Crafting and Repair
Last updated: 2/9/2026
In a galaxy where supply lines are unreliable and equipment costs escalate rapidly, the ability to craft, repair, and modify your gear is essential for survival and more cost-effective than buying everything outright new. A skilled technician can turn scrap into functional equipment. A resourceful medic can synthesize pharmaceuticals from raw materials. An engineer can keep a dying ship operational for one more jump.
Crafting and repair represent self-sufficiency in a tricky and dangerous universe. Those who master these skills gain independence from merchants, avoid crushing repair bills, and create solutions when none exist.
11.1 Components and Resources
All crafting and repair operations require raw materials. Components are categorized by rarity, quality, and specialization. Components can be found while traveling by disassembling machinery or equipment, found loose randomly, or created with various scraps.
Component Types
Basic Components Common materials: metal stock, standard circuitry, basic polymers, fasteners
- Widely available in most settlements
- Used for routine repairs and simple crafting
- Cost: 10 credits per unit
- Found as salvage from damaged equipment
Advanced Components Specialized materials: high-grade alloys, precision electronics, synthetic compounds
- Available in established colonies and trading hubs
- Required for quality equipment and complex repairs
- Cost: 100 credits per unit
- Salvaged from military, commercial gear or high quality equipment
Rare Components Exotic materials: nexacite fragments, quantum processors, bio-synthetic matrices
- Limited availability and often requires special contacts or extreme luck
- Necessary for masterwork equipment and advanced modifications
- Cost: 500-1,000 credits per unit
- Salvaged from unique equipment or bought from special vendors at limited quantities
Unique Components One-of-a-kind materials: ancient technology, alien artifacts, experimental prototypes
- Extremely rare, usually story-driven acquisition
- Required for legendary equipment or impossible modifications
- Usually not purchasable directly, and provided through narrative actions
- Obtained through exploration, faction rewards, or dangerous missions
Scrap Damaged or destroyed equipment residue
- Abundant in conflict zones and salvage operations
- Converts to Basic Components at 3:1 ratio
- Free when salvaged from defeated enemies or ruins
- Can be sold for minimal credits (1 per unit 10 units)
Component Sources
- Purchase: Buy from vendors in settlements and trading stations
- Salvage: Recover from destroyed equipment, combat aftermath, derelict sites
- Crafting: Convert lower-tier components upward (with loss)
- Rewards: Receive from faction missions or story events
- Mining/Harvesting: Extract from raw materials with proper equipment
11.2 Crafting System
Crafting allows characters to create new equipment, consumables, and specialized items using accumulated components and technical knowledge.
Crafting Process
Step 1: Obtain Blueprint, Schematic or Recipe
Most crafting requires knowledge of how to build the item:
- Common items: Generally known by trained characters
- Uncommon items: Require purchased or discovered schematics
- Rare items: Need specialized training or rare blueprints
- Unique items: Require story-driven knowledge acquisition
Step 2: Gather Required Components
Each item lists specific component requirements:
- Number and type of components needed
- Any specialized materials or tools
- Optional upgrade materials for enhanced results
Step 3: Access Appropriate Tools
Different crafting requires different facilities:
- Portable tools (Multi-Tool, basic kits): Field repairs, simple items
- Workshop (Engineer's Toolkit, workbench): Standard crafting
- Specialized facility (medical lab, forge, electronics bay): Advanced crafting
Step 4: Make Crafting Check
Roll the appropriate skill against Target Difficulty:
Crafting Roll = Skill die + Skill modifier + tool bonuses
| Item Complexity | Engineering TD | Example Items |
|---|---|---|
| Basic | TD 4 | Ammunition, basic meditabs, simple tools |
| Advanced | TD 6 | Weapons, armor, electronics, pharmaceuticals |
| Masterwork | TD 12 | High-quality custom items, specialized equipment |
Step 5: Resolve Results
- Success: Item crafted successfully with stated properties
- Crit Success (Maximum Roll): Item gains minor bonus (GA discretion: +1 quality, extra use, etc.)
- Failure: Components consumed, item not created
- Crit Failure (Minimum Roll): Components are wasted and possible tool damage (Roll 1d20, on 1 tool used is destroyed)
Crafting Time Requirements
| Complexity | Time Required | Can Rush? |
|---|---|---|
| Basic | 1-4 hours | Yes (TD +2) |
| Advanced | 4-12 hours | Yes (TD +4) |
| Masterwork | 1-3 days | No |
| Unique | Variable | GA discretion |
Rushing attempts to complete crafting faster but increases difficulty. Multiple crafters can collaborate to reduce time (see Augmenting X.X).
