Modules

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 Modules | Hull Modules |
---|---|
![]() | ![]() |
Active | |
---|---|
Module | Description |
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 | |
Module | Description |
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 | |
Module | Description |
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
Tier | Turret (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 Level | 0 → 1 | → 2 | → 3 | → 4 | → 5 | → 6 | → 7 | → 8 | → 9 | → 10 |
Blueprints Required | 2 | 5 | 10 | 50 | 100 | 200 | 500 | 800 | 1,100 | 1,400 |
Price | 100 ⬧ | 640 ⬧ | 1280 ⬧ | 1600 ⬧ | 2560 ⬧ | 4160 ⬧ | 5440 ⬧ | 6400 ⬧ | 22400 ⬧ | |
5 ⬧ | 10 ⬧ | 20 ⬧ | 26 ⬧ | 41 ⬧ | 67 ⬧ | 87 ⬧ | 102 ⬧ | 358 ⬧ |
Tier II | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Upgrade Level | 0 → 1 | → 2 | → 3 | → 4 | → 5 | → 6 | → 7 | → 8 | → 9 | → 10 |
Blueprints Required | 5 | 10 | 30 | 80 | 140 | 200 | 320 | 450 | 600 | 1,400 |
Price | 950 ⬧ | 1920 ⬧ | 3840 ⬧ | 4800 ⬧ | 7680 ⬧ | 20800 ⬧ | 27200 ⬧ | 32000 ⬧ | 112000 ⬧ | |
15 ⬧ | 31 ⬧ | 61 ⬧ | 77 ⬧ | 123 ⬧ | 333 ⬧ | 435 ⬧ | 512 ⬧ | 1792 ⬧ |
Tier III | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Upgrade Level | 0 → 1 | → 2 | → 3 | → 4 | → 5 | → 6 | → 7 | → 8 | → 9 | → 10 |
Blueprints Required | 10 | 40 | 80 | 190 | 250 | 400 | 500 | 800 | 1100 | 3000 |
Price | 2880 ⬧ | 3840 ⬧ | 7680 ⬧ | 9600 ⬧ | 15360 ⬧ | 41600 ⬧ | 54400 ⬧ | 64000 ⬧ | 224000 ⬧ | |
46 ⬧ | 61 ⬧ | 123 ⬧ | 156 ⬧ | 246 ⬧ | 666 ⬧ | 870 ⬧ | 1024 ⬧ | 3584 ⬧ |
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.
