What it is
A targeting chip mod. The smallest archetype in the catalog, occupying one cell on the global Mod Grid and contributing a flat additive bonus to weapon damage percent for every run. Display label in the inventory and grid UI reads as the damage-increase mod.
Identity
| Field | Value |
|---|---|
| Display name | +DMG |
| Footprint | 1x1 |
| Cells occupied | 1 |
| Shape | filled rectangle |
| Effects | none |
The footprint is the smallest possible — a single grid cell, fully filled, with no empty corners or tetris cutouts. Rotation has no effect on placement because the shape is symmetric in every orientation.
Base stats (T1 Common)
| Stat | Value | Stat type |
|---|---|---|
| weaponDamagePct | 3 | flat additive percent to weapon damage |
Only one stat field is carried. No HP, shield, speed, magnet, or other bonuses.
Per-tier values
Rarity multiplies the base stat block by a fixed factor. The mod cannot drop above Uncommon; higher tiers are obtained only by merging three of the previous tier.
| Stat | T1 Common | T2 Uncommon | T3 Rare | T4 Epic | T5 Legendary |
|---|---|---|---|---|---|
| Rarity multiplier | 1x | 2x | 4x | 8x | 16x |
| weaponDamagePct | 3 | 6 | 12 | 24 | 48 |
| Tier | Acquisition |
|---|---|
| T1 Common | Mission drop |
| T2 Uncommon | Mission drop or merge 3 commons |
| T3 Rare | Merge 3 uncommons |
| T4 Epic | Merge 3 rares |
| T5 Legendary | Merge 3 epics |
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 only one cell, it can be placed on any single unlocked cell anywhere on the board, including the four free cells the player starts with.
| Property | Value |
|---|---|
| Cells required | 1 |
| Compatible zones | Free, Inner, Outer |
| Rotation states | 4 (all visually identical) |
| Can occupy a corner cell | yes |
| Can occupy a free-zone cell at session start | yes |
Multiple instances of this mod can sit on the grid simultaneously; bonuses from each placed copy stack flat-additively with every other source of weapon damage percent in the run.
Drop info
Mods drop only at mission end. Template selection is uniform across the nine archetypes, so the per-drop chance of getting this specific mod equals one ninth of any drop.
| Outcome | Probability per drop |
|---|---|
| This template selected | 1/9 (uniform across nine templates) |
| Drop rolls Common (T1) | 70% |
| Drop rolls Uncommon (T2) | 30% |
| Drop rolls Rare or higher directly | 0% (merge-only) |
| Joint outcome | Probability per drop |
|---|---|
| This template at Common | 7.778% (1/9 of 70%) |
| This template at Uncommon | 3.333% (1/9 of 30%) |
| This template at any tier | 11.111% (1/9 of 100%) |
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 acquisition table, the rarity multiplier row, and the drop-probability per-template math repeat the same numbers that appear on every per-mod page and on mods.md. Stat tables are fine to duplicate (per the project’s “tables can duplicate, prose cannot” rule), but the per-tier acquisition method column and the 1/9-template math could become 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, corner/free-zone eligibility) is mechanical and derivable from the footprint size for every per-mod page. Consider a shared authoring-guide table or a small helper page that lists footprint vs. eligible-zones once.