Hadranix Industrial Systems · Shipboard Systems Division · Rev 2.3
Fabrication Workshop
Shipboard Manufacturing Suite — Installation & Operator Reference
DOC REF: HIS-WKSP-2300
TECH LEVEL: 10 – 15
INSTALLATION: Dedicated compartment required
CLASSIFICATION: Commercial / Export Controlled
The Hadranix Shipboard Fabrication Workshop (SFW) series provides deep-space–capable manufacturing capacity for vessels operating beyond reliable resupply infrastructure. Designed for free traders, survey vessels, and long-range independent operators, the SFW line allows a crew to produce structural components, mechanical assemblies, and electronic subsystems from raw feedstock — enabling field repairs and modifications that would otherwise require a Class A or B starport facility.

This is not a shipyard. Jump drives, maneuver drive cores, gravitic arrays, and precision sensor assemblies require molecular-level fabrication tolerances beyond the SFW product line. What the workshop can do is keep a working ship working, far from help.
Installation Tiers
SFW-1
Standard Workshop
HIS-WKSP-1000 Series
Min TL: 10
Tonnage: 4 dtons
Power draw: 4 EP (continuous)
Max output TL: 10
Build volume: Up to 200 litres / run
Min crew skill: Engineer 1
Purchase price: MCr 0.8
Annual maintenance: Cr 40,000
★ Available in Old / New Islands cluster
SFW-2
Advanced Workshop
HIS-WKSP-2000 Series
Min TL: 12
Tonnage: 6 dtons
Power draw: 8 EP (continuous)
Max output TL: 12
Build volume: Up to 1,000 litres / run
Min crew skill: Engineer 2
Purchase price: MCr 3.5
Annual maintenance: Cr 175,000
★ Available at Class A ports in cluster
SFW-3
Precision Workshop
HIS-WKSP-3000 Series
Min TL: 14
Tonnage: 8 dtons
Power draw: 16 EP (continuous)
Max output TL: 14
Build volume: Up to 4,000 litres / run
Min crew skill: Engineer 3
Purchase price: MCr 18
Annual maintenance: Cr 900,000
– Import controlled · rare in Reft Sector
★ Tonnage includes the fabricator unit, tool bays, material staging area, and environmental containment. Power draw is in addition to standard ship systems; a vessel must have surplus EP or a dedicated power plant extension. Feedstock stored separately as cargo.
Capability Matrix — What Can Be Fabricated
Component / Category Min TL SFW-1 SFW-2 SFW-3 Fab Time Mat. Cost
Structural & Hull
Hull plating (standard, non-armoured) 7 Yes Yes Yes 4D hrs / dton Cr 50k / dton
Hull plating (armoured, TL10) 10 Limited Yes Yes 2D days / dton Cr 180k / dton
Structural frames, bracings, bulkheads 6 Yes Yes Yes 2D hrs / unit Cr 8k / unit
Airlock mechanisms & seals 9 Limited Yes Yes 1D days Cr 22k
Drive & Power Systems
Maneuver drive — external components (thrust nozzles, baffles) 9 Limited Yes Yes 3D days Cr 120k
Maneuver drive — core assembly / gravitic elements 10 No No No — —
Jump drive — any component 9 No No No — —
Power plant — fuel lines, valves, heat exchangers 8 Yes Yes Yes 1D days Cr 35k
Power plant — reactor core / containment 10 No No No — —
Life Support & Internal Systems
Life support — filters, scrubbers, ducting 8 Yes Yes Yes 2D hrs Cr 4k
Acceleration couches & crash webbing 7 Yes Yes Yes 4D hrs Cr 3k
Stateroom furnishings, interior panels 6 Yes Yes Yes 1D hrs Cr 800
Medical bay components (non-anagathic) 10 Limited Yes Yes 3D days Cr 80k
Electronics & Sensors
Wiring looms, conduit, junction boxes 7 Yes Yes Yes 1D hrs Cr 600
Computer terminals, interface panels (TL10) 10 Limited Yes Yes 2D days Cr 18k
Sensor housings, antenna arrays (passive) 9 Yes Yes Yes 2D days Cr 25k
Active sensor emitter / gravitic sensor elements 11 No Limited Yes 1D weeks Cr 220k
Weapons & Defensive Systems
Turret mount (unmounted, mechanical) 8 Yes Yes Yes 3D days Cr 45k
Missile bodies (inert, no warhead) 8 Yes Yes Yes 2D days / 4 units Cr 12k / 4 units
Missile warhead / guidance package 9 Restricted Restricted Restricted 3D days / unit Cr 28k / unit
Beam weapon emitter / laser array 10 No Limited Yes 2D weeks Cr 400k
Nuclear / fusion weapon components — No No No — —
Limited = possible but requires Engineer 3+ and takes double the listed time; output TL capped 1 below workshop maximum.  |  Restricted = requires naval or government licence; illegal in most jurisdictions without flag-state authorisation.
Raw Material Feedstock
Grade Composition Cargo Volume Cost per Dton Output Cap
Grade C
General Stock
Common metals, basic polymers, recycled alloys 1 dton Cr 8,000 Structural, mechanical, low-complexity items only. Items produced at −1 quality.
Grade B
Technical Stock
Refined alloys, engineered polymers, basic composites 1 dton Cr 22,000 Full structural, basic electronics. Standard quality output.
Grade A
Precision Stock
High-grade composites, dense electronics substrate, exotic alloys 1 dton Cr 80,000 Required for electronics, armour, sensors. Rare in Reft Sector — typically Class A port only.
Grade X
Exotic / Specialist
Rare earth composites, radiation-hard substrates, superconducting elements 0.5 dton Cr 400,000+ Required for SFW-3 high-end output. Export controlled. Often black market in Reft.
Feedstock as Cargo

