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The AMX S-880, played

Warrant Officer

The AMX S-880's game, top to bottom. One class is the vehicle itself: 1,100 life, 4 armor, 300 energy, and a second mode that trades moving for range and damage.

first

Load up

You land with 9 magazines of 30 rounds. Reload takes 4 s, give or take 0.2, and the tank sits on the jam trigger's exclusion list, so the drum never stops on you.

then

Level the skill that owns the ability

Each ability follows one skill, and the learn triggers raise them together: Rockets and the Speed Loader go up a level with every Equipment point after the first, Tactical Shield with every Shielding point after the first, Turbo (tank) with every Chassis point after the first. Two triggers raise Turbo, Tank - Improved Chassis and Tank - Improved Turbo, and the script does not show which of the two commands fires in play.

always

Keep hold fire on a finger

The HUD button or Ctrl + G stops the tank and toggles a weapons hold on it. The shortcut wants control held; the bare key does nothing.

Two modes

Tank mode

  • Sight is 22.
  • Turbo (tank) is the Chassis ability: +25 % speed for 3.5 s at Chassis 1, +30 % for 4 s at 2, +35 % for 4.5 s at 3, +40 % for 5 s at 4, and what stands in front of the tank is crushed.
  • From the second Chassis point on, each point also adds a level of an upgrade the script calls TankModeRange. What it changes is not in the extracted data.
  • The fourth Chassis point also adds the script's ImprovedMultitasking upgrade. The 7 s and the shorter cooldown the Chassis tooltip lists at level 4 are that upgrade.
  • The Speed Loader is the ability the Equipment tooltip calls Suppressive Fire; the ability's own name in the data is Speed Loader, and the wiki notes the same mislabel. It has no tooltip in the map data. The community's page describes it as 8 seconds of much faster fire that slows the tank while it runs. None of that is in the map data.

Siege mode

  • Sight is 30 sieged, +5 at Siege Mode 1 and +5 again at 3. The morph is 25 % faster at Siege Mode 2 and 50 % faster at 4: the fourth point swaps the 25 % behaviour for a 50 % one.
  • Siege Mode costs you the minigun. The siege trigger strips it on the way in and the unsiege trigger strips it again, so you unsiege on the cannon.
  • The same two triggers raise an upgrade the script calls MicroFiltering on siege and set it back to 0 on unsiege. What it changes is not in the extracted data.
  • The community's page frames the build as a choice between roleplaying a turret and roleplaying knockback, and leaves both of its level tables blank. There is no skill order here for that reason.

The kit

AbilityComes withCostsCooldownWhat the class page does not say
Switch to the MinigunTank Mode 1Nothing in the script adds the minigun behaviour back once it is removed.
High Velocity AmmunitionTank Mode 2
Speed LoaderEquipment 1Levels with Equipment. No tooltip in the map data.
RocketsEquipment 1150/130/115/9045 s2 rockets on the ground, 1,000 → 1,400 → 1,800 → 2,200 damage. The level is your Equipment level. Hurts allies.
Binoculars (Tank MOS)Equipment 2The fourth Equipment point adds the script's Improved Binoculars upgrade. No tooltip in the map data.
Tactical ShieldShielding 1Levels with Shielding. Same technology as the City Guard's Mega Shield, so the two do not stack.
Turbo (tank)Chassis 1Table above. Crushes what stands in front of the tank.
All Terrains ModeChassis 2energy over time
Multi-taskingChassis 3The fourth Chassis point adds the script's ImprovedMultitasking upgrade.

Rocket costs and the Turbo table are the map's ability tooltips; the level links are the tank's learn triggers. Costs and cooldowns the map data does not carry are left blank rather than copied from the wiki.

When it breaks

Getting it back

  • A dead tank is a wreck, not a body. The hero-death trigger sends the vehicles down their own path, and the site's revive group says the rest: repaired back, not revived by a medic.
  • Who rebuilds it: an engineer's Reconstruct (Assault Engineer or Combat Engineer; the engineers' wiki pages put it at 150 energy), or the APC's reconstruct bot. Deploy 4 puts a Wmk-72 RTo 3 item in the APC's bags; used, it spawns a bot that picks the nearest dead vehicle within 12 range, walks to it, works 4 times 2 s, rebuilds it, and blows itself up.
  • With the auto-revive modifier on, or for a player the map flags as new, it happens on its own: 2 s after the death a DPdrop pod lands beside the wreck and a bot climbs out to do the same.
  • It comes back at 450 life and 50 energy.
  • SITREP skips the tank in its wounded list, which is for soldiers. A dead tank gets its own mecha death report from the hero death trigger.

Ailments and repair

  • Vehicle ailments are their own list: damaged driving assistant, damaged shielding I to III, damaged weaponry I to III, stricken then destroyed sensors, a second stricken-sensors state, engine avary I to III, power leak I to III, structural integrity compromised then critical.
  • How you catch one: any hit of 5 or more damage while your shields are at 0, one hit in 10 on Recruit, falling to one in 6 on Nightmare, and one in 5 in Apocalypse. The other modes each set their own figure, between 6 and 9. Shields at 0 is the test, which is what a shield generator is for.
  • They clear on their own. Above 95 % life, with no repair already running, structural integrity clears at once and a 40 s self-repair starts; if it is still running 40 s later, the rest of the list is gone too. The wiki's page calls this, or the nanites, the Self Diagnosis System.
  • Nanites w13z does it at once: 100 life and the whole list cleared. Vehicles only.
  • An engineer's Repair (CE) clears them by chance: each repair tick has 1 chance in 20 to wipe one of the 8 ailment families.
  • An engineer's Refit clears the whole list at once, no roll: the Refit trigger removes every ailment behaviour from the target.

