Keywords
actions
Refers to Pilot, Mech, and NPC Abilities such as those Bio-Titans have. Often activated by spending Ability Points or Energy Points respectively to produce a variety of effects in play. Pilot Abilities may be used in a Mech unless otherwise stated.
Keyword
Salvage Union Workshop ManualPage 20
ability points
Each Pilot has a number of Ability Points which they can use to trigger their Abilities in play. Ability Points restore fully after 1 week of rest during Downtime.
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Salvage Union Workshop ManualPage 327
action scene
Refers to any action packed situation in the game such as combat or chases where time is measured in Turns lasting roughly a minute each.
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Salvage Union Workshop ManualPage 7
advanced abilities
Refers to both the Advanced Class and Hybrid Abilities. Trained with 2 Training Points during Downtime.
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Salvage Union Workshop ManualPage 23
advanced tree
A Pilot that has specialised in their Core Class can take Abilities from the Advanced Tree of that Class. A Pilot can advance into their Advance Tree once they have taken 6 Core Abilities including all 3 Abilities linked to their Advanced Tree. For example the Engineer must take all 3 Abilities in the Mech-Tech tree before advancing into the Advanced Engineer Tree. Once they have chosen to advance into their Advanced Tree they can no longer choose to advance into either of their Hybrid Class options. They may still take all Abilities from their Core Class, such as the Engineer Abilities if they were an Engineer.
Keyword
Salvage Union Workshop ManualPage 321
bio-titan
Gigantic and terrifying mutated organisms formed of an amalgamation of mechanised flesh. They have a bizarre range of powers and adaptations that make them incredibly powerful foes to encounter. They can be salvaged for vast amounts of Bio-Titan Salvage when slain which can be sold as Tech 1 Scrap.
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Salvage Union Workshop ManualPage 11
blind
If someone is Blind, they gain the Vulnerable Trait and cannot take any actions that would require sight unless they find another means to circumvent this.
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Salvage Union Workshop ManualPage 72
core abilities
The main Abilities that the 6 Core Classes gain access to. Trained with 1 Training Point during Downtime.
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Salvage Union Workshop ManualPage 23
core class
The 6 Core Pilot Classes of Salvage Union. Players play as one of these. Engineer, Hacker, Hauler, Salvager, Scout, Soldier.
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Salvage Union Workshop ManualPage 23
corpo
The enemy. Refers both to the exploitative corporations who hold most of the power in the world and individuals who belong to or work for a Corpo.
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Salvage Union Workshop ManualPage 9
creature
Broadly covers all people, animals, mutants and cyborgs in the game. Does not include Bio-Titans or Meld.
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Salvage Union Workshop ManualPage 80
damaged
If a System, Module, or Chassis is damaged it is inoperable and cannot be used in any way until repaired and restored to the Intact Condition.
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Salvage Union Workshop ManualPage 219
death blow
A special type of attack made against a target in Close Range that is on 0 SP or HP or is otherwise incapacitated that kills or destroys them entirely.
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Salvage Union Workshop ManualPage 239
destroyed
A destroyed System, Module, Chassis, or Vehicle is entirely inoperable. It cannot be repaired, salvaged, scrapped, or used in any way.
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Salvage Union Workshop ManualPage 43
difficult terrain
Any type of terrain that would be difficult to cross such as mountainous and hilly terrain, heavy swamp, or a thick forest. Movement over long distances through Difficult Terrain takes 2× as long. This does not apply in combat and action scenes though the Mediator may apply other penalties as appropriate.
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Salvage Union Workshop ManualPage 69
downtime
A period of one week, typically spent on a Union Crawler. Used to restore all Mech and Pilot statistics, train new Abilities, craft and repair Mechs and move across the wasteland via the Crawler.
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Salvage Union Workshop ManualPage 3
downtime action
Actions that you can perform during your week of Downtime. Typically in your Union Crawler.
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Salvage Union Workshop ManualPage 329
drone
Refers to all remotely controlled or automated mechanical Drones. Treat Drones as Mechs for the purpose of the rules and Abilities.
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Salvage Union Workshop ManualPage 102
energy points
Each Mech has an Energy Point value representing the output of its reactor. These are spent to activate a wide range of Abilities. Energy Points restore fully after 1 week of Downtime in a Mech Bay of the Tech Level of the Mech or higher.
Keyword
Salvage Union Workshop ManualPage 95
environmental effects
Environmental effects include heat and cold, heavy rain, radiation storms, high winds and flooding. These can cause a variety of negative effects in play as decided by the Mediator.
