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Augmented & Rare Modular Gear

Augmented and Rare weapons use a shared modular parts system across all five Earth corporations. Armor uses three shared families only (Light / Medium / Heavy) with no modular parts — armor power comes from Prefix / Suffix rolls (including former module roles such as Plating, Underlayer, Sealant, Power Cell, Sensor Pack, Servo Bundle, and Trauma Weave). Legendary / Unique / Apex items are a separate hand-authored tier and are not built from modular kits.

Figure — Augmented/Rare modular weapons + armor families vs Legendary/Unique/Apex.

Scope

  • Applies to Augmented and Rare weapons (modular parts) and armor (families only).
  • Legendary / Unique / Apex = separate tier (fixed art + fixed packages; not modular kits).
  • Five corporations share the same weapon families, frames, part sockets, and armor families.
  • Corp identity = materials, decals, and telemetry inside the same volumes — not different socket layouts.
  • Each modular part socket ships five corp visual variations (same AABB / volume). See vol. 09.
  • Gunfeel part dials (locked): Recoil, Impact, Stability, Barrel Jump, Barrel Sway, Reload Speed, Airborne Effectiveness, Hip-Fire Effectiveness, Slide-Fire Effectiveness, Magazine Size, Equip Speed, Kickback.
  • Not part-owned: Rotation, Strafing, Bullet Magnetism, Stickiness (frame Aim Assist baseline).

Weapon Frame Contract (3D)

  • Each weapon family uses a fixed frame mesh (chassis) with fixed socket transforms.
  • Every modular part must fit the same volume and location on that frame (max mesh bounds per socket). Different look, same footprint.
  • Sockets also lock VFX attach points (muzzle flash, mag eject, ADS optic offset).
  • Animation skeleton (reload / inspect / ADS / melee swing) stays on the frame — parts do not retime core anims.
  • Modules change frame base stats within Receiver bands (see Part → Stat Roles below).

Figure — Weapon frame sockets with gunfeel ownership (Barrel→Recoil/Impact/Jump, Mag→Size/Reload, Stock→Stability/Sway/Kickback, Grip→Equip/Airborne/Slide).

Armor Families (No Modules)

  • Armor families: Light, Medium, Heavy — shared across all five corporations.
  • No modular armor parts. Family silhouette / look is the base; Affixes (Prefix/Suffix) provide the variable stats.
  • Light biases mobility; Medium balanced; Heavy biases defense / DR.
  • Former module roles (Plating, Underlayer, Sealant, Power Cell, Sensor Pack, Servo Bundle, Trauma Weave) live in the Augmented Prefix / Suffix lists (vol. 04).

Figure — Armor families: Light / Medium / Heavy only (no modules).

Each modular part owns specific weapon variables on the shared frame. Corp visual variants (C1–C5) change look only — they do not change which variables the socket owns.

LOCKED gunfeel dials from Aim Assist / Gunfeel Programming that parts may change: Recoil, Impact, Stability, Barrel Jump, Barrel Sway, Reload Speed, Airborne Effectiveness, Hip-Fire Effectiveness, Slide-Fire Effectiveness, Magazine Size, Equip Speed, Kickback. Rotation / Strafing / Bullet Magnetism / Stickiness stay frame baseline only. Parts never rewrite FOV or camera baseline.

Figure — Part socket → exact weapon variables (primary / secondary).

Gunfeel Ownership (Shared Sockets)

  • Barrel → Recoil, Impact, Barrel Jump
  • Magazine → Magazine Size, Reload Speed
  • Optic → Hip-Fire Effectiveness
  • Stock → Stability, Barrel Sway, Kickback
  • Grip → Equip Speed, Airborne Effectiveness, Slide-Fire Effectiveness (also supports Reload Speed / Hip-Fire)

