Create a Pilot
Create a Pilot
Follow these steps to create your Pilot character for Salvage Union.
Fill out your Stats
Make a copy of the Character Sheet on p. 24; your Pilot starts with 10 Hit Points, 5 Ability Points, and 6 Inventory Slots.
Full details on Pilot Stats can be found on p. 20.
Choose your Pilot Class
There are six core Pilot classes; Engineer, Hacker, Hauler, Salvager, Scout, and Soldier.
Each is differentiated by the different Ability trees they can pick from. Abilities are the unique actions a pilot can make in the game. Your Pilot starts with 1 Ability of your choice.
The Salvager is an exception. As a 'jack of all trades' Class, they can pick from any of the Core Ability trees. However, they can never advance beyond them.
Engineer
Base ClassMax Abilities10Advanceable

Engineers form an integral component of the Union, the grease that keeps our Mechs and Crawlers trundling across the great wastelands. They can take apart and put back together a Mech Chassis in the blink of an eye, and keep their salvage crew operational out in the wastes. Choose an Engineer if you want a character with a breadth of engineering and mechanical knowledge; who can repair and support you and your allies' Mechs, mount Mech parts significantly faster, and allow you to craft Mech parts in the field.
Class
Salvage Union Workshop ManualPage 26
Hauler
Base ClassMax Abilities10Advanceable

If you need a job done in the Union, no matter how dirty, you call a Hauler. There is never a job too big, or a deal too messy, that they won't shake your hand with a smile to do. Whether it is hauling a leaky reactor through a hot zone or salvaging from a buried arco in a toxic waste dump. This can-do attitude makes them a shoo-in for leadership roles, as other salvagers look up to them for their sheer tenacity. Play a Hauler if you want to play a hardy character who can haul large amounts of cargo, make tough deals, and protect and inspire their allies.
Class
Salvage Union Workshop ManualPage 38
Scout
Base ClassMax Abilities10Advanceable

The wasteland is a vast, hostile, and unforgiving expanse; and the Scout knows that land from end to end. Without their guidance, our Mechs and Crawlers would be lost in the wastes, prey to raider ambushes, rad storms, and mutated beast attacks. A Scout's knowledge of the wastes extends beyond the natural, allowing them to infiltrate wasteland sites and corpo settlements and bases. Play a Scout if you want Abilities that allow you to snipe at your enemies, perform tracking and reconnaissance in the wastes, and infiltrate protected areas.
Class
Salvage Union Workshop ManualPage 46
Hacker
Base ClassMax Abilities10Advanceable

Electronic warfare is a reality of the world we live in, and Hackers are at the forefront, delving into the cybersphere to discover new and ingenious ways to hack into Mech infrastructure, tap into corpo networks, and use corpo tech against their owners. Hackers are constantly experimenting with new ways to craft Mech components, and many augment their bodies with a range of modifications, finding their flesh as dull as a long system update. Choose a Hacker if you want access to specialised hacking Abilities, to play a character with a wide range of knowledge about technology, or are interested in augmenting your character beyond the flesh.
Class
Salvage Union Workshop ManualPage 32
Salvager
Base ClassMax Abilities12

The Union runs on the backbone of Salvagers who come from all walks of life. This gives them a wide breadth of knowledge which they use to support the Salvage Union. An average day for a Salvager may see them out in the wastes, salvaging scrap in the morning, welding together broken Mechs in the afternoon, and hacking into the corpo-net in the evening. Play a Salvager if you want to be a jack of all trades who can draw from multiple different Abilities as suits your play style. Salvagers can take a maximum of 12 Pilot Abilities, and can choose Abilities from any of the Core Ability trees from any Class. However they cannot advance into any of the Hybrid Classes, nor do they have any Advanced or Legendary Abilities.
Class
Salvage Union Workshop ManualPage 9
Soldier
Base ClassMax Abilities10Advanceable

War and conflict is an ever present factor in the wastelands and whether fighting with sharpened sticks or plasma cannons, soldiers have always been at the forefront of a conflict throughout human history. Union Soldiers join from many avenues of life. Some are veterans of past wars, some are wastelanders who have earned their stripes by simply surviving out there, others defect from corpo merc life to the better one the Unions can provide. What they all have in common is a desire to fight for the Salvage Union which has provided them and their community with so much. Play a Soldier if you want to play a combat focused character who can blow things up, engage in brutal melee combat, and survive out in the hostile wastes.