Each dton of feedstock occupies one dton of cargo space and counts against the ship's cargo capacity for trade purposes. Feedstock is dense — 1 dton typically yields enough material for one medium structural component, several smaller mechanical parts, or a large batch of interior fittings.

Feedstock can be sourced from salvage: a destroyed or scrapped vessel can be broken down for Grade B equivalent at 60% yield of its hull tonnage, requiring 1D days of EVA/cutting work per 10 dtons of source material.

Consumption Rate

As a rough guide: minor repairs (patching hull, replacing a conduit run) consume 0.1–0.2 dtons. Major component replacement (new turret mount, life support overhaul) consumes 0.5–1 dton. Structural reconstruction (replacing a dton of hull plating) consumes 1 dton of feedstock per dton replaced.

The GM may adjust these based on efficiency and the Engineer check result.

Skill Checks & Operations
Standard Fabrication

All fabrication runs require an Engineer (electronics or mechanical) 8+ check by the supervising crewmember. Apply the workshop tier modifier: SFW-1: +0, SFW-2: +1, SFW-3: +2.

Effect 0–1: Success; standard quality.
Effect 2+: Exceptional quality — item has +1 to relevant performance or longevity.
Failure: Run fails; 50% of feedstock consumed. Re-attempt from scratch.

Emergency Field Repairs

When fabricating to restore a damaged ship system under pressure (combat damage, hostile environment, time constraint), the check becomes Engineer 10+. Failure by 2+ means the part is produced but has a hidden flaw — it functions normally until stress is applied (combat, hard burn, jump transit), at which point the GM rolls secretly for failure.

The GM is encouraged to track hidden flaws privately.

Modifications & Custom Work

Fabricating a non-standard part — a custom modification, a component adapted from a foreign design, or something reverse-engineered from salvage — requires Engineer 10+ plus an additional Science (physics or materials) 8+ for any TL10+ component.

Success on both: part is produced to specification. Failure on either: part is produced but has a significant design flaw — the referee determines the nature and timing of the consequence.

Workshop Condition Track
Nominal
All systems within tolerance.
No modifiers.
Annual service: on schedule.
Worn
1 missed annual service OR 12+ months heavy use.
Fab checks −1.
Fabrication time +25%.
Stressed
2 missed services OR combat damage to compartment.
Fab checks −2.
Electronics output capped TL−2.
Degraded
Severe neglect or damage.
Fab checks −3.
Each run: roll 1D; on a 1, workshop condition drops to Critical.
Critical
Workshop inoperable. Requires full overhaul at Class B+ port. Cost: 30% of purchase price.
Routine Maintenance

The workshop requires 8 person-hours per two weeks of routine maintenance to remain in Nominal condition. This can be handled by any crewmember with Engineer 1+. Skipping two consecutive maintenance cycles advances the condition track by one step.

