Armorpunk is a tank simulator where the tank is yours to rebuild. The armor, the ballistics and the prices are taken from the real thing, so every choice on the hangar table has a cost and a consequence: heavier plates slow you down, a better round empties your account, and an extra machine gun is one more thing to keep fed. Take it out in VR or on a flat screen and find out whether your build was a good idea.
BOLT ON WHAT THE ARMY SAID NO TO.
Your 69-ton war machine sits on the hangar table and you build it by hand: the shells it carries, the armor package, the sights, the gun, the secondary guns, the engine with its transmission, the tracks and, of course, the paint. You can also undress it and send it out without side skirts, storage boxes or mudguards. Every part changes how the tank fights, not only how it looks.
FOUR SEATS, ALL OF THEM YOURS.
You sit in the commander's, gunner's, loader's or driver's seat of a fully interactive M1A2 cockpit, where every grip, hatch and switch works with your hands. The AI crew holds the other three seats and does what you tell it, whether you give the orders from the hatch or open the tactical map and run the fight from there.
THE TUTORIAL IS A FIELD MANUAL.
You learn the loading drill, the sight picture, range and lead and the fire modes the way the manual teaches them, and then you do it with a gunship overhead. The ballistics are real: a round drops, slows and takes time to arrive. The armor is real too: the round, the range and the angle decide whether it goes in, and what it breaks when it does, from a track or an optic to the gun, the engine or a crewman.
HOW MANY MACHINE GUNS DO YOU NEED?
Yes. You can put a聽FOURTH FIFTH SIXTH machine gun on it.
The tank comes with three: the coax, the loader's M240 and the commander's .50. Then there is a fixed mount over the main gun and four ports for remote weapon stations, which makes eight if you fill them all. None of the mounts is stuck with what it came with: the loader's rail takes a rocket launcher, a remote station a 40 mm grenade launcher, a minigun or a pair of missiles, and the coax swaps too.
CHECK THE PRICE BEFORE YOU PULL THE TRIGGER.
Every round, every part and every tank of fuel is priced at what the real army pays, and your missions have to earn it. A sabot round is $27,256, a canister round less, and the hangar catalog reads like a procurement form. The receipt is part of the simulation.
THEY SHOOT BACK.
Enemy tanks, IFVs, gunships, missile teams and infantry in the buildings and ditches have eyes and nerves of their own. The mud swallows tracks, it rains, night falls and the thermal sight comes on. When you take a hit, the damage shows on the tank and on the crew. Hostile crew can panic and run for cover when damaged, or rush back to base for a repair while you are busy with something else.