Military Heavy Tanks
Early access. This is an early version: expect bugs and balance changes. Please report problems on the mod
page (Discussion tab) with the Factorio log (%APPDATA%\Factorio\factorio-current.log).
Heavy armour for Factorio 2.1: the SU-100 self-propelled gun, the T-90 and M1 Abrams main battle tanks, the
M2 Bradley infantry fighting vehicle and the wheeled BTR-82A, M1126 Stryker and M1296 Stryker Dragoon.
Replaces the separate SU-100 and T-90 mods (see "Coming from SU-100 / T-90" below).


Command them like an RTS (Commander remote)
Every vehicle of this mod can be led without a driver with the Commander remote from Military Core
(shortcut bar):
- Drag a box over your tanks and armoured vehicles - they are selected (an olive marker with the group number
above each one).
- Shift + drag where they should go - the group drives there in formation, keeping its shape.
- Right-drag - hold position.
- On the way they flatten trees and rocks in front of the hull (no damage, no stop) and fire on the move:
each vehicle shoots its own gun and its own shells at enemies in range.
- An enemy too close - they back away; armour below 35 % - they drive back to where they got the order.
- A vehicle with a driver is yours and ignores the orders.
Features
- SU-100: drives like a tank; the 100 mm gun is fixed in the hull (±8°): aim by turning the vehicle. Range 90.
Own shells: BR-412B armour-piercing (pierces several targets) and OF-412 high-explosive (6.5-tile blast). - T-90: the turret turns all round after the cursor; 125 mm gun with an autoloader, range 60, reloads
faster than the SU-100. Own shells: BPS armour-piercing dart (pierces a whole row of targets) and OFS / OFZ
high-explosive fragmentation (6-tile blast). Own sounds: V-12 diesel and tracks, engine start and stop, gun shots,
turret traverse. - M1 Abrams: 120 mm gun, range 64, turret all round, commander's .50 machine gun that fires on its own. Own 120 mm
rounds: M829A4 armour-piercing dart (pierces a row of targets), M830A1 HEAT-MP (shaped charge + blast) and
M1028 canister (a cone of heavy pellets at short range against infantry and biters). - M2 Bradley (tracked IFV): 25 mm M242 Bushmaster, 200 rounds / min, range 32, fast turret. Own 25 mm belts:
M791 APDS-T (armour piercing) and M792 HEI-T (high-explosive incendiary). - BTR-82A (8x8, 30 mm 2A72), M1126 Stryker (8x8, 12.7 mm M2 on a remote weapon station), M1296 Stryker
Dragoon (8x8, 30 mm XM813): wheels roll and steer, the gun elevates by target range. - Moving parts: own tracks that roll (opposite directions on a pivot turn), the gun elevates by the range to the
target, the commander's cupola turns to its own target. Cupolas without crew figures. - Real rates of fire: T-90 one shot in 7.5 s (autoloader), Abrams 6 s, SU-100 10 s; the autocannons and machine
guns fire at their real rates. - Special shells for the 125 mm gun: acid, incendiary, white phosphorus and poison; 30 mm HE for the autocannons.
- Tank shells fit both guns.
- Liquid fuel only: light oil; with Military Trucks also military diesel and gasoline. Refuels next to storage
tanks and fuel stations, or from fuel barrels in its supplies. - Supplies window next to the vehicle window: labelled slots for fuel barrels, repair packs, spare shells (fed to
the gun automatically) and a 5 kW battery with an energy bar. Ctrl + click loads them like in vanilla:
Ctrl + click on the vehicle, or Ctrl + click in your inventory while its window is open. - Auto-repair from repair packs, muzzle flash, burnt-out wrecks. All items are in the shared crafting tab
Military.
Real ammunition
Every vehicle fires its own real rounds (vanilla tank shells / magazines still fit as a fallback):
- T-90 (125 mm): 3BM60 Svinets-2 APFSDS, 3OF26 HE-Frag, 3BK31 HEAT, 9M119M Refleks-M gun-launched missile.
- M1 Abrams (120 mm): M829A4 APFSDS, M830A1 HEAT-MP, M1028 canister.
- SU-100 (100 mm): BR-412B armour-piercing, OF-412 HE.
- M2 Bradley (25 mm): M791 APDS-T, M792 HEI-T.
- BTR-82A (30x165): 3UBR6 APDS, 3UOF8 HE.
- Stryker Dragoon (30x173): MK258 APFSDS-T, MK310 programmable airburst.