11.3 Repair and Maintenance
Equipment degrades through use, environmental exposure, and combat damage. Regular maintenance prevents catastrophic failures at critical moments.
Wear Point System
All personal equipment has maximum Wear Points based on quality:
- Poor Quality: Maximum 1 Wear Point
- Good Quality: Maximum 5 Wear Points
- Masterwork Quality: Maximum 10 Wear Points
Equipment accumulates wear through:
- Combat usage (weapons fired, armor struck)
- Environmental exposure (corrosion, heat, radiation)
- Intensive operations (overclocking, extreme conditions)
- Failed maintenance attempts (critical failures)
Malfunction Thresholds
After each combat scene or when rolling a natural 1 on an attack, roll Engineering TD 4. On failure, the weapon jams and cannot fire until cleared (1 action) and gains +1 Wear.
At full wear, roll Engineering TD 6. On a fail, weapon/armor is destroyed.
At 3+ Wear Points, equipment risks malfunction:
Roll Engineering TD 6. On success no malfunction, on failure the GA will determine a penalty such as what is listed below.
Weapons:
- Jamming (requires action to clear)
- Reduced accuracy (-1 to -3)
- Misfires (potential user damage)
Armor:
- Reduced protection (lower armor die)
- Structural weakness (additional wear from hits)
- Seal failures (environmental hazard exposure)
Tools/Equipment:
- Intermittent function (roll each use)
- Complete failure at critical moments
- Safety system failures
Maintenance Procedure
- Required Materials: 1 Basic Component per Wear Point to remove
- Required Tools: Appropriate toolkit or workstation
- Time Required: 30 minutes to 2 hours depending on complexity
Maintenance Check:
Engineering roll vs. TD = 4 + Current Wear Points
- Success: Remove all paid-for Wear Points
- Failure: Remove only 1 Wear Point, all materials consumed
- Critical Failure (Minimum Roll): No Wear removed, equipment takes additional Wear Point
Field Repairs vs. Workshop Maintenance
Field Repairs:
- Emergency fixes during missions
- Use Multi-Tool or improvised equipment
- TD increased by +2
- May only reduce wear to 3 if item is above 4 points of wear (not full restoration)
Workshop Maintenance:
- Proper facilities and tools
- Standard TD calculation
- Can fully restore equipment
- May upgrade quality if materials are available
11.4 Professional Repair Services
When characters lack time, skill, or resources, professional repair services provide guaranteed results at a cost.
Service Costs
| Equipment Quality | Cost per Wear Point |
|---|---|
| Poor | 50 credits |
| Good | 150 credits |
| Masterwork | 300 credits |
Professional services automatically succeed and restore equipment to a condition in which all wear points are removed. Turnaround time varies by location:
- Core Worlds: 1-2 days, premium service available
- Colony Worlds: 3-5 days, standard service
- Frontier Stations: 1 week+, limited availability
- Emergency Rush Service: Double cost, same-day completion
Service Quality Variations
Not all repair services are equal:
Licensed Facilities:
- Guaranteed quality work
- Warranty on repairs (typically 30 days)
- May refuse illegal or heavily modified equipment
Independent Mechanics:
- Variable quality (roll d6: 1-2 poor work, 3-5 adequate, 6 excellent)
- Lower costs (10-20% discount)
- More flexible about legal issues
Black Market Repairs:
- No questions asked
- Possibly stolen or counterfeit parts used
- 30% chance of hidden issues (tracker, sabotage, inferior materials)
- Significantly cheaper (50% of standard cost)
11.5 Modification and Upgrading
Beyond routine maintenance, equipment can be permanently improved through targeted upgrades, attachment installation, or full custom modification. Modifying gear is a high-stakes process: the rewards can be tremendous, but failure may damage or destroy the item.
Modification Types
Quality Upgrades
Quality determines reliability, performance, and Wear Point capacity. Equipment may be upgraded from:
- Poor → Good
- Good → Masterwork
Each tier improves durability and performance and increases the item's maximum Wear Points.
Requirements
- Materials: Component difference between current quality and desired quality
- Additional Cost: 50% of the new quality's market value in credits
- Engineering TD:
- TD 10 to upgrade to Good
- TD 14 to upgrade to Masterwork
- Time: 1–3 days of dedicated work
Risk:
- Success: Item is upgraded to the new quality tier
- Failure: Components consumed, item remains unchanged
- Critical Failure (Minimum Roll): Item is damaged beyond repair (cannot be recovered except via salvage)
Example: Upgrading a Good-quality weapon to Masterwork requires the component difference plus an additional 50% of the Masterwork value. If Masterwork weapons are valued at 2,000 credits, the upgrade requires the materials plus 1,000 credits.
