RAWR4Firefall

Modules

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tl;dr: Modules go into the colored slots of weapons and abilities and raise one or two of their stats. There are six basic modules in three colors, twelve hybrids made out of two basic ones, and nine ranks (Mk.1 to Mk.9). Modules have no level requirement, and the same module works in a weapon and in an ability.

Basic Modules

Basic modules drop from enemies and are part of mission rewards. What a module does depends on where you put it:

Module Color In a Weapon In an Ability
Red module Rate Enhancer Red Rate of fire, charge-up speed Recharge rate, or the charge rate of an ultimate ability
Red module Force Enhancer Red Damage (it adds power rating) Damage, healing and shield health
Yellow module Capacity Booster Yellow Magazine size Duration
Yellow module Precision Booster Yellow Accuracy and handling Potency
Blue module Range Amplifier Blue Range Range
Blue module Radial Amplifier Blue Area of effect Area of effect

Hybrid Modules

A Tinker can combine two basic modules of different colors and the same rank into a hybrid of that rank. The hybrid has both sets of stats, but only about 70% of each. That's still 40% more in total than a basic module, at the price of being less focused. Note that hybrids don't drop, they always have to be made.

Hybrid Color Made from
Orange module Enduro Pod Orange Rate Enhancer + Capacity Booster
Orange module Quicksilver Pod Orange Rate Enhancer + Precision Booster
Orange module Hailstorm Pod Orange Force Enhancer + Capacity Booster
Orange module Roundhouse Pod Orange Force Enhancer + Precision Booster
Green module Flood Chip Green Capacity Booster + Range Amplifier
Green module Deluge Chip Green Capacity Booster + Radial Amplifier
Green module Marksman Chip Green Precision Booster + Range Amplifier
Green module Firestorm Chip Green Precision Booster + Radial Amplifier
Purple module Pulsating Dynamo Purple Rate Enhancer + Range Amplifier
Purple module Behemoth Dynamo Purple Rate Enhancer + Radial Amplifier
Purple module Impact Dynamo Purple Force Enhancer + Range Amplifier
Purple module Collateral Dynamo Purple Force Enhancer + Radial Amplifier

Red and yellow make orange, yellow and blue make green, red and blue make purple. The two modules of the same color can't be combined with each other.

Ranks

The rank decides how much a module adds and also its rarity. The values are rating points on the stat, not percent.

Rank Rarity Basic Module Hybrid Module (per Stat)
Mk.1 Common +10 +7
Mk.2 Common +13 +9
Mk.3 Uncommon +17 +12
Mk.4 Uncommon +20 +14
Mk.5 Rare +24 +17
Mk.6 Rare +27 +19
Mk.7 Epic +31 +22
Mk.8 Epic +34 +24
Mk.9 Legendary +38 +27

To raise the rank, a Tinker combines the module with two other modules of the same rank and color. The other two don't have to be of the same type, any two red Mk.3 modules will turn your Rate Enhancer Mk.3 into a Mk.4. As such every module you find is progress, even the ones you'd never slot. The costs are listed in the tinkering guide.

Slots

Weapons and abilities have colored module slots, and a module only fits a slot of its color. How many slots an item has and which colors they are depends on the item. Removing a module from its slot costs Credits, though a lot less than it did before update 1.6.

Prototype Modules

A few modules don't follow these rules. Prototype modules like Apotheosis are rewards of specific missions and operations, have a unique effect, fit either a weapon or an ability and have no rank, so they can't be combined. The Deployment modules, which raise the number of deployables you can have out, are prototypes as well and drop in operations. Some of the older unique modules, Judgment for example, were turned into gadgets with update 1.6.