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Salvage Union Workshop ManualPage 81
free action
A simple action like talking which does not take up much time in a round and can be done for free.
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Salvage Union Workshop ManualPage 165
group
The Pilots and their Mechs count as a group and will often be referred to as such. Any allied group counts as a group as well. During Group Initiative, play switches between different groups.
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Salvage Union Workshop ManualPage 13
heat
Generates on your Mech when you perform various tasks. When you reach your Heat Capacity you must make a Heat Check. If you start your turn at your Heat Capacity you must also make a Heat Check.
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Salvage Union Workshop ManualPage 30
heat check
To make a Heat Check you roll a d20. If the result is equal to or under your current Heat you must roll on the Reactor Overload Table. A roll of a 20 is always a success, as your Heat Capacity can be higher than 20.
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Salvage Union Workshop ManualPage 30
hit points
How resilient your Pilot, a creature, or a person is. When your Pilot is reduced to 0 HP they must roll on the Critical Injury Table. NPCs typically die at 0 HP. Any attack that deals SP damage deals 2× that amount to anything that has a Hit Point value.
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Salvage Union Workshop ManualPage 323
hybrid classes
A Pilot that has specialised in multiple roles. A Pilot can advance into a Hybrid Class once they have taken 6 Core Abilities, including all 3 Abilities linked to the Hybrid Class they have chosen. For example the Engineer must take all 3 Abilities in the Forging Tree before advancing into the Fabricator Class. Once a Pilot has chosen their Hybrid Class they cannot advance into any other Hybrid Class or Advanced Tree. They also can no longer choose Abilities from their Core Class that their Hybrid Class cannot learn. For example if the Engineer advances into the Fabricator Class they cannot take any Abilities from the Mech-Tech Tree, though they can retain any Abilities they have previously picked from that tree.
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Salvage Union Workshop ManualPage 23
incapacitated
If a creature is incapacitated it is unconscious and typically on 0 HP. A death blow can be performed upon an incapacitated creature.
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Salvage Union Workshop ManualPage 255
inoperable
If a System, Module, Chassis, Vehicle, or Pilot Equipment is inoperable it cannot be used in any way. Mechs and Vehicles cannot be piloted, weapons cannot be used to make attacks, and no Abilities can be activated. This typically applies when damaged, but some effects will also make things inoperable.
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Salvage Union Workshop ManualPage 245
intact
If a System, Module, Chassis, Vehicle, or Pilot Equipment has the Intact Condition, it is in full working order and can be used normally.
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Salvage Union Workshop ManualPage 338
integrated
If a System or Module is integrated into a Mech Chassis it comes as part of it. It does not take up any additional System or Module Slots and cannot be removed, replaced or fitted on another Mech. It can still be targeted with any Ability that would target a System or Module. If damaged or destroyed it can be repaired or restored by any effect that would Repair the Chassis. Use the Tech Level and Salvage Value of the Chassis for any such Abilities.
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Salvage Union Workshop ManualPage 33
irradiated
An area that’s Irradiated puts strain on Mech reactors, causes wildlife to wither and die, blights soil and causes untold damage to humans and animals in the area. Mechs in an irradiated area increase their Heat by 1 every hour they are within it. Pilots exposed in an irradiated area can suffer bloody vomit, internal bleeding, fever, infection, and eventually death, gaining a Major Injury every day they are exposed. Radiation storms are significantly more likely to occur in Irradiated areas and Bio-Titans and mutants are likely to be found within the area. This effect lasts in the area for at least 1 to 5 years. In extreme cases the area can be irradiated for 1,000 to 20,000 years.
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Salvage Union Workshop ManualPage 296
lance
A formation of four Mechs, typically referred to in the context of combat.
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Salvage Union Workshop ManualPage 79
legendary abilities
Powerful, end game, Abilities that a Core Class and Hybrid Class gains access to once they have trained in 6 Core Abilities and 3 Advanced Abilities. Trained with 3 Training Points during Downtime.
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Salvage Union Workshop ManualPage 23
long action
An action that takes an hour to complete. This includes actions such as area salvaging as well as many Systems, Modules, and Abilities. It is also the length needed to fully Shutdown a Mech and reduce its Heat to 0.
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Salvage Union Workshop ManualPage 28
major injury
A significant injury such as broken bones, permanent scarring, deep burns or cranial fractures. Your Max Health is permanently reduced by 2 until healed during Downtime in a Tech 5-6 Med Bay.
