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 Navaheim. Whose sole purpose is to leech off their opponents resources without them knowing by attacking their refinery or pumps with their hacking rig. 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
 * Non-combatant: Do note that the thief is not a combatant and should never be sent into combat. Have neither weapon nor armor, except for stealth. And once they're spotted even a fodder can kill them
 * Hoof it: In the event that they are spotted they can drop a smoke grenade and overclock their cloak generator. Giving them a large boost to speed and making them invulnerable for a brief moment to make their escape
 * This may help: Thief, once on the field, are known to upgrade their equipment's to help them do better at their job, from upgrading their hacking kit to making a rudimentary scrambler that makes them invisible to a detectors outer range

History
"While I have those idiots credit for repulsing our attacks despite being cut off from their base they really should have kept vigilance over their storage supplies. And by the time they noticed us everything, from their rations to munitions, were already gone."

-Excerpt from Kasumi Makinen, a veteran thief, on the siege of stormwatch, which was broken when the UCA ran out of supplies and surrendered.

If there is one thing that the Navaheim 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 UCA, and must use unconventional tactics, from placing traps to striking at their foes rear guard then retreating. With their thieves being an epitome of their less honorable tactics.

Armed with nothing but a special hacking rig and their 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 size and sensitivity of their rig, they are unable to to arm themselves, save for a few smoke grenades, without heavily slowing down or risk damaging the rig. And are taught that, in the event they are caught, to drop all of their grenades and make a run for it, fortunately it turns it out that briefly overloading their rig produce a powerful static that stun units and scrambles automated aiming.

Salvage upgrades
Rank 1: Increase range of rig and amount stolen

Rank 2: upgrades smoke grenades to stun grenades and halves all detector range