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Ω 06 — Modules

06 — Modules

Purpose

Modules are passive equippable modifiers that augment ship and weapon performance. Each ship has 3 module slots: Offense, Defense, Utility. The player selects one module per slot from their unlocked collection.

This document specifies the 18 modules available in v1.0, their effects across M-tiers, and their acquisition paths.


Module System Overview

Slot Structure

Every ship has 3 slots:

  • Offense slot — damage, fire rate, crit, weapon-related mods
  • Defense slot — HP, shield, damage reduction, regeneration mods
  • Utility slot — quality-of-life, economy, mastery, magnet mods

A ship cannot equip two modules in the same slot. The player can swap freely between sorties.

Module M-Tier System

Modules upgrade M0 → M1 → M2 → M3 with numerical scaling only. No qualitative changes. No build time required — module upgrades are configurations applied to existing data.

Scaling formula:

  • M0: base effect
  • M1: 1.3× base effect
  • M2: 1.6× base effect
  • M3: 2.0× base effect

Module Acquisition

  • Drops from stage completion (especially boss/elite stages)
  • Achievement rewards
  • Endless mode milestones (depth 50, 100, 200 unlocks)
  • Daily login streaks
  • Never consumable — once unlocked, always available

Module Visual Identity

Each module has an icon in the loadout screen showing:

  • Module name
  • Category (color-coded: red=Offense, blue=Defense, green=Utility)
  • Current M-tier (visual pip count)
  • Effect summary tooltip

Offense Modules (6 modules)

O-1 — Magnetic Confinement Coils

Effect: Primary weapon damage +15% (M0)

Lore: "Refined human engineering. Reliable. Quiet."

Mark Effect
M0 +15% damage
M1 +19% damage
M2 +24% damage
M3 +30% damage

Acquisition: Drop from Sector 2 stages (~10% chance from elites)

Upgrade cost (M0→M1→M2→M3): 800 / 2,500 / 8,000 credits + 1/2/4 blueprint shards


O-2 — Resonance Amplifier

Effect: When special charge meter is full, +10% damage to primary weapon (M0)

Lore: "Veiled design. Your strength compounds while waiting."

Mark Effect
M0 +10% damage when special is full
M1 +13% damage
M2 +16% damage
M3 +20% damage

Acquisition: Achievement reward — "Special Reservist" (deploy 50 specials)

Upgrade cost: 1,500 / 4,500 / 12,000 credits + 2/4/8 shards


O-3 — Critical Coupling

Effect: +5% crit chance; crits deal 2× damage (M0)

Lore: "Veiled probability engineering. The dice are tilted."

Mark Effect
M0 +5% crit chance
M1 +6.5% crit chance
M2 +8% crit chance
M3 +10% crit chance + crit damage 2.5×

Acquisition: Drop from Sector 3 stages (~5% chance from any stage clear)

Upgrade cost: 1,200 / 3,500 / 10,000 credits + 1/3/5 shards


O-4 — Sustained Fire Resonator

Effect: Heat builds 20% slower for the equipped primary weapon (M0)

Lore: "Coalition refinement. Push the envelope further."

Mark Effect
M0 Heat -20%
M1 Heat -26%
M2 Heat -32%
M3 Heat -40%

Acquisition: Endless mode milestone — Depth 50

Upgrade cost: 2,000 / 5,500 / 14,000 credits + 2/4/6 shards


O-5 — Penrose Capacitor

Effect: Special ability charges 25% faster (M0)

Lore: "Coalition co-engineering. Tactical action without the wait."

Mark Effect
M0 Special charge rate +25%
M1 +32%
M2 +40%
M3 +50% + first special of stage starts at 25% charge

Acquisition: Achievement reward — "Combo Master" (achieve 10× combo 25 times)

Upgrade cost: 1,800 / 5,000 / 13,000 credits + 2/4/6 shards


O-6 — Cascade Predictor

Effect: Boltzmann Cascade pattern variance reduced (only matters with that weapon equipped) (M0)

Lore: "Veiled humor — designed by the engineer who laughed when asked for 'reliability.'"

