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Prowler Side View Icon
Prowler
Type: MBT
Empire: Icon TR
Cost: 450Icon resource nanites 128
Health: 4000
For Armor and Damage resistance details see this article.
Decay: 5 Minutes
Primary Weapons: P2-120 HEAT,
P2-120 AP,
P2-120 HE
Secondary Weapons: G30 Walker,
G30 Vulcan,
G40-F Ranger,
M12 Kobalt,
M20 Basilisk,
P525 Marauder,
E540 Halberd,
MR11 Gatekeeper


The Prowler is a versatile tank used exclusively by the Terran Republic. Whilst it may lack in survivability when compared to the Vanguard, the Prowler more than makes up for its weakness by having the highest damage potential of any land vehicle, as well as the fastest speed when moving straight forward. 

Unique to the Prowler is Anchored Mode Utility module, allowing the tank to sacrifice deploy and its ability to move in exchange for huge buffs to its primary weapon, granting it 30% increased projectile speed and increase its reload speed by between 12% or 48%, depending on the level of the Anchored Mode module. This makes the Prowler a lethal long range siege tank, capable of suppressing armor columns and bases alike. 

The Prowler's cannons do not do as much damage in a single shot as the Vanguard or Magrider's primary weapons, however when the damage from both shots are added together, the Prowler's damage vastly exceeds the other two MBTs. This shows a clear weakness in the Prowler's usage; its driver must be able to land both shells to compete with the damage of other MBTs. 

Prowler Diagram

Certifications Edit

Prowler Vehicle Certifications
Category Certification Name Levels and Cost
Utility Slot Anchored Mode
100Reload speed increased by 12% and projectile speed increased by 30% when deployed.
200Reload speed increased by 24% and projectile speed increased by 30% when deployed.
500Reload speed increased by 36% and projectile speed increased by 30% when deployed.
1000Reload speed increased by 48% and projectile speed increased by 30% when deployed.
Smoke Screen
50Creates a smoke screen around the vehicle which prevents you and nearby allied vehicles from automatically showing on minimap radar, and prevents lock-on attempts for 8 seconds. Can be used every 40 seconds.
100Creates a smoke screen around the vehicle which prevents you and nearby allied vehicles from automatically showing on minimap radar, and prevents lock-on attempts for 8 seconds. Can be used every 35 seconds.
200Creates a smoke screen around the vehicle which prevents you and nearby allied vehicles from automatically showing on minimap radar, and prevents lock-on attempts for 8 seconds. Can be used every 32 seconds.
500Creates a smoke screen around the vehicle which prevents you and nearby allied vehicles from automatically showing on minimap radar, and prevents lock-on attempts for 8 seconds. Can be used every 30 seconds.
Fire Suppression System
30Activate to repair 3% of the vehicle over 5 seconds. If the vehicle is on fire when activated, it will also extinguish the fire. Can be activated once every 60 seconds.
100Activate to repair 6% of the vehicle over 5 seconds. If the vehicle is on fire when activated, it will also extinguish the fire. Can be activated once every 55 seconds.
200Activate to repair 9% of the vehicle over 5 seconds. If the vehicle is on fire when activated, it will also extinguish the fire. Can be activated once every 50 seconds.
500Activate to repair 12% of the vehicle over 5 seconds. If the vehicle is on fire when activated, it will also extinguish the fire. Can be activated once every 45 seconds.
Defense Slot Nanite Auto Repair System
30Repairs 3.75% damage every 5 seconds. Damage disables repairs for 12 seconds.
50Repairs 4.38% damage every 5 seconds. Damage disables repairs for 12 seconds.
100Repairs 5% damage every 5 seconds. Damage disables repairs for 12 seconds.
200Repairs 5.63% damage every 5 seconds. Damage disables repairs for 12 seconds.
500Repairs 6.25% damage every 5 seconds. Damage disables repairs for 12 seconds.
Vehicle Stealth
30Increases lock-on time by 0.25 seconds and also reduces the auto-detect range of the vehicle to 75 meters.
100Increases lock-on time by 0.5 seconds and also reduces the auto-detect range of the vehicle to 50 meters.
200Increases lock-on time by 0.75 seconds and also reduces the auto-detect range of the vehicle to 25 meters.
1000Increases lock-on time by 1 seconds and also completely prevents the vehicle from being auto-detected.
Mine Guard
30Reduces damages taken from anti-tank mines by 25%
50Reduces damages taken from anti-tank mines by 37%
100Reduces damages taken from anti-tank mines by 50%
150Reduces damages taken from anti-tank mines by 62%
Reinforced Front Armor
100Damage from impacts striking the front of the Prowler are reduced by an additional 5%.
Reinforced Side Armor
100Damage from impacts striking the sides of the Prowler are reduced by an additional 10%.
Reinforced Top Armor
100Damage from impacts striking the top of the Prowler are reduced by an additional 10%
Proximity Radar
100Increases the range of the Proximity Radar to 30 meters.
200Increases the range of the Proximity Radar to 35 meters.
400Increases the range of the Proximity Radar to 40 meters.
500Increases the range of the Proximity Radar to 50 meters.
Performance Slot Rival Combat Chassis
100Improved tank rotation, brakes and reverse speed.
200Improved tank rotation, brakes and reverse speed.
(More effective than previous rank)
400Improved tank rotation, brakes and reverse speed.
(More effective than previous rank)
Racer High Speed Chassis
100Improved speed and acceleration.
200Improved speed and acceleration.
(More effective than previous rank)
400Improved speed and acceleration.
(More effective than previous rank)

