Kalran: Tales of the four nations/Huntress

"Let the hunt begin"

- A huntress ready for battle

Tactical analysis

 * On the prowl: Huntress are the Navaheims elite, multi-role, infantry. Thanks to their training and forcefield they are stronger and faster then any infantry. And, with their personal illusion generator, are cloaked when not attacking or healing. And can heal their injuries when not in combat
 * A hunters best friend: The huntress carbine and axe hits hard while their manpad makes quick work of unsuspecting aircrafts and against garrison their grenades do the trick, though it's advice to run when facing heavy armor. All of which they are trained to fire in any direction as they move, even backwards. And can sprint to either close in or escape
 * A hunter not a soldier: Despite all of these power the huntress are suppose to be use for ambush and guerilla warfare and sacrificed armor for mobility. And when spotted, or worst suppressed, before they get in range, their lives are counted in seconds until their forcefield breaks
 * More power: By salvaging the scraps off their foes, from infantry to vehicles, they can upgrade themselves. From upgrading their grenades to sonic grenade launchers to making their manpad debuffing aircrafts that survives the first shot

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 carbine, 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 carbine, axe, and puuko. And given manpad and grenades, 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.

Variants upon upgrade
Guerilla tactics: The huntress trades their carbine for a shotgun, further increasing their damage and giving an aoe at the cost of range, and gains a LAW, allowing them to attack armor, upgrades their illusion generator so that they go into stealth faster, and now fire in a three round burst and deals more damage when attacking our from stealth

Air raid tactics: Gives their huntresses a marker gun and marker mines, which makes it easier for their airforce to take down targets marked by it, and a aircraft generator, which upon deployment creates aircraft decoys to fool their enemy

Delaying tactic: Huntresses gains a LMG with underslung flashbang grenade launchers, which must be deployed or garrisoned to fire but can be done so quickly, and learns how to lay down anti-tank landmines

Stalker tactic: Switches the huntresses carbine for a marksman rifle, increasing their range and sight radius but suffers minor speed reduction, gives them an anti-tank rifle, which can only be fire with the aimed shot ability. and allow them to deploy flare traps, lighting up an area when an enemy trips it for their snipers to fire

Assault tactic: Changes the huntresses carbine for a suppressive, if inaccurate, machine pistol with stun grenades, which they can throw in a barrage before charging, and upgrades their axe, forcefield, and speed

Salvage upgrade
Rank 1: Upgrades grenade to grenade launcher increasing range, forcefield strength, and upgrades manpad with pressurizer rounds, hitting and debuffing aircrafts in an aoe without delay and can't be intercepted

Rank 2: Upgrades main weapon with pressurizer round, dart launchers in the case of stalker and delay tactic, upgrades tactics ability, and drops smoke grenades and goes to stealth when sprinting