The Legend of Mala Tokmachka Module Reference
Scannable roles — not fabricated DPS numbers.
The Module Reference is a fast lookup for The Legend of Mala Tokmachka players who already read Getting Started but need a role reminder between waves. Cells describe purpose, primary threats, and preview priority — not datamined damage values. After launch, numeric columns may appear via Updates without changing core roles.
Bookmark this page alongside Weapons tier list and Modules tier list.
Offensive modules
| Module | Primary role | Strong vs (preview) | Weak vs (preview) | Priority |
|---|---|---|---|---|
| Machine gun | Swarm DPS | Assault groups | Heavy armor | Early |
| Cannon | Ground burst | Armored vehicles | Fast air | Mid |
| Anti-air systems | Sky defense | Aircraft, drones | Ground-only pushes alone | Early |
| Laser | Precision | Drones, fast targets | Swarm volume | Mid-late |
| Missile platform | Heavy hit | Armor, air bursts | Cost, power draw | Mid-late |
Support and structure modules
| Module | Primary role | Strong vs (preview) | Weak vs (preview) | Priority |
|---|---|---|---|---|
| Walls / structure | HP buffer | All damage (slow) | Sustained focus fire | Always |
| Power systems | Enable advanced gear | Energy weapons | — | Before lasers/missiles |
| Radar | Detection/targeting | Air, missiles | — | Mid |
| Repair blocks | Attrition recovery | Siege length | Instant burst wipe | Mid |
| Defensive platforms | Gun placement | Angle coverage | — | Optional |
Threat → module quick lookup
| Incoming threat | First reference row |
|---|---|
| Assault groups | Machine gun |
| Armored vehicles | Cannon, missile platform |
| Aircraft | Anti-air systems |
| Drones | Machine gun + anti-air systems |
| Artillery | Walls + repair blocks |
| Missiles | Anti-air systems, laser |
Confirmed threat names from Steam — see Anti-Air Defense.
Placement heuristics
- Power touches or neighbors energy-heavy rows.
- Radar sees multiple lanes — not buried inside spine.
- Repair sits on decks you will not sacrifice (Repair and Resources).
- Ground guns lower; AA upper — Fortress Building.
Build template crosswalk
| Best Builds template | Reference focus |
|---|---|
| Compact bunker | Machine gun + anti-air systems |
| Tall tower | Power mid, AA top |
| Wide platform | Twin ground + flank AA |
When numbers arrive post-launch
We will add columns for cost, range, DPS when verified — sourced from community spreadsheets linked in Updates hub, not invented here.
Usage tips
- Alt-tab in borderless mode or keep phone bookmark.
- After each wave, identify killer threat in lookup table.
- Buy next module from same row before duplicating low-priority rows.
- If two modules tie, pick higher tier in Weapons or Modules list.
Related tools and guides
Preview disclaimer
Priority column is fan wiki guidance until economy data exists.
Reading the tables under pressure
During a short between-wave window, scan Priority first, then Strong vs. If the last wave was air-heavy, jump to anti-air systems and power rows before considering another ground cannon. This mirrors the triage order in Anti-Air Defense without rereading the full guide.
Frequently Asked Questions
Quick answers to the most common questions.
Why no DPS numbers?
Not verified pre-launch — adding fake stats would mislead players.
Is this official?
No. Fan reference based on Steam module categories.
Best early module pair?
Machine gun + anti-air systems per preview meta.
Updates after patches?
Yes — noted in Updates with table revisions.
Mobile friendly?
Static HTML table — readable on phone browsers.