Class
Salvage Union Workshop ManualPage 52
Choose your first Ability
You may choose one Ability from your Pilot's trees during character creation. Abilities must be chosen in consecutive order, so you cannot choose a second level Ability unless you have the first Ability in the tree.
1
Well actually...
1 APTurn Action
Ask questions about Systems, Modules, or Technology.
You can casually answer questions about Systems, Modules, Mechs, or technology even if you do not actually know the answer.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | You can ask the Mediator five questions about it and they must give you true answers. |
11-19 | You can ask the Mediator three questions about it and they must give you true answers. |
6-10 | You can ask the Mediator two questions about it. One of these answers must be true, but the other can be false. |
2-5 | You do not actually know, and must make up a convincing answer to save your pride. |
1 | You do not know the answer, and everyone realises this. |
Ability
Salvage Union Workshop ManualPage 34
1
Folk Song
1 APTurn Action
Sing a song to set a mood for an audience of NPCs.
You sing a song that kindles strong feelings in NPCs nearby. Read or sing the chorus of a song at the table, and describe your performance. You may write your own or use one from another songwriter.
Choose a mood to set for your audience:
- Bright:
•Hearts swell with friendly enthusiasm, sparking joyful conversations.
- Sombre:
•The audience falls silent, and begins a sorrowful reflection on their suffering.
- Proud:
•Zealous feelings are ignited, making the crowd noisy and excitable.
- Fear:
•You strike fear into those gathered around you, making them agitated, furtive, and itching for a solution.
- Comfort:
•The crowd is calmed and comforted with warm feelings of safety, home, and rosy tinted memories.
Ability
Salvage Union Workshop ManualPage 41
1
Jury Rig
2 APTurn Action
Craft improvised equipment from everyday items.
You are able to hastily craft improvised equipment from everyday objects taken from your surroundings.
When you are in an area with everyday objects at your disposal, you may craft any Pilot Equipment of your choice of a Tech Level equal to or lower than your Union Crawler.
This Pilot Equipment gains the Unwieldy Trait, and is destroyed on any roll of 1-5 when used, in addition to any other setbacks.
Ability
Salvage Union Workshop ManualPage 29
1
Wastelander Rapport
1 APTurn Action
Ask questions of locals and gain assistance when required.
You have an affinity with the people of the wastes. When you activate this Ability you become friendly with a wastelander who you can communicate with. Describe how you do this.
You may ask this wastelander up to two questions about the local area and they will answer to the full extent of their knowledge. In addition, they will provide you with what help they can as long as it does not put them in danger. For example, by providing you with food or shelter.
If you meet this wastelander again you may ask them one question and they will answer it.
Ability
Salvage Union Workshop ManualPage 54
1
You Shot First
2 APFree Action
Activate this to act first whenever initiative would be rolled.
You have a knack for being the first to act in an altercation. When you activate this Ability you act first in the current situation.
If using Group Initiative, assume you rolled a 20 on the Group Initiative Table, but you must be the first to act in the round and cannot choose to act later in the round.
Ability
Salvage Union Workshop ManualPage 50
1
Squeeze it in
1 APTurn ActionRangeClose
Temporariliy increase the cargo capacity of a Mech.
You always find a way to squeeze that last bit of cargo into a Mech. When activated, you may temporarily increase the Cargo Capacity of a Mech in Range by 4. This effect lasts for 12 hours. You may activate this Ability multiple times on the same Mech.
Ability
Salvage Union Workshop ManualPage 40
1
Charge
1 APFree ActionRangeMedium
Charge a target within Range and make a Melee attack with bonus damage.
You charge a target in Range, moving to Close Range of them. If you make an attack with the Melee Trait on the turn you use this Ability you deal an additional amount of damage equal to the Tech Level of the Weapon or Weapons System you are attacking with. You may only use this Ability once per turn.
