Modifications

Weapons and armor accept mods — components swapped in at a 🔧 Workbench to reshape what a piece of gear does. Every item page lists the slots it accepts.

Two rules cover most questions

One mod per slot. A weapon’s type decides which slots it has; its Tier does not limit how many you fill.

Effects scale with the host item’s Tier, not the mod’s. A Hardened Receiver is +1 damage on a Tier 1 weapon and +3 on a Tier 4. One mod, priced and built the same way, fitted to whatever it is going on.

Slots

SlotModsWhat it buys
Internals Mods15The receiver on a ballistic weapon, the capacitor on an energy one. The only slot that raises raw damage, which is what holds the whole power budget together.
Barrel Mods6Length and porting. Buys range bands and Single Shot accuracy — never damage, and never ⚡ AP.
Grip Mods6Fits weapons without the Two Handed tag, and every melee weapon that has a handle. Ergonomics and Single Shot accuracy.
Stock Mods3Fits weapons with the Two Handed tag. Buys Burst Fire control and the sharpest Called Shot mods in the game.
Magazine Mods5Max Ammo and Reload AP. Not available on 🔥 Big Guns — belt-fed and single-shot heavy weapons don’t swap magazines.
Optic Mods6Sights and scopes. Buys Called Shot and Aimed accuracy, night vision, and target marking.
Muzzle Mods6The business end. Stealth, projectile behaviour, and the one melee option a rifle gets.
Edge Mods7The striking surface of a melee weapon. Damage and damage-type tags.
Material Mods4What the armor is made of. A single ladder raising both 🛡️ Phys and ♨️ Energy DT.
Lining Mods11One special property, sewn into a single piece. Every lining effect is per-limb — it applies only when that limb is the one hit. Helmets have no room for a lining.
Plating Mods5Armor plate bolted to a 🦾 Power Armor piece. Raises that piece’s own HP pool. Only one mod in the game raises a piece’s 💎 Hardness, and it lives here.
Servo Mods24The actuators and systems inside a 🦾 Power Armor piece. Every Servo mod fits one piece type only — arms get the fists, legs get the mobility, the helmet gets the sensors, the torso gets the frame.
Chassis Plating Mods4What a 🤖 robot chassis is armored with. A single ladder raising both 🛡️ Phys and ♨️ Energy DT — and because the chassis is the armor, it covers all 6 limbs.
Module Mods16One bolt-on system for a 🤖 robot chassis. Sensors, shielding, actuators, and the only way to add EMP Shielding to a chassis that lacks it.

Bands

A mod’s band is how hard it is to build. The perk is always required; above Basic, a skill milestone is too — 🔧 Repair for ballistic, melee and armor mods, 🔬 Science for energy ones.

BandBallistic · Melee · ArmorEnergyBuild 📊 DCValue
Basicperk onlyperk only1040
Advanced🔧 Repair 5 (🎯 Jury Rigging)🔬 Science 5 (🎯 Hacking)15120
Superior🔧 Repair 7 (🎯 Efficient Repairs)🔬 Science 7 (🎯 Override)20350
Master🔧 Repair 10 (🎯 Master Technician)🔬 Science 10 (🎯 Master of Robotics)25800

Scrap cost

Cost is set by the mod’s band — what it is worth, not what it is fitted to. Each band runs at roughly a fifth of its own cap value.

Mod BandCost🤖 Robot chassis
Basic (40 caps)4 ⚪ Common6 ⚪ Common
Advanced (120 caps)2 ⚪ Common + 4 🟢 Uncommon3 ⚪ Common + 6 🟢 Uncommon
Superior (350 caps)8 🟢 Uncommon + 2 🔵 Rare12 🟢 Uncommon + 3 🔵 Rare
Master (800 caps)8 🟢 Uncommon + 7 🔵 Rare12 🟢 Uncommon + 10 🔵 Rare

Cost follows the mod, not what you bolt it to. A Master mod is a Master mod on a pipe pistol and on an anti-materiel rifle — the host item’s Tier changes how well it performs, never what it costs. 🤖 Robot chassis mods are the one exception, at 1.5×, because chassis plating covers all six limbs at once.

The 🎯 Efficient Repairs milestone (🔧 Repair +7) reduces the Scrap cost by 1 on a success.

Fitting and removing

  • Building a mod requires the perk, the workstation, materials, and a Test against the band’s DC. On a failure the materials are consumed.
  • Removing a mod needs the same perk and workstation but no Test and no materials. It returns to your Inventory as a 1 🔳 item.
  • Fitting a mod you already own costs no materials and no Test.
  • A mod it replaces is destroyed unless you remove that one first.
  • When a weapon reaches Broken Condition, its mods survive by default. A brutal enough break is the GM’s call.

See all: 🎒 Items

14 items under this folder.