Reverse engineering

Re-Engineering
Re-Engineering or reverse engineering is a skill granted to shipwrights. It enables them to extract the best aspects of several different components and create a new "re'd" component. The necessary parts are; a component analysis tool, raw space loot of the save "re level". For example;

Armor #1: Mass 2016, armor hitpoints of 200, RE level 2. Armor #2: Mass 4210, armor hitpoints of 610, RE level 2.

After placing both of these pieces of raw space loot in the component analysis tool, analyzing them, the final product will take the low mass from #1 and combine it with the high armor hitpoints of #2. It will then add a RE level bonus of 1% per level, so in this case 2%.

Armor: Mass 2016 + (2016 * 0.02), armor hitpoints 610 + (610 * 0.02).

Some RE rules;
RE levels must be the same to combine; a level 5 piece can only go with another level 5

You can only RE together the same type of component (armor with armor, shield with shield, etc)

The RE level bonus does not affect reactor energy drain for caps.

Level X re jobs require X number of parts (to re a level 7 gun you need 7 level 7 guns)

Equipment certification levels may not match the RE level, but you can only re with similar re levels, regardless of the cert level. In these cases, the cert of the final product will be the cert of the first piece of raw loot placed in the tool.

The weapon graphical effect that results from re'ing will be the graphic of the first gun placed in the component analysis tool.

There is a random chance for a KSE disc to pop out with every RE (around 1:300)