ECM Tank

http://i180.photobucket.com/albums/x85/MoonShadow\_09/YR%20Changing%20of%20the%20Guard/ECM%20Tank\_zpszd43dem3.png

The **ECM Tank**, also known as **Emperor Tank** or simply **E-Tank**, is a combat and field support vehicle of the Asian Alliance. More accurately, the tank would be called Electronic *Warfare* Tank, as its abilities are not just limited to defensive countermeasures. Capable of not only disabling mechanized units, but also hacking into the control interfaces of automatic weapon systems and taking them over for its commander, it can provide effective support to an attack group and be a true nuisance to enemy bases.

## Stats

* Type: Support
* Class: Electronic warfare vehicle
	+ Assembly Plant, Tech Center
* Produced by:
	+ Assembly Plant
* Cost: 1500$

## Abilities

### Hacking

Template:Main

* **Disable** - Regular vehicles, aircraft and incoming missiles are disabled. Missiles and aircraft will fall out of the air or detonate, vehicles will come to a halt on the ground.
* **Rampant** -
* **Control** - When

#### Notes

* Although almost *any* mechanical unit can be deactivated, missiles are disabled instantly and can be disabled in unlimited number simultaneously, while other targets take some time to be disabled and the ECM Tank can only disable one at a time.

* **Jam *(Aura)*** - Adversely affects the accuracy of missiles in the area around the vehicle. The Aura is disabled while the vehicle is carrying out an attack order.

### Drain

Template:Unsupported
When facing power plants or refineries, the tank is capable of shutting down the power of the owning player and steal credits.

#### Notes

* This proved to be impossible to implement. Ares might make it possible, but for now it's taken out.

### Control

Some units and types of base defenses are automated and robotic in nature. Faced with such units, the tank is capable of accessing the target's control interface and transfer control over the target to itself.

### Missile Shield

Template:Main
Passive (always active); the ECM Tank cannot be effectively targeted by guided missiles and automated weapon systems. Any automated weapon system firing on the ECM Tank gains an accuracy penalty.

### Missile Shield II

Passive; guided missiles are turned back when fired at the ECM Tank.

## Upgrades

* **Multiple Control** - Allows the tank to control multiple robotic units or defenses at a time.
* **Overload** - Allows the tank to control additional robotic units or defenses at a time, however it will take damage for any unit above the thresshold of **Multiple Control**.
* **Permanent Control** - Controlled units and defenses will not return to their original owner's control when the tank targets something else.

## Strategy

The ECM Tank is a vehicle with rather narrow combat applicability, and so its value - or threat priority - in combat changes rather dramatically depending on whether it is used in its optimal role or is just "milling about" in a situation where it has no real purpose beyond meager support abilities. As the tank only effectively deactivate a single vehicle at any given time, ECM tanks are highly effective against few high-value units, when matching them one-on-one numerically. An enemy force relying on a handful of powerful armored units can be absolutely devastated by matching it up with a group of ECMs. The tank also has considerable stand-off potential, allowing it to disable enemy units before they come close enough to fire on it.

A small secondary role that the ECM can fill is in providing a base defense cover against missiles and aircraft, although that role is cheaper to fill with hackers. The tank is immensely powerful against aircraft, both manned and unmanned, and, considering the lack of Eastasian mobile aircraft defenses, invaluable in that role. It can instantly disable aircraft, causing *any* aircraft to crash from a single attack - the only units that are immune to this effect are the Soviet's Yak and Il-2 Shturmovik prop planes (presumably due to the low technology used), the Third Power's Airship (as its construction means it will stay afloat even if its engine and steering are disabled), and the Brotherhood's Wasp Helicopter (again, due to low techlevel). Against ground targets, the Jammer performs in a support role. While not as decisive as it is in anti-aircraft defense, disabling the right units at the right time in a battle can make all the difference. Against small or medium-sized enemy formations, employing Jammers in a group outsizing one's actual damage-dealing units is sometimes a viable investment, locking down the enemy units while the damage-dealers finish them off one by one - it's slower, but leads to minimal losses.

However, when deployed, it should be kept in mind that the Jammer is absolutely helpless against infantry, relying solely on its defensive capacity against guided missiles, which is rarely enough to ensure survival when attacked by an infantry squad.

## Notes

* Immune to guided missiles.
* Robotic units, or those using guided missiles, cannot target the ECM Tank.
* Infantry can enter the tank and fire outside.
* Vulnerable to infantry.
* The ECM Tank is a mixture of the MRJ of *Red Alert*, the MSA of *Tiberian Sun* and the Listening Post and ECM Tank of *Generals*.

* Role: Battle Support Vehicle
* When destroyed, three Hackers will emerge from the tank.
* Note that this unit strictly does not use EMP! It uses digital warfare (although the effect may be the same).
* The Emperor is extra-hardened against EMP and will not be disabled by it.
* Used to be called the Emperor Tank and was the country-specific unit of the Chinese Empire.
* Cannot be targeted by automated units or guided missiles.

## See also

* wikipedia:Electronic warfare
* Hacker
* Comm Center

## See also

* Hacker
* Hacker Tower
* Comm Center