Faulty Parts in Star Wars: Galactic Racer aren’t limited to a “specific” Part. Given how dynamic the game’s roguelike elements are, Faulty Parts describe Parts that possess faults, and not necessarily a separate class of Parts you can unlock. This means a Part could have a wide variety of Faults at any given time, adding an element of risk to builds. After all, are you willing to risk dealing with a certain defect just to enjoy a specific feature?
If you’re a daredevil, you can totally survive entire Tours with Faulty Parts. But if you’re the careful sort, you might want to have a look at the many Faults your Parts could have. Some of these are perfectly manageable if these are parts of a build you don’t necessarily focus on. Which means it would hurt a lot if they end up hurting a Part you’ve been banking on as a focal point of your playstyle.
Getting Faulty Parts in Star Wars: Galactic Racer

The “base” Galactic Racer experience would have you upgrade your vehicle with stat boosts via Tuning Points and then plug in Parts to give “preset” effects. These can be big advantages to a specific feature or aspect of your performance. But if you damage your vehicle often enough or if you suffer catastrophic failures, you might end up getting Faults for any one of your Parts (usually the part affected the most by the debuff).
A Faulty Part, therefore, isn’t always “Part with a defect” that you get as-is, since you often “create” the Faulty Parts when you damage your vehicle. Likewise, the Scrap Dealer often offers awesome Faulty Parts, in that they have interesting advantages coupled with some big debuffs.
Afterburner
The Afterburner in Galactic Racer is the first speed boost you’ll learn how to use. It’s not as powerful as the Ramjet, but it recharges quickly, and it provides a decent push – making it a very reliable companion for most races. So if you get Faulty Parts that affect your Afterburner, your acceleration and top speed will be in a lot of trouble. Not only are there Faulty Parts that affect the Afterburner outright, there are some that affect your Afterburner after specific situations, which means you either repair these Parts or adjust your entire playstyle.
| PART | DRAWBACK |
|---|---|
| Acidic Fuel | Upon emptying Afterburner tank, become Corroded for 2s |
| Coldstart Afterburner | At race start, Afterburner is 50% weaker for 60s |
| Cracked Fuelpipes | While airborne, Afterburner tank is emptied |
| Disrupted Fuel | Disrupted blocks Afterburner for 30s |
| Frosted Injectors | While using Afterburner, gradually become Frozen |
| Glitched Fuel | Upon emptying Afterburner tank, System Malfunction for 20s |
| Iced Fuel | Upon emptying Afterburner tank, become Frozen for 20s |
| Ignited Fuel | Upon emptying Afterburner tank, become Burning for 20s |
| Leaky Tank | Afterburner fuel refills 3x slower |
| Unreliable Afterburner | During System Malfunction, Afterburner tank is emptied |
| Volatile Fuel | While using Afterburner, become Burning |
Ramjet and Redlining
The Ramjet in Galactic Racer is perhaps the most powerful speed boost you’re going to get in a match. It’s so powerful that there are entire mechanics built around mastering your movement with the Ramjet in play. And as a caveat, you can’t use your Ramjet for extended periods of time. There’s even a threshold along the red line that you can push, but only for so long before your vehicle explodes and Crashes. And some Faulty Parts increase this challenge, where Redlining – or even just the act of using the Ramjet – actively punishes you as well.
| PART | DRAWBACK |
|---|---|
| Acrid Alarm | While Redlining, become Corroded |
| Athermic Alarm | While Redlining, become Frozen for 10s |
| Defective Alarm | Redlining duration is significantly shorter |
| Flammable Manifold | When Redlining, become Burning for 10s |
| Thermal Loop | Ramjet generates 2x more heat |
| Weak Ramjet | Ramjet is 50% less powerful |
Abilities and Energy
Aside from building speed, your Galactic Racer Abilities give you an edge by letting you manipulate some part of the race. It could be some advantage you grant your vehicle, or some damage or status you throw at opponents. You need Energy to use your Abilities, all of which have a set recharge time. And unfortunately, there are Faulty Parts that either lessen your Energy recharge or make it much harder to use your Abilities outright.
| PART | DRAWBACXK |
|---|---|
| Cracked Battery | Upon activating an Ability, become Corroded |
| Disregulated Heating | Upon activating an Ability, become Burning for 10s |
| Dud Battery | -2 total Energy |
| Faulty Abilities | Abilities reload 4x slower |
| Fractured Abilities | Upon activating an Ability, trigger System Malfunction |
Starting the race
Sometimes, the start of a race in Galactic Racer is the most important determinant of your success. Start last, and you might never keep up, and if you start first, you become everyone’s target. You need to find that right balance, especially when a Perfect Start gives you a speed boost. However, some Faulty Parts give you a setback as soon as the race begins. If your build can accommodate rebuilding momentum, then you can ignore these setbacks. But if your build already struggles to maintain acceleration, these can get you in trouble.