Gun Parts → Weapon Variables

  • Barrel
  • Primary variables: Recoil; Impact; Barrel Jump
  • Secondary variables: Range; Accuracy Falloff; Projectile / Pellet Velocity; Pellet Spread (Shotgun)
  • Note: Gunfeel: Recoil / Impact / Barrel Jump. Secondary ballistic: Range / falloff / velocity.
  • Magazine / Cylinder / Tube / Drum / Box Magazine
  • Primary variables: Magazine Size; Reload Speed
  • Secondary variables: Reserve Ammo
  • Note: Gunfeel: Magazine Size / Reload Speed.
  • Optic / Sight
  • Primary variables: Hip-Fire Effectiveness
  • Secondary variables: ADS Acquisition; Zoom Band; ADS Initial Accuracy
  • Note: Gunfeel: Hip-Fire Effectiveness. Secondary: sighting / ADS tooling (not assist baseline).
  • Stock / Shoulder Brace / Brace
  • Primary variables: Stability; Barrel Sway; Kickback
  • Secondary variables: Equip Speed; Recoil (support)
  • Note: Gunfeel: Stability / Barrel Sway / Kickback (return-to-ready settling). Kickback ≠ Rotation assist.
  • Grip / Bipod-Grip / Grip-Brace
  • Primary variables: Equip Speed; Airborne Effectiveness; Slide-Fire Effectiveness
  • Secondary variables: Reload Speed; Hip-Fire Effectiveness; Stability (minor)
  • Note: Gunfeel: Equip Speed / Airborne / Slide-Fire. Supports Reload + Hip-Fire.
  • Bipod (MG / Heavy / Sniper)
  • Primary variables: Stability (braced); Barrel Jump (braced); Barrel Sway (braced)
  • Secondary variables: Kickback (braced); Equip Speed (undeployed)
  • Note: Braced-fire gunfeel spike (Stability / Jump / Sway / Kickback).
  • Accelerator Coil / Rail (Fusion / Linear)
  • Primary variables: Range; Bolt / Beam Velocity; Stability (during charge)
  • Secondary variables: Impact; Handling
  • Note: Charge ms stays on the Frame (FS-GUN-007). Coil never writes cadence.
  • Emitter Lens (Trace)
  • Primary variables: Beam Focus (Accuracy); Range; Tick Rate Feel
  • Secondary variables: Stability; Heat / Sustained Fire Window
  • Note: Trace focus / sustain; Stability is the gunfeel hook.
  • Cell (Fusion / Linear / Trace / Glaive energy)
  • Primary variables: Magazine Size; Reload Speed
  • Secondary variables: Energy Efficiency; Reload Speed (vent)
  • Note: Gunfeel: Magazine Size / Reload Speed (energy mag analogue).
  • Tube (Rocket)
  • Primary variables: Projectile Velocity; Range; Blast Travel Time
  • Secondary variables: Reload Speed; Equip Speed
  • Note: Rocket flight dials; Reload / Equip are the gunfeel hooks.
  • Warhead Rack (Rocket)
  • Primary variables: Impact; Blast Radius
  • Secondary variables: Magazine Size; Reload Speed
  • Note: Gunfeel: Impact. Secondary: rocket mag / reload.
  • Limbs (Bow) / Prod/Limbs (Crossbow)
  • Primary variables: Impact; Range
  • Secondary variables: Hold Stability (full draw); Handling
  • Note: Bow power; Impact / Stability are the gunfeel hooks.
  • String (Bow / Crossbow)
  • Primary variables: Hold Stability; Handling
  • Secondary variables: Equip Speed; Hip-Fire Effectiveness
  • Note: Draw ms stays on the Frame (FS-GUN-007). String never writes cadence.
  • Quiver (Bow) / Magazine/Quiver (Crossbow)
  • Primary variables: Magazine Size; Reload Speed
  • Secondary variables: Equip Speed
  • Note: Gunfeel: Magazine Size / Reload Speed (nock / carried count).

Melee Parts → Weapon Variables

  • Blade / Bit / Head / Tip / Talons / Cap
  • Primary variables: Base Damage (min–max); Attack Rating
  • Secondary variables: Weapon Speed; Reach
  • Note: Primary damage / AR dial.
  • Guard / Collar / Knuckle Plate
  • Primary variables: Block Chance / Block Rate; Defense while swinging
  • Secondary variables: Attack Rating (minor); Hit Recovery
  • Note: Defensive / control dial.
  • Grip / Haft / Shaft / Grip Wrap / Brace
  • Primary variables: Weapon Speed Modifier (WSM / IAS); Handling / Swing Recovery
  • Secondary variables: Attack Rating (minor); Equip Speed
  • Note: Primary speed / recovery dial.
  • Pommel / Butt Spike / Counterweight / Butt Cap / Balance Weight
  • Primary variables: Damage↔Speed Balance; Knockback Chance
  • Secondary variables: Stun / Crushing Blow bias; Handling
  • Note: Weight distribution dial.
  • Core / Cell / Servo
  • Primary variables: Channel Bias on Hit; Energy on Hit/Kill; Proc Chance
  • Secondary variables: Durability / Ethereal-analogue bias
  • Note: ARPG identity dial within frame bands.
  • Stock / Brace (Glaive)
  • Primary variables: Tip Alignment / Swing Settle; Swing Recovery
  • Secondary variables: Handling; Melee Swing Recovery
  • Note: Glaive Brace is melee-only Weight dial (no projectile).

