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Vehicles
Page Contents Current As of Patch: 2022-03-30
Vehicle Vanguard

Vanguard Side View Icon
Vanguard
The Vanguard is a sturdy tank used exclusively by the New Conglomerate. The Vanguard favors heavier front armor compared to other tanks, but this comes at the cost of speed.
Type: MBT
Empire: Icon NC
Cost: 450 Nanites
Health: 6,000
For Armor and Damage resistance details see this article.
Decay: 5 Minutes
Primary Weapons: Titan-150 HEAT,
Titan-150 AP,
Titan-150 HESH,
JGX12
Secondary Weapons: N30 Trawler,
C85 Canister,
Enforcer ML85,
M96 Mjolnir,
E540 Halberd,
G30 Walker,
G40-F Ranger,
M12 Kobalt,
M20 Basilisk


The Vanguard is the main battle tank of the New Conglomerate.

The Vanguard is the heaviest of the three MBTs, featuring 20% more hitpoints than the Prowler or Magrider, and featuring a much larger main cannon than either. However, this weight comes at the cost of mobility: the Vanguard is much slower moving and turning than most other vehicles.

The Vanguard's defenses are further enhanced by its unique ability, Forward Vanguard Shield, which massively reduces incoming damage from the tanks front and sides for a few seconds. When activated, this shield gives the tank near-immortality on the front lines.

The Vanguard's defenses can be further modified with the unique Nimitz Reactor module, which replaces a portion of its hitpoints with a fast-recharging shield. This improves the Vanguard's ability to duck behind cover in between volleys, and improves survival with limited Engineer support.

As with all MBTs, Vanguards can only be spawned at Large Outposts, major facilities such as Bio Labs, and the Warpgate.

Vanguard Diagram

Certifications[]

Vanguard Vehicle Certifications
Category Certification Name Levels and Cost
Utility Slot Forward Vanguard Shield
100Activate to reduce incoming damage to the front and top armor by 67% and the side armor by 34% for 8 seconds. Can be activated once every 60 seconds.
200Next rank lowers countdown. Can be activated once every 53 seconds.
500Next rank lowers countdown. Can be activated once every 46 seconds.
1000Next rank lowers countdown. Can be activated once every 40 seconds.
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
Auto GrantedActivate to repair 15% of the vehicle health over 5 seconds. If the vehicle is on fire when activated, it will also immediately extinguish the flames. Can be activated once every 55 seconds.
100Activate to repair 15% of the vehicle health over 5 seconds. If the vehicle is on fire when activated, it will also immediately extinguish the flames. Can be activated once every 50 seconds.
200Activate to repair 15% of the vehicle health over 5 seconds. If the vehicle is on fire when activated, it will also immediately extinguish the flames. Can be activated once every 47 seconds.
500Activate to repair 15% of the vehicle health over 5 seconds. If the vehicle is on fire when activated, it will also immediately extinguish the flames. Can be activated once every 45 seconds.
Defense Slot Nanite Auto Repair System
Auto-GrantedRepairs 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 5.00% 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%
Nimitz Reactor
250Replaces 20% of the Vanguard's health with a fast regenerating shield layer. This shield has a 6 second recharge delay upon receiving damage, and a 15 second delay when broken. Regenerates 100 shield health per second.
400Replaces 20% of the Vanguard's health with a fast regenerating shield layer. This shield has a 6 second recharge delay upon receiving damage, and a 12 second delay when broken. Regenerates 100 shield health per second.
500Replaces 20% of the Vanguard's health with a fast regenerating shield layer. This shield has a 6 second recharge delay upon receiving damage, and a 11 second delay when broken. Regenerates 100 shield health per second.
1000Replaces 20% of the Vanguard's health with a fast regenerating shield layer. This shield has a 6 second recharge delay upon receiving damage, and a 10 second delay when broken. Regenerates 100 shield health per second.
Flanker Armor
50Reduces damage taken from C4, Infantry Launchers, and Air to Ground Warheads by 10%.
100Reduces damage taken from C4, Infantry Launchers, and Air to Ground Warheads by 15%.
200Reduces damage taken from C4, Infantry Launchers, and Air to Ground Warheads by 18%.
500Reduces damage taken from C4, Infantry Launchers, and Air to Ground Warheads by 20%.
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)

Vanguard Strategy Link[]

