Just kicking a few ideas around and this was one that I wanted to start poking at. This is a first draft and obviously needs a bit of work, but, I figured I'd release it into the wild for a lookover, see what suggestions that people might have, clarifications needed, and so on.
Scrap is a general term for the parts left behind from a project's demise; the wires, gears, metal plates, and so on that can be picked through and recycled for future projects. While the world of Malifaux is fairly well-stocked with steel, copper, and so on, Guild prices are high so most learn to recycle what they can to make scrip last a bit longer.
A Scrap Counter is a way to keep track of scrap without using a lot of book keeping. When a Construct is destroyed, it leaves behind a number of Scrap Counters equal to its Height characteristic. When a living or undead target is destroyed, they leave behind one Scrap Counter if they had one pneumatic limb or a number of Scrap Counters equal to their height if they have more than one pneumatic limb.
A Scrap Counter may be sold, where it has a value of 1 Scrip. It may be instead used to generate 5 Scrip worth of funding for the creation, upgrading, or repairing of Constructs or Pneumatic Limbs when using the standard construction rules. (IE, if a construct would cost 15 Scrip, 10 of that could be paid by sacrificing two Scrap Counters leaving only 5 scrip to be paid for out of pocket.)
A character may carry as many Scrap Counters as their Might score, to a minimum of 1. (Engineers around Malifaux are famous for keeping spare parts tucked into pockets, toolboxes, straps, boots, and a myriad of other places, but larger piles of parts require a strong assistant, or Construct, to mule them around.)
A character carrying a Scrap Counter gains access to the following special action:
Scottish Engineering (2) Action: Test: Cunning + Arteficing TN: 10
Sacrifice 1 carried Scrap Counter as an additional cost to attempt this action. If successful, choose a target Construct within 2” makes a Healing Flip, restoring 1 / 2 / 4 lost health.
(rams) Trigger: Negate one Continuous Effect on the targeted construct after the healing flip is made.