Numeric bands per part tier ship as data sheets. This table locks variable ownership so art, UI tooltips, and loot tools stay consistent.

Taxonomy: Corp finish → Class → Receiver (Type) → Frame. Receiver is the required structural part that authors Type; Class gates Receivers — different Classes never share Receivers (Hand Cannon ≠ Sidearm, Heavy Gun ≠ Machine Gun, Rocket ≠ Grenade Launcher, Bow ≠ Crossbow; Rifle includes Auto/Pulse/Scout/SMG/Sniper). Most firearms share accessory sockets Barrel / Magazine / Optic / Stock / Grip. Receiver rows list the exact socket set — specialty kits replace the Auto five where listed (Rocket, Bow, Crossbow, Fusion/Linear/Trace, HC/Sidearm, Heavy). Alias sockets (Cylinder/Magazine, Sight, Shoulder Brace, Prod/Limbs, etc.) own the same variables as their parent socket in the table above. Year-1 Refit Install does not swap Receiver. Parts never rewrite Fire Mode, cadence, or AA. Barrel is Class × Receiver–gated; Fusion/Linear/Trace/Rocket/Bow/Crossbow replace Barrel with Accel Coil / Accel Rail / Emitter / Tube / Limbs / Prod/Limbs.

Figure O14. Class × Receiver part matrix — illustrated HUD; Barrel Class×Receiver–gated; Coil/Rail/Emitter/Tube/Limbs/Prod replace Barrel; Gatling on Rifle/MG/Heavy

Figure O14. Class × Receiver part matrix — specialty kits for Rocket / Bow / Crossbow / Fusion line; GL keeps Drum five-pack

  • Auto: Barrel, Magazine, Optic, Stock, Grip
  • Pulse: Barrel, Magazine, Optic, Stock, Grip
  • Scout: Barrel, Magazine, Optic, Stock, Grip
  • Hand Cannon: Barrel, Cylinder/Magazine, Optic, Grip
  • SMG: Barrel, Magazine, Optic, Stock, Grip
  • Sidearm: Barrel, Magazine, Optic, Grip
  • Shotgun: Barrel, Magazine/Tube, Optic, Stock, Grip
  • Sniper: Barrel, Magazine, Optic, Stock, Bipod/Grip
  • Fusion: Accelerator Coil, Cell, Optic, Stock, Grip
  • Linear Fusion: Accelerator Rail, Cell, Optic, Stock, Grip (owns Grip vars)
  • Trace: Emitter Lens, Cell, Optic, Stock, Grip
  • Grenade Launcher: Barrel, Drum/Magazine, Optic, Stock, Grip
  • Rocket: Tube, Warhead Rack, Optic, Grip/Brace
  • Machine Gun: Barrel, Box Magazine, Optic, Stock, Bipod
  • Bow: Limbs, String, Sight (owns Optic vars), Grip, Quiver
  • Crossbow: Prod/Limbs, String, Sight (owns Optic vars), Grip, Magazine/Quiver
  • Heavy Gun (2-Handed): Barrel, Magazine, Optic, Shoulder Brace (owns Stock vars), Bipod/Grip

Melee Modules — V1–V5 Stubs (Effects TBA)

Section titled “Melee Modules — V1–V5 Stubs (Effects TBA)”

Each melee Refit socket ships five named lean-mesh variants (V1–V5). Parent socket → frame owner (O17) + Primary/Secondary MeleeFeel is locked — same rule as gun modules: parts change weapon feel, not loot modifiers. Per-variant effect packages are TBA. Corp finishes C1–C5 are paint on the same AABB — they are not the V1–V5 dials.

Exact variables: docs/superpowers/specs/2026-11-08-melee-part-exact-variables-design.md · art handoff: docs/superpowers/plans/2026-11-08-melee-parts-art-handoff.md · data: _melee_module_variants.py. Parallel to gun fig-140-3 / Exact Weapon Variables.

