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Vehicles
Page Contents Current As of Patch: 2022-03-30
Vehicle Prowler

Prowler Side View Icon
Prowler
The Prowler is a versatile tank used exclusively by the Terran Republic. It boasts a higher top speed and its twin barrel cannons are capable of inflicting damage quicker than the other tanks.
Type: MBT
Empire: Icon TR
Cost: 450 Nanites
Health: 5,000
For Armor and Damage resistance details see this article.
Decay: 5 Minutes
Primary Weapons: P2-120 HEAT,
P2-120 AP,
P2-120 HESH,
P4-120 Kingsnake
Secondary Weapons: M18 Palisade,
G30 Vulcan,
MR11 Gatekeeper,
P525 Marauder,
E540 Halberd,
G30 Walker,
G40-F Ranger,
M12 Kobalt,
M20 Basilisk

The Prowler is the main battle tank of the the Terran Republic.  

The Prowler finds use as an artillery/support vehicle, able to use the unique Anchored Mode passive module to easily deal damage to fast moving vehicles or those at longer ranges, when compared to the Vanguard or Magrider

Unlike the other two faction's MBTs, the Prowler has a second unique ability, Barrage, which gives a temporary bonus to the reload speed of the prowler's twin main cannons. Barrage allows the Prowler to temporarily boost its already superior damage output, allowing the Prowler to even batter through the heavily armored New Conglomerate Vanguards.

Added in late 2019, the Prowler gained a third potential unique ability, Rampart Projector. The Rampart Projector extends the Prowler's Anchored Mode, adding a large forward-facing hardlight barrier, which absorbs incoming fire and protects nearby infantry (however it also makes the tank a much larger target.

As with all MBTs, Prowlers can only be spawned at Large Outposts, major facilities such as Bio Labs, and the Warpgate.

Prowler Diagram

Certifications[]

