Repair is one of the technical skills available in System Shock 2.

This skill allows to fix various devices and weapons in the game, whether they were found broken/jammed or became such during their use. Repairable objects have a “REPAIR” panel on the side of their MFD display. Repair skill requirements depend on the target:

Repair Table

Minimum Skill Object Nanite cost Initial Difficulty Damaged nodes
1 Pistol 3 80% 3
1 Laser Pistol 5 85% 3
2 Grenade Launcher 6 80% 3
2 EMP Rifle 15 100% 4
3 Shotgun 5 80% 3
4 Assault Rifle 15 120% 5
4 Fusion Cannon 15 120% 5
4 Viral Proliferator 30 95% 3
5 Annelid Launcher 30 110% 5
6 Stasis Field Generator 12 100% 4



The top of the Repair MFD display shows the effects of successfully repairing the object. The bottom of the screen describes the Initial Difficulty, any bonuses that are applicable from the Repair skill, Cybernetic Affinity statistic, Repairing Software and equipment (ExperTech™ Implant), the resulting final difficulty and the number of Damaged nodes. On the far right of the Repair display is the cost in Nanites and a button marked Start. Click Start (or Reset, if you’re already repairing) to pay the cost in Nanites and Start (or Restart) the repairing process. The inferface will show a connected set of squares, outlined either in cyan or red. The cyan squares are the ones you have identified as “safe” while the red squares are dangerous “Damaged nodes”. The number of dangerous squares depends on the CYB statistic, the type of the device or weapon and its placement in the game (objects found further generally have much higher Initial Difficulty and more Damaged nodes).

Every point of Repair skill decreases difficulty by 10%, as does the ExperTech™ Implant and each level of Repairing Soft. Every level of CYB decreases difficulty by 5% and additionally reduces the number of Damaged nodes by 1.

To successfully repair the object, you must get three squares to light up in a straight line. Click on a square to attempt to light it up. The percentage in the upper left of the MFD is the final difficulty, or in other words, the chance you fail to light a square up (this percentage can never fall below 15%, no matter how high your Repair skill, CYB stat and bonuses are).
If you fail on a “safe” node, it turns dark and its state cannot be changed until the Repairing process is reset.
If you fail on an Damaged node, however, you critically fail the Repairing. Critical failures instantly destroy the repaired objects - beware!

The Auto-Repair Units can also be used for one-time instantaneous repair of the object. Turrets can only be fixed using Auto-Repair Units.


  • The Tri-OS part of the display (located on the right side, between the Repairing cost and the Start/Reset button) used to be active in earlier versions of the game, during its development. That area was highlighted if the player had any Repairing Software installed, with the small dark window displaying the current version of the Software.
    This is still depicted in some versions of the game manual. In the final product the Tri-OS area is still a part of the displayed MFD but is dimmed and inactive.

See Also

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