May attempt to repair a damaged hit location on a vehicle, dreadnought, or destroyed support weapon if you can get within range during the movement phase. If making a repair check they cannot fire or fight in close combat that turn.
Roll a D6 at the end of the turn: 5-6: Repairs the damaged part 3-4: Not fixed this turn, but on the next turn will be repaired on a 4+. On a 1-3 it becomes broken beyond repair 1-2: Hopeless, the damage is beyond erpair
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