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CORIOLIS Ship Salvage

An explorer can search a ship the number of times equal to their WITS stat (i.e., roll on this table), each search taking 3 hours
multiplied by ship size. Before searching they must make an OBSERVATION roll, and for each success they get +1 to the 10s die.
However, reduce this bonus by 1 or more if the ship has been looted previously (up to -5 for ships that have already been
stripped).
roll salvage Re-sale value
11 – 16 Nothing Of Value Zilch
21 1d6 Spare Parts (O) 250 Br each
22 Isotope Rods 1d6x50 Br
23 Damaged Exoshell 350 Br
24 Ship Armour Sheeting 1d6x50 Br
25 Clothing 2d6x10 Br
26 Medkit 700 Br
31 1d6 Spare Parts 1-5: Ordinary - 250 Br each
32 1d6 Energy Cells 50 Br each 6: Advanced – 1500 each
33 Transactor 2d6x100 Br
34 1d6 Lockpicks 50 Br each
35 Tools 1-4: Ordinary (500 Br each)
36 Abandoned Cargo 1-3: Cheap shit - 1d6x10 Br 5-6: Advanced (1500 Br)
41 2d6 Spare Parts (O) 250 Br each 4-5: Medium - 1d6x100 Br
42 2d6 Energy Cells 50 Br each 6: High - 1d6x1000 Br
43 2d6 M-Doses 50 Br each
44 Personal Effects 1-5: Cheap – 1d6x50 Br
45 Security Tablet 500 Br 6: Expensive – 1d6x250 Br
46 Bio-monitor 3000 Br
51 2d6 Spare Parts 1-3: Ordinary - 250 Br each
52 Cutting Torch 500 Br 4-6: Advanced – 1500 each
53 Medicines 2d6 doses 1-2: Tabak 25 Br/dose
54 Colonisation Pod 1d3x Box Tents (2000 Br) 3: Kambra 250/dose
55 Transactor 2d6x500 Br 1d3 Compasses (100 Br) 4: Arrash 25/dose
56 1d3 Protective Suits 1000 Br each Environment Scanner (400) 5: Opor 50/dose
61 Doctor’s Bag 300 Br 1d3 Filter Masks (300 Br) 6: M-E Narcos 200/dose
62 3d6 Reloads (A) 50 Br per unit 2d6 Rations (100 Br)
63 Functioning Exoshell 2000 Br
64 Tools 1-2: Ordinary (500 Br each)
65 Chapel Relics 3d6x100 Br 3-6: Advanced (1500 Br)
66 Roll Twice, add your bonus
71 External Cargo Pod 1: Cheap shit - 2d6x10 Br
72 Weapon Stash 1-3: Melee 2d6 Weps 2-3: Medium - 2d6x100 Br
73 Armour 1d3 Random Sets 4-6: Ranged 2d6 Weps 4-6: High - 2d6x1000 Br
74 Ship’s Armoury 1-2: 1d6 Missiles
75 Intact Vehicle 1-3: Ground Loader 3-4: 1d6 Torpedoes
76 Roll Twice, add your bonus 4-5: Jet Pack 4-6: 1d6 Mines
6: Crawler
81 Ablative Armour Shield With a successful TECH roll an Engineer can salvage one bank of Ablative armour, giving
[requires Salvage Station] the new ship a one-off ABLATIVE ARMOUR bonus of -3 damage for one attack. It cannot
be subsequently repaired. If not installed it can be sold for 20,000 Birr.
82 Precise Thruster Array A successful TECH roll salvages thruster parts to allow the installation of a PRECISE
[requires Salvage Station] THRUSTER on a new ship. When installing the number of successes on a TECH roll minus
1 = the thruster bonus to docking, landing and evasion. If sold this will fetch 40,000 Birr.
83 Sensor Arrays A successful TECH roll salvages equipment that, when installed on a new ship, will give a
[requires Salvage Station] +1 bonus to all Sensor rolls (as per SENSITIVE SENSORS). Worth 40,000 Birr if sold.
84 Sensor Boosters The ship has gear that can be salvaged with a successful TECH roll, and can be installed
on a new ship as SUPER SENSORS with another successful TECH roll. This increases a
ship’s sensor range to 8 Combat Units. On the market this would fetch 55,000 Birr.
85 Library Database The ship’s data banks remain intact and you can download the data therein. The number
of successes on a TECH roll minus 1 = the CULTURE and SCIENCE bonus in one area of
knowledge (GM’s discretion). If sold this will fetch 20,000 Birr.
86 Ship System The ship has a random bridge ship system that can be extracted, and installed on a new
ship. The number of successes on a TECH roll minus 1 = the skill and attribute level of the
ship’s system. If sold this will fetch 50,000 Birr.
91+ Roll Three Times, add your bonus
Rules: (Modified RPGGods Rules)

