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Advanced Vehicle Combat System + US Military Pack PREORDER

£40.00 Regular Price
£20.00Sale Price
  • FEATURES, IN FULL

    Mobility & drivetrain
    • Two complete drive stacks, tracked and wheeled, run off one shared contract
    • Tracked: independent left/right track motors for true skid steer, including neutral-steer pivot on the spot
    • 8-slot gearbox with two reverse gears and a jolt on each shift
    • Per-bogie prismatic-damper suspension, real spring travel over each road wheel
    • Wheeled: multi-axle 8x8 with each wheel individually assigned drive / steer / axle
    • Ball-collider running gear, generated spring suspension, validated ride height
    • Real engine start sequence: APU, cold vs warm crank, warm-up window
    • Fuel model: idle burn plus throttle burn, refuel, low-fuel warning, engine dies when dry
    • Electrical master gates the whole electronics suite
    • Individual-link track belts that flex over the wheels (links plus connectors), rebuilt at authentic scale
    • Sprockets, idlers and return rollers spin in tooth-locked sync with belt scroll
    • Animated swing-arms and shock absorbers follow suspension travel every frame

    Main armament & fire control
    • Single-shot cannon (manual and autoloader reload/deload) or belt-fed autocannon (rate of fire, belt size, belt reload), depending on the vehicle
    • Live per-weapon ammo counts and reload timers on the HUD
    • Physical recoil on autocannons, FX recoil on single-shot guns
    • Real round types: APFSDS, HEAT, HE, plus vehicle-specific rounds
    • Per-shell ballistics: penetration, penetration decay over range, muzzle velocity, drop, damage, splash, fragmentation
    • Selectable fuse mode for airburst HE
    • Laser rangefinder feeding a ballistic solution
    • Two-plane stabilizer holds the gun on target while moving
    • Ballistic reticle with lead / drop compensation and aim assist
    • Turret traverse and gun elevation/depression clamped to each vehicle's real limits
    • Real projectile flight (gravity, drop, travel time), not hitscan
    • Server resolves penetration on impact and reports the result to the shooter

    Secondary weapons & countermeasures
    • Coaxial MG slaved to the main gun for soft targets and ranging
    • Remote weapon station (RWS / CROWS), independently aimed top MG with its own mode
    • TOW wire-guided missile on the Bradley: deploy the launcher, then fire, guided flight to target
    • Functional smoke launchers with salvo count and cooldown, throwing a real concealing screen
    • Fire-suppression system to knock down internal fires
    • Bolt-on ERA and applique armor as consumable protection

    Armor & damage model
    • Two-stage penetration solver: shell strikes a coarse collision shell, then the server re-raycasts through the fine per-zone armor plates
    • Layered / spaced armor: effective thickness summed along the shot line, each plate at its own impact angle
    • Real documented armor thickness values, not estimated
    • Composite armor (extra vs kinetic and chemical rounds)
    • ERA (one-shot reactive) and spall liners that cut post-penetration damage and crew casualties
    • Interior damage zones: crew, fuel, engine, hull ammo, bustle ammo
    • Hull-ammo hit rolls a catastrophic cook-off (instant kill)
    • Bustle-ammo hit blows a survivable panel and ignites a fire
    • Fuel hits start fires with a reignite window, engine hits can burn
    • Destroyable modules: barrel, breech, turret drive, optics, RWS, each track, each with its own health
    • Damaged / destroyed mesh swaps, track breaks that immobilize, full turret blow-off on ammo detonation

    Survivability & crew
    • Individual crew (driver, gunner, commander, loader), each woundable
    • Crew-count modes change casualty behavior
    • Hull health with bleed, per-zone damage growth, cook-off chance
    • Field-repair damaged modules with a repair kit and a per-module prompt
    • Wrecks stay damageable, so a mobility kill can be recovered
    • Deliberate scuttle to deny a crippled or captured vehicle

    Optics, thermal & vision
    • Gunner sight with variable magnification and a reticle boresighted to true impact
    • Optic cover to stow the sight, free-look to check surroundings
    • White-hot thermal with a component heat model (exhaust decks hot, running gear heats from motion, barrels flare after firing)
    • Line-of-sight highlighting of vehicles and infantry, range-based image degradation
    • Night vision (NVD), green image intensification for low light
    • Per-vehicle optics loadout: thermal, NVD, both, or none, switchable in the sight
    • Commander's CITV, an independent panoramic world-stabilized thermal viewer
    • Hunter-killer: designate a target from the CITV and the gun auto-lays onto it

    Situational awareness
    • Self X-ray view: ghost your hull and reveal every internal component (crew, ammo, engine, optics, fuel), color-coded by group
    • Organs recolor live as modules and crew take damage
    • Movable-part internals rotate with the turret and gun
    • Cinematic hit camera: a penetrating hit renders the target's internals from your shell's angle
    • Marks the impact point and flashes the components you damaged
    • Reports penetration vs effective armor, damage dealt, and the result, updating per round on autocannon bursts
    • Globally toggleable in config

    HUD & interface
    • Combat HUD showing speed, gear, RPM, fuel, ammo count, selected shell, reload timer
    • Live module and crew status, turn indicators, contextual warnings (systems offline, low fuel, module out)
    • Quick shell-select menu and a gunner zoom ladder
    • Thermal / NVD screen treatment (vignette, scanlines, flicker)
    • Crew-access panel for repair and module state
    • Passenger menu for transports
    • Laser-warning receiver panel with a threat-direction arrow

    Lights & recovery
    • Role-mapped lighting: headlights, brake, reverse, turn signals, tow lights
    • Fixed priority chain (blinker over brake over reverse over tow over headlight), all gated on battery power
    • Recovery winch: attach a tow cable, reel it in, weld a rigid tow link, or release and detach
    • Front and rear recovery stations with a dedicated interface 

    Crew access, depot & mods
    • Board through hatch prompts, bail out with safe-exit placement that never traps you in the hull
    • Transports carry passengers with their own seats, boarding hatch, and menu
    • While seated, your own vehicle's prompts will not steal your keybinds
    • Vehicle Depot: a garage with live 3D previews
    • Team, group-rank, and bay locks, spawn cooldowns, per-player vehicle limit
    • Animated bay doors and an auto drive-out, the vehicle starts up and rolls clear on its own
    • Store command drives it back into the garage
    • Toggle authentic field modifications at spawn: bolt-on armor, ERA, camo nets, extra smoke, appearing exactly as on the real vehicles

    Audio, effects & mechanisms
    • Multi-layer engine that ramps idle to low to mid to high with load
    • Track noise scales with speed
    • Authentic recorded cannon fire, coax, RWS, turret traverse, autoloader, ignition
    • Procedural muzzle flash, smoke, shell ejection, and impacts spawned at the point of action
    • Damage FX: engine-deck fire, ammo cook-off, smoke, destruction
    • Functional hatches, sight doors, and optic covers driven by real animation data
    • TOW-box deploy, smoke-launcher articulation, antenna whip, camo-net cloth
    AND MANY MORE

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    © 2026 Western Defense Industries.

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