Emergency Repairs


You spend 1 hour performing emergency repairs to a starship. The Crafting check DC is 15 when the starship is docked at a port, way station, or other major settlement. Attempting onboard repairs far from a port, such as when docked on an uninhabited planet or traveling in Vast space or the Drift, increases the DC to 20. The GM might adjust the DC based on the circumstances.

If you’re an expert in Crafting, you can instead attempt a DC 20 check (DC 25 in a remote location) to increase the Hull Points regained by 10; if you’re a master in Crafting, you can instead attempt a DC 30 check (DC 35 in a remote location) to increase the Hull Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check (DC 45 in a remote location) to increase the Hull Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue repairing the target to grant additional Hull Points. If you repair it for a total of 1 day instead of 1 hour, double the Hull Points it regains from Emergency Repairs.

The result of your Crafting check determines how many Hull Points the target regains.
Critical SuccessThe target regains 4d8 Hull Points and loses the wrecked condition.
SuccessThe target regains 2d8 Hull Points and loses the wrecked condition.
Critical FailureThe target takes 1d8 damage.