The Tier III series of the Zhyr supersoldier project has been regarded by Foundation intelligence as one of the most threatening aspects of dealing with Elorean affairs.
History
Based off recovered documents, the Tier III series was designed from the ground up to fix up the shortcomings of the Tier II series. Instead of mass production of single-purpose supersoldiers, the Tier III goes about diversifying elements, further augmenting Elorean and Iridian military strength.
Combined with advances in thaumaturgy, metallurgy, pharmacology, and general technology level increases due to contact with outside modern elements, the Tier III represents a new paradigm of Elorean military strategy. Rather than the cumbersome knight charges that have been easily dealt with via firearms, the Tier IIIs incorporate modern weaponry and modern tactics, which combined with their near-superhuman feats and absolute loyalty, makes for deadly opponents to encounter in the field.
Tactics
Tier III squads change their tactics depending on the squad composition, the fighting strength of the squad, and the enemy they are encountering. However, the following tactics have been observed in the field:
- A DFDR will utilize its runic shield to protect weaker Tier III subtypes behind it, and slowly advance, while the protected unit is able to fire from behind cover;
- A SCRH will attempt to box in a fleeing enemy with the flames ejected from its flamethrower, and attempt to prevent escape;
- An ASLT will charge gunlines with surprising speed, with the intent of breaking enemy formations and causing panic, while it engages threats with gunfire;
- A SUBD will utilize the power of its stunlock rod to isolate and weaken distracted enemy elements until they are disabled or killed.
Further tactics have yet to be observed.
Countermeasures
The following countermeasures have been found to be effective against certain Zhyr subtypes and unit compositions:
- If possible, target the fuel tank on a SCRH's back. With enough damage, this tank will violently explode, damaging and burning other enemy units around it. Take care to ensure friendly forces are not within the blast radius;
- DFDR shields are rather tough, but not completely impenetrable - explosives and high-powered rifled rounds will break through easily;
- SUBD subtypes are deadly at close range, but lack the armor of the other subtypes - a decent firearm will make quick work of them.
The Assaulter is designed to rush into combat and establish a bloody foothold quickly, forming a beachhead for slower units to safely enter the field. ASLT Zhyrs rush headlong into battle, and are more than capable of holding their own with powerful stimulants flowing through their veins.
Stats
Health
Physical Health: 8
Attributes
Physical Defense: 5
Agility: 5
Perception: 4
Strength: 5
Skills
Intimidation: 5
Melee: 4 (+2)
Ranged: 4
Specialties
Furious Charge: Grants a +5 Agi bonus when rushing into combat with the enemy. Bonus will remain in effect so long as the unit is not within melee range of an opponent.
Stormwind: Grants a +4 Ranged bonus when this unit is engaged in close-quarters combat with an enemy that is able to retaliate (accepted as less than 20m).
Passives
Riposte: If this unit deflects a melee attack with PDef, it may immediate retaliate with a melee attack against its attacker, regardless of turn sequence.
Riot Kick: If this unit scores a melee critical win, it may add 1d3 damage onto its attack roll.
The Defender is a slow-moving Zhyr armed with an impressive runed shield, allowing it to absorb and deflect incoming enemy attacks to protect itself and a singular friendly unit behind it. Defenders can be seen utilizing their shields to protect vulnerable allies and to keep enemies clear with carefully timed shield bashes.
Stats
Health
Physical Health: 10
Attributes
Physical Defense: 6
Agility: 3
Perception: 4
Strength: 6
Skills
Intimidation: 4
Melee: 4 (+3)
Ranged: 4
Specialties
Unyielding: Grants a +5 PDef bonus when engaged with enemies in melee combat, or a +4 PDef bonus when engaged with ranged attacks that do not fall into the Armored Weakness category.
Unmovable: Grants a +4 Strength bonus if an enemy opponent attempts to move them.
Passives
Shield Bash: This unit may attempt to hit an enemy with its shield to knock them back. If successful, the attacked unit is inflicted with a Stunned counter.
Armored Weakness: This unit is inflicted with a -4 PDef penalty when attacked with battle round calibers or larger, as well as explosives. This unit may not utilize Unyielding to offset this penalty.
Mobile Wall: This unit may lower its shield to provide protection to a friendly unit, at the cost of reducing its Agility to zero. Any attacks directed at the protected unit may be rolled against with the DFDR’s PDef stats.
The Suppressor is utilized to keep enemy movements suppressed with heavy machine gun fire, allowing other friendly units to maneuver in and destroy threats without fear of retaliation.
The Suppressor is unique among the Tier IIIs in that, through the magic in its mask. By utilizing a passive means of reality alteration through its creator, the SPSR can "enforce" a specific reality in its presence…
Stats
Health
Physical Health: 8
Attributes
Physical Defense: 5
Agility: 4
Perception: 4
Strength: 5
Skills
Intimidation: 5
Melee: 3 (+2)
Ranged: 5
Specialties
Covering Fire: This unit takes one turn to set up an emplacement or to reload, and then may fire its weapon with a +5 ranged bonus for 3 turns. All enemy units are inflicted with the Pinned status.
Hardened Emplacement: While firing its weapon, this unit is granted a +4 PDef advantage against all non-explosive ranged attacks, at the cost of its Agi being reduced to zero.
Passives
Armored Weakness: This unit is inflicted with a -4 PDef penalty when attacked with explosives. This unit may not utilize Hardened Emplacement to offset this penalty.
Suppression II: This unit automatically inflicts Suppressed II to all enemies within its area of effect (100m).
The Subduer is a melee combat champion, designed to close into enemy ranks and destroy the enemy in brutal hand-to-hand combat. Armed with the deadly Stunlock Rod, Subduers move in and bring enemies to heel with their rods, leaving them at the mercy of allied units.
Stats
Health
Physical Health: 9
Attributes
Physical Defense: 4
Agility: 5
Perception: 4
Strength: 6
Skills
Intimidation: 5
Melee: 5 (+3)
Ranged: 4
Specialties
Martial Master: Grants +4 Melee advantage when engaged in an enemy in melee combat.
CQC Shooter: Grants +4 Ranged advantage when engaged in close-range (< 20m) ranged combat.
Passives
Stunlock: When this unit attacks in melee, a successful hit inflicts a Stunned counter on an opponent. Hits must be dodged - any sort of parry will still inflict a Stunned counter.
Lightly Armored Weakness: This unit is inflicted with a -3 PDef penalty if engaged with firearms.
Riposte: If this unit deflects a melee attack with PDef, it may immediate retaliate with a melee attack against its attacker, regardless of turn sequence.
Riot Kick: If this unit scores a melee critical win, it may add 1d3 damage onto its attack roll.
The Scorcher is designed to control the field - by lighting the field on fire, it denies the enemy usage of cover, prevents them from hiding by flooding all possible hiding spots with flame, and utilizing its slow-burning flame to turn enemy units to a crisp.
Stats
Health
Physical Health: 7
Attributes
Physical Defense: 4
Agility: 3
Perception: 4
Strength: 4
Skills
Intimidation: 4
Melee: 4 (+2)
Ranged: 5
Specials
Incineration Cover: Grants a +4 Ranged bonus when engaging targets within less than 20m of its current position.
Passives
Burning: Any unit hit in Ranged combat by this unit is inflicted with the Burning status.
Fire Resistance: This unit is immune to all flame-based attacks.
Walking Bomb: This unit takes double damage if the tank attached to its back is targeted. Should it die from non-precision gunshot wounds (Ranged roll, DC 10), this tank explodes and hits everyone within 20m of the explosion with a 4df+6 concussive Burning blast.