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Class: Tanker

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The Tanks of Centra are a force to be reckoned with.  Armed with a charged etherium cannon and able to strike from extreme range, the Tank can deliver troops to an objective and protect them while they are there.  They can sweep through enemy lines to flank the enemy, cutting off much needed supplies. They can also hit hard with real mobile firepower which can tell in any battle.  The soldiers that make up the Tank Regiments are drawn from all corners of the Gulldhanian and Revaaran Forces. It is hotly contested (by those with a mind to think about such things) if those soldiers are either hand picked from the best on offer or just from those stupid enough to pull on the uniform and get behind the wheel.  If the Tank is hit there is a chance that the armoured shell will turn into a ready-made coffin, so Tankers are a breed like no other and look like it too.

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The Crews are first trained in combat – how to shoot, drive and load.  They are then sent out in their respective companies and work hard to retain as much as they can.  Nothing can compare to the fear of a new Tanker fresh out of the academy, finally sighting on the enemy Tank and cranking the handle on the turret gear to bring the main gun to bear.  On the battlefield you may see a Tanker going out to his company or coming back after bailing out from a broken vehicle. When that happens they are back to being simple Soldiers in an Army.  That is until they get back into their armoured shell and hear the roar of the engine once more as it fires up, the stink of axle-grease and the sight of mud flying up as they get underway. Then they come alive.

 

If you wish to play a character that gets the opportunity to drive a Tank, this is the only class to choose.

For ease of reference the equipment list for the Tanker is as follows:

Each Tanker is armed with the Short Rifle.  They may also carry 36 rounds of ammunition.  They may only carry one pre-loaded magazine no larger than 7-shot, due to the limitations and confinement of the vehicle.  The Tanker may wear no armour; they can carry a knife or equivalent up to 18” long; a longer melee weapon up to 24” in length; they may also carry a Pistol.  Any of these weapons may be used in either hand and “dual wielded” should the player wish to do so. They may also use a 42 inch melee weapon in two hands

(It is advised not to bring equipment with you when your Tank slot comes up. The equipment is for if you wish to go on a skirmish).

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Apart from being the only class that has been trained at all in Tank Combat, the Tanker can specialise on certain skills before they go out in the field.  These skills can be called upon when needed to turn the tide of a battle or maybe keep their precious Tank from being reduced to a pile of scrap. Before the Tank Battle Starts you get to choose three position bonuses to use during your engagements.  Your Tank Ref will take note of the skills being employed and will confirm the results after the battle. (These aren't the final list choices, we may add more and more may also become available in-game)

 

Expert Driver

 

You are one of the best drivers in your division, able to pick the best ground, make best speed and pick the perfect spot to protect your Tank from the worst that the enemy can throw at you.  

 

During the Tank Battle, you may take Evasive Action for one of the shots being taken against you.  Before the Battle Starts, select one of the 5 points to use your skill. If your Tank is HIT while you are Evading at that point it will count as a Glancing Hit and do less damage.

 

Crack Shot

 

Having spent hours at the gun range you are able to judge distance, elevation and windage with ease.  When you fire, you are sure the shot will land successfully and at a weaker point of the vehicle. Knowing how Tanks work and where to shoot is as natural as breathing.   

Before the Tank Battle Starts, you may select one of the 5 points to Take Aim.  A MISS will count as a HIT on that shot only. A HIT will do Increased Damage on that shot only.

 

Grease Monkey

 

You have hung around the Engineers a lot. You have picked up a thing or two.  Getting the Tank operational and keeping it running are easy when you know what to look for.  Or hit with a spanner when it stops. Don’t get me wrong you are no expert, but in a pinch it’s better You sort it out before the thing stops working all together and you and the crew are in Real Trouble.

After the Battle, your skill reduces the damage inflicted on your Tank by One Hit.  If you have received No Hits there is no effect.

 

Spotter

 

You have a keen eye for the enemy.  You know when they are ready to shoot and when they are revving their engines to maximum.  You know when they are pointing their gun at you for a shot or preparing to bail out from a stricken vehicle that is about to explode.  This can help your crew pick the decisive moment to strike or keep you alive when you need it. Because of this you have two Passive Skills that support other members of your crew:

 

Watch Out! If you have a crew member that has taken the Expert Driver skill and your Tank is HIT while Evading, the HIT will turn from a Glancing Hit to a MISS.

