Kalran: Tales of the four nations/Whip

"What are my orders?"

-A whip squad awaiting command upon summon

Tactical analysis

 * Leading officer: being one of the rare clones they are trained in instilling morale to their fellow clones. Yelling Reclaimer propaganda to fuel the soldiers fanaticism while supporting them with heavy weaponry as they fight
 * Uncaring: Due to a genetic quirk in their cloning the whips have little to no empathy or self-preservation. Immune to morale damage and suppression and will not retreat unless ordered
 * You will die doing your duties or you will die for cowardice: But of course the clones are still people, much to the Reclaimers ire, and will break and try to retreat against overwhelming forces. And here the whips duty is to make sure why they never retreat without order. Having taught to fire at any clones who showed signs of running, warning the others that retreating will be certain death
 * Just a support: Note that whips are only made to support the main clone army with it's high cost. And by themselves their weapons won't do much. And while not affect by suppression they will take more damage from such weapons.

History
"Directive one: when clones begin to run against orders they must be culled as a warning to survivors.

''Directive two: when shooting at deviant clones aim for either the stomach or the legs. Make sure they die slowly and screeching in pain as a warning.''

''Directive three: when using medical kit always make sure to keep clones fit for combat. Exceptions are if they were shot for cowardice or if the damage they took is over forty percent then ignore as it will be a waste of resources. Afterwards harvest the organs and equipment of surrounding corpse, preferable taking from those alive first.''

Directive four: when in combat shout out every Reclaimer propaganda to embolden clones in combat."

-Clone NA071. Reciting his instructions to his masters before battle

When the Reclaimers began their clone army to reclaim Alcradia two problems began surfacing.

The first was a strange strain of clones. When they began cloning they notice that one out of every five-hundred are different in mind. And despite all test all they got was a strange brain defect that can not be reliably replicated.

It was standard for clones to develop personalities, often making unauthorized customization to their weapon or uniform in a few day or becoming friends with each other, but the defective ones, nicknamed blanks, showed none of it. A blank will always follow orders and will never do anything outside of it, starving to death if ordered not to eat, and showed a lack of feeling pain, standing still even when it's arm is chopped off until it faints from blood loss. And, unlike the regular clones, when ordered to kill a kitten or puppy a regular will, nine times out of ten, hesitate, and only do it under threat with great regret. But when a blank is order to do it it does it without hesitation, often stomping the creature until it's a fine paste or ordered to stop without an ounce of remorse. Under any circumstances they would have been the ideal clones weren't it for they low chance of cloning, limiting their role.

The second was, despite all the experiment they did, the clones develop the same sense of self preservation they have. Meaning that against heavy defenses or overwhelming forces, which they are supposed to face to hold the enemies down, they will cower and retreat, no matter how many times the commander demands them to stand their ground.

The best solution they got was having an officer executing those who began running, since executing the runners, often by gas chamber or the grinder, after the battle won't help much, and beating out the clones sense of self-preservation, like Nokhoilun cell, or giving them a lobotomy, like Josef cell, was considered impractical, since losing half your stocks for the other half to be fearless or using large amounts of resources to lobotomize every clone is considered a waste. But here more problems emerge. The initial idea was to have a clone do the deed but since they think like their people, have great hesitations murdering their fellows who they likely bonded with, requiring them to be put at gunpoint most of the time to do it, and trying to beat it out of them works but the output of these clones was too low. The other was to use a chosen but realized that, no matter what they have, the chosen will likely die alongside their clones on account of where they fight.

They needed someone who is both expendable yet couldn't care less of the lives of the clones. When the idea struck. And began testing the blanks. And it was a success.

Due to the ease of creating blanks compared to chosen, but too low to make up the main army, and their lack of empathy they were perfect for the role and training began. Teaching these close to bellow out propaganda at the top of their lungs and to shoot at clones who runs against orders, given the best meal and training the Reclaimers can offer. And by the end they got the best morale officer they have. And later on taught how to operate heavy weaponry to support their clones and basic first aid to keep the clones and chosen alive, given explicit orders to never heal clones punished for retreating.

And soon these officers, nicknamed whips, became a dreaded monster amongst the regular clones for firing against their kin without remorse. The shots from high powered revolvers leaving the unlucky clone screaming in agony, the whips having been taught to fire upon the retreating clones in either the gut or the legs to make them suffer, often the shots disemboweling or blowing off the leg the unlucky clone. Such a horrid sight often cowed the clones back in line, and such disregard to the lives of their troops sickening their foes.

Variants upon upgrade
Beast: In order to better instill discipline on the clones the whips are given backpack mounted loudspeakers to spread their propaganda further, healing and buffing their clones. And comes with the benefit of allowing them to broadcast the dying screams of the clone they shot to warn the other and frighten their foes

Toxin cell: Due to the caustic nature of the cell weaponry, and their focus on airforce, their whips are given heavy duty armored hazmat suit, which are better then the ones given to standard clones, and are given experimental leper rounds, Which slowly eats the unfortunate target alive and turns them into an acidic bomb, or rust round, which reduced vehicles to rust and choking it's crew or pilot. And given special mutagen injectors to make other clones nearly invincible, but the contents of it will kill them a short time afterwards

Cyborg cell: Since this cell mostly consisted of cyborgs, forcibly remade from dying soldiers and clones, who had their body built to follow the commanders order, no matter how much they want to run. The whips of this cell are given high voltage injectors to buff up their forces and have armor grafted on their body and legs replaced with superior prosthetics.

Psycho cell: Whips given personnel cloak generator to make them stealthed, allowing them to keep up with their stealth focused brethren, taught how to string up corpses of their foe in terrifying display, warning any survivors the fate of their allies, and given hallucinogenic rounds, which makes enemy infantry fight amongst themselves or causes drivers and pilots to move and attack against commanders orders

Demolition cell: Due to the cell training of their troops making them fearless in their desire to please their superiors, often to zealotry, that they go into a frenzy, ignoring orders to kill their foes and often wasting their live better spent elsewhere. The whips gains a high powered taser to rein in the fanatic clones, making sure they do something before dying rather then wasting their lives to kill a squad deep within enemy territory, and are given flame resistant armor and incendiary rounds or thermite rounds

Weapon modules

 * Anti-infantry: Gains a HMG. Must deploy to fire. Will fire upon troops retreating against order
 * Anti-air: Gains a flak cannon
 * Anti-armor: Gains an anti-tank gun
 * Assault: Gains a sword and heavy, armor-piercing, pistol. Will fire upon troops retreating against order
 * Demolition: Gains two Mortars. Will fire upon troops retreating against order
 * Support: gains medical and mechanical supplies and divine magic. Heals infantry and repairs vehicle. Can deploy to salvage surrounding corpses and wrecks for supplies