Attachment Installation
Attachments enhance weapons or armor with specialized tactical advantages.
Requirements
- Cost: Price of attachment + installation fee (typically 10–20% of the attachment cost)
- Engineering TD: Usually TD 4–8, depending on complexity
- Time: 2–6 hours
Limits:
- Most weapons: 2 attachments
- Large or modular weapons: Up to 3 attachments
- Armor: Typically 1–2 slots depending on type and GA discretion
Failure Conditions
- Failure: Attachment works improperly and must be reinstalled
- Critical Failure: Attachment ruined or equipment gains +1 Wear Point
Custom Modifications
These represent bespoke, unconventional alterations that significantly change an item's behavior or capabilities.
Use Cases
- Adding new functions to a device
- Creating hybrid or prototype equipment
- Tailoring gear to a character's tactics or physiology
- Adding faction-specific or alien enhancements
Requirements
- Cost: Variable, based on scope; determined by GA
- Components: Usually includes at least 1 Rare or Unique Component
- Engineering TD: TD 8-10, depending on complexity
- Time: 3 days to 2 weeks of focused work
- Risk:
- Failure: All materials consumed, no effect
- Critical Failure: Base item is damaged; gains +1 Wear Point or becomes inoperable (GA discretion)
Modification Examples
Weapon Modifications
- Scope: +2 Accuracy at long range; –1 Accuracy in close quarters
- Suppressor: Weapon becomes Silent; –1 damage
- Extended Magazine: +50% ammunition capacity
- Overcharge Capacitor: +1d6 damage; weapon gains +1 Wear after each combat
Armor Modifications
- Reinforced Plating: +1 AR (ship-targeting only); increases weight and reduces mobility
- Mobility Joints: Reduce movement penalties from armor by 1
- Environmental Seals: Operate safely in hazardous atmospheres or vacuum
- Integrated Systems: Add communication, scanning, or medical modules to armor
Tool Modifications
- Compact Design: Reduce carried size or inventory footprint
- Multi-Function Expansion: Tool substitutes for related tools at –2 penalty
- Precision Calibration: +1 to specific checks requiring fine manipulation
- Ruggedized Construction: Double maximum Wear Points; +1 Bulk or slot size
11.6 Salvage Operations
The galaxy is littered with wrecks, ruins, and abandoned equipment. Skilled salvagers turn other people's losses into their own resources.
Salvage Sources
- Combat Aftermath: Destroyed enemy equipment and weapons
- Derelict Ships: Abandoned or destroyed spacecraft
- Ruined Facilities: Collapsed stations, bombed installations
- Ancient Sites: Pre-Collapse technology and alien artifacts
- Natural Disasters: Equipment lost to environmental catastrophes
Salvage Process
Step 1: Locate Salvageable Materials
Roll Investigation or Awareness vs. TD based on environment:
- TD 4: Recent combat site, obvious wreckage
- TD 6: Picked-over area, hidden components
- TD 10: Dangerous ruins, concealed caches
Step 2: Extract Components
Roll Engineering vs. TD based on condition:
- TD 6: Intact but damaged equipment
- TD 8: Heavily damaged, requires careful extraction
- TD 12: Barely functional, delicate work needed
Step 3: Determine Salvage Yield
- Success: Standard yield for equipment quality
- Success by 3+: Bonus components or intact equipment piece
- Failure: Reduced yield (half normal)
- Critical Failure: Nothing salvageable
Salvage Yields by Equipment Quality
Poor Equipment:
- 1-2 Basic Components
Good Equipment:
- 2-4 Basic Components
- 1d4 Advance Components
Masterwork Equipment:
- 3-6 Basic Components
- 2d4 Advanced Components
- Chance of 1 Rare Component (Per GA)
Special/Unique Equipment:
- Variable components
- May yield intact systems or unique materials
- Potentially valuable to collectors or researchers
11.7 Specialized Crafting
Certain professions enable specialized crafting beyond standard equipment. Note that crafting illegal items or equipment may increase Heat under certain conditions at the GA discretion.
