TL;DR – Faults and Repairs in Star Wars Galactic Racer
- Faults are persistent debuffs — they don’t go away on their own after a race. They stick until you fix them.
- Faults trigger from Critical Malfunctions — too much damage during a race puts your vehicle into critical state. Fail the button prompt and a part goes faulty.
- Go to Ori and Per — the twin-headed scrap dealers on every planet. They’re the only ones who can repair faults.
- Each repair costs a flat 2,000 Credits — no matter which fault or which part.
- You cannot swap out a faulty part — it stays locked in until repaired.
- Not every fault needs immediate repair — save Credits if the debuff is minor and won’t cost you the race.
- Legendary Parts from Ori and Per come with faults attached — buying them means living with the fault until the next planet.
- Faults matter more in Campaign than Multiplayer — they reset between Tours online.
Getting hit hard enough in Star Wars Galactic Racer doesn’t just hurt your finishing position — it can leave your vehicle carrying a Fault into the next race. That Fault sits on one of your installed Parts like an anchor, dragging down exactly the stat or ability you were counting on. The game doesn’t throw up a big warning when this happens, and new players often spend several races wondering why their speeder feels suddenly off before they realise there’s a Fault quietly degrading their build.
This guide explains exactly what Faults are, how they happen, where to find Ori and Per to fix them, what repairs cost, and — just as importantly — when it’s actually smarter to leave a Fault in place and spend your Credits on something else. For more on the game, check our Star Wars Galactic Racer review, the tips and tricks guide, the multiplayer guide, the Podracing guide, all Racer Styles explained, our vehicle stats breakdown, and the full best Podracers guide. The game is available on Steam, Epic Games, PlayStation Store, and Xbox.
What Are Faults in Star Wars Galactic Racer?
A Fault in Star Wars Galactic Racer is a persistent negative modifier — an anti-buff — that attaches to one of your installed Parts after your vehicle sustains serious damage. Think of it as your speeder developing a mechanical problem mid-campaign that doesn’t resolve itself just because you finished the race or moved on to the next event.
Faults affect specific components of your build. A Fault on your Ramjet Part might throttle the boost power you’ve been building toward. A Fault on an Ability Part might reduce its effectiveness or add a cooldown penalty. Which Part gets affected appears to be largely random — the type of damage you take doesn’t seem to determine which specific fault develops. What matters is that damage reached a critical threshold, and the game assigned a consequence.
There are reportedly over 50 different Fault types in the game, each with their own debuff behaviour — some are minor irritants, others can genuinely derail a Tour run if left unaddressed. The severity of the debuff attached to a given fault varies considerably, which is why the repair decision isn’t always a simple yes.
How Do Faults Happen? The Critical Malfunction Chain
Understanding how a Fault develops helps you prevent them — or at least know when you’re at risk of picking one up. The chain of events goes like this:
- Step 1 — Damage accumulation: Your vehicle takes damage from crashes, contact with walls or barriers, environmental hazards (acid on Sentinel One, freezing conditions on ice planets), or opponent Abilities like ion bolts and concussion mines.
- Step 2 — Malfunction state: Sustained damage pushes your vehicle into a malfunction. During this window, your Afterburner, Ramjet, and Abilities are disabled temporarily.
- Step 3 — Critical Malfunction: Further damage while already malfunctioning triggers a Critical Malfunction. The speeder stops and prompts a timed button-press mini-game to restart it. This is your chance to recover — but the timing matters.
- Step 4 — Fault assignment: If you hit the button too early or too late during the Critical Malfunction prompt, one of your installed Parts acquires a Fault. The debuff is immediately active and persists into all subsequent races until repaired.
Environmental hazards on specific planets amplify this risk significantly. Sentinel One’s acid rivers cause the Choked status effect, which kicks you out of Ramjet or prevents its use entirely — forcing you through the malfunction window repeatedly if you’re not careful. The Corroded effect from prolonged acid exposure can trigger Critical Malfunctions on its own. Frozen planets can seize up parts of the vehicle mid-race, affecting steering. These aren’t just atmospheric details — they’re active fault-generation systems that reward route awareness.

How to Repair Faults in Star Wars Galactic Racer – Find Ori and Per
The only way to clear a Fault in the Campaign is to visit Ori and Per — the twin-headed alien scrap dealers who set up shop in the hub area of every planet you travel to during a Tour. They’re not hard to find, but they’re easy to walk past if you’re rushing between events. Look for them in the local hub between races; they appear on the map of each planetary stopover.
Here’s exactly how the repair process works:
- Walk up to Ori and Per in the planet hub and interact with them.
- This opens your vehicle’s diagnostic menu — a list of every active Fault currently affecting your Parts.
- Select the Fault you want to clear from the list.
- Confirm the transaction. The repair costs 2,000 Credits per fault — a flat fee regardless of which Fault or which Part is affected.
- The repair completes immediately. No waiting, no downtime — you can head straight back to racing.
One critical rule: you cannot swap out a faulty Part to dodge the repair cost. If a Part has a Fault attached to it, it is locked in your build until you pay to fix it. There’s no workaround. This matters because a faulty Part taking up a slot in your four-Part limit can bottleneck your build options for entire races if you’re not keeping an eye on it.
The Legendary Parts Trap — Buying Faults on Purpose
Here’s the twist that catches a lot of players off guard: Ori and Per aren’t just a repair station. They’re also a shop — and sometimes they stock Legendary Parts at reduced prices, which they market as “Treasures.”
The catch is that Legendary Parts from their shop come with a Fault already installed. You’re buying a powerful Part, but it arrives broken. You’ll need to live with that Fault until you can repair it — and the repair can only be done at the start of the next planet, not immediately after purchase. That means committing to racing with a deliberate debuff on one of your slots until the next hub stop.