Ability
Salvage Union Workshop ManualPage 54
1
Silver Tongue
1 APTurn Action
Glean what motivates an NPC and use it to convince them to do as you wish.
When you are in conversation with someone, you may appeal to something that motivates them in order to convince them to do something you want. The Mediator will decide what motivates them from one of the following options and secretly note it down.
- Goodness:
•They are motivated by an intrinsic desire to do good and treat others with kindness.
- Wealth:
•They are motivated by increasing their wealth in some manner.
- Fear:
•They are motivated by fear of what might happen to them.
- Power:
•They are motivated by what power and influence they can attain in a situation.
- Obligation:
•They are motivated by social obligation, whether to family, community, or to an authority figure.
You must choose what you want from them, decide what you are appealing to and describe what you say in the conversation. If you choose the correct approach they will do what you've asked. Though you must do anything you've promised in the exchange.
If you choose incorrectly, they won't do what you want. This may have additional consequences as decided by the Mediator depending on the context of the situation.
For 1 AP, the Mediator must offer you a narrative clue during the conversation that eliminates one of the incorrect choices. This can be something like, "You overheard this person saying she wasn't afraid of the local raiders, even if they were dangerous."
Ability
Salvage Union Workshop ManualPage 48
1
Read a Person
1 APTurn Action
Learn information about an NPC you’re conversing with.
You have a knack for being able to read people during a conversation. Choose an NPC that you are in conversation with. During the conversation, you can spend 1 AP to learn one of the following options. You can do this as many times as you wish during the conversation.
-You learn something the target intends to do soon.
-You learn something the target wants.
-You learn what the target is currently feeling.
-You learn what internally motivates the target.
-You learn one of the target's weaknesses or flaws.
-You learn if the target is telling the truth or not.
Ability
Salvage Union Workshop ManualPage 40
1
Hacking Kit
Pilot equipmentHacking
Versatile tool for allowing Mech Module hacks on foot and vice-versa.
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.
Ability
Salvage Union Workshop ManualPage 34
1
Mass Field Maintenance
X APLong ActionRangeClose
Repair 4 SP on target Mechs or Vehicles in the field.
For each Ability Point you spend when you activate this Ability you restore up to 4 SP amongst any number of target Mechs or Vehicles within Range, as long as they have at least 1 SP.
For example, if you spend 3 AP you may restore up to 12 SP between all target Mechs or Vehicles. You may distribute this SP however you wish amongst the targets.
Ability
Salvage Union Workshop ManualPage 29
1
Engineering Expertise
1 APTurn Action
Ask questions pertaining to mechanical and engineering topics.
You are able to answer questions pertaining to mechanical and engineering topics. You may ask the Mediator two questions that cover these areas, and they must answer truthfully. You can use this Ability to ask for the full stats of any Mech Chassis, System, Module, or Pilot Equipment that you can see and interact with, as one of these questions.
Ability
Salvage Union Workshop ManualPage 28
1
Bionic Senses
Passive
Gain integrated Thermal Optics, Zoom Optics, or IR Night Vision Optics.
You gain your choice of integrated Thermal Optics, Zoom Optics, or IR Night Vision Optics. This is installed in your cranium via surgical procedure, and grants your Pilot all of the Abilities of the chosen Module. You must spend AP instead of EP to use any of these Abilities. During Downtime you may undergo a further surgical procedure in a Med Bay to remove your current integrated optics and install another one of your choice from the list above.
Ability
Salvage Union Workshop ManualPage 35
1
Gather Intelligence
2 APShort Action
Ask two questions about an area and recieve truthful answers.
You safely investigate an area to gather information about it. This can be a specific point on the Area Map or a location such as a ruin, encampment, settlement, or base. Describe how you go about doing this, then ask the Mediator two questions about the area which will be answered truthfully.
Ability
Salvage Union Workshop ManualPage 48
1
Provoke
1 APTurn ActionRangeClose
Taunt a target in Range to focus its attacks on you.
You provoke any target within Range to focus their attention on you. The target must be able to understand your intent. For the next 10 minutes, the target focuses its attacks, Abilities, and hostilities on you, ignoring all others. This effect ends if you attack another target or if hostilities end.