Mark Effect (only when Boltzmann Cascade equipped)
M0 Massive Slug pattern +10% chance
M1 Massive Slug +15%; Spiral +5%
M2 Massive Slug +20%; Spiral +10%
M3 Massive Slug 35%; Spiral 18%; Standard Pulse becomes piercing

Acquisition: Drop only from killing Architect's Witness elite

Upgrade cost: 2,500 / 6,000 / 15,000 credits + 3/5/8 shards


Defense Modules (6 modules)

D-1 — Reinforced Hull Plating

Effect: +20% maximum HP (M0)

Lore: "Coalition baseline. More armor, more chances to learn."

Mark Effect
M0 +20% max HP
M1 +26% max HP
M2 +32% max HP
M3 +40% max HP

Acquisition: Drop from Sector 2 stages (~8% chance)

Upgrade cost: 1,000 / 2,800 / 8,500 credits + 1/3/5 shards


D-2 — Reactive Shielding

Effect: +1 shield charge at stage start (M0)

Lore: "Veiled adaptive design. The hull learns from attacks."

Mark Effect
M0 +1 shield charge
M1 +1 shield charge + shield regenerates if not damaged for 45s
M2 +2 shield charges + regen every 35s
M3 +2 shield charges + regen every 25s

Acquisition: Endless mode milestone — Depth 100

Upgrade cost: 2,500 / 6,500 / 16,000 credits + 3/5/8 shards


D-3 — Inertial Dampers

Effect: -20% damage from enemy collisions (M0)

Lore: "Human engineering. Bumping no longer hurts as much."

Mark Effect
M0 -20% collision damage
M1 -26%
M2 -32%
M3 -40% + brief invulnerability frames on collision (0.3s)

Acquisition: Drop from Sector 1 stages (~12% chance)

Upgrade cost: 500 / 1,800 / 5,500 credits + 1/2/4 shards


D-4 — Field Regenerator

Effect: Passive HP regen at 1/sec when not damaged for 5 seconds (M0)

Lore: "Coalition emergency systems. The ship heals between fights."

Mark Effect
M0 1 HP/sec after 5s no damage
M1 1.3 HP/sec after 4s
M2 1.6 HP/sec after 3s
M3 2 HP/sec after 2s, with brief burst regen on phase transitions

Acquisition: Achievement reward — "Survivor" (clear 20 stages without dying)

Upgrade cost: 1,500 / 4,200 / 11,000 credits + 2/3/6 shards


D-5 — Phase Capacitor

Effect: Phase Shift duration +0.5s (only when Phase Shift special equipped) (M0)

Lore: "Veiled quantum tuning. More time outside time."

Mark Effect (only when Phase Shift equipped)
M0 Phase Shift +0.5s
M1 Phase Shift +0.65s
M2 Phase Shift +0.8s
M3 Phase Shift +1.0s + phase-shift kills cool heat by 5%

Acquisition: Drop from V-2 Phantom-related missions or Inquisitor Hunter elites

Upgrade cost: 2,000 / 5,000 / 13,000 credits + 2/4/6 shards


D-6 — Veiled Coherence Mesh

Effect: Shield regen rate +50% (passive while shield is active) (M0)

Lore: "Coalition advanced shielding. Defense in continuous motion."

Mark Effect
M0 Shield regen +50%
M1 +65%
M2 +80%
M3 +100% + +1 shield charge while in a Time Dilation Field

Acquisition: Endless mode milestone — Depth 200

Upgrade cost: 3,500 / 9,000 / 22,000 credits + 4/8/12 shards


Utility Modules (6 modules)

U-1 — Magnetic Field Extender

Effect: +50% pickup magnet radius (M0)

Lore: "Coalition QoL design. Less darting, more gathering."

Mark Effect
M0 +50% radius
M1 +65%
M2 +80%
M3 +100% + magnetized projectiles bend slightly toward player

Acquisition: Drop from Sector 1 stages (~15% chance)

Upgrade cost: 600 / 2,000 / 6,000 credits + 1/2/4 shards


U-2 — Pilot Mastery Chip

Effect: +15% Ship Mastery XP gain (M0)

Lore: "Coalition pilot-training innovation. Every flight teaches more."

