Tank (Team Fortress 2)

## Hostile Species

The **Tank Robots** (referred just as **The** **Tank**) are minor antagonists, within the *Team Fortress* Universe, mainly appearing in *Team Fortress 2* and it's special *Mann VS Machine* gamemode. The Tank is also when known for being one of the strongest enemies/NPC's in the *Team Fortress* video game universe, with it being right behind in place that of *Captain Punch*.

They extremely large, durable bomb-carrying machines that attempt to bomb the RED/BLU Base of Mann Co. While they possess no offensive abilities and thus have no direct way of harming the player other than possibly crushing players against objects, they can withstand extreme amounts of damage before they are destroyed, far more so than any robot, with the exception of some boss robots. The Administrator announces the entrance, progress, and destruction of each Tank.

After entering the map, Tanks slowly travel along a set path to the bomb hatch before deploying their bomb and ending the round. This path is unique to each map and may differ from the path of other robots in the wave if any. They have their own bomb, independent of the one carried by the other robots, and in waves with Tank(s) and bomb-carrying robots, both the Tank(s) and the robots must be destroyed to complete the wave.

Tanks are immune to all effects outside of damage and critical hits; they can only be stopped via destruction. They cannot have their movement interrupted or slowed; standing in front of one simply pushes the player away with no damage, while players that cannot be pushed away due to walls or props are crushed to death, and buildings in the way are destroyed. They cannot be burned by fire or soaked by Jarate or Mad Milk, they cannot be sapped or marked for death, they do not give health to players buffed by the Concheror, and they have no heads to shoot or backs to stab. Finally, they resist 75% of Minigun damage, severely reducing a Heavy's damage output against it.

Tanks have a health meter below the "robots remaining" display on the HUD, and as they are damaged, they acquire bullet holes, cracks, and lose parts, like the covering on their treads. The final Tank of a mission has distinctive white stripes; this does not correlate to any of its properties.

## Appearance:

The Tank's are extremely large, bulky, built-in robotic killer tank's, with a built-in bomb in it's core, that it uses to blow up military bases when told so. It's extremely durable with various wheels and rolling tracks among the wheels that it uses to drive along any path it can find to blow up it's next target. It also has a large visor-like eye that it uses to navigate it's surroundings, it's implied it has intelligence from this-said visor. It also contains two headlights to guide it's surroundings if needed, it also has various armor built into it's physical body.

## Trivia:

* In the game files, there is an unused file called *mvm\_tank\_ping.wav* that would play a loud ear-piercing beep. This sound was replaced by the tank horn sound.
* The Tank has unique destruction animations for the maps Coaltown, Decoy and Mannworks. However, the unique destruction animations for Coaltown and Decoy are not used. The reasons for this is that the tank destruction animations are looked up based on map name, and that the tank destruction animations for these maps still use the map's pre-release names.
* If a server has `sv_cheats` enabled, a tank can be spawned by typing "`ent_create tank_boss`" into the console.
* The tank behaves oddly when spawned in on non-MVM maps. On Payload and Payload Race maps the tank first tries to go directly to the starting point of the cart, although it is unable to go through any walls in the way. Once it reaches the starting point, it follows the route the cart takes. The tank destroys itself if it hits the cart. If the tank somehow reaches the last point without touching the cart, it also explodes, but the game acts as if the BLU team has pushed the cart to the end and the BLU team wins.
* On all other modes the tank goes towards non-spawn room doors and attempts to go through them, where they then deploy their bomb (even though the administrator plays one of her voice lines the round is not won by either side).
* On non-Payload/Payload Race maps without any non-spawn room doors, the tank simply stays in the same place.
* On maps with the `path_track` entity, the tank goes to the start of the track and goes to the end of the track following all of the `path_track` entitys connected to it. Once it reaches the end of the track, it deploys its bomb and then idles at the end.
* On all maps the tank spawns with a lower amount of health than in any mission in MVM; and, as it is considered part of the BLU team, only members of the RED team can damage it.