  • Tank Vs Tank Combat : Effectively using your Vanguard Shield is key to winning 1v1 tank fights. Activate the shield before your tank takes shells from your opponent, preferrably right when the enemy tank is about to shoot you. Enemy tanks such as Magriders, Lightnings, Chimeras, and even Prowlers will try to out maneuver your Vanguard to get to the vulnerable backside (where your shield is useless). To counter this, reverse away from the opposing tank and turn to face it if it tries to flank you (this is especially important against Magriders). Spam-clicking to shoot faster is generally not a good idea, as missing with the Vanguard's guns, especially the Titan-150 AP, is very punishing. Against mobile foes such as Magriders, taking a half second to aim is a good idea, especially if the Magrider has Recharge and is really trying to dodge your shells/flank you. This also goes for Harassers. If you are fighting a Prowler at point-blank though, shoot as fast as possible, since Prowlers do a lot of damage and you'll want them dead ASAP. Using the Titan-150 AP or Titan-150 HEAT and an antitank secondary gun like the Enforcer ML85 or E540 Halberd will give you the best chance of winning tank duels. When fighting enemy tanks at long range, use the lines below your crosshair to aim at faraway enemy vehicles. Side note: When fighting the TR at long range, target the Prowlers. They don't move much, are big, and go down fast.
  • Small Vehicles: If you get attacked by invisible Flashes, or Javelins, a good strategy is to back your tank against a rock to protect the back, and then wait for them. When they try to attack, aim carefully and take a shot.
  • If there are a lot of enemy aircraft around, find a place to go should they attack you. Bridges and sundy garages work, base gate towers and Hossin logs are better, and shielded enclosures such as those on Tech Plants and Bio Labs are the best. For an even better defense against aircraft, use an antiaircraft secondary weapon like the G30 Ranger (though this will decrease your AV effectiveness).
  • C4 Strategy The Vanguard Shield DOES NOT protect against C4 anymore. The best way to avoid an instant C4 death is to KEEP MOVING! Avoid standing still if you suspect enemy infantry around. If you need to stay still, such as if you are sniping enemy tanks, place down a Spitfire Auto-Turret. When attacking enemy Sunderers, stay as far away from the Sunderer as you can, as C4 and rockets have very short ranges. If you are intending to fight enemy infantry at close range, then consider using Flanker Armor to defend against C4 and rockets.
  • Engineer Class Strategy ALWAYS play engineer in a Vanguard. Even if you have Nannite Auto Repair, if your tank gets set on fire an Engineer or other outside repair is the only thing that can repair it, since your Vanguard has a Shield and therefore has no Fire Suppression.

As with all faction MBTs, the Vanguard has a selection of a HEAT, HESH, or AP primary weapon, all the Nanite Systems secondary weapons, and three New Conglomerate specific secondary weapons. The Vanguard's primary weapons all have higher muzzle velocity and damage, and slower reloading, than other tank's main cannons.

Primary Weapons[]

Titan-150 HEAT
Titan-150 HEAT
Costs
Auto Granted
General Info
Muzzle Velocity: 250m/s
Effective Range: Long
Fire Modes: Semi-Automatic
Damage[?]
Max Damage: 600
Min Damage: 600
Max Indirect Damage: 500 before 1m
Min Indirect Damage: 50 at 4m
Reload Speed
Reload Speed: 2.5s
Ammunition
Magazine Size: 1
Ammunition Pool: 45
Titan-150 AP
Titan-150 AP
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Muzzle Velocity: 275m/s
Effective Range: Long
Fire Modes: Semi-Automatic
Damage[?]
Max Damage: 850
Min Damage: 850
Max Indirect Damage: 500 before 1m
Min Indirect Damage: 50 at 3m
Reload Speed
Reload Speed: 3.75s
Ammunition
Magazine Size: 1
Ammunition Pool: 35
Titan-150 HESH
Titan-150 HE
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Muzzle Velocity: 225m/s
Effective Range: Long
Fire Modes: Semi-Automatic
Damage[?]
Max Damage: 750
Min Damage: 750
Max Indirect Damage: 850 before 2m
Min Indirect Damage: 50 at 5m
Reload Speed
Reload Speed: 4s
Ammunition
Magazine Size: 1
Ammunition Pool: 35
JGX12
JGX12
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 13 RPM
Muzzle Velocity: 225m/s
Effective Range: Very Long
Fire Modes: Semi-Auto
Damage[?]
Max Damage: 600
Min Damage: 600
Max Indirect Damage: 400 before 2m
Min Indirect Damage: 150 at 5m
Reload Speed
Reload Speed: 4.25s
Ammunition
Magazine Size: 1
Ammunition Pool: 35

Secondary Weapons[]

Common Pool[]

