How a salvage run works
A Void Runners run is a salvage raid across three sectors of four jumps. Between jumps the crew votes on the next stop - break wrecks for scrap, hunt marked elites for rare and epic parts, answer a distress call, tow a cargo barge home, or dock at a depot to spend scrap on parts.
A Void Runners run is a salvage raid, and the loop is a route vote: the crew decides what to do next between jumps, then lives with it. Three sectors of four jumps, a guardian at the end of each.

The loop
Sectors are built from four jumps, and each jump ends with the crew choosing the next stop. Scrap is the currency, parts are the payoff, and the field is the obstacle. Docking at a depot is how surplus scrap turns into build.
What you choose between jumps
The store page lists the options directly, and they trade different risks for different rewards.
| Choice | What it gets you |
|---|---|
| Break wrecks | Scrap |
| Hunt marked elites | Rare and epic parts |
| Answer a distress call | An unknown outcome, taken on trust |
| Tow a cargo barge home | A haul worth the escort |
| Dock at a depot | Parts, bought with scrap |

Scrap, parts and the refit table
Between jumps the crew shares one refit table. Everyone takes a part free, and the crew can buy one more with shared scrap; a depot sells as many as you can afford. Almost all of the 59 parts are triggers with effects rather than raw numbers, so scrap is really buying behaviour, not stats - see parts and synergies.
Towing on beams
Towing a cargo barge home on your beams is worth singling out, because it shows how the beam link doubles as a tool: the same web that shreds enemies is what hauls a prize back. It also ties up ships that would otherwise be shooting.
Where the run ends
Each sector ends at a guardian - the Hive Carrier, Severance and the Leviathan across the three. Sectors and guardians covers the fields and the gatekeepers.