Kalran: Tales of the four nations/Huntress

"Let the hunt begin"

- A huntress ready for battle

Tactical analysis

 * The hunter sets forth: Huntress are the Navaheims multi-role infantry. Thanks to their training and forcefield they are stronger and faster then the standard infantry, are stealthed when stationary, and can fire their weapons in any direction as they move, even backwards
 * A hunters best friend: The huntress SMG are designed to suppress enemy infantry with a rapid burst of electricity. And its attacks deals little damage, the electric discharge it fires quickly supresses enemy infantry, or slows down heavy infantry, before charging in with their axe. And against vehicles the rounds briefly short circuits the machinery, giving them time to run up and plant their anti-tank sticky bomb, which kills anything short of an MBT in one shot
 * Double time: Due the the situations they normally fight in. Huntresses can also put everything they have into a rush of speed to get them into or out of a situation that desperately needs their attention. Though they move quickly during this sprint, they are unable to attack for the duration, and must spend a brief period of time moving at a slower speed, recovering
 * A hunter not a soldier: Despite all of these power the huntress are suppose to take their targets down quickly and are not suited for drawn out combat, sacrificing armour for mobility. And when spotted, or worst suppressed, before they get in range, their lives are counted in seconds until their forcefield breaks

History
"Judging by the tracks our enemies will likely be going through that valley. Now all we need to do is wait in there for the right moment."

Due to their tradition. It is standard for daughters and sons, once they reach of age, to be trained on how to fire a SMG, swing their axe, and fight with their puuko, since, in the past, failing to hunt an animal could lead to the family starving. Which turns out to also be good training for warfare.

And when the banner of war are raised these hunters ready themselves to fight for their people. Using their hunting and stealth tactics to ambush their foes and take them out before retaliation. Armed with their trusty SMG, axe, and puuko. And given anti-tank explosives, gambeson, and forcefield to protect retaliatory fire, but it does need a few seconds to recharge upon breaking. Their life as a hunter training them to make quick, accurate, shots or strike and to fire as they chase them down.

Salvage upgrade
Rank 1: Upgrades SMG to fire farther, increased forcefield strength, and upgrades AT bombs with tesla charge, dealing more damage and stunning targeted and surrounding vehicle

Rank 2: Upgrades SMG with tesla explosive round, increasing suppression and dealing damage in an aoe, increases axe damage and attack speed, goes into stealth when sprinting, and unit now throws AT bombs, increasing range

Rank 3 (assault tactics only): SMG gains an underslung grenade launcher, firing a burst of stun grenade every five shots, unit gains increased armour, AT bomb range and sprint duration increases

Rank 4 (assault tactics only): Unit gains a powered frame, changing unit type and increasing toughness and speed, SMG is upgraded to assault rifle, which fires faster and deals more damage, melee deals increased damage to heavy infantry, and unit can attack while sprinting and doesn't suffer debuff upon sprint ending

Arkalion

 * Legionnaire
 * Defender
 * Voltigeur
 * Warrior
 * Guardian
 * Ascendant

Alcradia

 * Vanguard
 * Lancer
 * Trooper
 * Huntress
 * Talon
 * Sword

Axio

 * Ashigaru
 * Privateer
 * Fusilier
 * Raider
 * Rebel
 * Enforcer

Askrian

 * Footman
 * Partisan
 * Dervish
 * Shock trooper
 * Mercenary
 * Ghoul