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Core Combat Modules

Find the Ancient Modules located deep underground in Core Complexes and use them to add muscle to a friendly facility on the surface. Once installed, and as long as an empire can keep them safe and charged, these ancient modules turn a battle to your advantage.

Equipment Module: Allows the purchase and capacitor recharging of the Ancient-Tech weaponry: Maelstrom, Spiker, and Radiator. Additionally, the MAX reacquire timer is reduced significantly.

Shield Module Shield Module: This module powers a force field across the wall gate openings. This force field stops all bullets, damage and enemy vehicles.

Vehicle Module: Allows the purchase, repair, and capacitor recharging
of the Ancient-Tech vehicles: Router, Flail, and Switchblade.
Additionally, the vehicle reacquire timer is reduced significantly.

Pain Module: This module powers pain fields in various areas of the facility that do damage to enemies invading those areas. This includes the Barracks and other critical areas of the facility.

Health Module: Soldiers that spawn here do so with more maximum health than when they spawn at other facilities. Additionally, friendly soldiers in the Sphere of Influence slowly regenerate health over time.

Speed Module: Significantly reduces the respawn delay at this facility. Additionally, all friendlies in the area get a footspeed increase.


Module Rules

How to install a module, in a nutshell:

  • Go to a Module Building in a caverns.

  • Find the Ancient control console there. (it's on the roof)

  • Get an uncharged module.

  • Take that uncharged module to the Core Complex, in the center of the cavern, and power it in the Core Beam there. Warning! Do not step into the beam without an uncharged module.

  • Once you've powered the module, exit the cavern via one of the Geowarps, and take the Module to the desired friendly facility for installation.

  • Go to the Generator Room in that facility and place the Module in one of the six sockets there.

Voila! Your base has a new ability now. The ability depends on the type of Module installed.


It's really that simple. But the devil is in the details. See below:

  • There are approximately 120 facilities in the world. Your Empire can only put 10 of each type of Module in various facilities around the globe before your Empire can no longer create new Stasis Boxes (which are the first required step in creating Modules). Does this mean that other facilities are out of luck if those 10 modules are already installed? Nope. You can exceed that limit by stealing Modules from enemy facilities and then putting them in your own facilities.

  • There can only be THREE instances of Stasis Boxes/Vortex Modules "in transit" at one time. Thus, if enemies already have three of that type of Module or Stasis Box moving through the world, you will be unable to acquire a new Stasis Box until one of those three instances is eliminated (either because the Module was successfully installed, or more likely, because the Module Runner was killed and the Module destroyed).

  • There are six module cradles in each facility, but you can only install one of each module type in a facility. Therefore, you can have six different modules in a single facility. This makes that facility very strong and powerful.

  • Each cavern can create only one kind of Module at a time. However, that type of Module rotates once every 75 minutes. You can either a) wait for the Modules you want to show up, or b) visit other caverns to get the other types of Modules you desire.

  • When you have a Stasis Box, your location is broadcast to everyone on the overhead map. This makes it very easy for enemies to move in on your position, so it's likely that you'll want friends with you when moving a Stasis Box.

  • When you have a Vortex Module, your location is broadcast to everyone on the overhead map, the prox map, AND the global map. In otherwords, you are going to have a LOT of heat come down on you when running a Module. Expect that and plan for it accordingly.

  • You only have 15 minutes from the time you grab a Stasis Box to the time the powered Vortex Module has to be installed in a facility. This is not much time. Push yourself and see how far you can get.

  • If you have a Stasis Box, and your Empire loses control of the Stasis Building you got that Box from, the Stasis Box will deconstruct immediately. This includes both the powered (Module) form as well as the non-powered (Box) form. Until you get the Module free of the cavern (and up onto a continent), your Empire must maintain control of the original Stasis Building, or the Module you carry will deconstruct immediately. Once you get a Module out of the cavern, it stabilizes completely and ownership of the Stasis Building no longer matters.

  • If you kill a Module Runner (a soldier carrying a Module), you can pick it up and run with it. This is not like LLU combat where the LLU has to sit quietly in the field. If you can steal it ... it's yours.

Stealing Modules: Installed Modules are protected by powerful force shields while in their generator room cradles. The only way to lower those force fields (so that you can steal enemy modules) is to either destroy the generator or by hacking the facility. The modules then become vulnerable and can be grabbed. NOTE: Friendly units cannot touch or affect modules in any way (to prevent griefing). You will be unable to move installed modules until the facility has actually been captured (not just hacked) by the enemy.

Module Running Restrictions: Pretty much all the rules you're used to from LLU combat apply here when running a Module also. In otherwords, you won't be able to enter air vehicles, you'll move slower while carrying a Module, you can't acquire vehicles at terminals (because you can only be a passenger, not a driver), etc.

And keep in mind that EVERYONE knows where you are. Fear all movement.

And of course...you only have 15 minutes. The clock is ticking. Tick. Tick. Tick.