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Modules CyberStrike 2

Modules available to Shareware Users are denoted with a *

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Air Defense Turret
An automated tracking rocket platform that will shoot at the nearest enemy.

Armored Hull  *
Increases the hull strength of a CyberPod.

Automated Repair
While active, this module will allow the CyberPod to slowly repair its hull over time. Requires energy to use.

Cloak
Advanced stealth technology that makes the CyberPod more difficult to see, and makes it nearly invisible to all enemy defenses.

Cluster
3 long range missiles which explode at the end of their flight, raining small bomblets over an area.

Cluster Mortar
3 long range, lobbed explosives that drop bomblets over an area at the end of their flight.

CyberPod Mk.1
The scout CyberPod, with less shields or hull than a fast-attack CyberPod and 6 module bays, but moves more swiftly.

CyberPod Mk.2
The fast-attack CyberPod, with 10 module bays and strong shields and hull, this is the staple for most combat actions.

CyberPod Mk.3
The heavy CyberPod, with dual mounted guns, additional shield and hull strength, but slower movement. This 'Pod carries 10 module bays.

Descrambler
Allows a CyberPod to convert enemy power into a usable frequency. This conversion is an inefficient one, and the 'Pod will receive only 25% of all enemy power in any given area.

Dual Gauss Turret
An automated gauss cannon platform that will shoot at the nearest enemy.

Explosive
Causes an active energy weapon's shots to explode on impact. This does no additional damage, but does cause splatter damage, hurting all targets near impact point.

Gauss Cannon
A long range, slow firing weapon that ignores a target's shields and directly damages the hull. This weapon is significantly more energy-expensive to use than a default blaster.

Grenades
10 short range, lobbed explosives that cause significant damage to any target nearby to the blast.

Hardened Shield
Increases the shield strength of a CyberPod.

Heavy Capacitor
Doubles the capacity of the weapon capacitor.

Hoverjet
A short use rocket pack that allows the CyberPod pilot to briefly maneuver in the air.

HoverTank
Equipped with a mass driver cannon, tanks are thickly hulled powerful units that are less versatile than a CyberPod, but more powerful than an unequipped 'Pod

Jump Jet *
A single use rocket jet that sends the CyberPod flying, approximately 1200 feet on flat terrain.

Leech Tower
A power relay tower that sucks enemy power in an area, and drains the batteries of enemy CyberPods.

Longshot *
Doubles the range of an energy weapon. Always active when loaded.

Mass Driver
A long range, fast firing energy weapon that delivers heavy damage to a target's shields, and moderate damage to their hull.

Mass Driver Turret
An automated mass driver platform that will shoot at the nearest enemy.

Mega Cell  *
Increases the battery capacity of a CyberPod, and the rate at which it can deliver power.

Mega Tower
A power relay tower that generates twice the normal power of a regular relay tower.

Mine Mortar
Fires a shot that separates into 4 proximity mines for quick deployment.

Mine Sweep
When activated, destroys all mines within a 300-foot radius.

Mines
Contains 5 proximity mines, one is dropped each time the module is activated. These mines explode when enemies are detected nearby.

Mortars  *
10 long range, lobbed explosives that cause severe damage to any target nearby to the blast.

Phalanx
A top-mounted medium range gun which shoots at the nearest enemy target, including towers and base defenses.

Plasma Cannon
A fast firing, very short range energy weapon that inflicts heavy damage to a target's hull.

Pulse Laser  *
The longest range, fastest fire rate energy weapon. Uses slightly more energy to fire than the default blaster.

Pulse Laser Turret
An automated pulse laser platform that will shoot at the nearest enemy.

Proton Particle Cannon
A medium range weapon that can penetrate intervening barriers, and hit multiple targets.

Raven
An air supply ship that can drop requested modules, towers, and defenses for a CyberPod in the field.

Reflection
Modifies an active energy weapon to cause each shot to reflect off of normal barriers.

Repair  *
Causes on-board repair systems to reconstitute hull. Takes approximately 20 seconds to complete. One use only.

Reserve Power  *
When activated, this one-use module will temporarily boost power to a CyberPod as if the CyberPod were standing near a friendly tower.

Rockeye
30 Long-range dumb-fire missiles, which cause significant damage to any target nearby when the rocket explodes.

Rollers  *
10 medium range, lobbed explosives, which bounce to the edge of their range before exploding.

Shield Disruptor
Modifies an active energy weapon to cause all four quadrants of the target's shields to be affected by each shot. Requires extra energy for each shot.

Shield Piercing
Modifies an active energy weapon to cause 50% of all damage to penetrate the shields and damage the target's hull. Requires extra energy for each shot.

Shielded Tower  *
A power relay tower that generates its own 4-quadrant shield to help protect itself. Though this tower is more difficult to destroy, it provides less power since it is generating a shield.

Spreadshot
Modifies an active energy weapon to deliver three widely spaced shots instead of one. Reduces the fire rate slightly.

Stealth
Prevents enemy from detecting stealthed 'Pod on radar, and decreases target lock distance for enemy turrets. Requires energy when activated.

Tower
A power relay tower generates power for a single clan in an area. This charges all nearby friendly CyberPods and tanks.

Tower Harden
When activated, this module will double the hull strength of all nearby towers.

Tower Repair
When activated, this module will repair all nearby towers.

Tracking Rocket
10 rockets which will lock on to a targeted enemy and home in on it.

Tri-shot
Modifies an active energy weapon to deliver three closely grouped shots instead of one. This triples the power required, and reduces the fire rate slightly.

 

 
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Simutronics Corporation

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