Salvaging wrecks, derelicts, abandoned stations, or captured enemy ships is a core activity in Void Pirates. Every successful salvage attempt uses the Salvage/Fabricate skill (Average, Intellect-based) Action Roll.Core Salvage Mechanics (100% NOVACore-Compatible)
- Base Roll: After clearing the wreck or ship, make one Salvage/Fabricate Action Roll (TN set by Game Master: Routine 8 for small pods, Average 12 for frigates, Difficult 18 for capitals).
- Successes: Roll 1d20 per successful Action Roll (or 1d100 for large hauls like capital ships).
- Margin Bonus (AR – TN):
- +1 to +2: One free reroll or +10% final gold value
- +3 or higher: Roll twice and take both results
- Condition Check (roll d6 once per item found):
- 1 = Damaged (–50% value; requires Mechanics AR TN 12 to repair)
- 2–5 = Good condition
- 6 = Pristine (+20% value)
- Local Economy Modifier: Apply the core d6 roll from Economics section to final gold value (±20%).
- Hazards: Every salvage scene requires one Health (HLTH) Action Roll vs. radiation/toxins (TN 12 + any Radiation Shielding Rate penalty if hull is breached). Failure = 1d6 damage per hour of exposure until mitigated (Breather Mask, Lung Filters, or sealed suit negates).
Roll on the appropriate table(s) based on wreck size/type. Small wrecks = 1 roll on Table 1 + 1 on Table 2. Medium = 2 rolls anywhere + 1 on Table 5. Capital = roll 1d100 (combine tables) and give +1 reroll per crew member.Table 1: Cargo Hold / Bulk Trade Goods (d20)Common in freighters, mining barges, or station wrecks. Value per ton or crate.
| d20 | Item | Gold Value (standard) | Notes |
|---|---|---|---|
| 1–3 | Deuterium Fuel Cells (1d6 modules) | 800 oz per module | Refills 1d6 ship flights (core fuel economy rule) |
| 4–6 | Rare Metals / Helium-3 (1 ton) | 2,500 oz | Core trade good; +500 oz if Stomper-heavy world |
| 7–9 | Medical Supplies Crate | 1,200 oz | Contains 10× Regenerative Nanites + 5× Medkits (core prices) |
| 10–12 | Luxury Goods / Spices / Wine | 900 oz | Streetwise AR TN 12 to fence at +20% |
| 13–15 | Weapons Crate (roll once on Table 4) | 3,000 oz | Sealed; may contain 1d4 grenades |
| 16–17 | Cybernetic Parts Bin | 1,800 oz | Roll once on Table 3 |
| 18 | Void-Pirate Loot Cache | 5,000 oz | Hidden compartment; +1 random cybernetic implant |
| 19 | Neural Port Module | 2,500 oz | Ship Gear (core); LNC characters get +2 AR while installed |
| 20 | Exotic Artifact (GM special) | 10,000+ oz | Psionic trigger chance (1d20 19–20) or “unknown horror” campaign hook |
Table 2: Crew Quarters / Personal Effects (d20)Search bunks, lockers, or escape pods.
| d20 | Item | Gold Value | Notes |
|---|---|---|---|
| 1–4 | 1d4 doses Combat Roids or Adrenaline Stim | 1.5 oz each | Core Medications; active on find |
| 5–8 | Armored Vacuum Suit (lightly used) | 15–18 oz | AV 6/2; 50% chance of 1 free module slot |
| 9–11 | Neural Interface Port + Portable Hacking Deck | 5 oz total | +2 Computer AR (core) |
| 12–14 | Vibro-Short Sword or Mono-Knife | 2.8 oz | Vorpal or standard; roll condition (d6) |
| 15–16 | Enhanced Ocular Implants | 12 oz | +2 Perception (core cyber) |
| 17 | Personal Gold Stash | 1d6 × 100 oz | Hidden; Personality AR TN 15 to spot |
| 18 | Pain Editor Implant (uninstalled) | 7 oz | Core cyber; requires TN 18 Medicine to install |
| 19 | Stealth Cloak | 10 oz | +2 Stealth AR (core) |
| 20 | Psionic Focus Crystal (rare) | 3,000 oz | Grants +1 SRM to one Psionic Talent for 1d6 scenes |
Table 3: Tech Bay / Cyber Lab Salvage (d20)Engineering sections, labs, or black-market caches.