Prowler Vehicle Certifications
Category Certification Name Levels and Cost
Passive Systems Anchored Mode
Auto-grantedThe Prowler may deploy, which increases main cannon projectile by 50% and disables movement while active. The Prowler must not be moving to deploy.
Utility Slot Barrage
100While active, the Prowler's main cannon reload speed is increased by 30% for 15 seconds. Can be activated once every 50 seconds.
200While active, the Prowler's main cannon reload speed is increased by 30% for 15 seconds. Can be activated once every 40 seconds.
500While active, the Prowler's main cannon reload speed is increased by 30% for 15 seconds. Can be activated once every 37 seconds.
1000While active, the Prowler's main cannon reload speed is increased by 30% for 15 seconds. Can be activated once every 35 seconds.
Smoke Screen
50Creates a smoke screen around the vehicle which prevents you and nearby allied vehicles from automatically showing on minimap radar, and prevents lock-on attempts for 8 seconds. Can be used every 40 seconds.
100Creates a smoke screen around the vehicle which prevents you and nearby allied vehicles from automatically showing on minimap radar, and prevents lock-on attempts for 8 seconds. Can be used every 35 seconds.
200Creates a smoke screen around the vehicle which prevents you and nearby allied vehicles from automatically showing on minimap radar, and prevents lock-on attempts for 8 seconds. Can be used every 32 seconds.
500Creates a smoke screen around the vehicle which prevents you and nearby allied vehicles from automatically showing on minimap radar, and prevents lock-on attempts for 8 seconds. Can be used every 30 seconds.
Fire Suppression System
Auto GrantedActivate to repair 15% of the vehicle health over 5 seconds. If the vehicle is on fire when activated, it will also immediately extinguish the flames. Can be activated once every 55 seconds.
100Activate to repair 15% of the vehicle health over 5 seconds. If the vehicle is on fire when activated, it will also immediately extinguish the flames. Can be activated once every 50 seconds.
200Activate to repair 15% of the vehicle health over 5 seconds. If the vehicle is on fire when activated, it will also immediately extinguish the flames. Can be activated once every 47 seconds.
500Activate to repair 15% of the vehicle health over 5 seconds. If the vehicle is on fire when activated, it will also immediately extinguish the flames. Can be activated once every 45 seconds.
Defense Slot Nanite Auto Repair System
Auto-GrantedRepairs 3.75% damage every 5 seconds. Damage disables repairs for 12 seconds.
50Repairs 4.38% damage every 5 seconds. Damage disables repairs for 12 seconds.
100Repairs 5% damage every 5 seconds. Damage disables repairs for 12 seconds.
200Repairs 5.63% damage every 5 seconds. Damage disables repairs for 12 seconds.
500Repairs 6.25% damage every 5 seconds. Damage disables repairs for 12 seconds.
Vehicle Stealth
30Increases lock-on time by 0.25 seconds and also reduces the auto-detect range of the vehicle to 75 meters.
100Increases lock-on time by 0.5 seconds and also reduces the auto-detect range of the vehicle to 50 meters.
200Increases lock-on time by 0.75 seconds and also reduces the auto-detect range of the vehicle to 25 meters.
1000Increases lock-on time by 1 seconds and also completely prevents the vehicle from being auto-detected.
Mine Guard
30Reduces damages taken from anti-tank mines by 25%
50Reduces damages taken from anti-tank mines by 37%
100Reduces damages taken from anti-tank mines by 50%
150Reduces damages taken from anti-tank mines by 62%
Flanker Armor
50Reduces damage taken from C4, Infantry Launchers, and Air to Ground Warheads by 10%.
100Reduces damage taken from C4, Infantry Launchers, and Air to Ground Warheads by 15%.
200Reduces damage taken from C4, Infantry Launchers, and Air to Ground Warheads by 18%.
500Reduces damage taken from C4, Infantry Launchers, and Air to Ground Warheads by 20%.
Rampart Projector
100While deployed, the Prowler gains 10% additional front armor, and a hardlight rampart is projected outward. Damage to this projection also damages the Prowler.
200While deployed, the Prowler gains 15% additional front armor, and a hardlight rampart is projected outward. Damage to this projection also damages the Prowler.
500While deployed, the Prowler gains 17.5% additional front armor, and a hardlight rampart is projected outward. Damage to this projection also damages the Prowler.
1000While deployed, the Prowler gains 20% additional front armor, and a hardlight rampart is projected outward. Damage to this projection also damages the Prowler.
Proximity Radar
100Increases the range of the Proximity Radar to 30 meters.
200Increases the range of the Proximity Radar to 35 meters.
400Increases the range of the Proximity Radar to 40 meters.
500Increases the range of the Proximity Radar to 50 meters.
Performance Slot Rival Combat Chassis
100Improved tank rotation, brakes and reverse speed.
200Improved tank rotation, brakes and reverse speed.
(More effective than previous rank)
400Improved tank rotation, brakes and reverse speed.
(More effective than previous rank)
Racer High Speed Chassis
100Improved speed and acceleration.
200Improved speed and acceleration.
(More effective than previous rank)
400Improved speed and acceleration.
(More effective than previous rank)

Prowler Strategies[]

The Prowler's key strength is the cannon's incredibly high damage output. This is a powerful advantage that should be factored in to all uses of the Prowler. Anchored Mode makes the Prowler a top tier vehicle for holding down an area from afar and making it a challenge for hostile vehicles to proceed. This area denial ability as well as vastly increased damage per second in comparison to the other two faction's MBTs, both baseline and through Barrage, allow the Prowler to be used in almost every situation.

General Tactics

The Prowler can pour a large amount of power into its main cannon using Anchored Mode and Barrage, allowing the tank to be equipped with a secondary weapon that fulfills a wildly different role without compromising its ability to perform its intended purpose. For example, a Prowler equipped with a P2-120 AP is particularly vulnerable to infantry, however, with Barrage it can afford to equip a P525 Marauder or M12 Kobalt to defend itself with, without compromising the tank's capabilities versus enemy armor.

