Kalran: Tales of the four nations/Sword

"Lets find some test subjects."

Tactical analysis

 * Melt them: The sword are the main infantry of the toxin cell. Made to support their aircraft and take territory.
 * Toxins ready: The caustic weapons of the sword are built to kill infantry but corrode armor, relying on the cell vehicle and aircraft to damage armor. And the hazmat suit they wear also gives them resistances to the toxin fields left, but it's not advice to let them stay on the field due to being made of cheap materials
 * Not dying yet: In the event they take a fatal blow, so long as it doesn't destroy their body, the injector built into their suits will pump them full of enhancement drugs. Restoring them to full health and cause them to drop their weapons and charge, enhanced to the point they can damage a tank. But know that this is brief as this new health will constantly tick down, and can be quickened, until they die
 * Jack of all trades: Note that the sword are probably the closest to a normal clone infantry, being more braver and stronger then the shield yet lack the zealotry or morale immunity of the spear or bow, and therefore should be treated slightly less expandable then the normal

Weapon modules

 * Anti-infantry: Gains toxin grenades and shield
 * Anti-armor: Gains acidic grenade launcher. Which debuffs vehicles
 * Anti-air: Gains silicon dust launcher
 * Assault: Gains Toxin demolition charges
 * Demolition: Gains a defoliant cannon. Must deploy to fire
 * Support: Gains a viral sprayer. Which debuffs units