Kalran: Tales of the four nations/Crusader

"Crusader ready!"

-A Crusader tank leaving the Armor Depot

Tactical analysis

 * Ready to siege: The Crusader is the heavy armored tank of Fortress battalion. And while its main cannon is rather average the powerful railgun howitzer, which it must deploy, is not, capable of lobbing devastating high explosive shells at a steady rate, and from considerable range. This makes it the go-to choice for base razing or defending territory
 * Bring a bigger stick: Generally, a barrage of railgun powered shells is enough to make short work of most targets. However, when even this isn't enough, Crusader crews can load and fire a "super shell", an explosive projectile packed with even more explosives than the Crusaders regular HE shells that leaves a crater that slows down any survivors
 * Slow and steady: However, such power comes at a price, besides the literal cost. The Crusader suffers from a very slow top speed, weak mobile cannon, struggles against infantry, and minimum range for its howitzer, so it is best to escort it with other units
 * Drop the hammer: One of the UCA many innovations was the prototype jackhammer rounds, which uses a weaker but smaller version of the earthshaker bombs. However, they only fit weapon on veteran artillery crews, fearing that newbies might accidentally shake their vehicle to pieces. Alongside giving the driver cannon a HMG turret, giving them some defense against infantry when deployed or standing still

Ace upgrade
Crusader rounds now fire further and deals in an aoe, slowing vehicles and stunning infantry around it, and gains a HMG turret, which can only fire when stationary.