Assaulting a Tech Plant

Make use of the increased projectile speed offered by Anchored Mode to snipe the Phalanax Turrets stationed atop the Tech Plant's Gallery, allowing allied aircraft and land vehicles to approach the main facility of the base safely, without worrying about the emplacements firing upon them. The Prowler can also be used to camp the main facilities' vehicle shields, quickly melting any vehicles that attempt to exit the Tech Plant. Finally, the Prowler can use Anti-Infantry Cannons to shell the Tech Plant's spawn room, forcing defenders into using the underground tunnels.

Assaulting a Bio Lab

Whilst the Bio Lab's capture points may be above ground, the Prowler can be of great use defending friendly S-AMS Sunderers from Lightnings and other anti-vehicle equipment that is employed by the Bio Lab's defenders. As with the Tech Plant, the Prowler can use its high damage output to easily prevent vehicles leaving the Bio Lab's ground level vehicle spawn.

Assaulting an Amp Station

As with most land vehicles, the Prowler will have trouble aiding in an Amp Station fight due to a large amount of Vehicle Shields placed around the base. If possible, ensure the vehicle shield generators are destroyed before bringing Prowlers to the fight. If the Amp Station is in particularly mountainous terrain, then the Prowler can be driven atop a hill, so that it can see above the walls, and deploy to wreak havoc upon the base below. Do be careful with the confined areas of the Amp Station, however, as Light Assaults and Engineers can easily sneak up and place Tank Mines or C4 on your vehicle.

Defending a Base

The Prowler excels at area denial. If you have just lost a base, then set up on the hills surrounding the roads to your next base. Using the high damage of the Prowler, a friendly force can completely deny the attackers any chance of assaulting their base directly, forcing them to resort to other tactics such as using a Galaxy or Valkyrie. If the offensive force is already inside your base, spawn a Prowler from a nearby base and set up at an angle from which you can see their S-AMS Sunderer. Depending on your weapon of choice, what happens next can vary; If you're equipped with a P2-120 HESH or P2-120 HEAT , you can absolutely decimate their infantry forces as soon as they spawn. If you are instead using a P2-120 AP, you can melt their S-AMS before the attacker's Engineers even have a chance to react.

Sample Prowler Loadouts[]

As with all vehicles in the game, your loadout should be tailored to both your situation and your preferred method of using the vehicle. However, here are some sample loadouts to get you started in using this vehicle.

Long Range Siege[]

Primary: P2-120 AP - Zoom Optics (1.75x or 2x), Reload Speed, Maximum Ammo Capacity

At long ranges, the increased muzzle velocity of the AP cannon, doubled up with Anchored Mode's projectile increase, will allow you to easily and consistently connect long range shots on enemy vehicles, even if they're moving. The P2-120 AP may not deal as much raw damage-per-second as the P2-120 HEAT, but it deal far superior burst damage and is easier to connect with.

Secondary: E540 Halberd - Zoom Optics (1.75x or 2x), Reload Speed, Maximum Ammo Capacity

As your gunner's weapon isn't affected by Anchored Mode, you'll want a weapon with a very high muzzle velocity that is able to hit at very long ranges; the Halberd offers an incredibly powerful tool that doesn't much sacrifice close-quarters capabilities, so long as the gunner can hit with it.

Passive: Barrage

At long ranges, opposing vehicles will have an easier time getting into cover, meaning you'll need the burst of increased damage-per-second that Barrage offers to try and take down enemy vehicles faster. Combined with Anchored Mode, this turns the Prowler into a serious threat even at ranges where near all other vehicles drop off.

Fire Suppression is also generally unnecessary when sniping, as you'll be able to easily back down into cover to repair if you come under threat from other vehicles.

Defensive: Vehicle Stealth/Proximity Radar

As you're going to be engaging enemies at long ranges, taking retaliatory fire from your foes isn't going to be a problem. However, enemies slightly closer to you will be able to use equipment such as C4 and Tank Mines to take you out with ease if they can get in range. As such, you can choose between Vehicle Stealth, to make it harder for hostiles to find your tank or Proximity Radar which will notify you on your minimap of nearby hostile infantry, allowing you to quickly locate and escape from or kill threats.