Mark Effect
M0 +15% Ship Mastery XP
M1 +19%
M2 +24%
M3 +30% + first kill of stage grants bonus Mastery XP

Acquisition: Daily login reward (Day 14)

Upgrade cost: 1,000 / 3,000 / 8,500 credits + 1/3/5 shards


U-3 — Coalition Reserves

Effect: +20% credit drop from kills (M0)

Lore: "Coalition pilot-pay structure. The Frontier Commander shares the win."

Mark Effect
M0 +20% credits
M1 +26%
M2 +32%
M3 +40% + boss defeats grant bonus credits

Acquisition: Drop from Sector 2 stages (~6% chance)

Upgrade cost: 1,500 / 4,500 / 12,000 credits + 2/4/6 shards


U-4 — Blueprint Scanner

Effect: +10% blueprint shard drop rate (M0)

Lore: "Veiled-Coalition prospecting design. Find more raw materials."

Mark Effect
M0 +10% shard drop rate
M1 +13%
M2 +16%
M3 +20% + first elite kill of stage guarantees a shard

Acquisition: Achievement reward — "Prospector" (collect 100 blueprint shards)

Upgrade cost: 2,000 / 5,500 / 14,000 credits + 3/5/8 shards


U-5 — Heat Dissipator

Effect: Heat cools 30% faster when not firing (M0)

Lore: "Coalition refinement. Recovery in moments rather than seconds."

Mark Effect
M0 Heat decay +30%
M1 +39%
M2 +48%
M3 +60% + brief firing pauses (0.5s) restore heat substantially

Acquisition: Drop from Sector 3 stages (~5% chance)

Upgrade cost: 1,800 / 5,000 / 13,000 credits + 2/4/6 shards


U-6 — Tactical Co-processor

Effect: Combo doesn't reset for 4 seconds instead of 3 (M0)

Lore: "Veiled tactical computing. Time to plan the next kill."

Mark Effect
M0 Combo reset extended to 4s
M1 Extended to 4.5s
M2 Extended to 5s + combo persists through one shield hit
M3 Extended to 6s + combo persists through one shield hit + one HP loss

Acquisition: Endless mode milestone — Depth 75

Upgrade cost: 2,500 / 6,500 / 16,000 credits + 3/5/8 shards


Module Strategy Notes

Synergistic Combinations (Player Discovery)

Some module + ship + weapon combinations are intentionally powerful:

  • C-2 Resonator + Coherence Beam + O-2 Resonance Amplifier + O-5 Penrose Capacitor — sustained-damage stacking optimal
  • C-3 Singularity + Cosmic String Spear + O-3 Critical Coupling + U-4 Blueprint Scanner — slow, precise, lucrative
  • V-2 Phantom + Hawking Bolt + D-5 Phase Capacitor + Phase Shift special — dodge-heavy survival build
  • H-2 Interceptor + Boltzmann Cascade + O-6 Cascade Predictor + O-5 Penrose Capacitor — fast, chaotic, aggressive

These synergies emerge from the design without explicit "build" trees. Players discover them.

Anti-Meta Diversity

Module variety ensures multiple viable builds rather than one dominant configuration. The Tier 2 design specifically avoids:

  • Stat sticks (modules that are universally optimal)
  • Stacking bonuses (effects that combine multiplicatively in broken ways)
  • Single-best mod (every category has multiple competitive choices)

Module Drop Rate Tuning

For initial balance, these drop rate targets:

Module Rarity Sources Expected Time to First Unlock
Common (O-1, D-3, U-1) Stage drops 10-15% 5 stages
Uncommon (O-3, U-3, D-1) Stage drops 5-12% 15 stages
Rare (O-2, D-4, U-2) Achievements 1-2 sessions of focused play
Endless milestones (O-4, D-2, D-6, U-6) Endless depth 1-2 weeks of dedicated endless play
Elite-locked (O-6, D-5) Specific elite drops Variable; encourages strategic farming

Drop rates are stored as config values shipped with the binary (client-side only — see 00_amendments.md Amendment 7). Changes require app store updates.


Document version: 1.0 (locked) Part of: Tao Baryon GDD — Tier 2 Content Systems