Prowler StrategiesEdit

As the Prowler has less armor than the Vanguard, it must employ more defensive or stealthy tactics in order to succeed. The ability to use Anchored Mode makes the Prowler a top tier vehicle for holding down an area, and making it a challenge for hostile vehicles to proceed. This area denial ability, as well as vastly increased damage per second in comparison to the other two faction's MBTs, open up the Prowler to a variety of tactics.

General Tactics

The Prowler can pour a large amount of power into its main cannon using Anchored Mode, allowing the tank to be equipped with a secondary weapon that fufils a wildly different role without compromising it's ability to perform its intended purpose. For example, a Prowler equipped with a P2-120 AP is paticularly vulnerable to infantry, however with Anchored Mode it can afford to equip a P525 Marauder or M12 Kobalt to defend itself with, without compromising the tank's capabilities versus enemy armor.

Assaulting a Tech Plant

Make use of the increased projectile and reload speed offered by Anchored Mode to snipe the Phalanax Turrets stationed atop the Tech Plant's Gallery, allowing allied aircraft and land vehicles to approach the main facility of the base safely, without worrying about the emplacements firing upon them. The Prowler can also be used to camp the main facilities' vehicle shields, quickly melting any vehicles that attempt to exit the Tech Plant. Finally, the Prowler can use Anti-Infantry Cannons to shell the Tech Plant's spawn room, forcing defenders into using the underground tunnels.

Assaulting a Bio Lab

Whilst the Bio Lab's capture points may be above ground, the Prowler can be of great use defending friendly S-AMS Sunderers from Lightnings and other anti-vehicle equipment that is employed by the Bio Lab's defenders. As with the Tech Plant, the Prowler can use its increased damage to easily prevent vehicles leaving the Bio Lab's ground level vehicle spawn.

Assaulting an Amp Station

As with most land vehicles, the Prowler will have trouble aiding in an Amp Station fight due to the large amount of Vehicle Shields placed around the base. If possible, ensure the vehicle shield generators are destroyed before bringing Prowlers to the fight. If the Amp Station is in paticularly mountainous terrain, then the Prowler can be driven atop a hill, so that it can see above the walls, and deploy to wreak havoc upon the base below. Do be careful with the confined areas of the Amp Station however, as Light Assaults and Engineers can easily sneak up and place Tank Mines or C4 on your vehicle.

Defending a Base

The Prowler excels at area denial. If you have just lost a base, then set up on the hills surrounding the roads to your next base. Using the high damage of the Prowler, a friendly force can completely deny the attackers any chance of assaulting their base directly, forcing them to resort to other tactics such as using a Galaxy or Valkyrie. If the offensive force is already inside your base, spawn a Prowler from a nearby base and set up at an angle from which you can see their S-AMS Sunderer. Depending on your weapon of choice, what happens next can vary; If you're equipped with a P2-120 HE or P2-120 HEAT , you can absolutely decimate their infantry forces as soon as they spawn. If you are instead using a P2-120 AP, you can melt their S-AMS before the attacker's Engineers even have a chance to react.

Sample Prowler LoadoutsEdit

As with all vehicles in the game, your loadout should be tailored to both your situation and your preferred method of using the vehicle. However, here are some sample loadouts to get you started in using this vehicle.

