Tanks are named due to the wearer resembling the vehicle-type of a ‘tank’, just with legs. These mobile warriors charge into battle with the aim of taking a hit.
Ironclad Stance
As a move action the Tank can plant their feet into the ground, readying themselves for an oncoming attack. When this is done the Tank cannot otherwise move on their turn (such as through a Step action). For their turn the Tank gains a bonus to their armor’s Deflection (if any is worn) equal to ½ their Endurance. If no armor is worn, ½ Endurance is instead added as Natural Deflection. This doesn’t stack with any armor or other forms of Natural Deflection.
This replaces Razor Edge.
Armored Maneuverability
Reduce the speed reduction from armor by 1 square. At 9th level this further reduces the speed reduction from armor by another 1 square.
This replaces Heat Sink.
Disabled Limb
If an enemy scores a critical hit on a called shot against the Tank and the damage dealt doesn’t reduce the Tank below ½ HP, the called shot effect is negated.
This replaces Charging Edge.
Ball of Armor
While prone the Tank receives an additional 2 Deflection. The other penalties from being prone still apply.
This replaces Piercing Edge.
Torn Plates
If an attack’s damage would kill the Tank, as an immediate action after the damage is dealt the Tank can choose to destroy their armor to survive the attack. Destroying the armor halves its Deflection and it cannot be further broken beyond its current state.
This replaces Cooling Edge.
Second Skin
Armor Penalty, Maximum Agility, and any speed reductions from the armor don’t affect the Tank. In addition to this, the Tank doesn’t count the weight for armor towards carrying capacity.
This replaces Overdrive Edge.