- M1126 Stryker (12.7 mm M2): M33 ball, M8 armour-piercing incendiary.
How to use
- Research the vehicle you want (SU-100, T-90, Abrams, Bradley, BTR-82A, Stryker, Stryker Dragoon; after Tank)
and build it. Put an engine, a radio and a battery into its slots (Military Core). Get in like into a tank. - Open the vehicle (E): the Supplies section has labelled slots for fuel barrels, repair packs, spare shells and
the vehicle battery. Click a slot with an item in hand, or Ctrl + click to load everything that fits. - SU-100: aim by turning the whole vehicle (the gun moves ±8°). T-90: the turret follows the cursor. Spare shells are
loaded into the gun automatically while the battery has charge. - Auto-repair (button in the window) uses repair packs from the supplies. The battery recharges while you drive.
- Commander remote: click its shortcut, drag a box over your vehicles, then Shift + drag where they should go.
Coming from SU-100 / T-90
Disable SU-100 (military-su100) and T-90 (military-t90) and enable Military Heavy Tanks - they cannot be on
together. Your vehicles and shells stay in the save (same item and vehicle names). Only the contents of the vehicles'
supply slots are lost - take batteries and barrels out before switching.
Coming soon
Planned for the next releases (order may change):
- Real ammunition loads for every tank and IFV (shell count like the real vehicles); TOW missiles for the Bradley.
- Striker 1 / 2 light armour roles: reconnaissance, convoy escort, rapid reaction.
- New powerful explosion effects for heavy shells.
- Older vehicles remade to the quality level of the Abrams / Bradley / Strikers.
- In-game guide shipped with the mods: how the trucks, stations, depots, roads, tanks, MLRS, radars and the military base work; updated with every big release.
- Space Age: every vehicle and building tested on every planet and on space platforms (heat on Aquilo, spoilage on Gleba, rocket weight).
Recommended mods (same author)
These mods are made to work together:
- Military Core: the shared base of all our military mods (fuels, engines, radios, batteries, vehicle window).
- Military Support: military economy, 3x3 military drills, loaders, big storage tanks, hyper belts/beacon/modules, military crates, pipes, power grid.
- Military Trucks: trucks with stops and schedules on military roads; fuel stations, fluid stations and tankers, parking lots.
- Military MLRS: BM-30 Smerch, BM-21 Grad and Kupidon MLRS, two radar trucks, one fire-control network - and the Chimera and Segun strategic ballistic missile complexes (up to 2000 tiles).
- Military MLRS: Chimera: Chimera, the heavy strategic missile complex for Military MLRS: 6x6 truck, vertical launcher, 150-2000 tiles.
- Military MLRS: Segun: Segun, the second strategic missile complex for Military MLRS: wheeled truck, raising missile pack, 100-1200 tiles.
- Character Control: inventory size, mining, crafting and running speed, pickup / build / reach distance from a panel next to the inventory.
- Stack Size Control: change item stack sizes with multipliers per category, a cap and exact values.
Requirements
- Factorio 2.1 and Military Core 0.3.0+ (installed
automatically). Space Age is optional. Optional: Military Trucks (fuels), Military Support (its market sells the
shells and batteries, military bases order the tanks and shells).
Install / uninstall
Install from the in-game mod portal or drop the zip into %APPDATA%\Factorio\mods. Removing the mod removes the
vehicles, their supplies and shells from your save.
Compatibility and known issues
- Tested in single player. Multiplayer has not been tested yet.
- The vehicles have no trunk (the supplies replace it); the game's own vehicle window still shows an empty "Trunk"
heading.
Languages
English, Russian, German, French, Spanish, Brazilian Portuguese, Italian, Polish, Ukrainian, Chinese (simplified),
Japanese, Korean. The non-English/Russian translations were machine-assisted; corrections are welcome.
Credits and AI disclosure
- 3D model of the SU-100: a free model from CGTrader; 3D model of the T-90: a free model from a public 3D model site
(both downloaded by the author). Code and the rest of the art were made by the author together with an AI coding
agent: Claude Code (Anthropic, Claude Opus 5.5). - Icons and GUI art generated with fal (fal.ai) using Google Nano Banana 2.1; T-90 sounds generated with fal
using ElevenLabs Sound Effects v3. Sprites rendered in Blender.
License
Download-only (see LICENSE): download from the Factorio mod portal and play; no re-uploads, modified versions
or reuse of the code and assets without the author's permission.