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Salvage Union Workshop ManualPage 36
mech
A walking, armoured, and often armed mechanical construct that can be piloted. You will spend much of the game controlling one of these.
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Salvage Union Workshop ManualPage 2
meld
The Meld are an intelligent, alien, nanite entity that can take over creatures and machines. Can be Salvaged for Meld Nanites.
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Salvage Union Workshop ManualPage 61
minor injury
A simple injury such as a scar, burn, or laceration. Your Max Hit Points are permanently reduced by 1 until healed during Downtime in a Tech 3-4 Med Bay.
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Salvage Union Workshop ManualPage 35
module
An internal part such as a communicator, hacking chip, or coolant flow manifold that inserts into a Mech.
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Salvage Union Workshop ManualPage 11
module slots
The total number of Modules a Mech can install. Also the number of Modules a Module takes up on a Mech.
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Salvage Union Workshop ManualPage 95
morale
The will of an NPC to stay engaged in combat or dangerous situations. NPCs make Morale Checks by rolling on the Morale Table when they are injured, or see their allies hurt. This can cause them to retreat or surrender. Player Pilots never roll morale and must decide themselves whether they fight or flee in a situation.
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Salvage Union Workshop ManualPage 167
mount / dismount
Mounting and Dismounting are actions that Mechs and Pilots can perform if they have access to a System or Module with the Rigging Trait. This lets them remove and attach Systems and Modules to a Mech. You may not Mount a damaged System or Module to a Mech.
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Salvage Union Workshop ManualPage 324
move
Refers to moving from one Range Band to another. E.g. from Medium Range to Long Range. Can be done once during your turn by default.
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Salvage Union Workshop ManualPage 324
operable
If a System, Module, Chassis, Vehicle, or Pilot Equipment is operable it can be used, piloted, used to make an attack, and any of its Abilities can be activated as normal.
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Salvage Union Workshop ManualPage 245
passive
Denotes that a System, Module, Pilot Equipment or Ability is used passively, often refers to things that increase a stat such as the Capacitance Bank System or are always assumed active such as a Locomotion System.
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Salvage Union Workshop ManualPage 35
people
People are any human or human-like beings in the game such as wasters, cyborgs, and salvagers.
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Salvage Union Workshop ManualPage 139
pilot
Refers typically to the player’s Pilot character who controls their Mech. Can also refer to NPC Pilots in the world.
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Salvage Union Workshop ManualPage 3
pilot equipment
Gear and personal items that Pilots carry. Each takes up 1 Inventory Slot.
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Salvage Union Workshop ManualPage 7
prone
If something is Prone it has fallen over, been knocked down, and is on the ground. It gains the Immobile and Vulnerable Traits. It takes a Turn Action to get up from being prone.
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Salvage Union Workshop ManualPage 42
push
You may choose to Push your Mech after you roll the die. This allows you to re-roll the die, but you must accept the second result. Your Mech then increases its Heat by 2 and must make a Heat Check. If you Push ‘for free’ you may re-roll the die without adding Heat or making a Heat Check. Pilots cannot Push rolls and roll the die once for all actions, unless otherwise noted.
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Salvage Union Workshop ManualPage 30
range
The Range of a System, Module, Ability, or Pilot Equipment. Splits into Close Range, Medium Range, Long Range, and Far Range. Ranges in Salvage Union are intended to be relative.
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Salvage Union Workshop ManualPage 22
ranged weapon
Any weapon that does not have the Melee Trait and is used to make some sort of Ranged based attack counts as a Ranged weapon.
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Salvage Union Workshop ManualPage 67
reaction
A type of action typically done in response to something such as activating a shield when getting hit or attempting to escape from a Mech when it is destroyed. A Player may always choose to use a Reaction System, Module, or Ability as a Turn Action instead if they wish.
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Salvage Union Workshop ManualPage 51
retreat
Pilots and NPCs can use the Retreat Ability during an Action Scene to flee from a combat or dangerous situation as a group. This involves rolling on the Retreat Table to find out what happens.
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Salvage Union Workshop ManualPage 42
round
A Round is over in an action scene when every character in the scene has taken a turn. Play then passes to the next round.