  • Head (Blade / Bit / Tip / Talons / Cap / Double Edge): Frame Damage·AR · Primary Strike Impact / Active-frame timing / Sweet-spot bias — V1–V5 effects TBA
  • Guard (Guard / Collar / Knuckle Plate): Frame Block · Primary Clash settle / Defense-while-swinging feel / Swing Stability under trade — V1–V5 effects TBA
  • Haft (Grip / Haft / Shaft / Hand Brace / Grip Wrap): Frame WSM · Primary WSM-cadence / Inertia Drop / Handling turn-in — V1–V5 effects TBA
  • Pommel (Pommel / Butt Spike / Counterweight / Butt Cap / Brace): Frame Balance · Primary Balance / Recovery Kick / Momentum carry — V1–V5 effects TBA
  • Core (Cell / Servo): Frame Channel · Primary Channel spool-up / regen cadence / Special-ready timing — V1–V5 effects TBA

Out of modules: crit, execute, cleave-as-loot, chip%, lifesteal, procs, combo scalers, Reach/length. Staves have no Guard socket — clash/defense-while-swinging from Spine/family band only. Block here is a frame dial, not a Melee Drive Block button.

Wrist Razors / Claws use the keyed kit Talons · Knuckle Plate · Hand Brace · Counterweight · Core and equip only in the Wrist Melee slot (hotkey 1).

Parts authority: Figure O17 (Head / Guard / Haft / Pommel / Core → frame stats). Figure O15 is family roster art only (same grid as Figure I) — not the socket part map. Family → socket aliases are listed below.

Figure O17. Melee part → frame base stats — Head / Guard / Haft / Pommel / Core

Figure O17. Melee part → frame base stats — exactly five sockets (Head / Guard / Haft / Pommel / Core).

Figure — Melee part → exact variables (Primary / Secondary MeleeFeel)

Figure — Melee part → exact variables (Primary / Secondary MeleeFeel). Gun-module rules: feel dials, not affixes. Frame bars remain O17. Spec: 2026-11-08-melee-part-exact-variables-design.md

Figure — Exact Melee Variables matrix (Part × MeleeFeel)

Figure — Exact Melee Variables. Same parts as fig-140-4. P = primary · S = secondary.

Melee frames use Head/Blade · Guard/Collar · Haft/Handle · Weight/Pommel · Core (family variants below). Same volume-lock rule as guns; alias sockets own parent variables from the table above.

  • Combat Blades: Blade (owns Head vars), Guard, Grip (owns Haft vars), Pommel, Core
  • Cleaving Axes: Bit/Head, Collar (owns Guard vars), Haft, Butt Spike (owns Pommel vars), Core
  • Impact Mauls: Head, Collar (owns Guard vars), Haft, Counterweight (owns Pommel vars), Core
  • Polearms: Head/Blade, Collar (owns Guard vars), Shaft (owns Haft vars), Butt Cap (owns Pommel vars), Core
  • Spears & Lances: Tip (owns Head vars), Collar (owns Guard vars), Shaft (owns Haft vars), Butt Cap (owns Pommel vars), Core
  • Dirks & Daggers: Blade (owns Head vars), Guard, Grip (owns Haft vars), Pommel, Core
  • Wrist Razors / Claws (Wrist slot only): Talons (owns Head vars), Knuckle Plate (owns Guard vars), Hand Brace (owns Haft vars), Counterweight (owns Pommel vars), Core
  • Staves: Cap/Head, Shaft (owns Haft vars), Grip Wrap (owns Haft vars), Butt Cap (owns Pommel vars), Core
  • Scepters / Rods: Head, Collar (owns Guard vars), Haft, Pommel, Core
  • Heavy Spears: Tip (owns Head vars), Collar (owns Guard vars), Shaft (owns Haft vars), Butt Cap (owns Pommel vars), Core
  • Glaives: Tip/Blade (owns Head vars), Collar (owns Guard vars), Shaft (owns Haft vars), Brace (owns Pommel vars), Core
  • Dual Blade: Double Edge (owns Head vars), Collar (owns Guard vars), Haft, Pommel, Core

Augmented vs Rare Depth

  • Augmented weapons: fewer installed modules / smaller variable deltas (typically 1–2 meaningful parts).
  • Rare weapons: more installed modules / larger packages (aligns with multi-affix Rare depth).
  • Empty weapon sockets use family baseline stats — combat and gunfeel still function.
  • Armor Augmented vs Rare depth is entirely via Prefix/Suffix count and magnitude (same as other armor affixes) — not part sockets.

Exact numeric bands per weapon part tier ship as data sheets. This section locks weapon socket names, part→stat ownership, family coverage, volume-lock art rules, armor family-only contract, and the Augmented/Rare-only scope. Forge / Refit and part unlocks live on the Crafting Page — parts are an unlock catalog (Family × Socket × Variant), not bag tiles. C1–C5 is paint.