The King Spire Mk. I has 1350 HP and is disabled under 30% health. It has "Heavy Armor" resistance: it can soak small arms fire, shrapnel, and 12.7mm machine guns, and it is immune to Flamethrowers. But it won't last long when faced with heavy explosives or anti-tank weaponry. It has subsystems that have a chance to be disabled by heavy explosives and anti-tank weaponry if hit specifically: Tracks: 20% (Anti-Tank Mines always disable them), Fuel Tank: 40%, Turret/Cannon: 20%. It has Tank Armor. With it, in best case scenario, penetrating projectiles only have a 50% chance of penetrating and doing damage. That chance goes up quickly if the armor is worn or if it is shot from up close, or on the side or rear from a direct angle, or with ammo that has penetration bonuses. It takes 135 Basic Materials to fully repair it from 1% to 100% health with a Hammer. Its health, subsystems, and Tank Armor can be instantly repaired at a Garage for 100 Basic Materials.
Automatically gathers Map Intelligence within 60 meter radius every few seconds and transmits it .
The King Spire Mk. I is effective at dispatching infantry, light structures, and light vehicles. Its heavy armor gives it a significant advantage over Armored Cars and Half-tracks.
One major advantage of the Scout Tank, is its built-in antennae housed in the turret. When there is a player in the Driver's seat, the vehicle will broadcast map intel, similar to an LUV. This allows others in the region to see enemy movement, and spot dangers that cannot be seen right away. Additionally, the 12.7mm machine gun allows it to give frontline support to friendly soldiers by suppressing defensive structures, or eliminating enemy infantry.