Kalran: Tales of the four nations/Missile squad

"For our masters!"

- a shield squad ready for orders

Tactical analysis

 * Army of many: Summoned in the largest squad size. Beast cell shield is the epitome of the Reclaimers philosophy in quantity over quality. With squads always being cloned in pairs instantaneously
 * Swarm them: From their decantation the shields are trained to get as close to their enemies as fast as possible. And taught to sprint everywhere, to the point that walking is a foreign concept, and taught how to fight together in large swarms to overwhelm their foe and hold them down, and gains suppression resistance as long as they fighting group of five. While a personal gravity generators that forces all enemies targeting a unit between them to hit them first
 * Completely expendable: The weapons they suffers heavily from short range and low damage. This, with the squad average speed and lack of a closer, means the squad will take heavy causalities before battle begins, especially against anti-infantry, and will only win with large numbers. Fortunately they will always have numbers and their weapons are built lock down their enemies for Beast cell chosen to end them. And implanted in their necks is a chip that also enhances the chosen weapons, increasing their accuracy and damage. But will likely be killed by chosen friendly fire on account of their weapons large blast radius, but they can be easily replaced
 * Completely useless: The shields are close to useless by themselves, especially without their horde bonus. Due to their weapon range, abysmal damage, and barely existent armor. Means when they're forced to fight against foes on equal numbers and/or without support they will lose. Especially against anti-infantry or demoralizing weaponry

History
"Shut your lies dog! You know nothing of my master! They fed me and care for me when I'm sick. And only punish when I'm too scare to fight against tyrant like you! They protect and feed me! Unlike you murderous tyrant. And I know full well they will come and save me!"

*Recording was interrupted by sounds of explosions followed followed by screams.*

"Sir we found a survivor, status dying. She seems to be one of the shield division we lost. And statistics shows she can be saved. But cost to do so is high"

"Then don't bother IW711. Wasting precious resources to save what's left of a tool that done its use is stupid. Just toss it into the grinder."

"Affirmative commander."

-Remains of the interrogation log of clone RA411, nicknamed "Ralia", a captured Reclaimer. Autopsy indicated she was the first casualty when Reclaimers from her cell bombarded her cell, due to a chip implanted in her neck, and had survived for roughly four hours in agony, with high chance of surviving with immediate medical attention.

When a reclaimer clone is decanted they have a mind of a child, which can be easily manipulated.

Clones of the beast cell, labelled shields, are, upon decanting, are forced to kill animals, due to the Reclaimers having modified the clones genes so that they forcibly age up by absorbing the dying essence of creature. leading them having the body of a young adult but the mind of a child. After this are fitted with shock collars to keep them in line, which the clones being taught that its a symbol of trust and love from their master, and training begins, which mostly consist of training/propaganda and basic shooting and melee.

During their growth into soldier the Reclaimers cares for them, like a parent, with fake love and forced smiles, since one attracts flies better with honey then with vinegar. And are told that all other foes are nothing but ruthless monsters, and any knowledge of the outside is heavy propaganda. Fed stories on how they will be the mighty shield to protect the chosen and will be honored and remembered, unless they choose to disobey or question the chosen, or masters as they're affectionately call them much to their caretakers disgust, orders. And before the battle begins they are whipped up into a frenzy. Where in battle they charge like rabid dogs, firing their pistol without care before swinging their knife in melee

But in truth the best they can hope for is being mentioned in a footnote. To the Reclaimers the shields are nothing more then a tool, like their namesake. As their are always sent on what amounts to a suicide mission, from charging at a machinegun and artillery nest on to fighting their foes in a building that will be bombarded by their superiors, to either take territory or leave their foes vulnerable for the chosen attack, which effects tends to kill nearby clones. and ordered to never retreat, under penalty of death.

This often means that many of them are forced to watched as their fellow clones, friends that trained and fought together, are shred by bullets, or worse, often reducing them to the crying children they truly are. And if any of them tries to escape tends to suffer a bloody death at the hands of the Whips or the Aristocrats, and in the end any corpse or crippled clones, whether missing an arm or a finger, left are either sent to the grinder, where their body are reduced to raw materials to either make blood diamonds or new clones, or be forcibly remade into a Bow unit.

And for any shield who survived their first combat tend to be irrevocably changed, often beginning to refuse the chosen orders, too traumatized to fight properly, or realize that the chosen never loved them and defect. This mean the Reclaimers tend to want most of their shields to die in battle, since they don't want to waste resources helping the survivors. For the Reclaimers view the clones, despite being as human as the next person, as a resource, since they can make thousands of clones in a snap. And care for them as much as a soldier cares for his bullets.

Weapon modules

 * Anti-infantry: Gains a highly inaccurate but suppressive laser assault rifle and bayonet, suppressing their enemies as they charge into melee. Degarrisons structures when charging into building
 * Anti-tank: Gains molotov cocktails. Deals low damage but debuffs vehicles, which stacks
 * Anti-air: Gains handheld flak cannon. Highly inaccurate but fires in an aoe, relying on numbers to hit
 * Assault: Gains a bundle of grenades and sword. Throws grenades before charging into melee, likely taking casualties from their own grenades
 * Demolition: Gains petard battering ram. Will try to run upon planting petard on vehicles or structure, And will likely take casualties from said petard
 * Support: Gains a propaganda speaker and flag. buffing surrounding clones, enhancing horde bonus, and giving them suppression resistance