Salvage Op Old
Salvage Op Old
Salvage Op Old
Salvage Op
S
alvage Op is an adventure for The Expanse Roleplaying Game. It is intended for a crew of 4 to 6 1st to 3rd level Expanse
characters. The set-up of the adventure assumes the crew have their own ship, albeit not necessarily a good one. They
discover a derelict ship out in the Belt with the potential to significantly change their lives—or end them.
A belter pirate ship, the Picus, was transporting stolen Martian military equipment. Unfortunately, that equipment
included a number of semi-autonomous military drones, which were accidentally activated when a crew member got too
curious (and possibly greedy). The drones followed their programming and killed off the pirate crew, leaving their ship adrift
in the Belt, which is where the player characters stumble upon it. The ship and its cargo are valuable salvage, assuming the
characters can survive and deal with the runaway drones and the compatriots of the dead pirates who are looking for them.
Theme
Salvage Op is, in many regards, a “haunted house in space.” The crew is boarding a creepy, derelict ship to discover its crew
murdered and that the killers are still there, along with one traumatized survivor. The feeling of the adventure is meant to be
tense, the story one of survival against humanity’s own runaway killing machines. Although there is some interaction and the
potential for a fair amount of combat, the adventure is primarily a dangerous exploration encounter.
Running Salvage Op
The scenes of Salvage Op happen in order from most to least important, so you can shorten the adventure to fit time
constraints; if you’re running a full-length game, you should be able to do all four scenes. For shorter games, leave off Scene
4 (the conflict with the other pirate ship) or Scene 3 (with the survivors of the previous crew) as needed, focusing on getting
on-board the Picus and dealing with the drones. On the other hand, if Scene 2 and Scene 3 go too quickly, you can always
introduce additional drones, or other hazards or complications, to make things more difficult for the crew.
Salvage Op should be relatively easy to incorporate into an ongoing or new Expanse series: The derelict Picus is an
isolated encounter that can happen while the crew is on their way to or from somewhere between other stories. It’s also a
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Salvage Op Roleplaying Game
potentially useful kickoff for a series, since the Picus is a sound and useful ship and could set the crew up with a new ship
they can rightfully call their own, provided they can capture and hold on to it. In this case, you can start the crew off as miners,
asteroid surveyors, couriers, or the crew of a cargo hauler, or even survivors from a ship that has been destroyed, perhaps
even by the pirates! Either the survivors followed the Picus, coming upon the pirate after the drones disabled it, or they
escaped an attack from the Cybelle, the ship that shows up in Scene 4, and came upon the Picus first.
SCENE 1
You’ve had plenty of time to get to know one another on this most recent transit through the system, with nothing
but days of steady, routine acceleration and occasional course corrections. You skirt closer to the tumbling rocks of
the Belt. Mid-way through your day-long shift, things are pretty routine when you notice something unusual on your
long-range scans: A metallic body whose composition and shape isn’t an asteroid, but almost certainly a ship. It emits
no transponder signal, however, and its power emissions are essentially nil at this distance. Its drive isn’t active, and
it’s likely even its reactor is shut down. It’s adrift, a ghost ship floating in the Belt.
If this is your first Expanse game, after the first sentence of lead-in text, allow the players the opportunity to introduce their
characters. They can play out whatever shipboard interactions they’d like to establish how their characters relate, based on
their Drives and Relationships (see Chapter 2 and Chapter 13 of The Expanse RPG). If this is not your first game session,
then the crew should have an interlude following the end of their last story and prior to the beginning of this scene. See
Interludes in the Game Play chapter of The Expanse Roleplaying Game for more information.
Investigation
Allow the crew the opportunity to investigate the ghost ship. They’ll need to change their own ship’s course and decelerate
to rendezvous with it, eventually matching the other ship’s trajectory by using their maneuvering thrusters. Without boarding
it, they are limited to what their own ship’s sensors and visual readings can tell them, which is somewhat limited. After a short
investigation, the crew learns the following:
The other ship is a little bigger than a large ship’s boat or drop ship, probably a small modified freighter, about 30
meters long. It clearly has a drive cone for an Epstein drive. A visual scan shows it also has a torpedo launcher and
point defense cannons, meaning it is either a military or security ship or a pirate, since civilian ships don’t mount such
weapons.
There is no registry, name, or related markings on the ship’s hull and no active transponder signal. A lack of a tran-
sponder could mean it is damaged or offline, or it could be an illegal modification of the ship’s systems. The lack of
registry markings suggests the ship is a smuggler or pirate.
