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

FieldValue
Display name+DMG
Footprint1x1
Cells occupied1
Shapefilled rectangle
Effectsnone

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)

StatValueStat type
weaponDamagePct3flat 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.

StatT1 CommonT2 UncommonT3 RareT4 EpicT5 Legendary
Rarity multiplier1x2x4x8x16x
weaponDamagePct36122448
TierAcquisition
T1 CommonMission drop
T2 UncommonMission drop or merge 3 commons
T3 RareMerge 3 uncommons
T4 EpicMerge 3 rares
T5 LegendaryMerge 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.

PropertyValue
Cells required1
Compatible zonesFree, Inner, Outer
Rotation states4 (all visually identical)
Can occupy a corner cellyes
Can occupy a free-zone cell at session startyes

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.

OutcomeProbability per drop
This template selected1/9 (uniform across nine templates)
Drop rolls Common (T1)70%
Drop rolls Uncommon (T2)30%
Drop rolls Rare or higher directly0% (merge-only)
Joint outcomeProbability per drop
This template at Common7.778% (1/9 of 70%)
This template at Uncommon3.333% (1/9 of 30%)
This template at any tier11.111% (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.