| d20 | Item | Gold Value | Notes |
|---|---|---|---|
| 1–3 | Neural Lace or Neural Interface Port | 15 oz or 4 oz | Core cyber; +2 Electronics/Computer AR |
| 4–6 | Reflex Booster Implant (partial) | 20 oz | +1 Agility & Initiative once installed |
| 7–9 | Subdermal Plating or Intradermal Armor kit | 18 oz | AV 4/2 or 3/1; install TN 18 |
| 10–12 | Regenerative Nanites (5 doses) | 25 oz total | Heals 1d6 HP each (core) |
| 13–15 | ECM Bracer or Personal Signal Jammer | 9 oz or 1.6 oz | +3 Stealth vs sensors |
| 16–17 | Augmented Legs or Multi-Tool Cyberarm | 25–30 oz | +4m Move Rate or +2 Mechanics AR |
| 18 | Basic Neuro-Core Organoid | 1,000 oz | Ship module (Appendix); +2 Gunnery/Piloting AR |
| 19 | Skeletal Composite Infusion Graft | 18 oz | +1 Strength/Health AtMod |
| 20 | Torture Rig Parts | 4,000 oz | Build your own LNC torture bot (see prior example) |
Table 4: Weapon Locker / Armory (d20)Directly from core Weapons – Costs and Damage list.
| d20 | Weapon | Gold Value | Damage / Effect (core) |
|---|---|---|---|
| 1–3 | 9mm Holdout Pistol | 0.8 oz | 2d6 (Physical) |
| 4–6 | SMG or Light Carbine | 1.5–2.0 oz | 3d6+1 or 2d6+2 (Physical) |
| 7–9 | Rail Pistol | 2.0 oz | 2d6+2 (ignores half AV) |
| 10–12 | Vibro-Short Sword (single-edged) | 2.8 oz | 3d6 (vorpal: sever limb on natural 18) |
| 13–14 | Laser Carbine (4 shots left) | 3.5 oz | 3d6 energy (half AV soak) |
| 15–16 | Grenade Launcher + 4 flashbangs | 6.9 oz | Area effects (core) |
| 17 | Heavy Machinegun (portable) | 4.0 oz | 4d6 (Physical) |
| 18 | Plasma Cutter (handheld) | 2.5 oz | 3d6 energy (ignores half AV) |
| 19 | EMP Grenade (single) | 1.2 oz | Disables electronics 10 m radius |
| 20 | Sniper Rifle (scoped) | 4.5 oz | 4d6+2 (Physical); +2 at Long range |
Table 5: Bridge / Rare Finds (d12) – Big Ticket or Plot ItemsRoll only on critical successes or captain’s quarters.
| d12 | Find | Gold Value | Notes |
|---|---|---|---|
| 1 | Fusion Thruster Upgrade module | 5,000 oz | Ship Gear (core) |
| 2 | Electromagnetic Force Field | 4,000 oz | + AV soak |
| 3 | Cloaking Device (basic) | 6,000 oz | +3 Stealth AR ship scale |
| 4 | Neural Port Module (full) | 2,500 oz | Install on any ship |
| 5 | Battlefield Light Lancer Mech (damaged) | 1,500 oz | 50% HP; repair TN 15 |
| 6 | Scout Frigate hyperdrive core | 7,000 oz | Upgrade any Frigate/Light hull |
| 7 | Captured rival pirate’s log | 0 oz | Plot hook +1d6 rumors |
| 8 | Psionic Artifact (GM special) | 8,000 oz | Triggers psionic potential check |
| 9 | 10 oz Rhodium bar | 40,000 oz | Ultra-rare (core conversion) |
| 10 | Torture Bot (intact) | 5,000 oz | Full NPC from prior example |
| 11 | Sentinel Station Pod (mini-hab) | 4,000 oz | Portable safehouse |
| 12 | “Cradle Horror” sample (quarantined) | 15,000+ oz | Campaign hook; radiation risk |
GM Quick Tips
- Small wreck (pod/shuttle): 1 roll on Table 1 + 1 on Table 2.
- Medium (frigate/light): 2 rolls anywhere + 1 on Table 5.
- Capital haul: Roll 1d100 (combine tables) and give +1 reroll per crew member.
- Black-market fence: Broker AR TN 15; success = +20% gold, failure = Luyten patrol complication.
- LNC characters treat Neural Ports or Organoids as “personal” loot (plug-and-play).