Kalran: Tales of the four nations/Zephyr

"Listen to that engine purr."

-A Zephyr exiting the Armor Facility

Tactical analysis

 * Speed racer: Originally a military scout car before repurposed and retrofitted for combat duties, the Zephyr retains all the speed of its scout variant, being one of the fastest vehicles on the battlefield, and is amphibious to boot.


 * Lets see whos faster: The Zephyr a pair of autocannons, most useful for shooting down those pesky aircraft. Being the commanders only mobile anti-air units, it would be wise to have one around at all times. In addition, it can turn its autocannons against ground units, so it isn't defenseless against them either. And can fire them accurately even when moving


 * Boing: The Zephyr has two tricks up its sleeve; a jump piston, which allows it to launch itself over long distances, and when threatened, the driver can inject liquid oxygen into their cars engines and gain a speed boost, allowing the Zephyr to make their getaway or chase down they foe. With these devices, no obstacle is insurmountable for the Zephyr
 * Out of gas: But caution must be taken as the Zephyr armor is only better than an average car and the cannons caliber only scratches tank and heavy aircraft armor

Scrap upgrades
Rank 1: Upgrades autocannons to MRL, increasing rate of fire and damage, leap cooldown is reduced, and Nitro boost now last longer ad produce smoke, blocking line of sight

Rank 2: MRL is upgraded with pressurizer rockets, damaging in an aoe and debuffing heavy units, leap now damages enemies upon landing, and Nitro boost now cloaks unit and produce an EMP pulse