvage Union Workshop ManualPage 94