🔩 Gear Durability

“A Tech’s life is constant variety. Yesterday I fixed a clinic network. A week ago, 6th Street had me patch rocket launchers. The Corps want you to think broken stuff is broken forever. It isn’t — not while I’m around.” — Torch, Torch’s Total Repairs

Optional Rules

Gear Durability is an optional system. The GM decides whether to use it and how heavily to apply it. Some groups use it for key items only; others apply it to everything. If it isn’t fun, don’t use it.

These rules add a maintenance layer to gear ownership. Equipment can become Damaged through wear, neglect, or combat — and Damaged gear malfunctions at the worst possible moment. Keep your kit maintained or pay the price.


⚡ Quick Reference

Durability At A Glance

ConceptRule
DamagedNew condition — gear works but may malfunction
Detecting DamagedDV 13 Tech Skill Check + 1 minute examination
Damaged item valueSells for one price category lower
Destroyed item valueSells for two categories lower
MaintenanceLive at the right Lifestyle = automatic. Otherwise: monthly skill check.
Malfunction triggerGM discretion, or whenever you roll a natural 1 while using Damaged gear
Fixing malfunctionsPerform maintenance, or Field Expertise (temporary fix, 10 min/rank)

đź”§ The Damaged Condition

The CRB defines two gear conditions:

ConditionMeaning
DestroyedNon-functional. Can be repaired with appropriate Tech Skill.
Destroyed Beyond RepairGone. Cannot be repaired by any means.

This system adds a third:

ConditionMeaning
DamagedUsable but at risk of malfunction. Needs maintenance.

Damaged gear isn’t always obvious — a shady Fixer might sell you a polished-up Damaged weapon at full price. Detecting it requires a DV 13 Tech Skill Check and 1 minute of examination. A Fixer with Operator Rank 4+ automatically spots Damaged gear (unless disguised via Forgery).

Damaged Gear Pricing

ConditionSell Price
FunctionalNormal market value
DamagedOne category lower (e.g., Expensive 500eb → Premium 100eb)
DestroyedTwo categories lower (e.g., Expensive 500eb → Costly 50eb)
Destroyed Beyond RepairPractically worthless

Maker Recycling

Techs can break down Damaged/Destroyed gear for crafting materials at the same reduced value. A Damaged Assault Rifle = 100eb of parts. A Destroyed one = 50eb of parts.


🛠️ Maintenance

Maintaining gear prevents the Damaged condition and removes it if already applied. There are two ways to maintain your equipment:

Automatic Maintenance (Via Lifestyle)

If you live at the minimum Lifestyle for your gear’s value, maintenance happens automatically as part of your routine — no check, no time cost.

Gear ValueDrones/Vehicles ValueMinimum Lifestyle
0–499eb0–19,999ebKibble (100eb/mo)
500–999eb20,000–49,999ebGeneric Prepak (200eb/mo)
1,000–4,999eb50,000–99,999ebGood Prepak (500eb/mo)
5,000eb+100,000eb+Fresh Food (1,000eb/mo)

Manual Maintenance (Skill Check)

For gear above your Lifestyle tier, you (or a friend) must spend time and make a check once per month.

Gear ValueDVTime
0–499eb1330 min
500–999eb151 hour
1,000–4,999eb173 hours
5,000eb+211 day

On failure: You realize halfway through you messed up — need to start over (lost time, no damage). Gear with attachments, upgrades, or vehicle mods requires separate maintenance for each component.

Important Details

  • Maintenance removes the Damaged condition
  • Unmaintained gear doesn’t auto-become Damaged, but the GM can apply it
  • Restoring HP/SDP/SP via repair ≠ maintenance (different activities)
  • You cannot use your Lifestyle to maintain someone else’s gear
  • Self-repairing items cannot perform their own maintenance

Role Advantages

Several Roles count as one Lifestyle tier higher for specific gear:

RoleAdvantage Applies To
TechAll gear
Solo / LawmanWeapons and armor
NetrunnerCyberdecks, bodyweight suits, virtuality goggles
MediaCameras, mics, production equipment
RockerboyInstruments, mics, amps, performance gear
ExecTeam-assigned gear (no maintenance needed)
MedtechRole Ability gear (cryopumps, etc. — no maintenance needed)
NomadRole Ability vehicles and upgrades (no maintenance needed)

Maintenance Example

Stinger pays 100eb/mo for Kibble Lifestyle. Her Very Heavy Pistol (100eb) and Light Armorjack (100eb) are automatically maintained. But her Cyberarm (500eb) and Neural Link (1,000eb) exceed her tier.

Her Tech friend Mason makes Cybertech checks (DV 15 for the arm, DV 17 for the Neural Link) to maintain them for free. If he succeeds, Stinger’s chrome is good for the month.


đź’Ą What Causes Damage?

The GM applies the Damaged condition at their discretion. Common triggers:

TriggerWhen It Applies
Lack of maintenanceMonths without upkeep, especially with heavy use
Critical InjuriesHeadshot while wearing smart glasses? Arm hit with a cyberdeck holstered?
ElectrocutionElectrical damage to circuit-based gear (not EMP ammo/Microwaver)
Environmental conditionsWeather/hazards bad enough to hurt you can hurt gear too
Excessive damage20+ damage (after SP) to you could Damage worn cyberware/gear
Fire / Radiation2+ rounds on fire or exposed to High radiation
Poison / DrugsLong-term toxin exposure can throw cyberware biochemistry off

⚠️ Malfunctions

When Damaged gear acts up, the GM rolls on the appropriate malfunction table (or chooses/improvises). Malfunctions last for the indicated duration, then the gear returns to normal.

When do malfunctions trigger?

  • Dramatic moments (GM’s choice) — negotiate with a Fixer? Chrome arm starts twitching.
  • Automated rule: whenever you roll a natural 1 on a Check while using Damaged gear.

Fixing malfunctions:

  • Perform full maintenance → clears all active malfunctions
  • Field Expertise (Tech specialty) → jury-rig as an Action, DV per maintenance table, lasts 10 min per Field Expertise rank. Malfunction returns when it wears off.

Maintenance Skills by Gear Type

Gear TypeSkill
ArmorBasic Tech
CyberdecksElectronics/Security Tech
CyberwareCybertech
DronesElectronics/Security Tech
General GearBasic Tech
Personal ElectronicsElectronics/Security Tech
Vehicles (Air)Air Vehicle Tech
Vehicles (Land)Land Vehicle Tech
Vehicles (Sea)Sea Vehicle Tech
WeaponsWeaponstech

🎲 Malfunction Tables

Using These Tables

Roll 1d6 when a malfunction triggers. The GM can also choose a result or improvise something fitting the situation. For multi-type items (e.g., light-up armor), pick one table — don’t roll on multiple.


âť“ Quick Answers


  • Repair & Crafting — Fixing Destroyed gear back to working condition
  • Salvaging — Finding Destroyed gear to repair
  • Money — Lifestyle costs that cover automatic maintenance
  • Weapons and Gear — Weapon stats and quality
  • Cyberware — Chrome catalog and installation costs
  • Drones — Drone operation and repair

(Source: Interface RED Volume 5, “Breaking Your Stuff” pp. 3–12)