What it is

A reactor core mod. A medium-footprint archetype in the Mod Grid catalog that contributes flat additive shield capacity and flat additive shield regeneration per second to every run it is placed on. Display label in the inventory and grid UI reads as the shield mod.

Identity

FieldValue
Display name+SHIELD
Footprint2x2
Cells occupied4
Shapefilled rectangle
Effectsnone

The footprint is a fully filled 2x2 square with no tetris cutouts. Rotation has no effect on placement because the shape is symmetric in every orientation.

Base stats (T1 Common)

StatValueStat type
shieldMax25flat additive shield capacity
shieldRegenRate2flat additive shield points per second

Two stat fields are carried; both apply additively on top of base ship stats and any other shield sources in the run. No HP, damage, 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
shieldMax2550100200400
shieldRegenRate2481632
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 2x2 block of contiguous cells, it requires four unlocked cells arranged as a square. The free-zone region is itself a 2x2 square, so this mod is placeable on a fresh account with no unlocks beyond the starting region.

PropertyValue
Cells required4 (2x2 contiguous)
Compatible zonesAny 2x2 square of unlocked cells
Rotation states4 (all visually identical)
Can occupy a corner cellyes (covers a corner plus three adjacent cells)
Can occupy the free-zone region at session startyes (fills the entire free zone exactly)

Placing this mod inside the free zone consumes all four starting cells, blocking any other mod from sharing the free zone. Multiple instances of this mod can sit on the grid simultaneously when enough 2x2 regions are unlocked; bonuses from each placed copy stack flat-additively with every other source of shield capacity and shield regeneration 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: 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). One of the two is stale. Source code as of commit 690e163 supports Common-only drops; the chip-targeting page should be reconciled.