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.

d20ItemGold Value (standard)Notes
1–3Deuterium Fuel Cells (1d6 modules)800 oz per moduleRefills 1d6 ship flights (core fuel economy rule)
4–6Rare Metals / Helium-3 (1 ton)2,500 ozCore trade good; +500 oz if Stomper-heavy world
7–9Medical Supplies Crate1,200 ozContains 10× Regenerative Nanites + 5× Medkits (core prices)
10–12Luxury Goods / Spices / Wine900 ozStreetwise AR TN 12 to fence at +20%
13–15Weapons Crate (roll once on Table 4)3,000 ozSealed; may contain 1d4 grenades
16–17Cybernetic Parts Bin1,800 ozRoll once on Table 3
18Void-Pirate Loot Cache5,000 ozHidden compartment; +1 random cybernetic implant
19Neural Port Module2,500 ozShip Gear (core); LNC characters get +2 AR while installed
20Exotic Artifact (GM special)10,000+ ozPsionic trigger chance (1d20 19–20) or “unknown horror” campaign hook

Table 2: Crew Quarters / Personal Effects (d20)Search bunks, lockers, or escape pods.

d20ItemGold ValueNotes
1–41d4 doses Combat Roids or Adrenaline Stim1.5 oz eachCore Medications; active on find
5–8Armored Vacuum Suit (lightly used)15–18 ozAV 6/2; 50% chance of 1 free module slot
9–11Neural Interface Port + Portable Hacking Deck5 oz total+2 Computer AR (core)
12–14Vibro-Short Sword or Mono-Knife2.8 ozVorpal or standard; roll condition (d6)
15–16Enhanced Ocular Implants12 oz+2 Perception (core cyber)
17Personal Gold Stash1d6 × 100 ozHidden; Personality AR TN 15 to spot
18Pain Editor Implant (uninstalled)7 ozCore cyber; requires TN 18 Medicine to install
19Stealth Cloak10 oz+2 Stealth AR (core)
20Psionic Focus Crystal (rare)3,000 ozGrants +1 SRM to one Psionic Talent for 1d6 scenes

Table 3: Tech Bay / Cyber Lab Salvage (d20)Engineering sections, labs, or black-market caches.

d20ItemGold ValueNotes
1–3Neural Lace or Neural Interface Port15 oz or 4 ozCore cyber; +2 Electronics/Computer AR
4–6Reflex Booster Implant (partial)20 oz+1 Agility & Initiative once installed
7–9Subdermal Plating or Intradermal Armor kit18 ozAV 4/2 or 3/1; install TN 18
10–12Regenerative Nanites (5 doses)25 oz totalHeals 1d6 HP each (core)
13–15ECM Bracer or Personal Signal Jammer9 oz or 1.6 oz+3 Stealth vs sensors
16–17Augmented Legs or Multi-Tool Cyberarm25–30 oz+4m Move Rate or +2 Mechanics AR
18Basic Neuro-Core Organoid1,000 ozShip module (Appendix); +2 Gunnery/Piloting AR
19Skeletal Composite Infusion Graft18 oz+1 Strength/Health AtMod
20Torture Rig Parts4,000 ozBuild your own LNC torture bot (see prior example)

Table 4: Weapon Locker / Armory (d20)Directly from core Weapons – Costs and Damage list.

d20WeaponGold ValueDamage / Effect (core)
1–39mm Holdout Pistol0.8 oz2d6 (Physical)
4–6SMG or Light Carbine1.5–2.0 oz3d6+1 or 2d6+2 (Physical)
7–9Rail Pistol2.0 oz2d6+2 (ignores half AV)
10–12Vibro-Short Sword (single-edged)2.8 oz3d6 (vorpal: sever limb on natural 18)
13–14Laser Carbine (4 shots left)3.5 oz3d6 energy (half AV soak)
15–16Grenade Launcher + 4 flashbangs6.9 ozArea effects (core)
17Heavy Machinegun (portable)4.0 oz4d6 (Physical)
18Plasma Cutter (handheld)2.5 oz3d6 energy (ignores half AV)
19EMP Grenade (single)1.2 ozDisables electronics 10 m radius
20Sniper Rifle (scoped)4.5 oz4d6+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.

d12FindGold ValueNotes
1Fusion Thruster Upgrade module5,000 ozShip Gear (core)
2Electromagnetic Force Field4,000 oz+ AV soak
3Cloaking Device (basic)6,000 oz+3 Stealth AR ship scale
4Neural Port Module (full)2,500 ozInstall on any ship
5Battlefield Light Lancer Mech (damaged)1,500 oz50% HP; repair TN 15
6Scout Frigate hyperdrive core7,000 ozUpgrade any Frigate/Light hull
7Captured rival pirate’s log0 ozPlot hook +1d6 rumors
8Psionic Artifact (GM special)8,000 ozTriggers psionic potential check
910 oz Rhodium bar40,000 ozUltra-rare (core conversion)
10Torture Bot (intact)5,000 ozFull NPC from prior example
11Sentinel Station Pod (mini-hab)4,000 ozPortable safehouse
12“Cradle Horror” sample (quarantined)15,000+ ozCampaign 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).