Kalran: Tales of the four nations/Chlorophytum

"Viper, ready to kill."

-A Viper exiting the armor facility

Tactical analysis

 * Sniper tank: The Viper is a rather unique, being an MBT with a fixed forward cannon. But despite this weakness it compensated by carrying the hardest hitting cannon of the Navaheim, surpassing their tank destroyer, and the longest ranging cannon of MBTs and a sniper turret, with range as long as the cannons, to face off against infantry.
 * Setting up nest: In order to compensate for its lack of turret the Viper has advance suspensions that allows the tank to aim up, down, left and right. But it must dig into a hull down position to use it, where it will activate its camouflage. And in the event the enemies are nearing it can, unlike other MBTs, reverse in an instant and still fire, since the tank commander controls the reverse.
 * Don't stop firing: If necessary, the commander can push the Vipers autoloader to the limit, allowing it to fire at a much higher rate than would normally be possible. On the other hand, this will overheat the autoloader and barrel, and the Viper will not be able to fire for some time afterwards to prevent any damage.
 * We've been spotted: To call this a sniper tank, with all its associated strengths and weaknesses, is accurate. For its massive range and power its vulnerable to flanking when not hull downed, it cannot fire when moving forward, and its rate of fire is rather sluggish unless you overcharge the autoloader. and despite it having a slightly longer visual range then its counterparts it firing range is even larger, relying on scout units to maximize its range.

Salvage upgrade
Rank 1: Speed and cannon rate of fire increase and rounds are upgraded to tesla, debuffing vehicles hit

Rank 2: Visual range and rate of fire increase, sniper rifle is upgraded to semi-auto, increasing rate of fire, and round is upgraded to pressurizer darts, increasing firing range and damage