G30 Walker
G30 Walker
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 600 RPM
Muzzle Velocity: 1000m/s
Effective Range: Medium
Fire Modes: Automatic
Damage[?]
Max Damage: 130 before 50m
Min Damage: 115 after 400m
Reload Speed
Reload Speed: 2s
Ammunition
Magazine Size: 75
Ammunition Pool: 1125
Accuracy[?]
Cone of Fire: 0.65
G40-F Ranger
G40-F Ranger
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 330 RPM
Muzzle Velocity: 325m/s
Effective Range: Long
Fire Modes: Automatic
Headshot Multiplier: 2x
Damage[?]
Max Damage: 100 before 50m
Min Damage: 20 after 200m
Max Indirect Damage: 40 before 5m
Min Indirect Damage: 1 at 8m
Reload Speed
Reload Speed: 3s
Ammunition
Magazine Size: 60
Ammunition Pool: 780
Accuracy[?]
Cone of Fire: 1.5
Bloom per Shot: 0.2
M12 Kobalt
M12 Kobalt
Costs
Cert Cost: 200 Certification Points
DC Cost: 150 Daybreak Cash
General Info
Fire Rate: 550 RPM
Muzzle Velocity: 650m/s
Effective Range: Medium
Fire Modes: Automatic
Headshot Multiplier: 2x
Damage[?]
Max Damage: 167 before 10m
Min Damage: 143 after 110m
Reload Speed
Reload Speed: 2.5s
Ammunition
Magazine Size: 60
Ammunition Pool: 600
Accuracy[?]
Min Cone of Fire: 0.2
Max Cone of Fire: 0.5
Bloom per Shot: 0.1
M20 Basilisk
M20 Basilisk
Costs
Auto Granted
General Info
Fire Rate: 400 RPM
Muzzle Velocity: 550m/s
Effective Range: Medium
Fire Modes: Automatic
Headshot Multiplier: 1x
Damage[?]
Max Damage: 250 before 10m
Min Damage: 167 after 100m
Reload Speed
Reload Speed: 3s
Ammunition
Magazine Size: 50
Ammunition Pool: 300
Accuracy[?]
Min Cone of Fire: 0.2
Max Cone of Fire: 0.5
Bloom per Shot: 0.1
E540 Halberd
E540 Halberd
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 60 RPM
Muzzle Velocity: 275m/s
Effective Range: Long
Fire Modes: Automatic
Damage[?]
Max Damage: 600
Min Damage: 600
Max Indirect Damage: 500 before 0.5m
Min Indirect Damage: 50 at 2m
Reload Speed
Reload Speed: 3.25s
Ammunition
Magazine Size: 1
Ammunition Pool: 36

New Conglomerate[]

N30 Trawler
N30 Trawler
Costs
Auto Granted
General Info
Fire Rate: 231 RPM
Muzzle Velocity: 425m/s
Effective Range: Medium
Fire Modes: Automatic
Headshot Multiplier: 1x
Damage[?]
Max Damage: 450 before 10m
Min Damage: 300 after 150m
Reload Speed
Short Reload: 2.65s
Long Reload: 2.65s
Ammunition
Magazine Size: 25
Ammunition Pool: 250
Accuracy[?]
Min Cone of Fire: 0.2
Max Cone of Fire: 0.5
Enforcer ML85
Enforcer ML85
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 60 RPM
Muzzle Velocity: 300m/s
Effective Range: Long
Fire Modes: Automatic
Damage[?]
Max Damage: 325
Min Damage: 325
Max Indirect Damage: 175 before 1m
Min Indirect Damage: 50 at 3m
Reload Speed
Reload Speed: 4s
Ammunition
Magazine Size: 8
Ammunition Pool: 80
C85 Canister
Enforcer C85 Modified
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 180 RPM
Muzzle Velocity: 400m/s
Effective Range: Short
Fire Modes: Automatic
Headshot Multiplier: 2x
Damage[?]
Max Damage:
85x10
850
before 20m
Min Damage:
50x10
500
after 50m
Max Indirect Damage: 25 before 0.5m
Min Indirect Damage: 5 at 2m
Reload Speed
Reload Speed: 3s
Ammunition
Magazine Size: 8
Ammunition Pool: 160
Pellets Spread: 1.3


M96 Mjolnir
M96 Mjolnir
Costs
Cert Cost: 550 Certification Points
DC Cost: 399 Daybreak Cash
General Info
Fire Rate: 500 RPM
Muzzle Velocity: 200m/s
Effective Range: Close
Fire Modes: Auto 4x Burst
Damage[?]
Max Damage: 90
Min Damage: 90
Max Indirect Damage: 125 before 0.5m
Min Indirect Damage: 10 at 3m
Reload Speed
Reload Speed: 3s
Ammunition
Magazine Size: 40
Ammunition Pool: 360
Accuracy[?]
Min Cone of Fire: 0.9
Max Cone of Fire: 1.2
Bloom per Shot: 0.15

Weapon Ribbons and Medals[]

With any Vanguard weapon, it is possible to get both Ribbons and Medals. Each Ribbon is a standard reward for achieving a set amount of kills with a Vanguard weapon. Medals relate to how many overall kills you have with the Vanguards weaponry.