There are no heat readings coming from the ship, and other energy readings suggest the ship’s reactor is shut down.
Any efforts to hail the ship by radio or tight-beam transmission return no response.
The players do not have to make any ability tests to learn these things, although, in order to keep a sense of mystery and
tension, you should feel free to roll some dice out of sight before relating to the players what their characters learn. If you
prefer, you can roll a TN 9 Intelligence (Technology) test for any character using the ship’s sensors or a TN 9 Perception
(Seeing) test for anyone inspecting the visual feed of the other ship from close distance, but such tests aren’t necessary.
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Roleplaying Game Salvage Op
signal before it is jammed or cut off by the drones, in order to tantalize the players and get them inter-
ested in investigation.
the Picus
SIZE Large (30 meters long)
If the players stubbornly refuse to investigate the Picus, jump on to Scene 4 and have them confronted
by the Cybelle, the other pirate ship. The pirates might take them prisoner, allowing the characters the HULL 2d6 CREW 6 (16)
opportunity to try and get loose. They might even send the prisoners onto the Picus to investigate, using COMPETANCE N/A
them as sacrificial lambs, reminding them they have a weapons-lock on the ship and will destroy it at the DRIVE Epstein, Thrusters
first sign of treachery. Play things out however seems best given the crew’s actions. SENSORS 1
Boarding
WEAPONS
SCENE 2
It’s clear that the interior of the ship beyond the airlock is in vacuum. The interior is dark, save for some luminescent
strips of emergency lighting. A dark shape looms off to the right as you enter, something drifting in the microgravity
past your field of vision.
Ask the players to roll for initiative, a Dexterity test. Regardless of who goes first, as soon as the characters get to act they
discover the following:
The shape is someone in a vac-suit, their feet still magnetically locked to the deck, but the faceplate of their suit is
broken, with small shards floating weightlessly around their head. The person inside the suit is dead, but the vacuum
conditions make it hard to tell for how long.
Hazard: Vacuum
The interior of the Picus has no atmosphere, so the crew has to rely on their vac-suits to protect them. If a suit fails or runs out
of air, the character may suffocate (see Suffocation in the Threats chapter of The Expanse Roleplaying Game). A character
who takes damage from an attack like a gun, knife, or other weapon suffers a suit puncture. The character’s air will run out
in 2d6 rounds unless the suit is patched, requiring a major action by either the wearer or an assisting character. All of the
crew’s suits have emergency patches for these circumstances.
If a character’s vac-suit is breached, such as the helmet or faceplate being destroyed, the character immediately begins to
suffocate and takes 1d6 penetrating damage each round until they are dead or reach a safe atmosphere, which is unavail-
able inside the ship unless power is restored. A clever character might be able to quickly salvage a spare helmet or other
part from the vac-suits of the Picus’s dead crew with a TN 7 Intelligence (Engineering) test, taking 6 rounds minus the result
of the Drama Die to do so.
Since the Picus is not under thrust, there is no gravity on board, leaving everything in free-fall. (See Gravity in the Threats
chapter of The Expanse Roleplaying Game for details.) Maneuvering may require a Dexterity (Free-fall) test from the char-
acters, with the TN based on the difficulty of the maneuver. For the most part, the crew can move about normally by magne-
tizing the boots of their vac-suits to the deck plating.
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Salvage Op Roleplaying Game
COMMAND DECK
The door to this area is open to the main access shaft. One drone is in this area, in standby mode, but it will power up and
attack anyone who enters the area. There are also two vac-suit clad bodies in here, one still strapped down to an accelera-
tion couch, the other floating freely. Both of them have been shot multiple times. The displays and controls on the command
deck are on minimum power; crew members can use them to get a look at the state of the Picus’s systems (functional but
shut down) but not much else can be discovered unless power is restored.
GALLEY
Another body is floating freely in this area, which contains a table with benches attached to either side, and standard galley
equipment for reconstituting prepared foods. The victim in the galley shows no signs of violence. Since they aren’t wearing
a vac-suit, they likely died from asphyxiation or exposure to vacuum.
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Roleplaying Game Salvage Op
CREW QUARTERS
Double-occupancy quarters for up to twelve people take up the next three decks. The doors to all but one of the rooms are
closed. The room with the open door has two bodies inside, both floating free in the microgravity, each killed by several
gunshots. One of the closed crew quarters is also the sanctuary of the sole surviving member of the Picus crew. If the char-
acters approach this door or open it, go to Scene 3. The contents of the crew quarters are fairly unremarkable but, if the
crew is in particular need of something, like a sidearm or a spare of something, you might allow them to find it there with a
TN 9 Perception (Searching) test.
