The wall has legs. The wall has a gun.
Tanks are armored combatants who hold ground, soak punishment, and keep moving when everyone else breaks. They use heavy armor, shields, cover, and oversized weapons to turn a firefight into a slow advance the enemy cannot stop.
Level 3
Walking Tank.
Gain proficiency with Plate armor.
When you use Hard Target, choose one:
- Hold Ground. Until the start of your next turn, you cannot be pushed, pulled, knocked down, or moved against your will.
- Shield the Line. One adjacent ally gains Armor equal to your Edge Die result against the next attack that hits them before the start of your next turn.
- Return Fire. If the attack deals no damage to you, your next weapon attack before the end of your next turn gains advantage.
Level 7
Breach Platform.
While wearing Mail or Plate armor, you ignore the Unwieldy X property on firearms. When you use Burst, you may choose one creature adjacent to the target. It takes no damage.
Level 11
Kinetic Inertia.
1/round. When you use Hard Target and reduce an attack’s damage to 0, regain 1 spent Edge Die.
Level 15
Unbreakable Wall.
When you use Hard Target, treat the Edge Die as its maximum result.