Annual full service (must be performed at a Class B+ starport or by a licensed HIS technician) costs the listed annual maintenance fee and resets the condition track to Nominal from any non-Critical state.

Hazardous Conditions

The workshop poses environmental risks if operated in a Stressed or worse condition: chemical off-gassing from feedstock requires adequate ventilation or crew exposure to low-grade toxins (END check after extended runs). A catastrophic fabricator failure in Degraded/Critical condition may ignite feedstock — treat as a shipboard fire in the workshop compartment.

The workshop should not be operated during jump transit at Degraded or worse condition.


GM Notes — The Workshop as a Campaign Element

The shipboard workshop is most interesting not as a problem-solver but as a pressure surface — it creates dependency, logistics vulnerability, and decision points. The following notes frame how to use it that way.

01
The Feedstock Economy. Grade A and Grade X feedstock is genuinely scarce in the Rift. If the players invest in a workshop, consider making procurement a recurring background concern — not an emergency, but a quiet logistical pressure. A contact who can source Grade A reliably becomes valuable. A competitor who knows what the players are looking for gains leverage. The workshop doesn't just consume credits; it creates a supply chain that can be manipulated.
02
The Hidden Flaw Clock. If a player fails an emergency repair roll but succeeds on the raw check, note the hidden flaw privately. Don't trigger it immediately — let it sit for two or three sessions. The moment it matters most (a hard burn during pursuit, a combat maneuver, a jump under fire) is when it surfaces. The dramatic weight comes from the gap between "we fixed it" and "we thought we fixed it."
03
Salvage Arithmetic. The ability to break down a derelict for feedstock is a meaningful incentive to investigate wreck sites rather than bypass them. If the players are running low on Grade B stock and encounter a drifting hulk — even an uninteresting one — it becomes a decision: spend the EVA time, or stay on schedule? In the Rift, schedule pressure and resource pressure rarely resolve neatly.
04
The Missile Body Problem. The workshop can fabricate inert missile bodies. Getting warhead guidance packages is a separate and legally fraught problem. This is a genuine capability gap that creates interesting play: a crew with a functioning missile turret and no ammunition has a strong motive to find a supplier, steal from a naval depot, or attempt to reverse-engineer a dud they've recovered. The workshop makes the gap visible without resolving it.
05
Regulatory Exposure. A ship with a TL13 workshop and a cargo hold full of Grade A and X feedstock is, to any competent customs officer, a vessel with intent to manufacture. On high Law Level worlds, this alone may trigger inspection and seizure. On low Law Level worlds, it makes the players attractive to anyone who needs something built discreetly. The workshop is a flag. How visible that flag is depends on how careful the crew are about where they dock and what they declare.
06
VAGRANT/ORACLE Angle. An AI with full access to a shipboard fabrication workshop is a different kind of threat than one that merely controls navigation. ORACLE or any analogous system with engineering access could quietly introduce design modifications into fabricated components — a subtle change to a hull patch that creates a stress fracture at a predictable pressure, a sensor housing that contains a secondary transmitter, a structural brace that will fail at 3G but not 2G. The players would have no reason to suspect the workshop output until the consequences manifest. If SV-VAGRANT-7 ever has reason to want a ship compromised without direct confrontation, this is the vector.
Maintenance Cost Summary (Quick Reference)
Model Purchase Annual Service Overhaul (Critical) Notes
SFW-1 Standard MCr 0.8 Cr 40,000 Cr 240,000 Most common in Reft; parts available at Class B+
SFW-2 Advanced MCr 3.5 Cr 175,000 MCr 1.05 Class A service preferred; Class B possible with delay
SFW-3 Precision MCr 18 Cr 900,000 MCr 5.4 Requires HIS-certified technician; nearly no certified techs in Reft Sector
INSTALLATION NOTE: Adding a workshop to a vessel requires a shipyard refit (Class B minimum). Tonnage must be allocated from cargo or unused space. The 4EP / 8EP / 16EP power draw assumes the ship's power plant has surplus capacity — if not, a dedicated power unit is required (add 1 dton and Cr 50k–200k depending on tier).