What the script does around it

Arrival and load

  • 200,000 XP on the Warrant Officer track, and only that track: the rank buttons for Enlisted and Officer are greyed for it. 1 per game.
  • It drops from the sky: 40 units up, down in 1 s, a screen shake and a slam on landing, a ready call 3 s later. In Infested it lands at a different point.
  • Past 15 magazines readied you are encumbered, worse past 17 and past 20. Combat Load raises the cap to 24 and drops an ammo case and a flashlight into the bags. The tank cannot use the flashlight, so it sits in one of the 6 slots until you drop it.

Odds and ends

  • Hormones Release. The attraction hormones of the class description. The map's ability data has it (22 range, undead who see the tank attack it) and the script backs it: for 6 s, every undead within 22 that is not a structure is re-ordered to attack the tank every half second. It is not on the class page's ability list.
  • Craft from an Assault Engineer on the tank turns a mounted Recoil Suppressor (vehicle) into the improved one in place, slow 10 % to 15 %. The tank itself gets no enhancement: the Craft trigger has branches for the Predator, the robot, the MULE, the City Guard, a Cyborg and a Prototype, and none for the tank.
  • -drop is not a tank command: with any other player's unit selected, and if that player has no more XP than you and at most 10,000, its mission items and vehicle gear drop on the ground beside it, and the unit is held still 8 s when a mission item was among them.
  • A soldier carrying a vehicle item moves at 0.7 times its speed while it holds the item.
  • The tank counts for FAfinding a weapons cache: the cache trigger accepts it as it accepts a soldier.

Gear

ItemWhat it doesWhere it drops
Aim Assist (vehicle)+20 % damage, attack speed ×1.15. Does not stack.second table, 1 in 3 a roll; first table 1 in 6 while CAS is on station
Recoil Suppressor (vehicle)+1 range, 10 % slow for 1 s, massive immune. 15 % once an Assault Engineer crafts it.first table, 1 in 6
Recon Drone ModuleDetection, +1 sight, +1 range.first table, 1 in 4
Weight Reduction (vehicle)+0.04 move speed. The community's items page says it stacks twice; the data lists no conflict for it.first table 1 in 4, second 1 in 2
Minor Shield Generator (vehicle)100 shields, +1 shield regen.first table, 1 in 5
Shield Generator (vehicle)200 shields, +5 armor, +1 shield regen. A Minor Shield Generator will not equip over a Shield Generator, and a second of the same kind adds nothing: the pickup trigger takes its shields straight back.second table, 1 in 5
Weaponry MK IITank only. +20 damage, attack speed ×1.1, +0.3 move speed, +0.5 energy regen by its behaviour data (the tooltip says +0.2).second table, 1 in 3
Power Cell190 energy over 20 s. 2 charges, 3 max.first table 1 in 2
Energy Cell Packed190 energy over 20 s. 5 charges.picking Power User at the SI screen; not from the drop tables
Nanites w13z100 life and every vehicle ailment cleared.first table, 1 in 2

The first drop table rolls at 0:30 and every 380 s after. The second rolls every 370 s once the script switches it on: when Chapter 2 opens, at the start of Defend Thalim, Evacuation or Convoy, at 30 min in Survival, at 15 min in Infested. Neither runs in Competitive. Each roll puts the item at a random passable point on the map, under a drop pod if anyone can see the spot; 1 in 3 is one chance in 3 per roll. Every item above is on the Gear tab.

What the community says

SI picks

  • The class's wiki page pairs Legion Born with Battle Buddy for sitting on a hill and kiting with the buddy, and Legion Born with Heavy Armor against PMC, where the extra life survives grenades and rockets. Legion Born takes 55 % of the hull: the tank's 1,100 base life becomes 495.
  • It calls Hawk Eye a mixed pick. The detection is worth having because the tank cannot carry a flashlight, which the item list confirms, and it saves binocular energy. The +2 range gets little use by the page's reasoning: the cannon already outranges the tank's own sight unless an ally lights the target with a flare or you use Binoculars.
  • It lists Intellectual, Barbaric and Self-Sufficient as having no use on the tank. The page gives no reason.

Items and roles

  • The page's line is that the tank cannot use most items for lack of fingers. The data agrees in part: of the 29 items it may hold, 14 are mission supplies and only 10 are equipment. The usable ones are the vehicle gear above, EMI Rounds in Invasion, plus magazines, ammo cases, power cells, packed energy cells and nanites.
  • The page also lists a flare gun for the tank. No flare item in the data allows the tank, so it is not in the table, though the tank's own ability list still carries a Ground Flare entry.

Numbers are read from the map file: its ability, item and unit data and its trigger script. Community advice is the class's wiki page.

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