Kalran: Tales of the four nations/Reclaimers

Once the Reclaimers were known as a peacekeeping resistance, those who opposed the old corrupt empire. But tragically the weariness of war turned them into a monstrous force known for destroying the old capital. And by the eighth age the Reclaimers are an infamous force. Willing to spend countless lives of their clones to assure victory

Tactics
The Reclaimers are a force of million. Their teleporter allowing them to instantly bring their soldier onto the battlefield to fight. Using swarms of clones to overwhelm their foes while the chosen, natural born Reclaimers, support with with devastating weaponry, often killing the clones in the crossfire, and will always win in a battle of attrition. But they must rely on swarms of clones to win, for the chosen are fragile and slow and must rely of their clones shielding them. And with the clones weak weaponry, lack of armor, incredibly short range, and average speed, means that they will suffer heavy casualties before they get into combat. And are particularly vulnerable to area of effect and demoralizing weaponry.

Technologies
Cloning

Cybernetics

Chemical weaponry

Commander

 * Classic: Superweapons commander Desmond (Beast cell). Voiced by Sean Chiplock
 * Airforce: Toxins commander Mary (Rat cell). Voiced by Christie Cate
 * Defense: Cybernetics commander Josef (Bear cell). Voiced by Joseph Kucan
 * Infantry: Terrorism commander Ajatar (Crow cell). Voiced by Ray Chase
 * Armor: Destruction commander Nokhoilun (Hound cell). Voiced by Grey Griffin nee Delisle
 * Chosen communications officer Harold

Mechanics

 * Rapid deployment: Due to advancement in teleportation technology the Reclaimers can instantly summons their forces for a cheap fee. But the teleporter also need time to recharge
 * Quantity over quality: The Reclaimers have no way of gaining veterency, unlike the other factions, which, with the fragility, short range, and weak attacks of their clones and the slow and fragile chosen means they must rely on overwhelming numbers to win. Helped by their horde bonus, where squads in numbers of five will gain buffs to damage, toughness, and rate of fire
 * Weapon modules: Unlike other forces. Reclaimer units, from clones to chosen vehicles, start out weakly armed and must arm themselves before going into battle. While this delays them to join it battle it gives them greater flexibility. But each of the module are heavily specialized, an anti-air module can never attack ground units while anti-armor modules will scratch an infantry at best, meaning they required a combined force to properly face their enemies.