+matrix/module — Manage the hardware modules slotted in your cyberdeck.
Usage:
+matrix/module List installed modules + slot usage.
+matrix/module/catalog Browse every module in the catalog.
+matrix/module/install <name> Install a module (Hardware test).
+matrix/module/remove <name> Uninstall a module (Hardware test).
+matrix/module/swap <old>=<new> Swap one for another (single test).
What modules are (Data Trails p.64-65):
Prefabricated hardware components slotted inside your deck's case.
Every cyberdeck has 1 module slot by default. The Deck Builder
positive quality (Data Trails p.44, 4 Karma) adds a 2nd slot. Modules
are always-on when installed — there is no activate/deactivate action.
Installation (Data Trails p.64):
Install, remove, and swap all require a Hardware + Logic [Mental] (1)
Success Test and about 10 combat turns of bench work. No toolkit or
facility is required in RAW, so this can be done in the field.
Critical rule — bricked decks destroy modules:
If your deck is bricked (critical glitch on repair, or Matrix condition
monitor filled), every installed module is permanently slag, even
if the deck is later repaired. Modules are effectively one-run gear if
you're reckless with the deck.
Tier legend in the catalog:
LIVE Fully wired up; does exactly what the book says.
FLAVOR-ONLY Installable, shows up in your loadout, but the
mechanical effect is GM-adjudicated until the
supporting engine work lands.
Common confusion — these are NOT modules:
- Signal Scrub and Virtual Machine are cyberprograms, not
modules. Manage them via +matrix/program.
- Sleaze Boost is a Booster Chip (Kill Code p.59), a separate
consumable system — use +booster (technomancers only).
- Hardened Firewall and Targeting Processor do not exist as
modules in RAW. You may be thinking of Hardening (5-box damage
buffer) or Multidimensional Coprocessor (+1D6 initiative).
See also: +matrix/program (cyberprograms), +matrix/repair (damage
repair), +matrix (status display shows installed modules).