Performance: Rival Combat Chassis

As your goal is to take up a long-range sniping role, you'll want to be able to climb hills and stay on them without sliding. As such, the Rival Combat Chassis is suggested. It will also allow you to reverse faster, meaning you can escape threats or take cover behind hills faster without exposing your vulnerable rear by turning around.

Medium Range Hybrid[]

Primary: P2-120 HEAT - Zoom Optics (1.5x or 1.75x), Reload Speed, Maximum Ammo Capacity OR P2-120 HESH - Zoom Optics (1.5x), Reload Speed, Maximum Ammo Capacity

You have a choice here, depending on your situation; Are you fighting armor at closer ranges? Then take the P2-120 HEAT to maximise your damage output, where the muzzle velocity of AP isn't neeeded. Or are you assaulting a base defended by infantry? Then roll out with the P2-120 HESH, giving you the damage output to deal with lightly armored threats as well as dealing considerable damage to clustered infantry.

Secondary: E540 Halberd - Zoom Optics (1.5x), Reload Speed, Maximum Ammo Capacity OR G30 Vulcan - Zoom Optics (1.5x), Reload Speed, Maximum Ammo Capacity

Depending on your intended range of combat, you have two serious options in this category. If you're planning on engaging at medium ranges or further, you may want to take the E540 Halberd, to help increase your damage output versus vehicles. However, if you're taking the fight close to the enemy, then you'll want to give your gunner the G30 Vulcan, allowing him to deal incredibly competitive anti-vehicle damage to complement your slightly lower damage-per-second assuming you've loaded up the P2-120 HESH.

Utility: Fire Suppression/Barrage

You may be noticing a theme at this range; you have another choice to make. At this range, you're much more vulnerable to retaliatory fire, making Fire Suppression a viable option to help you win knives' edge encounters. However, you can also double down on the Prowler's incredibly high damage-per-second and equip Barrage, allowing you to deal insanely high burst damage especially if you're using the P2-120 HEAT.

Defensive: Vehicle Stealth/Proximity Radar

Thanks to the Prowler's incredibly high damage, the chance to get the drop on an opponent can almost guarentee a kill. Normally, an MBT will be highlighted on the map if they move near you. However with max rank Vehicle Stealth the Prowler becomes invisible unless specifically spotted, allowing you to flank hostile vehicles and unleash a barrage of fire on their vulnerable rears.

However, if you're fighting in a tight area, you will likely be unable to flank, and instead become incredibly vulnerable to infantry. If the base has high cliffs or walls that Light Assaults can easily use Drifter Jump Jets off of, you may want Proximity Radar.

Performance: Rival Combat Chassis

You'll want the added mobility by the increased turn speed and reversing speed provided by this chassis, to allow you to take cover and escape incoming infantry. Racer lets you get into danger faster, but that's exactly what you don't want as a Prowler.

As with all faction MBTs, the Prowler has a selection of a HEAT, HESH, or AP primary weapon, all the Nanite Systems secondary weapons, and three Terran Republic specific secondary weapons. Unique to the Prowler, all primary weapons come loaded with two shells per magazine, unlike most other tanks' single-shot main cannons.

Primary Weapons[]