1. Each individual searching the vessel can make a number of searches (i.e., rolls on the Ship Salvage
Table) equal to their WITS attribute;
2. Each search takes a full 3 hours multiplied by ship size (so a character with a WITS of 3, making the
maximum number of searches, spends 18 hours scouring a class II ship);
3. For each search the character makes an OBSERVATION roll. Every success on this roll adds a
bonus of +1 to the tens die for the roll on the Ship Salvage table;
4. The GM decides how much salvage might be available on the vessel, and decides on an appropriate
modifier, from 0 to -5 on the tens die, depending on the state of the ship being searched (a ship that’s
never been salvaged and is well stocked might have a modifier of 0, whereas one that’s been stripped
will have a -5 modifier);
5. A failed TECH Roll for salvaging a component can’t be repeated. The component is damaged and
lost.
6. Roll d66, apply the OBSERVATION and GM bonuses to the tens die, and check against the SHIP
SALVAGE Table below to see what you have found;
7. Go through steps 2-5 again for each search.

Additional Rules for “Full Salvage”:


To salvage a whole ship as for example a class 4 ship, 50 workers need about 3 months (25 workers and 2
months for Class 2, 250 workers and 10 months for Class 5), the ship must be in a dry dock or hangar.
dangerous components can cause major problems, so the reactor should be removed separately from the ship
before disassembly, which takes about 12 days for 20 workers (10 days for 10 workers for class 2, 30 days
for 50 workers class 5)
If there is no station nearby where the ship can be set into a hangar that also has a salvage module, the only
other solution is a ship with a hangar big enough to fit the target in plus the ship need a salvage module on
its own.
The recycled metals of the ship are in total 40% of the original ship value in pure metal (stripped, wear,
damaged parts, contaminated parts etc. all included)
A ship with a base value of 1.5 million thus brings in 600,000 Birr according to Salvage in Metal if a buyer
is found for it.
For the use of a hangar or dry dock there are fees if you don't have one of your own, these are 10% of
expected profit (i.e. 60.000 Birr) plus tools and other materials for dismantling. Here you can assume a flat
rate of 5,000 Birr per month.
Since they are simple workers, one can assume a monthly payment of 800 Birr on average (this includes the
foremen and supervisors, who earn more than the average)
So, let's add it up:
20 workers - 12 days at 700 Birr per month = take for simplicity's sake 7.000 Birr
50 workers for 3 months (112 days) at 700 Birr per month = 105.000 Birr
Hangar = 60.000 Birr
Tools and consumables for 3 months = 15.000 Birr
----
= 187.000 Birr costs

Here we have now the total expenditure of 187.000 Birr costs for 3 months against the calculated income of
600.000 Birr.
The total monthly expenses are to be paid in advance by the players, no worker will work on credit. So, in
addition to their other monthly costs the players have, they need to pay 62.333 Birr each month for the
deconstruction of the ship or the work stops.
At the end of the 3 months they will have metal components of a former ship with basic value in this
example of 413.000 Birr for which they have to find a buyer.
If the players are not lucky enough to have a shipyard in the system who needs such amount of scrap metal
from a ship, you have to bring the components to one - or accept 10% of the max value (41.300 Birr) as a
fee reduced for the effort to bring the components to a shipyard.
In total after 3 Months with a Class 4 salvaged and sold ship, the Players will maybe be lucky to get out with
around 371.700 Birr Profit.
But this means during the 3 months nothing happens. No issues, no bad luck, no fierce competitors and no
problems getting the ship to the hangar or the metal to its destination. It will be a thrill for the players if this
might work, but if they can afford the monthly payment of 62.333 Birr as in this example, they can try for
sure.
For each month, there should be a hidden roll on the random encounter table to check if an issue will block
the strip.

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