Kalran: Tales of the four nations/Hammer

"In our masters name!"

-A fleet of hammers teleporting to the field

Tactical analysis

 * Strength in numbers: The hammer is a MBT of the Beast cell. Cheap, fast, and can tackle anything with the right weapon module.
 * Keep hammering: With their cheap price and cheaper armor the Hammer tank is the vehicular equivalent of the Shield. Built to swarm their enemies like in an unending tide of armor, especially since they gain increase speed and fire rate when grouped in at least five. And when they die they deliver one last attack to their enemies
 * If I die another will take my place: An innovative, if grotesque, mechanic in this tank helps in this regard. That in the event a hammer is destroyed its fragments will weld itself to surviving vehicles, repairing any damage, meaning that killing a swarm of them is rather hard if they fall one by one
 * Where's my allies: It is advised for the commander to never ever send a Hammer alone. Since their armor is severely lacking and the short range of their weapons means at least three will die before reaching their foe, relying on both their numbers and the healing effect of a destroyed hammer to keep them going

History
"In one moment I thought I was gonna die, after witnessing the hammer beside shattered by an AT gun. When suddenly our hull began to patching up, as if we were blessed by our master. But a during this an eyeball suddenly appeared in one of the turrets hole which fused with the surrounding metal, the sight of it shocked me that the enemy got another shot in before I could retaliate. I am grateful for master saving us, especially after seeing the remains of our surrounding brethren but the sudden appearance of that eye still gives me nightmare's."

-Clone Hammer gunner TA114 "Talia" going through standard after battle psych evaluation

When the Reclaimers began building the tank force for the clone they're first goal is to make it mass produced, to keep up with the clone decantation. And in the end most of the Reclaimers choose to base their clones tank of the old ones from the third age.

The Hammer tank, based of a light tank, packs a crew of two into an extremely tight compartment in the middle of the hull. With the commander/gunner and driver having excellent visibility from the front but lack side or rear slits. And unfortunately for the gunner the view slit includes no aiming markers or rangefinder, so they must simply point the weapon and hope for the best, contributing to the tank's pitifully short range. With its engine taking up half the tank giving it a rather fast speed, and a strange quirk that makes it so the tank continues going forward even when the crew is dead until it hits something.

Its metal armor were replaced with a cheaper combination cheap polymers and nanofibers, making the tank even cheaper and faster but barely sturdy enough to survive a HMG salvo. But makes up for it by using a magnetic system in the tank to scavenge debris off the wrecks of their brethren and replenish their own damaged armor. But unreliable mechanics means that sometimes the organs of the unfortunate crew, from eyeballs to intestines, gets mixed in with the hull, to the surviving crews displeasure.

But in order to make their tank tougher then it looks while keeping the cost low the Reclaimers choose to make the tank frame and hull separate. And when the crew enters the tank the hull and turret are dropped on top of them and welded shut, while this make sure there is no visible seam in the tank it also condemns its crew in a metal coffin since it can only be removed by tools the Reclaimers have. But the Reclaimer never cared for the lives of clones.

Weapon modules

 * Anti-infantry: Gains a quad HMG. Overloads HMG, increasing rate of fire, and fires for a few more seconds upon death
 * Anti-armor: Gains a second cannon. Charges forward at ramming speed upon death
 * Anti-air: Gains shrapnel rockets. Fires all rockets upon death
 * Assault: Gains a grenade machinegun and room for 10 squads with firing ports. Becomes a bunker, which garrisoned squads can't exit, upon death
 * Demolition: Gains a heavy assault cannon, rate of fire increases the longer it stays on target. Fires a supercharged shot and explodes on death
 * Support: Gains a loudspeaker and advance radio, which heals and buffs surrounding units. Grants bigger buff to surrounding units on death