Anyone tried the Salvage Union RPG?

The post-apocalyptic mech-focused RPG from Leyline Press, that is. I'm guessing it's too new yet, but maybe I'm wrong and just missed the buzz. Seems like an interesting (if not wholly original - the Gamma Wolves minis game is extremely similar) setting at least, and the adventures each expand on different aspects of that. If nothing else the meaty 31 page preview on DTRPG (as well as the PMYM starter pdf) is a nice touch, gives a decent snapshot of the full game.

Not that I need a replacement for Lancer, but more options are always nice to have since Massif went and rekindled my fondness for mecha RPGs.
 

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A bit late to answer … but I‘ve played and run it a couple of times now. It‘s an OSR system where player creativity shines. Short combat scenes and it’s narrative driven. I don‘t think it‘s very similar to Gamma Wolves, which is more of a table top skirmish game with robots.

So far, three modules have been released. My fav is Rainmaker by Luke Gearing. The post-apoc vibe really shines here.
 
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I bought it to hack into Savage Worlds but have been waiting for the Savage Would new Sci Fi companion to really mess with it. Hopefully my hard copy will be in next week.

I really liked what I saw from Salvage Union when images through it. I have not given a close read yet though.
 

I don‘t think it‘s very similar to Gamma Wolves, which is more of a table top skirmish game with robots.
They both share similar PA wasteland settings, as I said in my first post. There's only so many ways to ruin a world, and both games are focused on salvaging the wreckage of dead civilizations.

I've seen reviews and done a couple of sessions with it since its release. Don't care for the dice mechanics at all and it's not original enough to make me want to hack it, so it's a hard pass for me.
 

I haven't even heard of this before! BUT, I am a huge fan of Quest and of mecha RPGs in general, so this looks very cool.
 

I have it in pdf, and wanted to start a new campaign, but when I've read how the system works - nah, not a chance. The basic roll is a d20 and then you check the result on a table (fail, success with a cost, success, critical success etc.) and that's it. I mean, there's zero bonuses to the roll, nothing. It's just always a static table of the same results on a roll, you can't do anything to change it, improve it, modify it. That's just not for me.
 
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I have it in pdf, and wanted to start a new campaign, but when I've read how the system works - nah, not a chance. The basic roll is a d20 and then you check the result on a table (fail, success with a cost, success, critical success etc.) and that's it. I mean, there's zero bonuses to the roll, nothing. It's just always a static table of the same results on a roll, you can't do anything to change it, improve it, modify it. That's just not for me.
You can fiddle around with rerolls some, but the relative lack of dice tricks is a large part of what left me cold about the system.
I haven't even heard of this before! BUT, I am a huge fan of Quest and of mecha RPGs in general, so this looks very cool.
If you don't mind anime-inspired fantasy mecha and very strange settings, might I suggest Aether Nexus as another option? It's from the same folks that did the Mecha Hack (itself derived from the Black Hack), but steps away from MH's level-based system in favor of open-ended point-buy advancement that really opens up your options when it comes to improving your pilot and mecha frame as the campaign goes on. Also leans more into positional combat than MH did, although it's still a pretty free-wheeling zone-based system for range/movement.

I did a full read-through and review over on the purple site a few months back if you want more details.
 

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