Kalran: Tales of the four nations/Flamethrower

"When do we get to killing!"

-a spear reaching the battlefield

Tactical analysis

 * In the Reclaimers name: The spears are the offensive force of the Reclaimers. Being trained from decantation to fight in a mob with such zealotry that they are immune to morale damage.
 * Witness me: With such fanaticism and comradery with their fellow clones drilled into them since decantation makes it so that the death of their fellow clones will drive them to further frenzy, making it harder to displace them as more of them fall
 * The Reclaimers rabid hound: But due to how they were trained they are known to go in a mad frenzy when taking casualties against weapon that causes other to dive down or run. Causing them to madly charge towards their foes with the intent to kill, which increases their firepower and speed but makes them refuse to follow orders until their surrounding targets are dead and losing defense
 * A mad hound must be leashed lest it harms its owner: Note that the spears are best when fighting in a large mob as their reliant on their frenzy from dying allies and their horde bonus to close in, due to the short range of Reclaimer weaponry. And their frenzy, while powerful, can easily lead to them charging into a death trap if unchecked

History
As the main attack force, or derogatorily attack hounds, of the Reclaimers. The clones of this cell upon decantation are subjected nightmarish conditions to remove their sense of empathy. From being beaten near death for making a single mistake or objection, to which they claim is discipline, and greatly rewarding the most ruthless and obedient.

But this training also tend to cause major mental disorders in these clones, often leading half of the batches go mad or rebelled, and utter devotion to the chosen, not unlike the shields, but tend to also go overzealous with bloodlust, as their indoctrination meant that killing enemies of their master fills them with approval. These clones live a lie that their masters, the chosen, do care for them and only punishes them if they fail in their duty or disobey. When in reality their master couldn't care less of who they are.

Those that do survive are then gifted their powered armor, which are nearly airtight and covered in heavy, heat retaining ceramics and padding with little ways of ventilation. Compared to other powered armor they are cheap, consisting of only subpar servos, tons of armor, and a solarian generator to power it all, but due to subpar design its cumbersome and tiring to move, due to the suit only bearing half it's weight, it's near lack of ventilation and their cells use of thermal weaponry meaning that half of their forces tends to pass out or die from severe heatstroke after the battle, partially from the chosen only treating those suffering from minor heatstroke, and unreliable sealing means that radiation from the generator, and toxic fumes for their weapons, means that many also slowly goes insane or die from radiation poisoning, again most coming from the chosen only giving the most basic of treatments, and the volatile mixture for the suit and weapons means that they tend to explode upon a breach in the suit.

Like the spears they are called they charge upon their foe in a frenzy, and for every spear broken another replace it until one of them dies.

Weapon modules

 * Anti-infantry: Gains a flamethrower which can degarrison squad
 * Anti-armor: Gains an RPG that leaves a burning patch
 * Anti air: Gains a MANPAD that leaves a burning cloud
 * Assault: Gains an axe, pistol, and enhanced armor
 * Support: Gains a oil sprayer making enemy vulnerable to incendiary weapon
 * Demolition: Gains demolition charges