ZIVCAS - OS::MOD-TERMINAL
SCX WEAPON MODULES KNOWLEDGE BASE

Noomachine Stalcraft X · Weapon Module Reference

A community reference for the Noomachine and Core Inhibitor costs associated with rolling Module Cores into Weapon Modules. Data sourced from the public database, in-game testing, as well as community provided information.

Module Creation

The Noomachine is the Stalcraft‑X workstation where Stalkers convert raw Module Cores into finished Weapon Modules. Each crafted module exposes one or more research groups — Add‑On, Deviation and Concept — that shape what affixes the final module rolls. The more groups you decide to exclude from the initial role, the higher the amount of Core Inhibitors needed.

Groups Excluded14 / 14
Expense▲ —
Total Inhibitors To Start The Roll:

Re-rolling Traits

Once you start the roll in the Noomachine you are able to re-roll the traits applied to the core as many times as you wish. However the Core Inhibitor cost greatly increases with the amount of times you re-roll the core. Start the re-rolling simulator above to display possible rolls below. You can then reroll as many times as you wish to get the cost associated with completing a Weapon Module.

Add‑On Groups

  • 1.Accuracy
  • 2.Control
  • 3.Convenience
  • 4.Speed

Deviation Groups

  • 1.Accuracy
  • 2.Control
  • 3.Convenience
  • 4.Speed

Concept Groups

  • 1.Impactor
  • 2.Speed
  • 3.Anomaly
  • 4.Accuracy
  • 5.Convenience
  • 6.Control

How rolling a Weapon Module Works

01 · Acquire a Core

Module Cores are either purchased from the Auction, traded by another player, or received as rewards for completing Operations. Module Cores can drop in any rarity from Common to Legendary.

02 · Dial Groups

Each roll exposes Add‑On, Deviation and Concept groups. Deselecting a group or multiple groups commits a higher Core Inhibitor Expense from your stockpile. You can exclude up to a maximum of 11/14 groups for the maximum Expense cost to start the roll.

03 · Calculate & Acquire Core Inhibitors

The Noomachine totals the Core Inhibitor Expense from your selected exclusions to start the rolling. Make sure you have the required amount on hand and displaying at the top right of your screen. Make sure you have plenty more Core Inhibitor than the initial roll incase you get bad luck on rolls and need to reroll many times.

04 · Rolling & Re‑Rolling Modules

With the initial roll kicked off, the Noomachine produces a Weapon Module with affixes drawn from the included groups. If the rolled result isn't to your liking, you can re‑roll any of the 3 Results as many times as you wish, but each time the cost of Core Inhibitors to do so rises greatly.

05 · Stabilise & Extract

Once you're happy with the rolled affixes, lock in the Module to stabilise it. The finished item is now extractable from the Noomachine and ready to inspect, trade, or equip.

06 · Change out a Module

Once a Module is equipped to a weapon, it cannot be changed or removed without deleting it unless you have a Quasi‑Destructor. You will be prompted to utilize one if you have it to 'save' a module when removing it or changing it out. If you do not use a Quasi‑Destructor the module will be deleted.

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