♻️ Salvaging

“One person’s wreckage is another person’s payday. You just have to know where to look — and how to survive looking.” — 3-Piece, Hustling with 3-Piece

Salvaging is a downtime activity that lets you scrounge usable gear from Night City’s ruins. You spend a week digging through wreckage and — if you’re skilled and lucky — pull out broken equipment worth repairing and selling. It’s dangerous, dirty, and one of the best hustles in the Time of the Red.


⚡ Quick Reference

Salvaging At A Glance

StepWhat You Do
Time1 week (can’t do other downtime activities on salvage days)
SkillBasic Tech (TECH + 1d10, no specific skill)
Step 1Choose a category (or roll 1d6 for random)
Step 2Roll TECH + Basic Tech + 1d10 vs DV
Step 3Pick items up to your salvage worth — they’re Destroyed and need repair
Crit FailRoll on Perils table — you get hurt, not loot

📖 How Salvaging Works

Step 1: Pick a Category

You’re either looking for something specific or taking whatever you find. If you want random results, roll on this table:

1d6Salvage Category
1Cyberware
2Weapons
3–4General Gear
5Armor
6Cyberdecks & Programs

Choosing vs. Random

Looking for a specific category is harder (higher DVs) but lets you target exactly what you need. Random is easier but you take what you get.

Step 2: Make the Check

Roll TECH + Basic Tech + 1d10 (no specific Tech skill needed). The DV depends on the value of what you find and whether you chose your category.

Salvage WorthRandom (Any Category)Specific Category
10ebDV 9DV 13
20ebDV 13DV 15
50ebDV 15DV 17
100ebDV 17DV 21
500ebDV 24DV 29
1,000ebDV 29N/A

You get the highest tier you beat. Beat DV 17 on a random roll? You found 100eb worth of goods.

Critical Failure

Roll a 1 on the d10? Skip to Perils of Salvaging below. You find nothing and something bad happens.

Step 3: Profit

Choose items from the appropriate category whose total Cost adds up to your salvage worth. Any leftover worth is lost. All salvaged items are Destroyed — they don’t work until repaired.

Destroyed Items

A Destroyed item is non-functional. A Destroyed gun can’t shoot. Destroyed armor has 0 SP. Destroyed items can be fully repaired using the appropriate Tech Skill (see Repair & Crafting) or temporarily fixed using Field Expertise (Tech Role Ability).

Destroyed Beyond Repair means it’s gone — cannot be fixed by any means.


🎲 Worked Example

Torch Goes Salvaging

Torch (Tech, TECH 6, Basic Tech +4) spends a week salvaging. She’s not looking for anything specific, so she rolls on the Category table: 3 → General Gear.

She rolls her check: TECH 6 + Basic Tech 4 + 1d10 (15) = 25. That beats DV 24 — she found 500eb worth of General Gear!

She picks:

  • Computer (50eb)
  • Radio Scanner/Music Player (50eb)
  • Agent (100eb)
  • Audio Recorder (100eb)
  • Grapple Gun (100eb)
  • Video Camera (100eb)

Total: 500eb. All items are Destroyed and need repair before use.


⚠️ Perils of Salvaging

If you roll a Critical Failure (1 on the d10) on your salvage check, you find nothing and something goes wrong. Roll 1d6:

1d6What HappenedMechanical Effect
1Structure collapse — a building falls on you6d6 damage (reduced by armor) + roll on Critical Injuries to Body table
2Firefight — you stumble into hostile territory6d6 damage (reduced by armor)
3Radiation exposure — you hit a hot spotHigh-Level Radiation for 1d10 rounds (Radiation Suit negates)
4Floor collapse — 30m fall6d6 damage (reduced by armor) unless you have a Grapple Hand/Gun or grab the edge
5Toxic gas — pocket of biotoxinTreated as a Vial of Biotoxin for 1 round (Anti-Smog Mask/oxygen supply negates)
6Electrocution — live wire contactElectrocution for 1 round (6d6 damage, see Electrocution rules)

These Perils Are Real

6d6 averages 21 damage before armor. Even with 11 SP body armor, you’re taking ~10 HP. A structure collapse adds a Critical Injury on top. Bring armor and backup.


🗺️ Where to Salvage

LocationWhat You’ll FindDangers
The Hot ZoneBest loot — old Corp tech, pre-War gearScavvers, radioactive hot spots, unstable structures
Combat ZonesMid-tier — gang leftovers, abandoned buildingsGang territory, need to deal/sneak/fight
ScrapyardsDemolished building materials, recycled partsCorporate security — shoot first, dump body later
The Perimeter / BadlandsGhost towns, service stations, factoriesNomad territory — negotiate or avoid

Location Tips

  • Hot Zone = highest reward, highest risk. Radiation Suit recommended.
  • Combat Zones = most salvage is already picked over. Social skills help with gangs.
  • Scrapyards = Corp-owned. Get caught = criminal trespass + bullets.
  • Badlands = Nomads are reasonable. Don’t take what they’ve claimed and you’ll be fine.

💡 What to Bring

GearWhy
Radiation Suit (1,000eb)Negates radiation perils
Anti-Smog Breathing Mask (100eb)Negates toxic gas perils
Grapple Gun (100eb)Saves you from floor collapses (30m falls)
Flashlight (20eb)See in dark ruins
Tech Toolkit (varies)Required for any makeshift repairs on-site
Rope (20eb)General safety in unstable areas
Armor (varies)You will take damage eventually

💰 Salvage Economics

The Salvage-to-Profit Pipeline

  1. Salvage items (1 week, free)
  2. Repair them using Repair & Crafting (time + skill check)
  3. Sell at market value through a Fixer or direct

A Tech with high Basic Tech can reliably pull 100–500eb of Destroyed gear per week, then repair it for free (just time). That’s a solid income for characters between gigs.

Is Salvaging Worth It?

ScenarioWeekly IncomeNotes
Random, beat DV 1320ebBarely worth the effort
Random, beat DV 17100ebDecent side income
Random, beat DV 24500ebExcellent — rivals a gig payout
Specific, beat DV 29500ebExtremely hard but targeted

Compare to Hustling

Hustling (CRB p. 377) earns Lifestyle-tier income safely. Salvaging has higher potential but real physical danger on a crit fail. Risk and reward, choom.


❓ Quick Answers



(Source: Interface RED Volume 3, “Salvaging Night City” pp. 31–35)