AIRLOCK
This is where the crew enters the ship, discovering the body of one of the Picus crew killed after a drone breached his vac-
suit. Like the other parts of the ship, the airlock doors are powered down and have to be operated manually. The ship cannot
be re-pressurized unless the outer airlock door is closed.
HOLD
The deck below the airlock is a cargo hold with its own larger loading door. In the hold are a half-dozen crates of black-
market military-grade weapons. The crates are magnetically fastened to the deck, but one of them is broken open; this is
the crate the drones escaped from when they activated. There are two dead pirates in this section, both of them shot and
killed by the drones. Neither is wearing a vac-suit, as both were already dead when the drones disabled life support. The
contraband in the hold is good for a temporary +2 increase to the crew’s Incomes if they were to sell it, although, of course,
it would have to be sold on the black market.
ENGINEERING
The engineering section of the Picus is located just above the reactor and drive cone. Like the command deck, the hatch
leading into this section is open, and one drone is positioned here, magnetically clinging to the “ceiling” in standby mode.
When intruders enter the engineering section, the drone attacks them. If the crew has access to the controls in engi-
neering, they can reactivate the Picus’s reactor and power up the ship with a TN 9 Intelligence (Technology) advanced
test with a success threshold of 10. Each test takes 10 minutes. Once the reactor is operating, the crew can access the
other functions of the ship, including the drive and weapons. If they haven’t reactivated the Picus by Scene 4, they may
need to do so quickly.
If dealing with the first drone the crew encounters is especially difficult, you may want to make it a bit easier on the players
by not having the drones gang up on the crew. Instead they remain “at station” unless or until someone enters their area.
This gives the crew the opportunity for a bit of a breather in between encounters. They can also take shelter in abandoned
areas of the ship. So long as they are out of sight of the drones, they’re relatively safe, allowing an opportunity to regroup,
catch a breather, and plan. You can also give the other drones some existing damage (from when the Picus crew fought
back) so they’re not at full strength, giving them a pre-existing injured or wounded condition, for example, or even both.
Keep in mind the drones can take two of each condition before being taken out.
If the crew is really in trouble, Kay Tollen could emerge from her hiding place to help them, or to wave them toward shelter.
If, on the other hand, the crew is spending a lot of time dithering and not taking action, it’s just a matter of time before the
central drone comes across them and attacks.
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Salvage Op Roleplaying Game
RAMPING THINGS UP
On the other hand, if the crew walks all over the first drone(s), feel free to increase the number of drones on board the ship
by one or two and have them coordinate their attacks to make things more difficult next time.
The drones may try to attack by surprise, magnetically clinging to the “ceiling” above the characters, for example, in order
to drop down on them. Since the Picus is in vacuum, no sound carries, so Perception (Sight) or (Touch) tests are the only
warning characters may get of an impending attack. See Surprise under the Rules and Roleplaying section of the Game
Mastering chapter of The Expanse Roleplaying Game for guidelines as to whether or not a drone surprises the crew, and
what happens if one does.
The feel of this encounter should be tense and eerie. Even once the crew encounters the first of the drones, they have no
way of knowing exactly how many of them are on board the ship, how they got there, or what their purpose might be (other
than apparently killing everything in their way).
SCENE 3
Should you prefer to simplify this encounter without eliminating it, the crew might arrive too late to help Kay. They find her
as dead as the rest of her crew, having run out of air. However, they also find her hand terminal. It is still functioning and
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Roleplaying Game Salvage Op
flashes with a warning message. In the event that anyone finds her, Kay has recorded a brief summary of what happened to
the ship and crew. This final message can convey the same information to the characters without the added complication of
a survivor with a possible claim to their salvage, or an extended interaction (if the game is pressed for time).
SMALL UNIVERSE
Against all odds, Kay could actually turn out to be someone one of the crew knows, especially if that character has spent time
in the Belt or Outer Planets on the wrong side of the law. If one of the player characters has a pirate or criminal character in
their background, you can either make Kay Tollen that person, or replace her with that background character. This adds an
extra personal stake for the player character in this scene, and can even be used to lure a reluctant crew into investigating
the Picus. It also makes it more of a challenge for the character when it comes time to decide what to do with the pirate ship
and its sole survivor.
