Tank Robots (referred just as Tank) are large and extremely durable bomb-carrying machines that arrive with the robots in Mann vs. Machine modes (MVM). 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 will simply push 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 will 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.
|Mean Machines||5A-1 (x2)|
|Machine Massacre||4, 7A|
|Doe's Drill||3, 8B|
|Benign Infiltration||4 (x2)|
|Doe's Doom||7 (x2)|
|Village Vanguard||4 (x2), 7 (x4)|
|CPU Slaughter||6C, 6E|
|Day of Wreckening||2, 6B|
|Disk Deletion||6, 8A-1, 8A-2|
|Data Demolition||3D, 4A|
|Hamlet Hostility||7A (x2)|
|Data Demolition||6B, 6D|
|Bavarian Botbash||6C, 7A|
|Hamlet Hostility||3D, 5A|
|Bavarian Botbash||2B, 4C|
|Bone Shaker||4A, 7|
When a Tank is the only robot in the wave (excluding support-class robots like Snipers), it should be focused on by all players until it is destroyed. Kritzkrieg Medics and Canteens are extremely effective when paired with sustained high-damage classes like Pyros and Soldiers, or when used with Demomen using Grenade Launchers and Stickybomb Launchers. Wrangled Sentry Guns also deal massive damage to Tanks, but may have to be relocated once the Tank passes out of their range or if they are in the Tank's path. Pair the Widowmaker with your Sentry Gun for extra damage and no reloading. Also, the hitbox of the Tank is very large, making weapons with "bullet spread", such as the Frontier Justice, effective even at medium-long range. Considering using the Buff Banner to boost everyone's damage output to the tank.
If a Tank arrives with other robots, especially Giant robots, consider killing the robots first, as Tanks do not deal damage and can usually be dealt with after the regular robots if they have not traveled more than halfway. On many missions, it is very beneficial to designate one or two players as "Tank-killers," usually Soldier, Pyros, Demomen to follow the Tank while the rest of the team contains the bomb. The Tank's resistance to Minigun damage encourages team balance by severely punishing teams that rely on an excessive number of Heavies. Sniper is excellent at quickly dealing with tanks, when equipped with the Cleaner's Carbine, and the Bushwacka. This allows the Sniper to quickly charge up 'CRIKEY', and then attack with the Bushwacka for guaranteed crits. The Righteous Bison's penetration also affects the tank.
Scouts can deal large amounts of damage with their primary weapons, such as the Soda Popper or the Shortstop. Pair this with crit canteens for a lot of damage. As Pyro, look up at the tank to do maximum damage. Consider using the Detonator to jump up to the tank while using the Phlogistinator. Taunting at the back of the tank will drop you on the ground and cancel the taunt, giving you extra Mmmph and even the ÜberCharge remaining from the taunt.
After arriving at the bomb hatch, the Tank will take a while to deploy its bomb, so the team still has time to destroy it.
Operation in other game modes
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 maps the tank will first try to go directly to the starting point of the cart although it will not be able to go through any walls in the way. Once it reaches the starting point it will follow the route the cart takes. The tank will destroy itself if it hits the cart. If the tank somehow reaches the last point without touching the cart the tank will also explode but the game will act as if the BLU team has pushed the cart to the end and the BLU team wins.
On Payload Race maps the tank will randomly teleport around the outside of the map and cannot be seen outside of spectator mode.
On all other modes the tank will go towards non-spawn room doors and attempt to go through them where they will then deploy their bomb (even though the administrator will play one of her voice lines the round won't be won by either side).
On non-Payload/Payload Race maps without any non-spawn room doors the tank will simply stay in the same place.
On maps with the path_track entity the tank will go to the start of the track and go 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 will deploy its bomb then idle 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.
- In the game files, there is an unused file called mvm_tank_ping 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 several Tanks are involved in the wave, the Administrator will announce that the Tank is already halfway through, although it just appeared.
- The Tank has its own animation of destruction, but it is not visible because of the smoke.
The Romevision version of the Tank.
- "Machines" official announcement, with the hint of the Tank Robot.