Kalran: Tales of the four nations/Riflemen

"Rifle squad ready!"

-UCA riflemen exiting barrack upon arming

Tactical analysis

 * Elite amongst infantry: Compared to the other faction none of them, bar the ADF, can fight against a riflemen in a straight fight without major losses and take on armor and aircrafts with their recoilless rifle and surface to air rocket (STAR) launcher
 * Not up to cost: Due to the their training riflemen are expensive and, combined with their initial rank, means that they start weaker compared to their foes
 * With experience, power: But as they rank up and gains upgrades they slowly matches, to being superior, to similar foes and with upgrades able to go toe to toe against armor and aircrafts
 * Unyielding: Riflemen aces are know to be toughest soldier ever made. Able to run and fire unaffected by their armor, shrug off wound that would have killed lesser men, end infantry with a single swing of their sword, and take accurate shots to a vehicles weakpoints, like the tracks or turret. And, in the case of Fortress battalion, made a rudimentary base to wheel their autocannon when deployed

History
"Charge sons of Alcradia!"

-Captain Alex of the 4th rifles division rallying his troops into battle

With how small the Fenrir population is, and the dangers of the frontier, it's mandatory for the first born child, whether son or daughter, to join military service. From here the soldier is taught the basic of handling their rifles and swordsmanship, with many of their recruits rifle and sword passed down from their fathers or mothers. And by the end are given their uniform, armor, and assault frame exiting as the pride of the UCA.

Their standard armament are the m4 garland semi-automatic rifle, recoilless rifle, frag grenades, bastard sword, full plate armor, assault frame, a skeletal frame around their body that moves the of their equipment's to the ground, and a surface to air rocket (STAR) launcher, which fires a rocket that explodes in a hail of shrapnel upon reaching a designated altitude. While this makes their infantry better armed and armored compared to the equivalents it also means their more expensive.

Variants upon upgrade
Able: Able riflemen are taught how to fight alongside their tanks, using them as cover to better aim their shots, and are given Bronson automatic rifle and upgraded STAR launcher which uses magnetized warhead, giving it a similar tracking to the Human missiles, to help their squads and armor against infantry and air

Echo: With Echoes doctrine of air superiority and rapid mobility their riflemen trade their rifles for a more compact bullpup carbine, which makes it easier for them to move and fires faster but loses some range and power, and given basic engineering lessons, since most of Echoes engineers are in the airfield maintaining the airforce, to help what armor they have on the ground and capture mineral pumps faster

Fortress: Fortress riflemen are given an autocannon, which can target ground and air, and entrenching tool, increasing their effectiveness against infantry, air, and armor. But due to it's weight, recoil, and ammunitions, they had to switch their rifle for a pistol and must either brace themselves on cover, in a building, or dig in to use their heavier weapon. Further enforcing the battalions defensive warfare

Rose: Being the UCA elite ops. Their riflemen are given the best weaponry they have. Trading their rifle to the prototype m8 assault rifle with underslung grenade launcher and the mark 4 "finn" prototype, a powered armor built for mass production that's currently in the testing phase, increasing their health, speed, and range

Thunder: With thunder battalions focus on armor the riflemen role shifts towards supporting the tanks taking territory. Upgrading their grenades to deploy smoke and giving their recoilless rifle an EMP warhead

Ace upgrade
Riflemen can now fire while moving, decreases abilities cooldown, gain major buff to health and regeneration, melee attacks now instantly kills most infantry, and Recoilless rifle have an increased chance to briefly stun vehicles.