| PART | DRAWBACK |
|---|---|
| Faulty Activator | Failing a Perfect Start causes a Crash |
| Iced Ignition | At race start, become Frozen for 30s |
| Imprecise Calibration | Perfect Start zone is significantly smaller |
| Startup Malfunction | At race start, System Malfunction for 30s |
| Unsettled Start | At race start, become Disrupted for 20s |
Slipstream, Surging and Overcharge
There are a lot of ways to gain speed in your Galactic Racer Tours beyond just the Afterburner and the Ramjet, and they can be your aces in the hole when it counts. Surging gives you a massive boost in acceleration and speed. Meanwhile, Slipstream means getting behind an opponent to benefit from their own momentum. Lastly, Overcharge gives you extra Energy and faster Ability reloads that are perfect for anything that gives you Surge and other benefits. Unfortunately, there are Faulty Parts that punish you for using these, or blocking them outright.
| PART | DRAWBACK |
|---|---|
| Anti-Surge Device | Surging is blocked |
| Frosted Aerofoils | While Slipstreaming, gradually become Frozen |
| Incendiary Overcharge | While Overcharged, become Burning |
| Inefficient Aerodynamics | Slipstreaming is blocked |
| Pyrophoric Surfaces | While Slipstreaming, gradually become Burning |
| Underclocking Device | Overcharged is blocked |
Handling, Impacts and Speed
In a racing game like Galactic Racer, the way you handle your vehicle is your lifeline. Even if you’re fast, if you can’t control your vehicle, you won’t ever make it through tight corners or last-minute turns towards shortcuts – mistakes that can cause Crashes, which can eventually take you out of the running. And just when you need to be extra precise with your movement, there are Faulty Parts that actually steer (pun intended) you into even more trouble. These Parts punish you whenever you make impact, when airborne, on landing, and even when reaching certain speeds.
| PART | DRAWBACK |
|---|---|
| Burning Contacts | On impact, become Burning for 8s |
| Degraded Dampers | On landing, System Malfunction and become Concussed |
| Endothermic Repulsors | While airborne, become Frozen |
| Overheated Motivators | When speed is above 450, become Burning |
| Steering Malfunction | Vehicle steering pulls in one direction |
| Weakened Cockpit | On impact, become Concussed |
Crash and Malfunctions
You only get a limited number of Crashes in Galactic Racer Tours, and running out of them Wrecks you out and forces a restart of the run. Ordinarily, Crashes just resets your vehicle, and you’d have to rebuild momentum from scratch. But some Faulty Parts make you prone to Crashing or punish you even more right after Crashing. System Malfunctions make you even more susceptible to collision damage, making you extra vulnerable to Crashes. If you gain any of these Faulty Parts, you have to be extra careful with your vehicle’s durability.
| PART | DRAWBACK |
|---|---|
| Failsafe Coolant | On System Malfunction, become Frozen |
| Faulty Failsafe | Critical Malfunction skill check moves 100% faster |
| Fragile Subsystems | After a Crash, become Disrupted for 10s |
| Strained Circuits | System Malfunction triggers Critical Malfunction more often |
| System Fragmentation | System Malfunction lasts 200% longer |
| Unstable Plating | On System Malfunction, become Corroded |
Status handling
Some Faulty Parts tend to disrupt your Galactic Racer gameplay by interrupting the way your vehicle handles environmental hazards. If you don’t adapt to them quickly, the slightest inconvenience in more challenging maps can make for extremely punishing races.
| PART | DRAWBACK |
|---|---|
| Choking Burn | While Burning, become Choked (no Ramjet) |
| Explosive Burning | After 3s of Burning, vehicle will Crash |
| Exposed Servos | Frozen has 50% greater impairment on Cornering |
| Freeze Vulnerability | Become Frozen 4x quicker |
| Lingering Frost | Frozen lasts 4x longer |
| Unquenchable Components | Burning no longer ends by itself |
Frequently Asked Questions about Faulty Parts in Star Wars: Galactic Racer
How long do Faulty Parts last in Galactic Racer?
Faulty Parts last until you repair them in the Scrap Dealer, so you need to be careful how long you want these to stay with your vehicle.
How can I avoid turning a Part into a Faulty Part?
You should avoid getting repeatedly damaged throughout a race. You can use Shield (for physical effects) or Status Scrubber (for debuffs) to get out of trouble as fast as possible, but they’re not 100% guaranteed to stop your Parts from getting faults.
Published: Oct 21, 2026 06:05 pm