P2-120 HEAT
P2-120 HEAT
Costs
Auto Granted
General Info
Fire Rate: 120 RPM
Muzzle Velocity: 225m/s
Effective Range: Long
Fire Modes: Semi-Automatic
Damage[?]
Max Damage: 475
Min Damage: 475
Max Indirect Damage: 450 before 1m
Min Indirect Damage: 50 at 4m
Reload Speed
Reload Speed: 2.5s
Ammunition
Magazine Size: 2
Ammunition Pool: 56
P2-120 AP
P2-120 AP
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 120 RPM
Muzzle Velocity: 250m/s
Effective Range: Long
Fire Modes: Semi-Automatic
Damage[?]
Max Damage: 600
Min Damage: 600
Max Indirect Damage: 450 before 1m
Min Indirect Damage: 50 at 3m
Reload Speed
Reload Speed: 3.5s
Ammunition
Magazine Size: 2
Ammunition Pool: 46
P2-120 HESH
P2-120 HESH
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 120 RPM
Muzzle Velocity: 200m/s
Effective Range: Long
Fire Modes: Semi-Automatic
Damage[?]
Max Damage: 550
Min Damage: 550
Max Indirect Damage: 600 before 1m
Min Indirect Damage: 50 at 5m
Reload Speed
Reload Speed: 3.5s
Ammunition
Magazine Size: 2
Ammunition Pool: 50
P4-120 Kingsnake
P4-120 Kingsnake
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 300 RPM
Muzzle Velocity: 225m/s
Effective Range: Very Long
Fire Modes: Semi-Auto
Damage[?]
Max Damage: 350
Min Damage: 350
Max Indirect Damage: 300 before 1m
Min Indirect Damage: 50 at 3m
Reload Speed
Reload Speed: 3.5s
Ammunition
Magazine Size: 4
Ammunition Pool: 96
Accuracy[?]
Min Cone of Fire: 0.2
Max Cone of Fire: 0.35
Bloom per Shot: 0.05

Secondary Weapons[]

Common Pool[]

G30 Walker
G30 Walker
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 600 RPM
Muzzle Velocity: 1000m/s
Effective Range: Medium
Fire Modes: Automatic
Damage[?]
Max Damage: 130 before 50m
Min Damage: 115 after 400m
Reload Speed
Reload Speed: 2s
Ammunition
Magazine Size: 75
Ammunition Pool: 1125
Accuracy[?]
Cone of Fire: 0.65
G40-F Ranger
G40-F Ranger
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 330 RPM
Muzzle Velocity: 325m/s
Effective Range: Long
Fire Modes: Automatic
Headshot Multiplier: 2x
Damage[?]
Max Damage: 100 before 50m
Min Damage: 20 after 200m
Max Indirect Damage: 40 before 5m
Min Indirect Damage: 1 at 8m
Reload Speed
Reload Speed: 3s
Ammunition
Magazine Size: 60
Ammunition Pool: 780
Accuracy[?]
Cone of Fire: 1.5
Bloom per Shot: 0.2
M12 Kobalt
M12 Kobalt
Costs
Cert Cost: 200 Certification Points
DC Cost: 150 Daybreak Cash
General Info
Fire Rate: 550 RPM
Muzzle Velocity: 650m/s
Effective Range: Medium
Fire Modes: Automatic
Headshot Multiplier: 2x
Damage[?]
Max Damage: 167 before 10m
Min Damage: 143 after 110m
Reload Speed
Reload Speed: 2.5s
Ammunition
Magazine Size: 60
Ammunition Pool: 600
Accuracy[?]
Min Cone of Fire: 0.2
Max Cone of Fire: 0.5
Bloom per Shot: 0.1
M20 Basilisk
M20 Basilisk
Costs
Auto Granted
General Info
Fire Rate: 400 RPM
Muzzle Velocity: 550m/s
Effective Range: Medium
Fire Modes: Automatic
Headshot Multiplier: 1x
Damage[?]
Max Damage: 250 before 10m
Min Damage: 167 after 100m
Reload Speed
Reload Speed: 3s
Ammunition
Magazine Size: 50
Ammunition Pool: 300
Accuracy[?]
Min Cone of Fire: 0.2
Max Cone of Fire: 0.5
Bloom per Shot: 0.1
E540 Halberd
E540 Halberd
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 60 RPM
Muzzle Velocity: 275m/s
Effective Range: Long
Fire Modes: Automatic
Damage[?]
Max Damage: 600
Min Damage: 600
Max Indirect Damage: 500 before 0.5m
Min Indirect Damage: 50 at 2m
Reload Speed
Reload Speed: 3.25s
Ammunition
Magazine Size: 1
Ammunition Pool: 36

