Legitimate Salvage — Quick Reference Forbidden Psalm System · R&R Company
① Crew Creation
  1. Pick 4 models; roll Names (d100 table).
  2. Choose classes — must include 1 C.L.O. Can swap others for Recruits (max 3 Recruits).
  3. Roll or assign stats per class formula.
  4. Pick 1 starting Skill from class Skill Tree.
  5. Roll for Flaw (reroll costs +50cr Debt).
  6. Buy Equipment → incur Debt.
  7. Buy Vac Suit (strongly recommended).
Stat assign option: +3/+1/0/−3 or +2/+2/−1/−2 or roll 3−1D4 four times.
Stats & Derived Values
StatDrivesDerived
STRMelee (STR weapons), dragEquip Slots = 5+STR+Suit
PRERanged attacks, hacking, repair, salvageMax Stress = PRE+5
TGHDisease/poison savesMax HP = TGH+5
AGIMelee (AGI weapons), jumpingMove = AGI+5 inches
Service IV Mechanoid: STR 3, PRE 3−1D6, TGH 0, AGI 4−1D4. Immune to Stress. No Debt/rewards.
Classes at a Glance
ClassRole / Free GearMax Debt
EngineerRepair, hack; free Breach Kit or Electronic Toolkit200cr
Corpsec (S.O.)Combat; free Grenade or Knife250cr
ExpertVersatile; free Torch or Fabricator300cr
Med TechHealing; free Scalpel (weapon) + pick Medkit or Fabricator200cr
C.L.O.Android support; free Torch or Fabricator350cr
Ex C-MarineCombat+; free T-98XML rifle + free Grenade or Torch200cr
Service IVAndroid; specialism grants free gear
RecruitAny L1 skill; free Torch150cr
Classes get discounted class-suggested gear at creation only. Free gear costs 0cr & 0 slots for that class.
Debt System
  • Debt is per crew member, not shared.
  • Buy any gear → spend credits or incur Debt up to class max.
  • After each Job: pay off Debt first from earned credits.
  • Must pay ≥ 25% of current Debt each Job — or take a STRIKE.
  • 3 Strikes → crew member is Reclaimed (removed with all gear).
  • Sell gear at ½ value (round down) before paying Debt.
  • Strange Tech can be surrendered to wipe all Debt (before buying new items).
  • Expenses: 2 per crew member per Job; each costs +40cr Debt.
Expenses (use any time, incl. other players' turns)
NameEffect
Bring to the TableGain 1 free Item (no weapons).
Circle BackReroll any die (yours or another's).
Bleeding EdgeDeal max damage on an attack.
Game ChangerCancel one Critical or Fumble.
Paradigm ShiftAuto-pass one test.
Sick DayRemove Downed model; auto-passes Death Save, still rolls Injury.
Game Setup
  1. Pick a Job / generate randomly.
  2. Set up board (max 24"×24" recommended).
  3. Determine Conditions & if oxygen is present.
  4. Roll to determine who places first; deploy models.
  5. Roll Initiative (d20). Highest picks first activation.
Deployment
  • Space station/ship: Start in airlock — doors open Round 1. Exit only via airlocks.
  • Planet: 2" band along one board edge.
Round Structure
  1. Determine Initiative (d20 roll-off).
  2. Players alternate activating one model each.
  3. Activate Hostiles (all, randomised order).
  4. End of Round — check ongoing effects.
Activation & Actions

On activation: Move then Action (Move must come first). Triggered effects resolve at activation start, before Move.

Movement
  • Normal: AGI+5 inches in any direction.
  • Climb: ½ Movement; must end on flat surface.
  • Jump ≤3": DR12 Agility test — fail = 1 dmg/inch fallen; fumble = also gain Injury.
  • Vac Suit: spend 1 Oxygen for extra free Move once/Round.
Actions (pick one)
  • Ranged Attack
  • Melee Attack
  • Use Equipment or Skill
  • Pick up / drop Items within 1" (any number)
  • Interact with Salvage / Job item within 1"
  • Second Move
  • Repair something
  • Hack something
Performing an Action ends the activation.
Core Dice Rules
RollRule
Standard testd20 + modifiers ≥ 12 = success (DR12).
FumbleNatural 1 = always fail + gain 1 Stress.
