So inspired by RIctavius's thread on a heavy vehicle that can support infantry pushes, I got to thinking about another long-forgotten relic from WWII... the infantry tank. Infantry tanks are slow, heavily armored tanks that actually have fairly puny armaments. These tanks are not designed for anti-tank work, and instead are there to assist infantry against entrenched enemy infantry. For example, if enemy infantry were holed up in a building and making it difficult for friendly infantry to advance, an infantry tank would suppress or disorient the entrenched infantry so that friendly infantry could make their push. By itself infantry tanks would still be vulnerable to infantry (not to mention other AT vehicles), but they would be better protected than a medium tank/MBT in that same situation. Moreover the infantry tank would rely on friendly infantry to protect it from flanking threats, while the tank itself would deal with the most pressing problems directly ahead of it. In history infantry tanks fell out of favor as tank armor and cannon improved, and after awhile there wasn't a point to an infantry tank because MBTs could kill enemy infantry fairly easily while still be effective against other tanks. But the idea of the infantry tank is not totally lost in modern times, and many MBTs have had "urban upgrades" in order to be more protected in urban environments, which traditionally have been hostile environments to tanks. My idea for PS2 is that it would be a "weapon" for the ES MBTs, but it would automatically modify many other characteristics of the MBT including movement, secondary weapons, and armor. To this end, NS now offers extended support to the ES MBTs in the form of Heavy Urban Survival Kits, or HUSKs. The HUSK upgrade for the Magrider significantly changes the way the tank is used, making it closer to a turreted tank instead of a fixed SPG. This is because in urban environments the ability to engage threats from all angles is paramount, and the original Magrider is ill-suited for this. Additionally the traditional primary/secondary roles are now reversed for all HUSK upgraded MBTs... the driver controls the secondary weapon so they can concentrate more on driving, while the gunner controls the primary weapon but cannot drive. In the case of the HUSK-M, the Magrider gains a pair of short-ranged plasma casters which are mounted to a turret on top of the tank. These function essentially the same as flamethrowers using the "heat mechanic" system found on Phalanx turrets (though they do have limited ammunition as well). The driver has access to a forward-mounted laser cutter, which has an arc of 270 degrees and is an anti-infantry lightsabre (giving it the PPA would have been too OP compared to NC and TR options). And like all HUSK upgrades, while the Magrider gets improved armor and mine resistance, it also can no longer use its special ability and is significantly slower (slightly faster than infantry sprint speed). The HUSK upgrade for the Prowler includes the same armor, speed, and driver/gunner role changes as the Magrider. The HUSK-P though follows the traditional TR ideology of MOAR DAKKA, with 4x 37mm rotary cannon. When these fire at the same time, it creates a dense wall of bullets in a short range around the Prowler (though for safety reasons to avoid friendly fire bullet damage falloff is very short). And if that wasn't enough, an anti-infantry variant of the G30 Vulcan has been added to the top for the driver to control. Last but not least, the HUSK upgrade for the Vanguard transforms an already tanky tank into the tankiest of all tanky tanks. The much-derided C85 Canister provides close-in protection, except in this case its TR and VS alternatives are all short-ranged options so it's not so bad in comparison. The main cannon has been replaced with a high-explosive mortar which has a decent blast radius and can leave a "flash bang" effect on infantry caught in the blast. So there you have it... ideas for ES infantry tanks. They work best when embedded with a squad of infantry, and while fairly difficult for other infantry to defeat, can be easily countered by armor or air or even a determined and organized squad of infantry. Overall given their short range, these would not be tanks meant for shelling spawnrooms, but tanks for pushing up with an infantry assault (or against an infantry assault).