Tank

Occurrence | Very Rare

The **Tank** is a special enemy that first debuted in Rundown 004 and acts as a boss for certain expeditions. The Tank is one of the most durable enemies in the game, even more resilient than the Mother.

The Tank is a heavy hitter, having both strong ranged attacks and heavy punch attacks. Paired with its high health, mobility, and tendency to hide its only weakspot. It can quickly devastate an unprepared team.

## Appearance

The Tank is the most heavily mutated creature yet, and bears little resemblance to anything human. The majority of its mutations occur on its body, giving it a cone shaped, bulbous appearance. Unlike other enemies, it appears to have three heads which all attack individually with long flesh appendages. It is bigger than the Giant and has dark spikes aligned on its torso and heads, similar to the Charger. It is similar to the Mother in that its head and front are armored, negating damage from gunfire. It has multiple tumors on its back which serves as its only vulnerability.

## Spawning

Tanks are special enemies, meaning they only spawn in certain expeditions and certain rooms, but they will always spawn in the same place and generally act as a boss for the level. They are often found sleeping, but have also been featured in Error Alarms and Reactor Startups.

## Behavior

The Tank has a lot of health, and it is only vulnerable to damage via the tumors on its back. The multiple orifices on its upper body allow it to target and attack several players at once with its ranged attacks. It can also punch players who get too close.

The Tank will try to keep a short distance between itself and players and hide its backside. It can use its ranged attacks while moving around, but its attack takes longer to hit compared to other enemies. Its punch attack deals more damage than its ranged attack, and is as fast as a Charger's or Hybrid's, making it very risky should one attempt to approach it.

Although the Tank usually moves very slowly, it can charge at the players, especially if they are too far from away.

## Strategies

The Tank's set spawn locations make it easy to prepare against it. Outside of meta knowledge, Tanks are usually visible through the window of whatever door leads to where they reside. The tumors on its back are its weak point. It is important to focus fire and eliminate as many as possible before it gets close and starts incapacitating your team. If a team does not attack it from multiple angles, it will often lodge itself in a corner and try to "snipe" anyone in its sight.

* It tends to shift its attention between multiple players, getting one player to grab its attention while another shoots its back is paramount to killing the enemy.
* Guns with a higher damage burst and longer range such as the Burst Cannon and the Sniper Rifle can allow players to take out tumors at a safe distance, provided they have a clear shot.
* Several players with shotguns, such as the Buckland S870 Shotgun or the Buckland AF6 Combat Shotgun, can rush the Tank and deal high damage, but risk being up close to the Tank.
* The Mine Deployer can be used to instantly kill a tank, if sufficient mines are placed properly, usually above or on the side of a door frame the tank will run though. However, this requires at least 7 trip mines, a substantial expenditure.
* The Tank will occasionally scream, lowering its front, and leaving it vulnerable to attack.
* After taking enough damage, it will stagger and lurch forward, which may expose its tumors from the front.
* The tumors will "pop" after receiving too much damage. Ensure you're still targeting them and not its armored carapace.
* A well positioned Sniper Sentry can output a lot of damage against the Tank. Particularly useful for smaller teams of prisoners, and tool-ammo efficient. However, the sentry will struggle to target the remaining tumors after several have been popped.

## Trivia

* Killing the Tank only requires dealing 1000 damage to it, and does not require popping any tumors at all. Indeed, for many weapons the most ammo efficient way to kill the Tank avoids popping tumors entirely (so as to avoid the damage reduction from shots only being able to deal the tumor's remaining HP in damage - though see below for how clients avoid this limitation). For example, the most ammo efficient way for the Revolver to kill the Tank is by placing 4 shots into each of its 8 tumors. This kills the tank in 32 shots, and will not pop a single tumor.
* The game's host cannot deal more damage to the Tank than the amount of remaining health in the tumor that they hit.
	+ This means that when wielding high damage weapons, such as the Sniper (which can break tumors in a single shot), the host should prioritize targeting undamaged tumors, in order to maximize the damage they deal.
* While the game's host will be strongly limited by only being able to deal a tumor's remaining HP in damage, clients are able to entirely bypass this limitation. Whenever a client damages a tumor, the damage of their hit is limited *only* by the tumor's max HP. The tumor's current HP is ignored entirely. (Clients will still deplete tumor's HP for the purpose of the host dealing damage.)
	+ This allows clients with high damage weapons (such as the Sniper) to target whichever tumor they wish - they will always deal the maximum damage of their weapon.
* Furthermore, clients are also often able to target the same tumor repeatedly before receiving an update from the host informing them that the tumor has popped - potentially allowing massive damage to be inflicted to the enemy while only popping a single tumor.
	+ This makes weapons such as the Burst Cannon or the Scattergun substantially more effective against Tanks as client rather than as host, as they are often able to deal their entire burst's/shot's worth of damage (~242 damage and ~282 respectively) to the Tank, while only breaking a single tumor.
* While the health of a Tank's tumor is only 150, and dealing this much damage will pop the tumor, *up to 1 extra point of damage* can be inflicted to the Tank if a hit deals excess damage to the tumor. That is, a single hit dealing 150.5 damage to a full health tumor will deal 150.5 damage to the Tank's HP, but a hit dealing 200 damage to a full health tumor will only deal 151 damage to the Tank's HP.
	+ This can actually matter in some extremely niche situations. In the case where the Sniper Rifle and Revolver are teaming up to kill a tank, one would expect that after the Sniper Rifle has popped 6 tumors (dealing 150 damage 6 times, leaving the tank at 100HP), it would still take 4 shots with the Revolver to finish off the Tank (the Revolver dealing ~31.6 damage per shot to the Tank). But in reality, it will only take 3 shots, as the 6 Sniper shots will actually have dealt 151 damage 6 times, leaving the Tank at 94HP, just low enough for 3 Revolver shots to kill.
	+ This extra 1 overcap damage still has the weapon's stagger multiplier applied, meaning that more than 1 extra stagger damage can be applied. In the case of the Sledgehammer, with a charged stagger multiplier of 1.3, up to 1.3 extra stagger damage can be inflicted on a hit popping a tumor with excess damage.

## Audio

Clicking

Wave

## Gallery

* Tank's appearance
* Close-up of the Tank