Kalran: Tales of the four nations/Rhino

"Rhino ready for war!"

-Rhino leaving the Armor command truck

Tactical analysis

 * Destroy it: The function of the Rhino is simple; anything in front of the machine dies. It's dual hellfire lances is able to wipe the field clean of enemy attack groups in numbers, using a large amount of hellfire oil. It jet of molten copper and plasma turns tanks into slag and infantry into ash, though each blast also means the cannons needs to recharge and cool for the next beam


 * Beam of death: It hellfire lances should not be underestimated. As upon firing any ground enemies, whether infantry, structure, or vehicle, between the Rhino and its target are likely vaporized, or in the case of infantry completely vaporized, by a jet of molten copper and plasma


 * Eat my dust: In addition, Rhinos can "sprint" briefly by by activating the hellfire boosters, while leaving a trail of burning hellfire oil behind it when driving away to deter enemies from pursuit or lure them into a trap. As not only will any ground force moving though it will be damaged, with infantry outright burning to death, but any vehicle that's dumb enough to chase it will soon find out it's wheels/tracks/legs have melted to slag and slowed to a crawl


 * Don't let it turn red: However for its power it comes at the price of a completely atrocious rate of fire, needing a long time for the barrels to cool down between fire. Thin armor, since the heat generation from the lances is so great that if the armor was any thicker the crew would risk dying from heat stroke. And absolutely no way to defend itself against aircrafts

Arkalion

 * Bellona
 * Shepherd
 * Leopard
 * Rhino
 * Bastion
 * Eradicator

Alcradia

 * Stark "Edwards"
 * Knight
 * Ratel
 * Predator
 * Odin
 * Hammer

Axio

 * Raijin
 * Alaz
 * Ox
 * Thanatos
 * Bison
 * Pacifier

Askrian

 * Kōwhai
 * Cruiser
 * Abomination
 * Cruiser
 * Abomination
 * Abomination