Kalran: Tales of the four nations/Thief

"Need something stolen?"

-A thief exiting the arsenal

Tactical analysis

 * Sticky fingers: The thief are perhaps the most unconventional unit of the Faunus. Whose sole purpose is to leech off their opponents resources without them knowing by attacking their refinery or pumps with their tools. And with their stealth it means that an inattentive commander will not even realize half of their gains are going toward their enemy until they're bankrupted
 * I didn't steal these supplies: Another role the Thief fulfills is healing. By standing still they will use their medical equipment to heal surrounding infantry, while slower when compared to other healers they can do it without breaking stealth, giving their allies a spot to retreat and heal up
 * Hoof it: In the event that they are spotted they can drop a smoke grenade and overclock their illusion generator. Giving them a large boost to speed and making them invulnerable for a brief moment to make their escape
 * Non-combatant: Do note that the thief is not a combatant and should never be sent into combat. Having neither weapon nor armor, except for stealth. And once they're spotted even a Fodder can kill them

History
If there is one thing that the Faunus truly suffers is that their technology, outside of stealth, is rather dated. And will never win in a head on battle against their technologically superior foes, particularly the Goliaths, and must use unconventional tactics, from placing traps to striking at their foes rear guard at long range. With their thieves being an epitome of their less honorable tactics.

Armed with nothing but a set of tools and an illusion generator. These thieves, often young volunteers, are to sneak close to their enemies refinery or mineral pumps and slowly leech off their supplies until they're broke or are spotted.

But, due to the number of tools and need to stay stealthy, they are unable to to arm themselves, save for a few special smoke grenades, without heavily slowing down or revealing themselves when moving. And are taught that, in the event they are caught, to drop all of their grenades and make a run for it, their grenades specialized to produce a powerful static that stun units and scrambles automated aiming.

Trivia

 * This unit is based of the thief from red alert 1 and red alert paradox.

Arkalion

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Alcradia

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 * Medicine man
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Axio

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Askrian

 * Thief
 * Necromancer
 * Necromancer
 * Necromancer
 * Necromancer
 * Necromancer