Medical Crafting (Medicine, Chemistry)
Pharmaceutical Synthesis:
Create medical items from raw materials or plants:
- Basic Meditabs: 2 Basic Components, TD 6
- Advanced MedPacks: 2 Advanced Components, TD 8
- Specialized drugs: Variable components, TD 8+
Toxin Creation:
Synthesize poisons, sedatives, or chemical weapons:
- Simple toxins: 1 Basic, 1 Advanced Component, TD 8
- Complex agents: 2 Advanced, 1 Rare Component, TD 10
- Antidotes: Same as toxin +1 component of each type, TD 8
Technological Crafting (Engineering, Programming)
Device Construction:
Build specialized equipment:
- Surveillance devices: 2 Basic Components, TD 8
- Hacking tools: 1 Basic, 2 Advanced Components, TD 8
- Drones/robots: 3 Advanced, 1 Rare Component, TD 10
Software Development:
Create programs and digital tools:
- Basic utilities: No components, TD 4, 1 day
- Intrusion software: 1 Advanced Component (storage), TD 8, 3 days
- AI routines: 1 Rare Component (processor), TD 12, 1 week
Explosive Crafting (Demolitions)
Explosive Device Creation:
Assemble bombs, mines, and charges:
- Improvised explosives: 1 Basic Component, TD 4, potentially unstable
- Standard grenades: 2 Basic Components, TD 8, reliable
- Shaped charges: 1 Basic, 1 Advanced Component, TD 8+, precision demolition
Risk: Failed Demolitions checks may cause premature detonation (1d10 damage within 10 feet)
11.8 Bulk Crafting and Mass Production
Characters with proper facilities and time may craft multiple items simultaneously.
Batch Crafting Rules
Requirements:
- Workshop or better facility
- Components for all items
- Dedicated time (no interruptions)
Process:
- Roll once for entire batch
- Success creates all items
- Partial success creates half (rounded down) – Partial Success in this context is determined by the GA but generally can be rolling within 2-3 of the target TD
- Failure wastes all materials
Batch Limits:
- Basic items: Up to 10 per batch
- Advanced items: Up to 5 per batch
- Masterwork items: No batch crafting (individual only)
Time Savings: Batch crafting takes 150% of single-item time (not linear multiplication)
Example: Crafting 5 Basic Meditabs individually = 10 hours. Batch crafting = 6 hours.
11.9 Crafting Reference Tables
Common Craftable Items
| Item | Components | TD | Time | Notes |
|---|---|---|---|---|
| Basic Meditab | 2 Basic | 8 | 2 hours | Heals 1d6 HP |
| Ammunition (20 rounds) | 1 Basic | 6 | 1 hour | Standard calibers |
| Grenade (Frag) | 2 Basic | 10 | 2 hours | 2d6 damage, 15ft radius |
| Light Armor Piece | 3 Basic, 1 Advanced | 8 | 6 hours | d4 protection |
| Light Weapon | 2 Basic, 1 Advanced | 10 | 8 hours | 6 base damage |
| Hackpad | 1 Basic, 2 Advanced | 10 | 4 hours | +1 Programming |
| Advanced MedPack | 2 Advanced | 10 | 4 hours | Restores 50% HP |
| Heavy Weapon | 3 Advanced, 1 Rare | 10 | 12 hours | 14 base damage |
| Masterwork Armor | 2 Advanced, 2 Rare | 12 | 3 days | d8+3 protection |
Component Conversion
- Scrap → Basic Components: 3 Scrap = 1 Basic Component
- Basic → Advanced Components: 5 Basic = 1 Advanced (TD 6, requires workshop)
- Advanced → Rare Components: 10 Advanced = 1 Rare (TD 8, requires specialized facility)
Cannot convert upward from Rare to Unique—Unique components must be found or earned through story.
11.10 Crafting and Economy
Crafting provides economic advantages but doesn't break the game's economy.
Cost Comparison: Crafting vs. Purchase
Crafting Advantages:
- 30-50% cheaper than market prices when components available
- Customization options unavailable in standard equipment
- Independence from supply chains
- Ability to create items in areas without vendors
- As a rule of thumb, crafted items and equipment are sold on the open market for less than their total component costs to prevent infinite profit loops
Crafting Disadvantages:
- Time investment (opportunity cost)
- Component acquisition requires effort
- Risk of failure and material waste
- Tool and facility requirements
- Skill prerequisites
When to Craft vs. Buy
Craft When:
- In remote locations without vendors
- Customization needed for specific mission
- Time available during downtime
- Component stockpiles accumulated
- Specific skills available in party
Buy When:
- Immediate need (no time for crafting)
- Complex items beyond party skill
- Credits available but components scarce
- Warranty or guaranteed quality essential
- Professional installation required