Terran Republic[]

M18 Palisade
M18 Palisade
Costs
Auto Granted
General Info
Fire Rate: 411 RPM
Muzzle Velocity: 600m/s
Effective Range: Medium
Fire Modes: Automatic
Headshot Multiplier: 1x
Damage[?]
Max Damage: 200 before 10m
Min Damage: 167 after 150m
Reload Speed
Reload Speed: 3.5s
Ammunition
Magazine Size: 100
Ammunition Pool: 900
Accuracy[?]
Min Cone of Fire: 0.2
Max Cone of Fire: 0.4
G30 Vulcan
G30 Vulcan
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 750 RPM
Muzzle Velocity: 300m/s
Effective Range: Medium
Fire Modes: Automatic
Damage[?]
Max Damage: 143 before 15m
Min Damage: 100 after 60m
Reload Speed
Reload Speed: 2.5s
Ammunition
Magazine Size: 90
Ammunition Pool: 900
Accuracy[?]
Min Cone of Fire: 0.9
Max Cone of Fire: 0.9
Bloom per Shot: 0.01
P525 Marauder
P525 Marauder
Costs
Cert Cost: 875 Certification Points
DC Cost: 599 Daybreak Cash
General Info
Fire Rate: 171 RPM
Muzzle Velocity: 175m/s
Effective Range: Medium
Fire Modes: Automatic
Damage[?]
Max Damage: 75
Min Damage: 75
Max Indirect Damage: 334 before 0.5m
Min Indirect Damage: 25 at 3m
Reload Speed
Reload Speed: 3s
Ammunition
Magazine Size: 10
Ammunition Pool: 200
Accuracy[?]
Min Cone of Fire: 0.25
Max Cone of Fire: 1
Bloom per Shot: 0.25
MR11 Gatekeeper
MR11 Gatekeeper
Costs
Cert Cost: 550 Certification Points
DC Cost: 399 Daybreak Cash
General Info
Fire Rate: 600 RPM
Muzzle Velocity: 300m/s
Effective Range: Long
Fire Modes: Auto-Burst
Damage[?]
Max Damage: 100
Min Damage: 100
Max Indirect Damage: 50 before 0.5m
Min Indirect Damage: 25 at 3m
Reload Speed
Reload Speed: 3.2s
Ammunition
Magazine Size: 8
Ammunition Pool: 300
Accuracy[?]
Min Cone of Fire: 0.15
Max Cone of Fire: 0.25
Bloom per Shot: 0.05

Weapon Ribbons and Medals[]

With any Prowler weapon, it is possible to get both Ribbons and Medals. Each Ribbon is a standard reward for achieving a set amount of kills with a Prowler weapon. Medals relate to how many overall kills you have with the Prowlers weaponry.

Ribbons[]

Ribbon Icon Requirements
Prowler Service Ribbon
MBT Vehicle Ribbon
10 kills.
Driver Service Ribbon
Piloting Ribbon
20 driver assists
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
Medal Empty
0 kills N/A
Copper Medal
Medal Copper
10 kills Certification Points
Silver Medal
Medal Silver
60 kills 10 Certification Points
Gold Medal
Medal Gold
160 kills 20 Certification Points
Auraxium Medal
Medal Auraxium
1,160 kills 200 Certification Points

The Terran Republic's Prowler features seven different slots to customize its appearance, using cosmetics generally purchases with Daybreak Cash. These slots include Camo, Decal, Ornaments, Exterior, Trim, Lighting and Horn. A list of the possible customizations is below.

