Repair Action. In a fight, a creature next to a damaged part of a ship can take the Repair action. It makes a DC 15 check with carpenter's tools, smith's tools or tinker's tools. On a success, the ship regains 1d10 Hit Points, or one result from the Ship Damage table is fixed. Field repairs can't raise a ship above half its Hit Point maximum.
Patch Kit. With 10 minutes of work, a patch kit seals a hole up to 3 feet wide and restores 2d10 Hit Points to a ship. A patch kit has 5 uses. It also stops a Hull Breach.
Repairs on the Way. During a rest, crew members with the right tools can work on the ship. Each crew member who works for 1 hour restores 1d6 Hit Points to the ship and uses 1 Crown of parts. This can bring the ship up to its full Hit Points.
Dock Repairs. A dry dock restores 50 Hit Points a day and charges 2 Crowns for each Hit Point. Union docks charge half. Compact free ports ask no questions about how the ship was damaged.
Restarting. A helm that stopped but is not broken starts again with an action from a creature who can run it.
Broken Helm. A broken helm needs 1 minute of work and a DC 15 Intelligence (Arcana) check or a DC 15 check with tinker's tools. On a failure, the creature can try again after another minute. A helm hit by a breaching charge or a Vhal creature can need 1 hour of work instead, as the GM decides.
A weapon, armor or tool that breaks can be fixed with the right artisan's tools and 1 hour of work. Parts cost one quarter of the item's price. The Hull Patch cantrip fixes small breaks at once.
Salvage is taking useful parts and goods from wrecks, junk fields and ruins. Sump, the junk world, lives on it. Every faction digs in the Old Maker ruins of Oldmark.
Searching. Each hour a creature spends searching a site, it makes an Intelligence (Investigation) check or a check with tinker's tools. Use the site's DC.
Small wreck or junk pile. DC: 10. Value Found on a Success: 2d10 Crowns of parts.
Hauler, raider or station section. DC: 13. Value Found on a Success: 5d10 Crowns of parts and goods.
Warship or big station wreck. DC: 15. Value Found on a Success: 1d6 x 50 Crowns of parts and goods.
Old Maker ruin. DC: 18. Value Found on a Success: 1d6 x 100 Crowns of finds.
A site runs out after a number of successes equal to its DC divided by 2, rounded down.
Special Finds. On a check of 20 or higher, roll 1d6 for a special find in place of the value.
1. Special Find: 2d6 full crystal cells.
2. Special Find: A small aether crystal.
3. Special Find: A working rune gun.
4. Special Find: A ship's log or chart with a secret in it.
5. Special Find: A helm part worth 200 Crowns.
6. Special Find: An uncommon magic item, or an Old Maker find in a ruin.
Trouble. On a check that fails by 5 or more, something goes wrong. The floor gives way or a pocket of bad air bursts. Scrap mites or plate leeches wake up. Or the crew finds out why the ship was left behind. On the Dark Rim, wrecks are often Vhal sites. See the Vhal Exposure rule.
Selling Salvage. Parts sell for the value found. Salvage with a faction mark on it can be traced. Selling it in that faction's ports risks questions from guards.
Salvage Law. Dominion law says a wreck in Dominion space belongs to the Dominion. Union law gives a wreck to the first crew that reports it. Compact crews take what they find.