Vehicles
Three systems: Exterior Modules (troop stat buffs), Tactical Plugins (Destroyer-EX — faction hero buffs, vehicle skills and Resonance) and Vehicle Modification (unlocks better vehicles). Complete data one click deeper: Vehicle Full Tables — Modification 0–240 & Module Crafting · Tactical Plugins — Full Star-Up Data
Exterior Modules
Section titled “Exterior Modules”Six modules, 15 levels each. Every module has an identical stat curve — only the stat types differ. The curve below is now live-verified ✅ (Sept 2026): Tactical Radar, Hybrid Armor and Mounted Cannon confirmed at max Lv.15 in-game, and the three mid-level modules match it point for point.
| Module | Stat 1 | Stat 2 | Stat 3 (from lvl 6) | Drop rate |
|---|---|---|---|---|
| Tactical Radar | Troop DEF % | Troop DEF in Siege Assaults % | Troop HP % | 19.78% |
| Hybrid Armor | Troop DEF % | Troop DEF in Siege Defense % | Troop HP % | 19.78% |
| Hubcap | Troop DEF % | In-field Troop DEF % | Troop HP % | 17.58% |
| Nitro Booster | Troop ATK % | Troop ATK in Siege Assaults % | Troop DMG % | 16.48% |
| Solar Cell | Troop ATK % | Troop ATK in Siege Defense % | Troop DMG % | 14.29% |
| Mounted Cannon | Troop ATK % | In-field Troop ATK % | Troop DMG % | 12.09% |
The shared curve, levels 1 → 15
Section titled “The shared curve, levels 1 → 15”| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Stat 1 | 1 | 2 | 3 | 5 | 8 | 10 | 15 | 20 | 30 | 40 | 55 | 70 | 85 | 100 | 125 |
| Stat 2 | 1 | 2 | 3 | 5 | 8 | 10 | 15 | 20 | 40 | 60 | 90 | 115 | 140 | 170 | 200 |
| HP % | — | — | — | — | — | 0.5 | 1 | 1.5 | 2.5 | 4 | 6 | 8.5 | 11 | 14 | 20 |
| DMG % | — | — | — | — | — | 1.25 | 2.5 | 3.75 | 6.25 | 10 | 15 | 21.25 | 27.5 | 35 | 50 |
All six at level 15 = 375% Troop ATK + 375% Troop DEF, 200% in each of the six siege/in-field splits, 150% Troop HP, 60% Troop DMG.
Leveling is an EXP bar — the exchange rate ✅
Section titled “Leveling is an EXP bar — the exchange rate ✅”Feeding a part gives 5 EXP per level-1 part equivalent, and a part’s value triples with each part level: a level-3 part = 45 EXP, a level-4 = 135, and a Level-7 Select Chest = 3,645 EXP (and lets you pick the module). Measured live: the Lv.14 → 15 bar reads exactly 393,660 EXP — 78,732 level-1 parts × 5.
| Reaching level | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|
| EXP required | 21,870 | 65,610 | 98,415 | 196,830 | 196,830 | 196,830 | 393,660 |
| In Level-7 Select Chests | 6 | 18 | 27 | 54 | 54 | 54 | 108 |
Levels 2–8 together cost under 11,000 EXP — three chests. A whole module, Lv.1 → 15, is 1,180,980 EXP = 324 Level-7 Select Chests, and the final level alone is exactly a third of the entire track.
Inside a level, the two main stats grow with every 1% of the bar (a Lv.14 module at 77% shows 170 + 77% of the 30-point jump = 193.1%), while the third stat (HP/DMG) steps up only at the 25 / 50 / 75 / 100% markers — both behaviors verified live. ✅
The cost is the real story
Section titled “The cost is the real story”Module levels use a 3-to-1 crafting pyramid. Cumulative level-1 parts required:
| Module lvl | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 |
|---|---|---|---|---|---|---|---|---|
| Level-1 parts | 1 | 9 | 81 | 729 | 6,561 | 39,366 | 118,098 | 236,196 |
| Module | Lvl-1 chests to max | Lvl-3 chests to max | Years at typical free income |
|---|---|---|---|
| Tactical Radar | 1,194,120 | 132,679 | 22.5 |
| Hybrid Armor | 1,194,120 | 132,679 | 22.5 |
| Hubcap | 1,343,550 | 149,283 | 25.4 |
| Nitro Booster | 1,433,230 | 159,248 | 27.0 |
| Solar Cell | 1,652,880 | 183,653 | 31.2 |
| Mounted Cannon | 1,953,650 | 217,072 | 36.9 |
At the typical free weekly income of 119 lvl-1 chests + 100 lvl-3 chests, one module to level 15 takes 22–37 years, and even working on all six at once takes about 27 years — free chests carry the early levels; the endgame levels only move with Level-7 Select Chests from events and packs.
This is a paid-acceleration system by design: buying enough chests to max one module costs roughly $16,000, and all six roughly $97,000.
Tactical Plugins (Destroyer-EX) ✅
Section titled “Tactical Plugins (Destroyer-EX) ✅”Four slots per formation — Opening / Offensive / Defensive / Jamming — filled from a per-faction plugin set. Plugins star up 0★ → 10★ (the stars turn red past 5★), consuming universal Plugin EXP plus duplicate copies of the same plugin. Measured live: one orange plugin costs 58,486,700 EXP + 57 duplicates to reach 8★, and each 8★ plugin adds 1,150,000 power. The set’s Resonance pays account-wide All Heroes’ ATK & DEF — up to +400/+400 when all four hit 10★. Star-by-star costs, the full WoD set, crafting, chest drop tables and the resonance ladder: Tactical Plugins — Full Star-Up Data (0★ → 10★)
Vehicle Modification
Section titled “Vehicle Modification”Runs level 0 → 240 in 5-level steps, paid in Wrenches. Total: 70,640 wrenches.
| Vehicle | Unlocks at level | Cumulative wrenches |
|---|---|---|
| Conqueror | 0 | starting vehicle |
| Cheetah Armored Vehicle | 45 | 150 (free) |
| Hercules | 95 | 1,670 |
| Destroyer | 145 | 10,380 |
| Destroyer EX | 195 | 35,240 |
| (max) | 240 | 70,640 |
The curve is savage at the top: reaching Destroyer costs 15% of the total, but the last 45 levels (195→240) cost half the entire track.
Each 5-level step alternates between named upgrades (Extra Grenades, Plasma Chain, Bio-Virus, Phase Ascend…) and generic Elite Weapon/Tire/Trunk modifications. Sub-levels grow from 5 to 10 per step; wrenches per sub-level from 1 to 480.
The Modification Rating ladder runs Intern → Novice → Veteran → Elite → Expert → Master → Grandmaster → Modding Overlord, 49 milestones total.
Two caveats: the Expert Modifier does not stack the way you’d expect, and it lasts only 30 minutes — time your upgrade sessions around it.
Every modification step (0–240), the full crafting pyramid, and per-level module stats are on the full-tables page; the plugin system’s complete dataset is on Tactical Plugins.