 

On My Mark! If you have a crew member that has taken Crack Shot and they score a HIT when using Take Aim the HIT Result will count as DOUBLE.  If the Gunner misses their shot, the shot still counts as a Normal HIT result as per the Crack Shot rule above.

 

Commander

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The Tank is your platform to command the battlefield. You have risen in rank and are now responsible for a small unit of Tanks, APC’s and Support Vehicles.  You know when to co-ordinate fire or make haste to the next objective. You also know when you should bail out or withdraw from the battlefield.

During the Tank Battle, the Commander can try and reduce damage to your Tank by “Driving Away.”  This skill can be used to save your tank from complete destruction, because you have taken a lot of HITS and think that you have a good chance of losing the battle or that your tank might be destroyed, injuring or killing yourself and your crew.  This reduces the damage taken overall BUT counts as an Automatic LOSS result for this Battle. While this means a Loss for that run, at least you may have saved your Tank from further damage or injury. The Battle will still continue to the end of the course for you and your crew, (and your opponents!) but from the point that you decide to Drive Away none of your further HITS will count and any HITS received will be reduced to Glancing Hits.  This represents the crew trying to get away but the enemy still trying to finish you off. To use this skill, you must advise the Tank Ref during the battle while the vehicle is driving between points.  Once the vehicle has stopped you have missed your opportunity to Drive Away and must take your shot (and result) as normal.  You can use this skill without penalty from before either the 4th or 5th point, giving you time to assess how the battle is going and then making a judgement call as to your own success or survival.  Should you make the call earlier you will be called a Coward for fleeing the field and this may go badly for you on return to your lines.  

 

 

 

Equipment

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The Field Engineer can produce equipment that can be utilised by your Tank in a Battle.  If you intend to use that equipment, please inform the Tank Ref prior to the Battle and provide them with the appropriate item card.  If you forget to tell the Tank Ref your equipment will not count towards your Battle Result.

 

Be Warned!

 

While using a skill to protect your Tank, the Crew, or assist in making your shot count, if your Tank is HIT you may become Injured.  At the end of the Tank Battle you will be advised if during the course of the Battle any or all of the Crew Members received an injury and will denote this by handing the player a token.  If Injured the Crew Member must return to the MTC for treatment. They will not be counted as EVAC'd unless under very specific conditions, discoverable in-play.

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Tank Slot

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During the weekend, you will have a designated Tanker slot. This is your chance to go and spend some time with the R+D department on the newest model of tank. You will learn to Drive, Shoot, Load and Command the tank. The Loader is by proxy the commander for the engagement, they will give out orders to the other crew when it is relevant and observe how much damage the tank is taking.

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As well as the chance to test out each of the tank's roles with R+D, there will be two skirmishes with an opposition tank. This is where you will make the most impact on the game. You are engaging a crack Tank Ace from the opposite faction. Taking them out would influence both the strategic map and the morale of the whole opposition forces.

We are still working on how this will work but the engagements will most likely be back-to-back. For the Tank Battles, we advise that you all swap around roles between the engagements so everyone gets a fair share of the tank experience. We'd advise organising with your crew as to who wishes to do what.

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Skirmish

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Certain skirmishes may require the presence of a Tanker for a given objective. Your understanding of the mechanics of a tank may make you invaluable to extract an important piece of machinery from a vehicle, repair a friendly vehicle or cause a cascade reaction in an enemy vehicle to take it out of action. For these scenarios, you effectively become an important part for the success of the mission and a protection objective for your squad mates. You will be briefed in transit on what needs to occur during the skirmish and how it is done.

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Tankers wont see an awful lot of combat but what you will see is decisive. (That doesn't mean you cant train in camp to get some experience in)

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Tank Team

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A Team of tankers that Sign up as a three or more can have one member be appointed Tank Commander. This rank carries with it the ability to interact with the Battle Board the same as a field officer. You will also start with the social rank of Baron (Gulldahn) or Scion (Revaara). This doesn't change your equipment loadout or give you Rousing Speech though you may be subject to receiving Order calls as privileges if you win the Tank Battle, what this does give you is an amount of sway with the Battle Board as if you were a Field Officer.

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