Ability
Salvage Union Workshop ManualPage 55
Select Two Pilot Equipment
You may choose two pieces of Tech 1 Pilot Equipment from the list. Note these in your inventory.
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
 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
 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
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
 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
 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
 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
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
 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
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
 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
 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
 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
 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
 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
 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
 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
 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
 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
 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
 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
Choose your Callsign
Your Pilot's Callsign is the name everyone on the Union Crawler refers to them as. It is typically a nickname, but can be their actual name. Pick or roll on the Callsign Table, or have everyone else at the table choose one for your Pilot based on their impression of them. Callsigns may also change in play in this manner.
ROLL THE DIE:
| (1 - 4) | (5 - 8) | (9 - 12) | (13 - 16) | (17 - 20) |
|---|---|---|---|---|
| 1: Sparkles | 1: Candyman | 1: Vapour | 1: Curly | 1: Twitch |
| 2: Apex | 2: Gremlin | 2: Urchin | 2: FANG | 2: Airtime |
| 3: Boomer | 3: Pyro | 3: Commodore | 3: Driftwood | 3: Bubbles |
| 4: Doctor | 4: T-BAR | 4: Viper | 4: Turtle | 4: Razor |
| 5: Poptop | 5: Whipsaw | 5: Shinji | 5: Coyote | 5: Sandbag |
| 6: Flatline | 6: Swamp Fox | 6: Roach | 6: Warlock | 6: Judge |
| 7: Oilslick | 7: Tickles | 7: Silverback | 7: Scarecrow | 7: Momma Bear |
| 8: Poacher | 8: Teapot | 8: Chuckles | 8: Husker | 8: Pumpkin |
| 9: Redbeard | 9: Hotdog | 9: Fingers | 9: Codebreaker | 9: Kujo |
| 10: Taxman | 10: Slippy | 10: Voodoo | 10: Doughboy | 10: Aurora |
| 11: Bingo | 11: Roughhouse | 11: Stumpy | 11: Ironsides | 11: Ducky |
| 12: Goose | 12: Spitfire | 12: Fencepost | 12: Highlander | 12: Flea |
| 13: Trigger | 13: Blackjack | 13: Casper | 13: Stainer | 13: Big Nasty |
| 14: Socrates | 14: Bunny-Ears | 14: Whistler | 14: Bone-Saw | 14: Coma |
| 15: Emu | 15: Sandman | 15: Pickle | 15: Biscuit | 15: Wedge |
| 16: Zipline | 16: Laserburn | 16: Starbuck | 16: Catfish | 16: Widowmaker |
| 17: Scorpion | 17: Warbird | 17: Fatcat | 17: Big Dusty | 17: Meatpie |
| 18: Jester | 18: Dipstick | 18: Ruffles | 18: Dingle | 18: Rattler |
| 19: Smudge | 19: Wingnut | 19: Maverick | 19: Sidewinder | 19: Neutron |
| 20: Redeye | 20: Roulette | 20: Thumper | 20: Lumpy | 20: Iceman |
Choose your Background
Your Pilot's Background is where they came from before they joined the Union Crawler. They may have been a wastelander, a member of the corpos, a wanderer, or even a born salvager. If a Pilot takes an action that aligns with their Background they may re-roll the dice on the action, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Prodigy: You were blessed at a young age with exceptional skill and talent, and have chosen to offer that to the Union. |
19 | Tech-Head: You grew up with a passion and aptitude for all things technological, which you may have honed in a wasteland settlement or as part of a corpo, until you joined the Union. |
18 | Criminal: You were part of the criminal underworld, perhaps as part of the corpo undercity or a criminal network of wasteland settlements. |
17 | Hermit: You are a wasteland loner who has managed to survive on your own. Until now. |
16 | Entertainer: You were an entertainer, perhaps you worked in a corpo nightclub or travelled with a troupe around the wastes. |
15 | VIP: You are a very important person, perhaps a famous video reel star or an ace pilot. |
