What it is

A capacitor-bank mod. A large-footprint archetype in the Mod Grid catalog that contributes both a flat additive fire-rate percent and a flat additive weapon-damage percent to every run it is placed on. Display label in the inventory and grid UI reads as the damage-increase mod, but the template carries two stat fields rather than one.

Identity

FieldValue
Display name+DMG
Footprint2x4
Cells occupied8
Shapefilled rectangle
Effectsnone

The footprint is a fully filled 2-wide by 4-tall rectangle with no tetris cutouts. Rotation by 90 or 270 degrees swaps the bounding box to 4 wide by 2 tall; rotation by 180 degrees returns the visually identical 2x4 orientation. The shape has two distinct on-grid silhouettes (tall vs wide) but identical cell counts in every orientation.

Base stats (T1 Common)

StatValueStat type
fireRatePct10flat additive percent to fire rate
weaponDamagePct5flat additive percent to weapon damage

Two stat fields are carried; both apply additively on top of base ship stats and any other fire-rate or weapon-damage sources in the run. No HP, shield, speed, magnet, or other bonuses.

Per-tier values

Rarity multiplies the entire base stat block by a fixed factor. Both fields scale together at the same multiplier.

StatT1 CommonT2 UncommonT3 RareT4 EpicT5 Legendary
Rarity multiplier1x2x4x8x16x
fireRatePct10204080160
weaponDamagePct510204080
TierAcquisition
T1 CommonMission drop
T2 UncommonMerge 3 commons
T3 RareMerge 3 uncommons
T4 EpicMerge 3 rares
T5 LegendaryMerge 3 epics

Legendary never drops; it is reachable only by merging three Epics. Eighty-one Commons fully merge into one Legendary of this template.

How it fits on the grid

The Mod Grid is a 4x4 board with unlock progression starting from the upper-left 2x2 free zone. Because this mod occupies a contiguous 2x4 block of cells, it requires eight unlocked cells arranged as either a 2-wide x 4-tall column or, when rotated, a 4-wide x 2-tall row. Either orientation spans the full height or full width of the 4x4 grid.

PropertyValue
Cells required8 (2x4 or 4x2 contiguous)
Compatible zonesAny 2x4 or 4x2 region of unlocked cells
Rotation states4 (two visually distinct: 2x4 tall and 4x2 wide)
Can occupy a corner cellyes (every placement covers at least one corner)
Can occupy the free-zone region at session startno (free zone is 2x2; this mod needs 8 cells)

Placing this mod consumes half the entire 4x4 board, leaving the other half for other mods. It cannot be placed on a fresh account: the starting 2x2 free zone is only four cells, so at least four additional cells in the correct shape must be unlocked first. Multiple instances of this mod cannot coexist on a 4x4 grid because two 2x4 footprints would require all sixteen cells with no room for any other mod (and they would have to share zero cells, which a single 4x4 grid does allow geometrically — two 2x4 columns side by side or two 4x2 rows stacked — so up to two copies can coexist only if the full board is unlocked and no other mods are placed). Bonuses from each placed copy stack flat-additively with every other source of fire rate and weapon damage in the run.

Drop info

Mods drop only at mission end. Template selection is uniform across the nine archetypes, and every drop enters inventory at Common — higher rarities exist only via merge.

OutcomeProbability per drop
This template selected1/9 (uniform across nine templates)
Drop rolls Common (T1)100% (the only droppable rarity)
Drop rolls Uncommon or higher directly0% (merge-only)
Joint outcomeProbability per drop
This template at Common11.111% (1/9 of 100%)
This template at any tier11.111% (Common is the only droppable rarity)

The number of drops awarded per mission depends on tier-reached versus the player’s per-planet best — see the mods overview for the drop-count table. New drops surface a “NEW” badge until viewed.


EXTRACT-CANDIDATE: The rarity multiplier row, acquisition table, and drop-probability math (1/9 template selection, Common-only drops, 81-commons-per-legendary) repeat the same numbers on every per-mod page and on mods.md. Numeric tables are fine to duplicate per the project’s “tables can duplicate, prose cannot” rule, but the acquisition method column and the 1/9-template math could live as a shared snippet referenced from each per-mod page.

EXTRACT-CANDIDATE: “How it fits on the grid” footprint analysis (cells required, compatible zones, rotation count, free-zone eligibility) is mechanical and derivable from the footprint size for every per-mod page. A shared authoring-guide table or helper page mapping footprint shape eligible zones would let per-mod pages link instead of repeating the analysis.

EXTRACT-CANDIDATE: This template shares its display name (+DMG) with the chip-targeting template, but carries two stat fields (fireRatePct + weaponDamagePct) rather than one (weaponDamagePct only). Inventory and grid UI that group mods by display label will collapse these two distinct archetypes under the same +DMG header — worth flagging on mods.md so players know the +DMG label is non-unique. Source code as of commit 1b25fb1 confirms both templates use name: '+DMG'.

EXTRACT-CANDIDATE: The existing chip-targeting.md page lists drop rarity as 70% Common / 30% Uncommon, which contradicts _types.ts::DROP_RARITY = 'common' (all drops are Common, higher rarities are merge-only). Source code supports Common-only drops; the chip-targeting page should be reconciled with the rest of the per-mod pages.