Tanker Defense icon

Tanker Defense

Flares out! Defend an aerial refueling tanker: read the radar scope, pick the right countermeasure, call in an escort, and decide when the receiver has to break away.

LiveWeb

On station on a computer: heat-seeker M4 at 5 o'clock, 5.6 seconds out, ringed in green because it's time to fire, with Flares, Chaff and Jammer outlined green, BREAKAWAY and EGRESS beside each other, and the receiver taking fuel on the boomThe same moment on a phone: the radar scope with clock positions, the green-ringed heat-seeker, the countermeasure buttons right under the scope, then BREAKAWAY and EGRESS, and the missile's card counting downThe debrief after a Trainee sortie: grade B, 578 points, the score breakdown, and every missile with what was used, when, and the odds it gaveThe debrief on a phone: heat-seeker M7 was hit even though flares went out at the right moment. The debrief says the answer gave 90% and this was the one in ten that got through

About Tanker Defense

You're the defensive systems operator on an aerial refueling tanker.

Missiles appear on your radar scope with their clock position: "Bandit, 2 o'clock." Tap one to identify it, then answer it with the right countermeasure: flares for heat-seekers, chaff and the jammer for radar-guided missiles. Timing is everything. Each missile starts yellow while it's still too far out, turns green when it's time to fire, and red when it's too late. Or call in an escort fighter to splash a bandit before it can fire; leave a bandit alone and it may come back for another run. Your stock is limited, and some missiles stay unknown until the last few seconds.

While a receiver aircraft is on the boom taking fuel, a hit damages it too. Calling BREAKAWAY sends it clear, but it takes three seconds and ends the refueling, and the fuel you didn't deliver costs you. Take a third hit and you have two seconds to EGRESS: get the damaged tanker home for a partial score, or lose the sortie.

Four sorties, each a new series of threats every time: one receiver, two receivers back to back, a storm front, and a night run with the radar in quiet mode. Every sortie ends with a graded debrief: each missile, what you did and when, how it went, and the best answer. Trainee mode adds suggestions, the odds of every answer (even a perfect one isn't certain), a slower clock and an instructor's notes on your first run. Crew mode gives you none of that.

Tanker Defense plays in any modern browser, on a phone in portrait or a computer in landscape, with sound, and installs to your home screen to play offline.

Features

  • A radar scope with clock positions and crew-style callouts: "Bogey, 7 o'clock"
  • Heat-seekers, radar-guided missiles with their launching fighters, and unknowns identified at the last moment
  • Flares, chaff and a recharging jammer, with limited stock. Every missile turns yellow, green or red to show when to fire
  • Call in an escort to splash a bandit before it fires, or it may come back for another run
  • The breakaway decision: keep refueling, or send the receiver clear of a missile you can't stop. After a third hit, two seconds to egress
  • Four sorties, a new threat series every run, and a graded debrief with the odds and the best answer for every missile
  • Sound with real takeoff, landing and approach recordings. Installs to your home screen and plays offline. No accounts, no ads, and nothing leaves your device