Long Range Siege Edit

Primary: P2-120 AP - Zoom Optics (1.75x or 2x), Reload Speed, Maximum Ammo Capacity

At long ranges, you'll want this cannon to deal with the variety of vehicles that the enemy shall bring out onto the field, as well as enemy MAX suits.

Secondary: MR11 Gatekeeper - Zoom Optics (1.75x or 2x), Reload Speed, Maximum Ammo Capacity

As your gunner's weapon isn't affected by Anchored Mode, you'll want a weapon with a very high muzzle velocity that is able to hit at very long ranges; the Gatekeeper is a cheap and extremely effect tool for the job.

Utility: Anchored Mode

The core of this loadout; Anchored Mode will give your main cannon the humongous range and monstrous damage output that makes this vehicle a sniping tool to be reckoned with. As the projectile speed increase is 30% regardless of the level of Anchored Mode, you can get away with having this at Rank 1 if you're low on certs.

Defensive: Vehicle Stealth/Proximity Radar

As you're going to be engaging enemies at long ranges, taking retaliatory fire from your foes isn't going to be a problem. However, enemies slightly closer to you will be able to use equipment such as C4 and Tank Mines to take you out with ease if they can get in range. As such, you can choose between Vehicle Stealth, to make it harder for hostiles to find your tank, or Proximity Radar which will notify you on your minimap of nearby hostile infantry, allowing you to quickly locate and escape from or kill threats.

Performance: Rival Combat Chassis

As your goal is to take up a long range sniping role, you'll want to be able to climb hills and stay on them without sliding. As such, the Rival Combat Chassis is suggested. It will also allow you to reverse faster, meaning you can escape threats or take cover behind hills faster without exposing your vulnerable rear by turning around.

Medium Range Hybrid Edit

Primary: P2-120 AP - Zoom Optics (1.5x or 1.75x), Reload Speed, Maximum Ammo Capacity OR P2-120 HEAT - Zoom Optics (1.5x), Reload Speed, Maximum Ammo Capacity

You have a choice here, depending on your situation; Are you fighting armor at closer ranges? Then take the P2-120 AP to allow you to compete with their damage output. Or are you assaulting a base defended by infantry? Then take the P2-120 HEAT, giving you the damage output to contend with lighter armored threats as well as dealing considerable damage to clustered infantry. You can substitute the Zoom Optics on the P2-120 HEAT for Thermal Optics, if you're confident.

Secondary: MR11 Gatekeeper - Zoom Optics (1.5x), Reload Speed, Maximum Ammo Capacity OR G30 Vulcan/P525 Marauder - Thermal Optics, Reload Speed, Maximum Ammo Capacity

You've got a larger choice here; Do you want a medium to long range anti-armor weapon than can also fare well versus infantry due to its high muzzle velocity, however is lacking splash damage in exchange? Then take the Gatekeeper. At this range, you will also be fighting a fair amount of infantry. So you can choose between the G30 Vulcan, giving your gunner a versatile jack-of-all-trades weapon, including versus aircraft, at the expense of all splash damage, or the P525 Marauder, sacrificing both anti-aircraft and anti-armor capabilities for huge anti-infantry splash damage at medium range.

Utility: Anchored Mode/Fire Suppression

You may be noticing a theme at this range; you have another choice to make. At this range, you're much more vulnerable to C4 and Tank Mines from infantry as compared to long range, however you can put out even more damage with Anchored Mode, and with the ability to instantly mobilize you still have the ability to dodge incoming explosives if you can react fast enough. However, you are also exposed to retaliatory damage from enemy vehicles and closer ranged anti-vehicle equipment such as Rocket Launchers. Fire Suppression will give you extra survivability and allow you to survive situations where Anchored Mode may not cut it.

Defensive: Reinforced Side Armor/Proximity Radar

As mentioned above, you are much more exposed to both retaliatory damage as well as C4 and Tank Mines. So you have another choice to make; you can take less damage from vehicles and other AV equipment by turning to one side whilst in combat, or you can increase your defense versus enemy infantry by being alerted to their presence. The base you're going to fight in should also influence this decision. If the base has high cliffs or walls that Light Assaults can easily use Drifter Jump Jets off of, you may want Proximity Radar.

Performance: Rival Combat Chassis

You'll want the added mobility by the increased turn speed and reversing speed provided by this chassis, to allow you to take cover and escape incoming infantry. Racer lets you get into danger faster, but that's exactly what you don't want as a Prowler.

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