Prowler Exterior
Name Style Acquisition
Icon Prowler
Adept Plating Prowler Adept Plating 99 Daybreak Cash
Berserker Armor Icon Player Studio Prowler Berserker Armor 250 Daybreak Cash
Black Guard Plating Icon Player Studio Prowler Black Guard Plating 399 Daybreak Cash
Cavalier Armor Icon Player Studio Prowler Cavalier Armor 399 Daybreak Cash
Crusader Bumper Icon Player Studio Prowler Crusader Bumper 550 Daybreak Cash
Delta Plating Icon Player Studio Prowler Delta Plating 399 Daybreak Cash
Ferreter Mk.V Plating Icon Player Studio Prowler Ferreter Mk.V Plating 399 Daybreak Cash
Fleet Plating Prowler Fleet Plating 399 Daybreak Cash
Martial Plating Prowler Martial Plating 5,000 Merit
Nanite Systems Kit Icon Player Studio Prowler Nanite Systems Kit 249 Daybreak Cash
P34 Armor Icon Player Studio Prowler P34 Armor 250 Daybreak Cash
Peacekeeper Armor Icon Player Studio Prowler Peacekeeper Armor 399 Daybreak Cash
Scout Plating Prowler Scout Plating 250 Daybreak Cash
Stalwart Plating Prowler Stalwart Plating 399 Daybreak Cash
TR Prowler Pro Bundle
Viking Plating Icon Player Studio Prowler Viking Plating 250 Daybreak Cash
Witch Hunter Plating Icon Player Studio Prowler Witch Hunter Plating 399 Daybreak Cash
Prowler Customizations - Trim
Name Cost Style
Prowler Red Lumifiber Trim 550  Daybreak Cash
Prowler Red Lumifiber Trim
Prowler Red Lumifiber Trim 2 N/A
Prowler Red Lumifiber Trim2
Prowler Deluxe Banded Trim N/A
Prowler Gold Trim
Prowler Customizations - Lighting
Name Cost Style
Cyan Prowler Chassis Lights 250  Daybreak Cash
Cyan Prowler Chasis Lights
White Prowler Chassis Lights 250  Daybreak Cash
White Prowler Chasis Lights
Orange Prowler Chassis Lights 250  Daybreak Cash
Orange Prowler Chasis Lights
Red Prowler Chassis Lights 399  Daybreak Cash
Red Prowler Chasis Lights
Prowler Customizations - Horn
Name Cost Style
Prowler NS-A Horn Default
Horn
Prowler Terran Republic Horn 650  Daybreak Cash
Prowler Anniversary Horn Was only available as part of Two-Year Anniversary Bundle.

September 26, 2017 Update[]

March 20, 2019 Update[]

  • Tank Shell resistance (type 7) from 0 to -50
  • Rear armor from -100 to -50
  • Dev Note: While the original goal of increasing survivability for more casual or inexperienced players was well intentioned, tank versus tank combat became too much of a slugfest to be enjoyable for veterans. This change is a major swing back toward shorter tank versus tank time to kill values to bring back some of the tense, fast-paced gameplay (as well as some of the frustration that gameplay caused.) We'll continue to pursue avenues for easing less experienced players into the tank game, but it will no longer come at the cost of this style of gameplay.
  • Barrage (Prowler Ability)
    • Particle FX redone.
    • Cooldown reduced by 10 seconds at all ranks.
    • Dev Note: The placeholder shield visuals have been removed, and the ability has been made more available at more ranks.

August 28, 2019 Update[]

  • Rampart Projector (Defensive Slot)
    • While deployed, the Prowler receives increased front armor and projects a hardlight barrier forward to shield allied infantry. This barrier is tied directly to the Prowler's health pool, and damage to the barrier will also damage the Prowler.
    • Rank 1: 10% additional front armor.
    • Rank 2: 15% additional front armor.
    • Rank 3: 17.5% additional front armor.
    • Rank 4: 20% additional front armor.

April 28, 2021 Update (Containment Sites)[]

September 15, 2021 Update[]

  • Default Utility and Defense
  • Prowler
    • Resist type 4(Heavy Machine Guns) reduced from 87 to 80 for the ANT, Chimera, Lightning, Vanguard, Prowler, Magrider, and Sunderer.

Prowler/Media

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