Understand Necramech Reach
Useful when…
- Increase the range of Necramech melee attacks.
- Consider it when greater reach matters more than Fury’s attack-speed bonus or Pressure Point’s damage bonus.
What does it improve?
This standard Necramech mod adds Melee Range: +0.25 at rank 0, +0.75 at rank 2, and +1 at rank 3. The listed effect is range, not damage or attack speed.
When is extra reach useful?
Consider Reach when you want Necramech melee attacks to have greater range. Necramech Fury increases Melee Attack Speed by up to 40% at rank 3; Necramech Pressure Point increases Melee Damage by up to 60% at rank 5. These mods serve different melee priorities, so Reach is most relevant when range is the property you want to improve.
How should you rank it?
Reach has three ranks, Madurai polarity, and base drain of 4. Rank 2 gives +0.75 Melee Range and the final rank reaches +1. The listed fusion steps cost 10 Endo and 483 Credits from rank 0 to 1, 20 Endo and 966 Credits from rank 1 to 2, and 40 Endo and 1,932 Credits from rank 2 to 3. The last rank adds 0.25 range at the listed cost; weigh that increase against other Necramech mod choices.
What should you avoid assuming?
Do not treat its range bonus as faster melee attacks or more damage per hit; Fury and Pressure Point list those separate stats.
Limitations and tradeoffs
- The mod improves Melee Range only; it does not increase melee damage or attack speed.
- The final rank adds 0.25 range and costs 40 Endo and 1,932 Credits in the listed step.
Common mistakes to avoid
- Expecting added range to increase melee damage or attack speed.
- Ranking it without considering whether the final 0.25 range is useful for your setup.






