Modules

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Interesting Facts

  • Modules were added to the game on March 2, 2017.
  • On September 26, 2017, 12 new modules were added to the game.
  • On December 7, 2018, the hulls and turrets lost their dependence on the upgrading of modules, the max level of upgrading of all modules was raised to 10.

See also: Blueprints

Modules are special devices for improving the hull and turret, allowing to obtain additional abilities or properties on the battlefield. Modules can give the tank an active or passive ability. In total, the tank can insert 6 modules: 4 active and 2 passive. The active modules used in the battle are activated with the keys 1 - 4 , according to the slot number in which the module is inserted. Currently, there are 28 modules in total.

Turret ModulesHull Modules
Active
ModuleDescription

Mine

Sets a mine, which explodes if any enemy tank falls within its range.

Spider Mine

Sets a spider mine, for a limited amount of time after activation, it follows the nearest enemy tank that has entered its field of view and eventually explodes, causing damage around itself.

EMP

It activates an electromagnetic wave around the tank, which diverges in all directions, removing the positive effects from the tanks and blocking the use of modules in the radius of action.

Radar

Shows the location and health bar of the enemy and friendly tanks and allies, including under the effect of invisibility, no matter where they are located.

Repair Kit

Activates the “healing” effect, which restores a part of the health instantly, and another extra health over a period of time.

Enhanced Armor

Activates an effect that reduces the amount of damage taken.

Turbo Speed

Activates an effect that allows the tank to move faster.

Increased Damage

Activates the effect of "Increased Damage", which increases the damage of the turret by a random value.

Impulse Generator

Creates a circular impulse that scatters enemy tanks to the sides and causes minor damage to opponents.

Force Field

Creates a shield on the battlefield, which blocks enemy damage and disappears over time.

Invisibility

Activates the effect that allows the tank to go unnoticed by the enemy. Shooting and capture the flag removes the effect.

Impulse Jump

When activated, the module creates a point pulse, which raises dust from the ground and throws the tank into the air.

Turret Drone

Releases a drone, which flies above the tank and causes damage to any enemy in its radius of destruction.

Extra Mag

Restores part of the ammunition of the turret.

Explosive Mass

The module accumulates an explosive mass, and when activated, a powerful explosion hits a large amount of damage to all surrounding enemies.

Ice Trap

Sets an ice trap that is activated when interacting with an enemy tank and freezes enemies around, slowing them down for a short amount of time.

Invulnerability

Blocks all incoming damage over a short period of time.

Firey Ring

A fire ring is created around the tank, which burns and damages enemy tanks.

Passive
ModuleDescription

Engineer

Increases the duration of the effects of all supplies.

Rage

After the destruction of the enemy tank the cooldown of all modules is reduced.

Backhit Increase

Increases tank damage on enemies from the rear of the tank.

Adrenaline

If a tank has low health, its modules recharge faster.

Kamikaze

When a player’s tank is destroyed, causes damage to surrounding enemies.

Life Steal

Partially restores health after destroying an enemy tank.

Temperature Block

Increases the recovery rate of the tank's normal temperature.

Backhit Defense

Reduces tank damage from the rear of the tank.

Accelerated Gears

Constantly increases acceleration and the maximum speed of rotation of the turret.

Sapper

Reduces the damage the tank takes from a mine.

Emergency Protection

Protects the tank from death and restores part of its health after a 2-second delay. During recovery, the tank enters a cryogenic state and moves very slowly until it restores part of its health.

Removed Modules
ModuleDescription

Reticle

It automatically targets enemy players and lets the player know that the targeted enemy is able to be hit. This module was removed as a module and is now given to all players as default. You can enable or disable it in settings.

Module Skins

Currently, the only modules that have unique skins are the spider mine. It was first released during the Halloween 2017 celebration for all players. It was then removed and can now only be obtained by purchasing the "Black Widow" kit and it can be equipped by equipping the Arachnid graffiti. The white spider mine is yours, red is the enemies, and blue is your teammates.

The other module that has a unique skin is the drone as a hologram, which can be obtained when equipping the "Stormtrooper" avatar. It also makes the spider mine as a hologram as well.

  • If you equip both these skins, the hologram skins overrides the spider skin.

Active or Passive for Turret or Hull

TierTurret (Active)Turret (Passive)Hull (Active)Hull (Passive)
1
Mine
EMP
Radar
Engineer
Rage
Backhit Increase
Repair Kit
Enhanced Armor
Turbo Speed
Temperature Block
Backhit Defense
2
Spider Mine
Increased Damage
Impulse Generator
Adrenaline
Kamikaze
Force Field
Invisibility
Impulse Jump
Accelerated Gears
Sapper
3
Turret Drone
Extra Mag
Explosive Mass
Life Steal
Ice Trap
Invulnerability
Fire Ring
Emergency Protection

Module Upgrades

Tier I
Upgrade Level0 → 1→ 2→ 3→ 4→ 5→ 6→ 7→ 8→ 9→ 10
Blueprints Required2510501002005008001,1001,400
Price10064012801600256041605440640022400
5102026416787102358
Tier II
Upgrade Level0 → 1→ 2→ 3→ 4→ 5→ 6→ 7→ 8→ 9→ 10
Blueprints Required51030801402003204506001,400
Price9501920384048007680208002720032000112000
153161771233334355121792
Tier III
Upgrade Level0 → 1→ 2→ 3→ 4→ 5→ 6→ 7→ 8→ 9→ 10
Blueprints Required10408019025040050080011003000
Price288038407680960015360416005440064000224000
466112315624666687010243584

The old modules system

When modules were first released and changed the whole "supplies mechanic" from tanki. They were divided into 4 categories:

  • "Scouting"
  • "Support"
  • "Defense"
  • "Special"
    Before the arms race update, the mechanics on how the modules were used was different. Modules are crafted using 5 different module parts:
  • "Field Generators"
  • "Super Magnets"
  • "Quantum Circuits"
  • "Lasers"
  • "Nanobots"
    These were possible to obtain from the "Resources" container. Crafted modules also have an additional bonus effect, unlike the standard ones which are pre-installed when you open a module slot. When the module is crafted it always receives its specific ability and a 3-7% random bonus effect (Damage Bonus or Damage Resist) to a random turret. Very rarely this bonus can go up to 10%, and that will make the module Exclusive. You could have disassembled the modules, but you get back only part of the resources spent.