The single most useful thing to know about modules in Dust Front RTS is that they are trades, not upgrades. We read all twenty entries in the build and sorted them by whether they take something away. Most of them do.
Three are free. Concrete adds 400 maximum hit points and costs nothing — it is restricted to buildings. Infantry reinforcement adds 150 to the extra-health pool with no drawback. And the radio adds 1 to maximum attack range, again with nothing on the other side of the ledger. If you are unsure what to fit, those three are the entries where the question does not arise.
The trade-offs are where the design lives, and most of them are honest about what they cost. Steel plating adds 20 front and 20 rear armour and takes 150 maximum hit points away. Composite plating is the expensive version: 100 extra health and 30 armour front and rear, with a negative recorded rate-of-fire coefficient whose application formula is not established here. The scope adds 3 to maximum range and removes 10 armour. Stimulants add 0.7 movement speed and 60 rotation speed for 100 hit points.
The ammunition modules are the cleanest example of the pattern, because they simply move damage from one target type to another. Armour-piercing shells add 40 against vehicles and take 30 from infantry and 10 from buildings. Sub-calibre shells push that further: 90 against vehicles, minus 50 against infantry and minus 40 against buildings. High-explosive shells run the other way — 110 more against both infantry and buildings, 60 less against vehicles, and 0.2 off your own area resistance. None of these makes a unit better. Each makes it narrower.
The artillery loader records a substantial trade-off: a positive recorded rate-of-fire coefficient whose application formula is not established here, bought with 400 maximum hit points, 10 front armour and 5 rear. On a platform that is already meant to stand behind the line that is a reasonable bargain; anywhere else it is a way to lose a vehicle.
One entry is shaped differently from the other nineteen. The Tower drive records mulTowerSpeed = 0.1 and a movement-speed penalty of 0.2. Its official description says it increases turret rotation speed. The application formula is not established by these fields, so we cannot treat the recorded coefficient as a multiplier of the absolute speed or compute the final speed from it.
One last measured detail that saves a lot of guessing: every one of the twenty modules requires slot size 3. There is no small-module and large-module economy in this build. Slot size never decides anything, so the only question is what you are willing to give up.
Read from build 23882143. The modules carry no price of their own in the files — what they cost you is written above, in statistics.
Values read from game files · version 23882143