CriticalNatural 20 = always success. Criticals deal max damage; also breach Vac Suit. Triggers Morale test on target.
ModifiersStats + Skills + Flaws + Weapon keywords. All stack.
AF(X)Roll X dice, take best. Rolling any 1 still Fumbles.
Stress
  • Gain Stress when: rolling a 1 · first time seeing a Monster · Vac Suit breached · friendly Downed within 6".
  • If Stress > Max (PRE+5): −1 per point over max on all tests.
  • Stress does not reset between Jobs (costs 5 XP to clear).
Morale Test (Presence DR12)
  • Triggered by: Critical Hit received; striking a Downed enemy.
  • Fail = +2 Stress. Fumble = flee (max Move toward nearest edge every Round until passing or off table).
  • Hostile Morale: roll 2d6 vs Morale value on Critical Hit — if result > Morale, hostile flees.
Combat Resolution
Melee Attack (within 1")
  1. Pick weapon → roll DR12 + stat modifier (STR or AGI per weapon).
  2. Target may attack back simultaneously at −3. (Negated if another friendly is also within 1" of attacker.)
  3. Both sides roll damage on successful hits.
  4. Fumble = drop weapon.
Ranged Attack (max 12", need LoS)
  1. Roll DR12 + PRE (or weapon stat mod).
  2. Spend 1 Ammo on each attempt.
  3. On success, roll weapon damage.
  4. No ranged attack if model is in Melee combat (−3 to hit if targeting into Melee).
Modifiers
ConditionModifier
Target in cover (any obscuring)−3 to hit
Shooting into melee (attacker in melee)Cannot
Targeting into melee−3 to hit
Throw weapon up to 6"−3 to hit
Ranged weapon used in meleeCounts as 1H Makeshift
Zero-G hit, no Zero-G skillPushed back 1"
Damage
  • Roll weapon damage dice → subtract target's Armour → reduce target HP.
  • Critical = max damage (Armour still applies; Vac Suit breached).
  • Armour always reduces damage unless a rule says otherwise.
  • Fists = 1 HP damage (no armour modifier).
HP, Casualties & Injuries
HP States
  • Downed: HP ≤ 0. Lay face up. Can be looted as free action.
  • Dead: Downed model takes any further damage. Lay face down.
  • HP does not auto-heal between Jobs.
Death Save (post-Job, DR6 Toughness)
  • Fail → Dead.
  • Success → Gains 1D4 HP; roll 1 Injury.
  • Critical → Recovers; roll Injury AND gain 1 new Skill.
Healing Costs (between Jobs)
ServiceCost
Heal to max HP25cr (or take 1 Strike if at max Debt)
Remove 1 Injury100cr (or 5 XP)
Remove all Stress5 XP
Injury Table (d20)
RollInjuryRollInjury
1Space Adaptation Sickness: −1 AGI tests11Stress: +1 Stress start of every Job
2Phage: Death Save end of each Job until healed12Concussed: −1 all rolls next Job
3Microplastic Sickness: −1 TGH until healed13Sprained Ankle: −1 AGI next Job
4Internal Bleeding: auto-fail Death Save if Downed next Job14Bruised Eye: −1 PRE next Job
5Broken Bones: −1 AGI15Bruised Ribs: −1 TGH next Job
6Anxiety: −1 PRE16Discombobulated: swap 2 stats randomly
7Weak: −1 STR17Forgetful: lose 1 random piece of gear (permanent)
8Maimed: −1 HP18Only a Flesh Wound: no Injury
9Lost Limb: 1H weapons only; −1 Equip Slot19Host Disease: quarantine; skip next Job, then removed
10Missing Eye: ranged max range −3"20Space Flu: gain Diseased condition
Vac Suits
  • Take 0 Equipment Slots. Only 1 worn at a time.
  • All Suits start with 4 Oxygen (unless noted).
  • Critical Hit → Suit breached; lose 1 Oxygen per Round while breached.
#SuitArmourSlotsCostSpecial
1R&R Standard1+110cr
2EXOgen Reinforced1+220cr
3ARMAX Industrial2+340crAuto-repairs first breach each Job
4MK Milsec3+2100crAmmo takes 0 slots
5OMNI Fire Rescue2+280crIgnore Burn condition
6Conglom-O Emergency0+15crOnly 3 Oxygen
7Bootleg Consec3+450crOnly 2 Oxygen
8Secondhand R&R0+12crRoll d20 start of Job; on 1 = starts breached
Vac Suit Repair
  • Duc Tape: Action + DR12 PRE → seals breach (no Oxygen refill).