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Salvage Union Workshop ManualPage 24
salvage value
Each Mech, System, and Module has a Salvage Value represented by this symbol. This value determines the following: The amount of Salvage you get when you perform the Scrap action on a Chassis, System, Module, Vehicle, or Bio-Titan. The amount of Scrap you need to use of its Tech Level or higher to repair a damaged Chassis, System, or Module. The amount of Cargo Slots a System, Module, or Chassis takes up on a Mech.
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Salvage Union Workshop ManualPage 98
scrap
Scrap is an abstract representation of the wide array of components that can be salvaged in the wastelands. They can include semiconductors, wiring looms, titanium alloys, and more, but the name is only there to provide in-game flavour. There are six Tech Levels of Scrap broadly representing the rarity, value, and complexity of the components. Scrap is used as a form of barter based currency and can be used to craft and repair Mech Chassis, Systems, and Modules. Scrap takes up 1 Cargo Slot on a Mech and 3 Inventory Slots on a Pilot.
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Salvage Union Workshop ManualPage 3
setback
A consequence that can occur as a result of Pilot actions, rolling a Tough choice or when The Mediator decides. Can include taking damage, Systems or Modules being damaged, allies refusing to work with you, being attacked, gaining Heat or wasting an hour of time. A Severe Setback is a harsher version of this with more extreme consequences.
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Salvage Union Workshop ManualPage 320
severe environmental effects
Severe environmental effects include extreme heat and cold, solar storms, firestorms, hailstorms, tsunamis, acid rain, hurricanes and tornadoes. These all have a variety of severely negative effects in play as decided by the Mediator.
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Salvage Union Workshop ManualPage 325
short action
An action that takes about 10 minutes to complete and is typically used outside of action scenes.
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Salvage Union Workshop ManualPage 48
shutdown
A Mech that is Shutdown is inoperable and gains the Vulnerable Trait. It cannot be used in any way. If a Mech is Shutdown fully for an hour, it reduces its Heat to 0. A Pilot can activate a Shutdown Mech as a Turn Action. It takes a Mech a Turn to boot up from Shutdown and it will be active at the start of that Pilots next Turn.
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Salvage Union Workshop ManualPage 324
squad
Groups of NPCs are collected into Squads for ease of use and tracking in play. These have higher HP and do more damage than individual units and often have multiple attacks.
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Salvage Union Workshop ManualPage 300
structure points
How resilient to damage a Mech, Vehicle, or Bio-Titan is. When this reaches 0, you must roll on the Critical Damage Table to find out what happens to your Mech. NPCs are typically damaged or destroyed at 0 SP. If something has Structure Points, any attack that deals HP damage deals half damage to it instead. Vehicles, Bio-Titans, Drones, and many other tough creatures have Structure Points as well and this applies to them too.
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Salvage Union Workshop ManualPage 218
system
An external part such as a weapon, arm, or tool that attaches to a Mech.
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Salvage Union Workshop ManualPage 3
system slots
The total number of Systems a Mech can mount. Also the number of System Slots a System takes up on a Mech.
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Salvage Union Workshop ManualPage 95
tech level
How technologically advanced a Mech Chassis, System, Module, Vehicle, or Pilot Equipment is, as well as a determination of the value of Scrap.
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Salvage Union Workshop ManualPage 98
turn
A turn is a unit of measurement during action scenes within the game. During a turn a Mech, Pilot, or NPC can move a Range band in any direction and take a Turn Action such as making an attack or using certain Abilities.
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Salvage Union Workshop ManualPage 28
turn action
An action that takes around a minute to complete and can be done once in a standard turn.
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Salvage Union Workshop ManualPage 28
turrets
Static form of automated or manned defence. Unless otherwise stated Turrets have the Immobile Trait and deal damage as their Weapon System. They have SP equal to 2× their Weapon Systems Tech Level, for example a Green Laser Turret has 4 SP and attacks as a Green Laser.
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Salvage Union Workshop ManualPage 335
union crawler
A large Mech which is home to an entire community of salvagers and is capable of deploying Mechs. It has a range of facilities split into Bays which enable a wide range of actions such as training Abilities and gathering rumours and requires Upkeep to keep functioning.
Keyword
Salvage Union Workshop ManualPage 20
vehicle
Any non-Mech mechanical transport that can be driven or piloted is counted as a vehicle. This includes the likes of cars, power loaders, trucks, tanks, and helicopters.
Keyword
Salvage Union Workshop ManualPage 29
weapons system
A Weapons System is any System that has an explicit damage value within its stat block. For example, a Green Laser, Missile Pod, or a Heavy Duty Mining Rig. All Weapons Systems require a Turn Action to activate unless stated otherwise.
