Military MLRS
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).
Rocket artillery for Factorio 2.1: the BM-30 Smerch, the BM-21 Grad, the Kupidon heavy MLRS, two radar
trucks, one fire-control network and one fire-control remote - and the Chimera and Segun strategic ballistic
missile complexes with their own targeting remote. Replaces the separate Smerch MLRS mod (see
"Coming from Smerch MLRS" below).


Features
- Smerch MLRS on an 8×8 truck: 12 rockets (300 mm) in 38 s at 30–400 tiles from the driver's seat, 3 per remote
click; a radar sends 6 rockets at a small group, 12 at a big one, spread over the whole group. Reload 10 s
after a full salvo, shorter after fewer rockets. The launcher turns up to 90° to either side of the cab. Each rocket: 10-tile blast, 1000 explosion + 600
physical damage. - Kupidon heavy MLRS on a 6×6 truck: 3 big missiles, 40–800 tiles. One click = one missile: the launcher rises
and turns, the missile takes off; the launcher waits 5 s for the next click, then goes down and missiles from the
ammo slot come onto the rails one every 8 s. Targets on any side: the long-range missile turns in the air to a
target behind the truck. Each missile: 16-tile blast, 4000 explosion + 2000 physical damage. - BM-21 Grad on a 6×6 truck: a salvo of 40 light 122 mm rockets in 20 s at 15–200 tiles, 8 per remote click;
without a driver it fires a full salvo at targets the radars see. - Chimera and Segun - strategic ballistic missile complexes (the launchers are separate mods:
Military MLRS: Chimera and
Military MLRS: Segun; this mod has their strike system). Deploy (4 stabilisers, mast, launcher raised:
Shift + G / Shift + H or the button in the window), then strike with the Missile targeting remote: click on the
charted map and the nearest ready launcher fires one missile. Chimera 150–2000 tiles, Segun 100–1200 tiles;
research "Ballistic missile range" adds +25 % a level (3 levels). The strike point is marked on the map and on the
ground with a countdown, and your force gets a warning with a map link. Flight time about 10 s near, about 34 s at
2000 tiles; reload 90 s (Chimera) / 60 s (Segun), shown over the launcher. - Missiles: Chimera HE (20 000 damage at the centre, area up to 20 tiles) and cluster (16 bomblets over about
30 tiles); Segun HE (12 000 at the centre, up to 14 tiles) and incendiary (a fire carpet of about 25 tiles). - Auto-strike: a deployed, loaded Chimera or Segun with nobody inside fires by itself at nests and worms that our
radars see within its range (on / off in its window). - Smerch, Grad, Kupidon and the radar trucks have a transport form and a deployed form: the launcher or
antenna is raised only while working. - Fire-control radar (Smerch): a truck with a rotating antenna, sees nests and worms 200 tiles around.
- Long-range radar (Kupidon): a truck whose radar head turns while it is on, sees nests and worms 400 tiles
around; works standing or driving. - One fire-control network: every target any radar finds gets fire from the nearest ready Smerch or Kupidon
(nests first); the two never fire at the same target twice. A Kupidon sends one missile per target - the next
one only if the radar still sees the target after the hit. Range circles are shown while a launcher or radar is in
your hand or its window is open (also on the map). - One fire-control remote for both: click a point (also on the map) and the nearest ready launcher fires. Alt+R
with the remote in hand switches who fires: any nearest / Smerch only / Kupidon only (shown at the cursor). - Supplies window: labelled slots for fuel barrels, repair packs, spare rockets / missiles and 5 kW batteries
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. - Liquid fuel only: light oil; with Military Trucks also military diesel and gasoline.
- Auto-repair, launch sounds, wrecks. All items are in the shared crafting tab Military.
How to use
- Research Smerch MLRS and/or Kupidon MLRS and build the vehicle. Load rockets / heavy missiles, fuel barrels
and a vehicle battery into the Supplies section (open the vehicle with E, or Ctrl + click it). - From the driver's seat: the launcher follows the cursor; shoot like a tank cannon. Smerch targets must be 30-400
tiles away and within 90° of the cab; Kupidon targets 40-800 tiles away on any side. - Fire-control remote (shortcut bar, next to the artillery remote): click any point. Each click: 3 Smerch rockets
or one Kupidon missile. Alt+R chooses who fires. - Radars: the fire-control radar needs 2 batteries, the long-range radar 3 (1 for the truck, 2 for the head),
and fuel for the generator - switch the radar on in its window. Every nest or worm a radar finds gets a salvo from
the nearest ready Smerch or Kupidon.
Coming from Smerch MLRS
Disable Smerch MLRS (military-smerch) and enable Military MLRS - the two cannot be on together. Your Smerches,
radars, rockets and remotes stay in the save (same item and vehicle names; old remotes become the shared one). 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):
- New powerful explosion: fire, smoke, a bluish flash and a condensation ring.
- Real ammunition loads for every launcher (rocket count per salvo and in reserve like the real vehicles).
- Supply in combat: launchers resupplied at a field post behind the front line.
- 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 Heavy Tanks: SU-100, T-90 and M1 Abrams, M2 Bradley IFV, BTR-82A, M1126 Stryker and M1296 Stryker Dragoon; tracks, gun elevation, commander's machine guns, special shells.
- 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.
- 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.
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
rockets and batteries, military bases order the launchers, radars and ammunition), Military Heavy Tanks.
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 ammunition from your save.
Compatibility and known issues
- Tested in single player. Multiplayer has not been tested yet.
- The radars fire at enemy nests near your own buildings too - mind your walls.
- The vehicles have no trunk (the supplies replace it); the game's own vehicle window still shows an empty "Trunk"
heading.
Languages
English, Russian (complete); German, French, Spanish, Brazilian Portuguese, Italian, Polish, Ukrainian, Chinese
(simplified), Japanese, Korean (machine-assisted; corrections are welcome).
Credits and AI disclosure
- 3D models of the Smerch, the Kupidon and both radar trucks 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, GUI art and the battery icon generated with fal (fal.ai) using Google Nano Banana 2.1; launch sounds
with ElevenLabs sound effects and locally with Stable Audio Open. 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.