If you want to add a late-coming player to the game, Kay (or another pre-generated character replacing her) is also a good
way to have the crew find a new, potentially helpful person on the Picus partway through the adventure. She’s also a good
option for replacing a character taken out by one of the drones, if you want to offer an option for that character’s player to
keep playing.
SCENE 4
Hard Choices
The Cybelle is another pirate vessel, with the same game stats as the Picus and an Average crew quality (see the Ships
chapter of The Expanse Roleplaying Game). When the Picus didn’t make their rendezvous, the Cybelle backtracked to inves-
tigate and has zeroed in on the missing ship (and its cargo). If the characters respond to the Cybelle’s message, they’re told
to hold their position and await a boarding party. Any hesitation on the crew’s part earns a stern warning to do as ordered or
else be fired upon. If she’s with the characters, Kay tells them the Cybelle isn’t kidding: Both the ship and cargo are valuable,
but if the other pirates can’t have them, they won’t hesitate to destroy them. The characters have three options: Allow the
Cybelle crew to board, try to escape, or fight.
Space Chase
If the crew wants to flee or make a fight of it, use the chase rules from the Game Play chapter of The Expanse Roleplaying
Game or the space combat rules from the Ships chapter. The two ships are evenly matched, so it is largely up to the crew
to pull off an escape or victory. They might be able to lure the pirates in by pretending to surrender, getting an opportunity
to attack them or run before they can easily react.
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Salvage Op Roleplaying Game
Repelling Boarders
If the crew allows the pirates to board the Picus, a boarding party of six enters to take the ship. Use the same game stats as
Kay, but they are armed with rifles that do 3d6+1 damage and have the Automatic quality. It’s then up to the crew whether
they surrender or put up a fight. The pirates try to kill anyone who fights them, and aren’t in the mood to take prisoners,
unless you want Kay to convince them to be merciful. If the crew manages to take out all of the boarding party, they have to
deal with a skeleton crew of four more pirates on board the Cybelle.
Surrender
If the crew surrenders the Picus and its cargo without any resistance, they may be able to convince the Cybelle crew (with
Kay’s help) to simply let them go with a promise to not say anything. The characters’ ship is of little use to the pirates and
they are already late in handing over their stolen cargo to their client. Use the Social Encounters rules from the Game Play
chapter of The Expanse Roleplaying Game: The pirates’ initial attitude is Standoffish (unless the crew has given them reason
to be otherwise), if the crew can get three shifts in a detailed social interaction, the pirates agree to let them go because of
how they have helped Kay and/or eliminated the problem of the rogue drones.
If you want to take your series in an interesting new direction, the characters could even be press-ganged into joining the
pirates to replace the lost members of the Picus crew, although in that case they’re split up between different ships initially,
to ensure they don’t cause trouble. The series then becomes about whether the crew embraces their new careers as pirates
or looks to escape together.
Epilogue
With some luck and skill, the crew should survive Salvage Op with a good chance of having control of a new ship. This opens
up a lot of possibilities for both them and your Expanse series.
Rewards
The crew can sell a salvaged pirate ship for a permanent +2 to their Incomes or keep the ship(s) and turn freelance, whether
that means working legitimate jobs in the Belt or becoming pirates themselves! If they sell their old ship, the Income increase
might be only +1, whereas if they managed to capture two ships, the Income increase from selling them should be +3.
Additionally, the crew can sell off the contraband Martian military weapons for a temporary +2 bonus to Income each. The
weapons have to be sold on the black market. The crew can outfit themselves with a pistol, rifle, and suit of medium armor
each from the haul with no decrease in its overall sale value. The Martian gear has the Durable and Fine qualities, and the
weapons have the Sealed quality.
Loose Ends
The primary loose ends confronting the crew involve the pirates and their contraband as well. First, the question of whether
or not the Picus and the Cybelle are part of a larger pirate fleet, or might have comrades looking to avenge them, is left for
the Game Master to decide. This opens up the possibility of an ongoing enemy for the series, at least until the crew figures
out a way to deal with them.
As for the Martian weapons, astute readers of The Expanse series may recall that a lot of Martian military ordinance
(including ships) began going missing following the Eros incident. This may or may not be a part of that larger conspiracy,
and may or may draw attention toward the crew, as the GM prefers. Even if there’s no follow-up from the Martian authorities,
a crew of scruffy freelancers using top-line Martian military equipment might occasionally draw attention in the future.