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Salvage Union Workshop ManualPage 184
wheeled
If something is wheeled it moves via use of wheels. Wheeled vehicles cannot cross areas of Difficult Terrain and can only be used effectively on roads or other flat expanses, few of which exist in the wastelands.
Keyword
Salvage Union Workshop ManualPage 9
bio-system
Some Bio-Systems and Bio-Modules will have different effects based on whether they are installed in a Bio-Chassis or a Mech-Chassis.
If a Union Crawler has a Bio-Mech Bay a Bio-Chassis fully restores its SP, EP, and reduces its Heat to 0 during Downtime.
Bio-Chassis, Bio-Systems and Bio-Modules do not repair from Damaged to Intact automatically during downtime. They must be repaired with Bio-Salvage.
Bio-Chassis can install both standard and Bio Systems and Modules.
Bio-Chassis roll on an alternate Bio-Chassis Damage Table (see p. 78) when they are reduced to 0 SP.
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We Were Here First!Page 60
bio-module
Some Bio-Systems and Bio-Modules will have different effects based on whether they are installed in a Bio-Chassis or a Mech-Chassis.
If a Union Crawler has a Bio-Mech Bay a Bio-Chassis fully restores its SP, EP, and reduces its Heat to 0 during Downtime.
Bio-Chassis, Bio-Systems and Bio-Modules do not repair from Damaged to Intact automatically during downtime. They must be repaired with Bio-Salvage.
Bio-Chassis can install both standard and Bio Systems and Modules.
Bio-Chassis roll on an alternate Bio-Chassis Damage Table (see p. 78) when they are reduced to 0 SP.
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We Were Here First!Page 60
bio-chassis
Bio-Chassis roll on an alternate Bio-Chassis Overload Table (see p. 79) when they fail a Heat Check.
Bio-Chassis requires the Pilot to hook themselves up physically to the Bio-Mech. There are many different ways this can be done: tendrils and wires; amniotic sacs; electrodes; and harnessing. The exact details are up to the players and the Mediator to determine.
Otherwise, Bio-Chassis operate as a standard Mech.
Unless otherwise stated in their entry, Bio-Systems and Bio-Modules can be installed on either Bio-Chassis or standard Mech-Chassis.
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We Were Here First!Page 60
anomalous zone
When Pilots are in an Anomalous Zone, they must roll on the Anomaly Table on pages 10-11 for each journey or hour spent in the area.
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False FlagPage 9
difficult terrain (False Flag)
Difficult Terrain takes twice as long to cross. A Union Crawler takes two weeks to traverse it and requires 2 Downtime Cycles and Upkeep payments.
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False FlagPage 9
freezing
All Heat gained in Freezing areas is halved.
For each hour spent in a Freezing area without protection, roll on the following table for effects on a Mech: 20: The Mech is unscathed by the cold. 11-19: The Mech takes 1 SP damage from cold erosion. 6-10: The Mech's electronics freeze over and a random Module is damaged. 2-5: The Mech's parts begin to seize in the cold. A random System is damaged. 1: The Mech's core freezes. Its Chassis is damaged.
Pilots suffer 2 HP damage and a Minor Injury per hour in a Freezing area unless protected (e.g., by piloting an operational Mech).
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False FlagPage 9
low visibility
Pilots can only see and target at Close Range, unless they have other means of vision.
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False FlagPage 9
surface ice
Mechs falling on surface ice take 4 SP damage and fall Prone. If they fail to recover, they fall through the ice into a crevasse and must roll on the Critical Damage Table. Pilots falling on surface ice take 2 HP damage and fall Prone.
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False FlagPage 9
corporate scrip
Scrip is a corpo currency for purchasing basic goods in a settlement, such as food, lodgings, and transportation. It's often used by outsiders who are not part of the corpo DebtCredit™ system.
One Tech 1 Scrap typically provides enough Scrip to cover expenses for a whole crew for a month. When Pilots travel into a settled region, assume they will find a way to get scrip and that all basic necessities are covered. Scrip does not need specific tracking by the GM.
Scrip cannot be spent on goods with tangible value or which are directly relevant to play, such as Systems, Modules, Pilot Equipment, or Mech Chassis. You must pay Scrap for those goods instead.
Scrip is also unique to each corporate settlement, and isn't tradable between them. For example, DronTek scrip is worthless in a Stefanus Arco.
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False FlagPage 9