  • Breach Kit: Action + DR12 PRE → seals breach + fully refills Oxygen.
  • Can self-repair, or another model within 1" can help.
  • If repaired while Downed from suffocation → regain 1 HP and stand up.
Suffocation
  • If no suit or suit out of Oxygen where there's no air: each activation, Toughness DR12 — fail = drop to 0 HP (Downed).
  • While suffocating and Downed: Death Save (DR6) at start of each Round. Fail = Die.
Hull Breach
  • Breach = 1"×1" gap; entire map loses oxygen.
  • Within 3" when breach occurs: STR DR12 or pulled 1" toward breach. If reaching breach: AGI DR12 or sucked into space (Downed for Job).
  • Repair: within 1" with Hand Welder, PRE DR12 as Action.
Weapons Reference
Melee — One-Handed
WeaponDmgModSpecialCost
Fists1STRFree
Makeshift Weapon1D4STRFree
Knife1D4AGICruel5cr
Scalpel1D3AGICritical hit → Bleeding1cr
Breach Axe1D6STRCruel10cr
Boarding Pick1D8STRCruel15cr
Stun Baton(1D4 on class sheets*)STRTarget DR12 or Stunned10cr
Spanner1D4STR2cr
Hand Welder1D6STRAlso seals doors/hulls50cr
Melee — Two-Handed
WeaponDmgModSpecialCost
Spacewalk Spear1D8AGIReach10cr
Power Tool1D8STR5cr
Eviscerator (melee)1D8AGIReach, Bleeding25cr
Ripper1D10STRReach, Devastating50cr
Consumables (all Thrown keyword)
ItemDmgSpecialCost
Grenade1D6Explode; miss on 5+ d6 = Hull Breach5cr
Molotov1D6Explode, Burn2cr
Smoke BombExplode, Smoke, Template3cr
Glue BombExplode; within 3" AGI DR12 or Stuck10cr
R&R Breach Charge1D10Explode; detonates start of Round 2 after placed25cr
Ranged — One-Handed (all have Ranged keyword, 12" unless noted)
WeaponDmgModSpecialAmmoCost
D5223 Pistol1D8PREReload5, Jam5 shots/1cr10cr
Auto 101D6STRReload3, AF25/1cr15cr
Blast Lazer1D4STRReload12, Cruel12/5cr5cr
Biocleaner1D6TGHCruel25cr
Ranged — Two-Handed (all Two-Handed + Ranged)
WeaponDmgModSpecialAmmoCost
T-98XML†1D8PREAF3, Ranged18, Reload8, Jam, AP8/5cr50cr
MXX14 Shotgun†1D10STRExplode, Reload66/5cr30cr
BIG1D10TGHBurn, Reload44/2cr45cr
Incendiary Blast Rig1D12STRBurn, Reload, Ranged61/15cr50cr
M52B Burst Rifle†1D10/1D8STR/PREDual mode: Shotgun (Explode,Reload5) / Rifle (AF3,Reload8,Jam)Dual100cr
Harpoon Launcher1D12+3STRReload1, Devastating1/1cr100cr
Eviscerator Launcher1D12STRReload2, Bleeding, AP2/10cr100cr
† Works with HUD (+1 to hit). All ranged weapons come loaded; loaded ammo = 0 slots.
*Stun Baton: master weapons table lists no damage (—); class sheets show 1D4. Master table is likely authoritative — use whichever your group prefers.
Grenades also have a Breach keyword on class sheets (not in main table); effect covered by the miss rule: miss roll of 5+ on d6 = Hull Breach.
Key Weapon Keywords
KeywordEffect
APIgnores all Armour.
Bleeding1 HP dmg/activation (ignores Armour) until healed.
BurnTGH DR12 or on fire: 1 dmg/activation. Action to extinguish.
BulkyNeeds STR ≥ +3; else −6 to rolls.
CruelAlways deals at least 1 damage.
DevastatingNatural 20 kills targets with <20 starting HP.