Ribbons[]

Ribbon Icon Requirements
Vanguard Service Ribbon
MBT Vehicle Ribbon
10 kills.
Driver Service Ribbon
Piloting Ribbon
20 driver assists
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
Medal Empty
0 kills N/A
Copper Medal
Medal Copper
10 kills Certification Points
Silver Medal
Medal Silver
60 kills 10 Certification Points
Gold Medal
Medal Gold
160 kills 20 Certification Points
Auraxium Medal
Medal Auraxium
1,160 kills 200 Certification Points

The New Conglomerate Vanguard features six total customization slots as of Game Update 11. These slots include Camo, Decal, Ornaments, Exterior, Trim, and Lighting. A list of the possible customizations is below.

Vanguard Exterior
Name Style Acquisition
Icon Vanguard
Avenger Plating Icon Player Studio Vanguard Avenger Plating 399 Daybreak Cash
Bruiser Plating Vanguard Bruiser Plating 5,000 Merit
Challenger Armor Icon Player Studio Vanguard Challenger Armor 399 Daybreak Cash
Conqueror Bumper Icon Player Studio Vanguard Conqueror Bumper 550 Daybreak Cash
Dozer Plating Icon Player Studio Vanguard Dozer Plating 399 Daybreak Cash
Hellion Plating Icon Player Studio Vanguard Hellion Plating 550 Daybreak Cash
Loadout Armor Icon Player Studio Vanguard Loadout Armor 250 Daybreak Cash
Machina Plating Icon Player Studio Vanguard Machina Plating 399 Daybreak Cash
Mammoth Plating Icon Player Studio Vanguard Mammoth Plating 250 Daybreak Cash
Nanite Systems Kit Icon Player Studio Vanguard Nanite Systems Kit 249 Daybreak Cash
Ocelot Plating Icon Player Studio Vanguard Ocelot Plating 250 Daybreak Cash
Paragon Armor Icon Player Studio Vanguard Paragon Armor 250 Daybreak Cash
Rampage Plating Icon Player Studio Vanguard Rampage Plating 399 Daybreak Cash
Retaliator Plating Icon Player Studio Vanguard Retaliator Plating 399 Daybreak Cash
Scrapper Plating Vanguard Scrapper Plating 399 Daybreak Cash
Warrior Plating Vanguard Warrior Plating 399 Daybreak Cash
NC Vanguard Pro Bundle
Warthog Plating Icon Player Studio Vanguard Warthog Plating 399 Daybreak Cash
Vanguard Customizations - Trim
Name Cost Style
Vanguard Lumifiber Trim 550  Daybreak Cash
Vanguard Lumifiber Trim
Vanguard Deluxe Paneled Trim N/A
Vanguard Gold Trim
Vanguard Customizations - Lighting
Name Cost Style
Cyan Vanguard Chassis Lights 250  Daybreak Cash
Cyan Vanguard Chasis Lights
White Vanguard Chassis Lights 99  Daybreak Cash
White Vanguard Chasis Lights
Orange Vanguard Chassis Lights 250  Daybreak Cash
Orange Vanguard Chasis Lights
Blue Vanguard Chassis Lights 399  Daybreak Cash
Blue Vanguard Chasis Lights
Yellow Vanguard Chassis Lights 399  Daybreak Cash
Yellow Vanguard Chasis Lights

September 26, 2017 Update[]

March 20, 2019 Update[]

  • Tank Shell resistance (type 7) from 0 to -50
  • Rear armor from -100 to -50
  • Dev Note: While the original goal of increasing survivability for more casual or inexperienced players was well intentioned, tank versus tank combat became too much of a slugfest to be enjoyable for veterans. This change is a major swing back toward shorter tank versus tank time to kill values to bring back some of the tense, fast-paced gameplay (as well as some of the frustration that gameplay caused.) We'll continue to pursue avenues for easing less experienced players into the tank game, but it will no longer come at the cost of this style of gameplay.

August 28, 2019 Update[]

  • Nimitz Reactor (Defensive Slot)
    • Replaces 1000 Vanguard health in exchange for a quick-recharging shield layer of the same value.
    • Recharges 100 shield health per second at all ranks.
    • Rank 1: Recharge delay of 6 seconds when damage is received, and 15 seconds when shield is broken.
    • Rank 2: Recharge delay of 6 seconds when damage is received, and 12 seconds when shield is broken.
    • Rank 3: Recharge delay of 6 seconds when damage is received, and 11 seconds when shield is broken.
    • Rank 4: Recharge delay of 6 seconds when damage is received, and 10 seconds when shield is broken.

September 15, 2021 Update[]

  • Default Utility and Defense
  • Vanguard
    • Resist type 4(Heavy Machine Guns) reduced from 87 to 80 for the ANT, Chimera, Lightning, Vanguard, Prowler, Magrider, and Sunderer.

Vanguard/Media

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