Whether this is worth it depends on the Part. A genuinely powerful Legendary Part that dramatically improves your build can be worth accepting a temporary fault penalty — especially if the fault affects a Part that’s already less critical to your current playstyle. But buying one and then immediately wanting to repair it adds 2,000 Credits to the effective cost of that Part, so price it in before committing. Don’t impulse-buy a Legendary just because it looks impressive; read the Fault first.
Should You Repair Every Fault Immediately?
No — and this is the most practically useful thing to understand about the repair system. The flat 2,000 Credit cost is significant, especially in the early and mid-game when Credits are flowing toward upgrades, Parts, and Ability purchases. Spending 2,000 Credits on a repair that clears a minor annoyance might cost you the upgrade that would have kept you competitive in race four.
The repair decision should be weighed against these factors:
- How severe is the debuff? A Fault that reduces a stat you’re not actively building around is very different from one that cripples your primary boost or disables an Ability you use every race. Minor debuffs on secondary stats can often be tolerated for a race or two.
- How many races are left in the Tour? If you’re one race away from the Tour’s final event and the Fault is tolerable, saving 2,000 Credits for a Part purchase is often the smarter call. Conversely, picking up a Fault on race two with four races still ahead means that debuff compounds across more events.
- Is the faulty Part core to your build? A Fault on a Part that’s central to your Racer Style — say, a Ramjet-boosting Part with a Ramjet Rider Style — hits significantly harder than a Fault on a situational Ability Part you only use occasionally. Prioritise repairing the faults that attack your build’s identity first.
- Can you afford to repair AND still buy what you need? If repairing leaves you with enough Credits to cover your next Part purchase or Ability upgrade comfortably, fix it. If the repair would drain you below the cost of the Part you’ve been building toward, consider waiting one more race.
The general rule: repair critical and high-impact faults immediately, tolerate minor ones until Credits are less tight. Letting a small fault ride for one race to bank Credits for a meaningful upgrade is a legitimate mid-game strategy — just don’t let small faults stack up by ignoring them entirely.
Faults in Multiplayer vs Campaign
Faults in Star Wars Galactic Racer are primarily a Campaign concern. In the Multiplayer Tour, your vehicle build is temporary and resets between sessions — which means faults accumulated during a Tour don’t carry between sessions the way they do in the Campaign’s persistent roguelite structure. The repair economy and Ori and Per’s role are essentially Campaign mechanics.
In multiplayer, if a Fault develops during the Tour’s build phase it still affects that session. But the stakes are lower — a bad run doesn’t leave you carrying debuffs into the next day’s play. In the Campaign, where a single run can span multiple planets across dozens of events, an unmanaged Fault can quietly drag down performance across an entire attempt before you’ve even noticed. That’s where the 2,000 Credit decision actually has lasting consequences.
Quick Tips for Managing Faults Efficiently
- Check Ori and Per at every planet stop — even if you think you’re clean. The Fault screen shows you exactly what’s affecting your vehicle and lets you triage rather than discovering a debuff three races in.
- Master the Critical Malfunction button prompt — getting the timing right keeps your Parts clean. Missing it is what triggers Fault assignment. Treat the prompt as seriously as the race itself.
- Build Resilience into your vehicle — higher Resilience means more damage absorbed before hitting Malfunction state, which directly reduces how often you’re exposed to the Critical Malfunction prompt and therefore how often you risk a Fault developing. Think of Resilience investment as fault prevention.
- Use defensive Abilities proactively — the Impact Shield Ability absorbs incoming hits that would otherwise push you toward Malfunction. Equipping a Shield and using it before high-contact sections (like starts, narrow corridors, and planet hazard zones) keeps your Parts healthier across a Tour.
- Plan around planet hazards — Sentinel One’s acid and similar environmental systems are the fastest route to Critical Malfunctions. Knowing which planets pose the highest fault risk lets you prep your build with Resilience and status-clearing Parts before arriving, rather than reacting after the damage is done.
- Don’t buy Legendary Parts from Ori and Per without reading the attached Fault — some faults are tolerable for one planet’s worth of races, others are genuinely campaign-threatening. The Part’s power level has to be weighed against the fault’s severity every time.
How to Fix Faults in Star Wars Galactic Racer – FAQ
How do you repair faults in Star Wars Galactic Racer?
Find Ori and Per — the twin-headed alien scrap dealers located in the hub area of every planet you visit during a Tour. Interact with them to open your vehicle’s diagnostic menu, select the Fault you want to clear, and confirm the repair. Each repair costs a flat 2,000 Credits and completes immediately. You can repair multiple faults in a single visit if you have the Credits to cover them.
How much does it cost to repair a fault in Star Wars Galactic Racer?
Every fault repair costs exactly 2,000 Credits regardless of which Part is affected or what type of fault it is. The cost is flat across all fault types, which means a minor debuff costs the same to fix as a severe one. That’s why evaluating whether a fault warrants the spend — versus saving Credits for an upgrade or Part purchase — is an important part of managing your Tour economy.
Can you swap out a faulty Part to avoid repairing it in Star Wars Galactic Racer?
No. A Part with a Fault attached is locked into your build until it’s repaired by Ori and Per. You cannot remove or replace a faulty Part without paying the 2,000 Credit repair fee first. This means a faulty Part continues occupying one of your four Part slots — potentially bottlenecking your build options — until the fault is cleared.
Do faults reset between races in Star Wars Galactic Racer?
No. Faults are persistent — they carry across every race until you repair them with Ori and Per. Finishing a race does not clear a Fault, and moving to the next event on the Tour map does not remove it. In the Campaign, faults can accumulate across an entire multi-planet Tour run if they’re not addressed. In Multiplayer, vehicle builds reset between Tour sessions, so faults do not carry over between separate online sessions.