ExplodeOn Fumble: max damage to user, weapon destroyed.
JamOn Fumble: Jammed (not dropped). AGI action to clear; Fumble to clear = weapon breaks.
ReachAttack at 2" without triggering counter-attack.
Reload(X)Fires X times before needing to reload (Action + give up Move).
Two-HandedTakes 2 Equipment Slots.
Key Items
ItemEffectCost
BioScannerReveal hidden enemies.50cr
Infrared Goggles+1 Ranged Attacks.40cr
Exo Suit+2 STR when worn.180cr
Breach KitRepair Vac Suit + refill Oxygen (DR12 PRE).40cr
Electronic ToolkitRequired for Repair & Hacking computers.50cr
HUD+1 to attacks with compatible guns (†).60cr
MEDKITAction: heal Downed model 1D4 HP or remove Bleeding/Poisoned/Diseased.150cr
Science Kit+1 PRE on Job/objective tests (not attacks).50cr
TorchLight to 12".20cr
FabricatorConvert any Item into another Item or Ammo (not suits/weapons).150cr
Duc TapeRepair Vac Suit breach (one use; no O2 refill).20cr
Fire Foam GunExtinguish 1" of fire. 10 uses.30cr
Darkness without light source: −6 all rolls; cannot target/be targeted at range. Partial Darkness: −3, light range 9".
Hacking & Repair
  • Requires Hacking Skill + Electronic Toolkit.
  • Within 3": PRE DR12.
  • Hacking a computer: Job-specific effect (e.g., close door).
  • Hacking an Android: 1 turn control — can Move + one of: attack, attack self, pick up item. Then firewall kicks in.
  • All Repair tests: PRE DR12 (unless stated otherwise).
Salvage (Looting)
  • Interact Action within 1" of locker/body.
  • PRE DR12: fail = nothing; success = roll below; 20 = roll twice; 1 = fail + 1 Stress.
d10 Table 1→ go to
1–2Table 2: Items
3–6Table 3: Ammo
7Table 4: Consumables
8–9Table 5: Weapons
10Strange Tech (pg 57)
Hostiles Summary
  • Activate after all player models, in random order.
  • All Hostile tests at DR12, no modifiers (unless stated).
  • Will not target Downed models unless no other option.
  • Fumble: drop weapon (claws/natural weapons not dropped).
  • Different-type Hostiles fight each other.
  • See module for specific Hostile profiles (HP, Morale, Attack, Armour, Stress, Special).
Leaving Combat (within 1" of enemy)
  • Declare; opponent rolls AGI DR12 to stop you.
  • Success (for you) = enemy doesn't move. Fail = enemy moves up to their Move but takes no Action.
  • Opponent Fumbles = you can attack them. Opponent Crits = they move + take Action.
Post-Mission Campaign Sequence
1 · Credits & Hazard Pay
  • Each participating crew member earns 35cr (even if Downed).
  • Downed-at-end members earn +5cr "Hazard Pay."
  • Add any Job-specific rewards.
2 · Death Saves
  • All models still Downed at end of Job: roll TGH DR6.
  • Fail = Dead. Success = 1D4 HP + Injury. Critical = no Injury + new Skill.
3 · Healing (Optional)
  • 25cr to heal to max HP.
  • 100cr per Injury removed.
  • Cannot pay when at max Debt → take 1 Strike, heal anyway.
4 · Pay Debt
  • Credits pay off Debt first.
  • Must pay ≥ 25% of current Debt.
  • Fail → Strike. 3 Strikes → Reclaimed (removed with all gear).
  • Can sell gear at ½ value before Debt is collected.
5 · Gain XP

+1 XP per crew member for each:

  • Hostile killed
  • Job with ≥1 member surviving
  • Model Downed (enemy or friendly)
  • Death Save passed
  • Crew member who died
6 · Spend XP (5 XP each)
  • +1 to any stat (no maximum).
  • Remove 1 Injury.
  • Learn a new Skill.
  • Remove all Stress from one crew member.
7 · Buy/Sell Gear
  • Buy Items with credits or incur Debt.
  • Sell at ½ value. Strange Tech cannot be sold — surrender to wipe all Debt.
8 · Recruit
  • Replace Dead or Reclaimed member for free.
  • Follow full crew creation steps.