Modules available to Shareware Users are denoted with a
An automated tracking rocket platform that will shoot at
the nearest enemy.
Increases the hull strength of a CyberPod.
While active, this module will allow the CyberPod to slowly
repair its hull over time. Requires energy to use.
Advanced stealth technology that makes the CyberPod more
difficult to see, and makes it nearly invisible to all enemy
3 long range missiles which explode at the end of their
flight, raining small bomblets over an area.
3 long range, lobbed explosives that drop bomblets over
an area at the end of their flight.
The scout CyberPod, with less shields or hull than a fast-attack
CyberPod and 6 module bays, but moves more swiftly.
The fast-attack CyberPod, with 10 module bays and strong
shields and hull, this is the staple for most combat actions.
The heavy CyberPod, with dual mounted guns, additional shield
and hull strength, but slower movement. This 'Pod carries
10 module bays.
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.
An automated gauss cannon platform that will shoot at the
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.
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.
10 short range, lobbed explosives that cause significant
damage to any target nearby to the blast.
Increases the shield strength of a CyberPod.
Doubles the capacity of the weapon capacitor.
A short use rocket pack that allows the CyberPod pilot to
briefly maneuver in the air.
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
A single use rocket jet that sends the CyberPod flying,
approximately 1200 feet on flat terrain.
A power relay tower that sucks enemy power in an area, and
drains the batteries of enemy CyberPods.
Doubles the range of an energy weapon. Always active when
A long range, fast firing energy weapon that delivers heavy
damage to a target's shields, and moderate damage to their
An automated mass driver platform that will shoot at the
Increases the battery capacity of a CyberPod, and the rate
at which it can deliver power.
A power relay tower that generates twice the normal power
of a regular relay tower.
Fires a shot that separates into 4 proximity mines for quick
When activated, destroys all mines within a 300-foot radius.
Contains 5 proximity mines, one is dropped each time the
module is activated. These mines explode when enemies are
10 long range, lobbed explosives that cause severe damage
to any target nearby to the blast.
A top-mounted medium range gun which shoots at the nearest
enemy target, including towers and base defenses.
A fast firing, very short range energy weapon that inflicts
heavy damage to a target's hull.
The longest range, fastest fire rate energy weapon. Uses
slightly more energy to fire than the default blaster.
An automated pulse laser platform that will shoot at the
A medium range weapon that can penetrate intervening barriers,
and hit multiple targets.
An air supply ship that can drop requested modules, towers,
and defenses for a CyberPod in the field.
Modifies an active energy weapon to cause each shot to reflect
off of normal barriers.
Causes on-board repair systems to reconstitute
hull. Takes approximately 20 seconds to complete. One use
When activated, this one-use module will temporarily boost
power to a CyberPod as if the CyberPod were standing near
a friendly tower.
30 Long-range dumb-fire missiles, which cause significant
damage to any target nearby when the rocket explodes.
10 medium range, lobbed explosives, which
bounce to the edge of their range before exploding.
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.
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.
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
Modifies an active energy weapon to deliver three
widely spaced shots instead of one. Reduces the fire rate
Prevents enemy from detecting stealthed 'Pod on radar, and
decreases target lock distance for enemy turrets. Requires
energy when activated.
A power relay tower generates power for a single clan in
an area. This charges all nearby friendly CyberPods and
When activated, this module will double the hull strength
of all nearby towers.
When activated, this module will repair all nearby towers.
10 rockets which will lock on to a targeted enemy and home
in on it.
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.