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
| Slot | Mods | What it buys |
|---|---|---|
| Internals Mods | 15 | The 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 Mods | 6 | Length and porting. Buys range bands and Single Shot accuracy — never damage, and never ⚡ AP. |
| Grip Mods | 6 | Fits weapons without the Two Handed tag, and every melee weapon that has a handle. Ergonomics and Single Shot accuracy. |
| Stock Mods | 3 | Fits weapons with the Two Handed tag. Buys Burst Fire control and the sharpest Called Shot mods in the game. |
| Magazine Mods | 5 | Max Ammo and Reload AP. Not available on 🔥 Big Guns — belt-fed and single-shot heavy weapons don’t swap magazines. |
| Optic Mods | 6 | Sights and scopes. Buys Called Shot and Aimed accuracy, night vision, and target marking. |
| Muzzle Mods | 6 | The business end. Stealth, projectile behaviour, and the one melee option a rifle gets. |
| Edge Mods | 7 | The striking surface of a melee weapon. Damage and damage-type tags. |
| Material Mods | 4 | What the armor is made of. A single ladder raising both 🛡️ Phys and ♨️ Energy DT. |
| Lining Mods | 11 | One 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 Mods | 5 | Armor 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 Mods | 24 | The 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 Mods | 4 | What 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 Mods | 16 | One 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.
| Band | Ballistic · Melee · Armor | Energy | Build 📊 DC | Value |
|---|---|---|---|---|
| Basic | perk only | perk only | 10 | 40 |
| Advanced | 🔧 Repair 5 (🎯 Jury Rigging) | 🔬 Science 5 (🎯 Hacking) | 15 | 120 |
| Superior | 🔧 Repair 7 (🎯 Efficient Repairs) | 🔬 Science 7 (🎯 Override) | 20 | 350 |
| Master | 🔧 Repair 10 (🎯 Master Technician) | 🔬 Science 10 (🎯 Master of Robotics) | 25 | 800 |
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 Band | Cost | 🤖 Robot chassis |
|---|---|---|
| Basic (40 caps) | 4 ⚪ Common | 6 ⚪ Common |
| Advanced (120 caps) | 2 ⚪ Common + 4 🟢 Uncommon | 3 ⚪ Common + 6 🟢 Uncommon |
| Superior (350 caps) | 8 🟢 Uncommon + 2 🔵 Rare | 12 🟢 Uncommon + 3 🔵 Rare |
| Master (800 caps) | 8 🟢 Uncommon + 7 🔵 Rare | 12 🟢 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