King Spire Mk. I

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Information

### Variants

King Gallant Mk. II King Jester - Mk.I - 1

## Cost

###

70

## Armament

* 12.7mm Malone MK.2 Machine Gun
* Commander

## Crate Cost

###

210

## View Vehicle Strength Table

The **King Spire Mk. I** is a Scout Tank, a warden mid-game armored combat vehicle, armed with a 12.7mm machine gun turret. It has a built-in antennae which automatically gathers Map Intelligence and transmits it  to friendly lines even while mobile.

## Description

### Crew

It has one driver and one gunner/commander.

The driver has control of the King Spire's movements. They have the important job of positioning the tank to execute it's role faithfully and outmanoeuvre enemy weapons that could damage or destroy the vehicle. The driver is the only crew member who can track the fuel of the tank, and should monitor this to prevent the tank running out mid-combat.

The commander is the gunner and controls the machinegun turret. Press `E` to toggle the cupola hatch. When the hatch is open the commander can use their secondary equipment, which is mostly useful to spot enemies from a distance with Binoculars. Arguably, the commander should be the most experienced member of the crew, to both deliver driving instructions to the driver and fire the gun.

### Inventory

It has 2 inventory slots, one of which needs to be reserved for the machine gun's 12.7mm magazines (stacks up to 100 per slot).

### Armament

The King Spire Mk. I is equipped with a mounted version of the Malone MK.2 Machine Gun on a 360° turret. It has the same statistics as the infantry version except its effective range is 36m (from the gunner's position) and its maximum range is 41m. Its accuracy is pretty good although not pin-point accurate, but sustained fire quickly makes it lose that accuracy. This limitation incentives the gunner to fire in relatively short bursts.

### Health & Armor

Scout Tanks have heavy armor but only about as much health as Half-Tracks. They are able to soak up small arms fire, shrapnel, and even 12.7mm caliber. Anything else should be considered a threat you can't ignore. Their armor is thick enough to have some chance to deflect shells that are not Armour Piercing, especially from the front and at long ranges as long as the armor is in good shape. AP shells have a much higher chance to penetrate, which becomes a near certainty at any range or angle when the armor is in bad shape.

Their tracks can be disabled by explosives and Anti-Tank Mines, making the vehicle much slower and thus vulnerable. A single mine will cripple a scout tank, two will kill it.

### Engine & Size

Scout Tanks have good mobility off-road. The King Spire Mk. I's engine has a relatively high fuel consumption rate but one of the lowest for tanks. Its 250L fuel tank gives it a decent fuel autonomy. The Fuel Tank is placed at the rear and can be disabled with explosives, making it leak fuel very rapidly.

The Scout Tank can be packaged, forming a large Shippable that can be lifted by a Crane but only transported by a Freighter or Barge.

It is heavy enough to trigger anti-tank mines and too heavy to safely cross Field Bridges. It is not large enough to cross Trenches. It can run over Sandbags, tier 1 walls, and Barbed Wire Fences.

### Tactics

The King Spire is effective at dispatching infantry, light structures, and light vehicles. Its heavy armor and commander slot gives it a significant advantage over Armored Cars and Half-tracks.

The counterpart of the recon tank is the Tankette. Both possess 12.7mm and 30mm weapons, heavy armor, and an inability to cross trenches (something between Armored Car and full-fledged Tank). The scout tank also has a two-person crew with a hatch for the gunner, useful to free hands of the gunner for spotting with binoculars, but they are not seen often due need to their poor performance against any other tank & their high price in comparison to tankettes, being more than double. In other words - you can produce two slightly worse vehicles with the same armament for less than one scout tank. Still due to the factional lack of a cheap vehicle with 12.7mm or 30mm weapons and heavy armor there is no other option at its tier for a mass produced tank. This is one of if not the cheapest tank of the game, but not the cheapest vehicle with similar armor, weapons, and fuel autonomy. The radio and screening machine gun, as well as the 2-seater with hatch design make this model good choice to direct artillery barrages, scout front lines, support other tanks, act as a partisan, or roleplay as a command tank.

One of its major weakness is the anti-tank mines, which the crew cannot see when off-road. These will destroy the tank immediately.

## Trivia

Its design appears to be based on the Italian L6/40 light tank.

## Gallery

* Front View
* Gunner with hatch open.