Modules

Unlocking Modules

In order to unlock modules, you'll need Module Parts. These look like computer parts are are only obtainable from Mission rewards.

Clicking a module will show you the amount of GP and materials needed to unlock the module.

When you've gathered all the materials, press the Unlock button to get the module.

Note once you unlock a module, it becomes available for all your mobile suits. In addition there is no cost associated with equipping them. In addition, you can have the same module equipped to multiple mobile suits at the same time. i.e. you only have to unlock a module once.

Like weapons, modules must be unlocked in order. You have to unlocked I of the module to unlocked II, unlocked II to unlock III, and so on.

Equipping Modules

To equip the module, simply select the one you want and equip remove it. There is no cost associated with doing so.

The game will show you how many slots the module requires, how many slots your mobile suit has, and the increase in cost and time.

First Tab: Offensive Modules

Module list updated for UC83 -KACHO

Still relevant in UC96 -KACHO

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Second Tab: Defensive Modules

Note that damage mitigation traits, deck bonuses, and modules stack

ie. Aquatic Armour trait 5 + Cyclops Corps Underwater Armour 3 + Aquatic Armour III

= 15% + 10% + 10% = 35% reduced damage taken when underwater

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Third Tab: Mobility Modules

Note: Boost consumption is significantly increased, and movement speed decreased, when a mobile is in terrain it isn't designed for. The modules only mitigate the movement speed penalty.

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Fourth Tab: Special Modules

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Fifth Tab: Auxiliary Modules

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