14 | Cultist: You were part of a fanatical religious group in the wastelands, such as the Cult of Ascension. |
13 | Miner: You were a pit worker, labouring deep in the mines, probably for a corpo. |
12 | Researcher: You were a scientist who studied old tech, alien tech, and other mysteries of the wastes hoping to develop new blueprints and make amazing discoveries. |
11 | Corpo Exec: You were a corpo exec at the top of its hierarchy, but something caused you to abandon the corpo and the luxurious life it gave you. |
10 | Mercenary: You were a fighter for hire who worked for salvagers, corpos, and anyone else who would pay. |
9 | Survivor: You survived a traumatic experience at an early age that shaped you, perhaps a raider attack or a corpo forced labour raid. |
8 | Trader: You were a trader, perhaps you worked alone, for your own crew, or as part of a corpo. |
7 | Freelancer: You were a worker who roamed the wastes, looking for any work you could. |
6 | Corpo Exile: You were a prominent corpo who was exiled from your arcology for some digression. |
5 | Colonial War Veteran: You fought in the colonial wars between the TDA and the corpo colonies. |
4 | Born Salvager: You were born on the Union Crawler, and it is all you've ever known. |
3 | Raider: You used to be part of a raider band in the wastelands. |
2 | Corpo Worker: You worked for one of the corpos, perhaps in an arcology or satellite base. |
1 | Wastelander: You used to live in the wastelands, in one of the many scattered settlements. |
Choose your Motto
Your Pilot's Motto is a phrase they happen to be fond of using. They may say this phrase, as a Free Action or Reaction, at a time during the game that feels appropriate, and another Pilot may re-roll the dice, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Feel the fear and do it anyway. |
19 | The grass is greener where you water it. |
18 | Carpe diem. |
17 | Salvagers know nothing is truly lost. |
16 | Call me, or screw it up yourself. |
15 | It is not a bug, it is a feature. |
14 | Be kind, for everyone you meet is fighting a hard battle. |
13 | Failure is the mother of success. |
12 | No job too big. |
11 | Mechs are not built in a day. |
10 | Those who have a why can bear any how. |
9 | Everything is impossible until it is done. |
8 | Do your best! |
7 | An ounce of prevention is worth a pound of cure. |
6 | Success is the best revenge. |
5 | Hope for the best and prepare for the worst. |
4 | From each according to their ability, to each according to their needs. |
3 | Knowledge is power, France is Bacon. |
2 | The early bird gets the worm. |
1 | Live and let live. |
Choose your Keepsake
Your Pilot's Keepsake is an item that is personal and important to them. It could be an old photograph, a childhood bobblehead toy, or a music mixtape from an old sweetheart. Consider why this Keepsake is important and what it means to your Pilot. If a Pilot takes an action that aligns with why their Keepsake is important to them, they may re-roll the dice on the action, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Peach Lipstick |
19 | Pack of Smokes |
18 | Harmonica |
17 | 22-year-old bottle of Whiskey |
16 | Cloth Patch |
15 | Heart-shaped Purse |
14 | Silver Pendant |
13 | Set of novelty dice |
12 | Branded Cup |
11 | Leatherbound Journal |
10 | Lucky Tooth |
9 | Butterfly Earrings |
8 | Scuffed Book |
7 | Walkman |
6 | Polaroid Picture |
5 | Bobblehead |
4 | Snowglobe |
3 | Dog Tags |
2 | Pre-War Handheld Console |
1 | Stuffed Toy |
Choose your Appearance
Briefly describe the appearance of your Pilot, and consider their gender and pronouns. Are they alluring, fancy, glamorous, tall, stocky, sloppy, or intimidating? Do they have any iconic features such as scars, wildly spiked hair, a mischievous grin, or crooked teeth? What type of clothing do they wear? Do they go by she, he, they, or something else?
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Quaint |
19 | Cute |
18 | Colourful |
17 | Petite |
16 | Rosy |
15 | Squat |
14 | Graceful |
13 | Thick |
12 | Wiry |
11 | Tattooed |
10 | Plump |
9 | Quirky |
8 | Muscular |
7 | Slender |
6 | Lanky |
5 | Sloppy |
4 | Fancy |
3 | Intimidating |
2 | Alluring |
1 | Stocky |
Guide
Salvage Union Workshop ManualPage 18