Kalran: Tales of the four nations/Dagger

"Dagger reporting"

-A Dagger entering the field

History
Creatures always have a choice to rebel or follow. And much to the Reclaimers ire so do their clones.

Ever since their formation the Reclaimers had always tried to find a solution to remove the clones freewill, unable or refusing to acknowledge that the clones are not machines, due to it causing their forces to retreat, refuse orders, or worst of all desert.

Clones deserting was a known problem for them a long time ago, as those who survived their trial by fire but still considered useful to fight another battle tend to run away. Through the use of their teleporters these clones can escape to nearly anywhere, the farthest being to the nearest frontier town, where they can potentially jeopardize their location or give out critical information, potentially the ADF, and must be killed quickly.

But sending other clones is a bad idea, as many of them were taught to fight in a large, unsubtle, mob against armies, blanks were too small and lacked the grace needed to navigate the outside world, and they deem sending chosen was too risky and so they brainstorm until Ajatar found a solution.

Through their monitoring they noticed that some clones shows a higher aptitude in bravery, cunning, and strength and realized that, with some training, they could be made into proper soldiers. Thus came the Daggers, to tie up loose ends and strike at critical targets.

The life of a Dagger is that of abuse and degradation. Clones inducted into their ranks are forced into grueling, life-threatening, training where they are abused and insulted for even a little mistake or straying from their orders. Where missing even a single shot would lead to the clone beaten and forced to beg for their food and live rounds are used, with a clones death having their body spit on and discarded for being "weak". Where the clones kindness and empathy are either beaten out of them or they die clinging to their morals. And by the time they become the so called "elites", which only one out of five makes it out alive, they are reduced to nothing more then killing machines, built to hunt down rogue clones and execute them without an ounce of remorse, even if its a child. They lost the sense of pain and preservation, or at least that's what the Reclaimers think when in reality the pain they suffered make them see death as a release and their inability to kill themselves, and fight for their masters, hoping to finally die and be free from the invisible chains.

Weapon modules

 * Anti-infantry: Gains a toxic crossbow. Infantry killed by it stuns remaining squad and causes heavy morale damage
 * Anti-armor: Gains A hallucinogenic filled rpg. Deals low damage but heavily debuffs vehicles
 * Anti-air: Gains a cloud launcher. creating a blinding cloud when fired
 * Assault: Gains a monowire shotgun and hallucinogenic grenades. Grenades causes infantry to go berserk, fighting against anything, including friendlies
 * Demolition: Gains demolition charges. Can be planted as landmines
 * Support: Gains an EMP hallucinogenic grenade launcher. Stunning vehicles and causing high morale damage to infantry