Kalran: Tales of the four nations/Heimdall

"Heimdall ready."

Tactical analysis

 * Stalwart guardian: The Heimdall battlesuit has been designed with only one goal: to stand their ground. Armored in heavy, but incredibly sturdy armor, making them the toughest infantry bar none, and two large plasma missile launchers capable of ripping apart any forces, whether air or ground, and a chest-mounted stun beam, completely freezing an infantry squad for their missile strike, or allies to attack
 * Stand firm against the tide: If needed the Heimdall and plant themselves to the ground and activate their defender field, inspiring surrounding units to fight harder while healing them and granting cover, while allowing the Heimdall to fire their missiles at a faster rate and increasing their beams output, now stunning surrounding infantry too
 * The immoveable object: If ever faced with something that can break them they can deploy a super shield. A powerful dome capable of stopping almost anything, but will temporarily render them immobile and will break under concentrated fire
 * Slow and steady, may not be enough: However they are rather slow, as fast as a standard MBT, while their bulk means that they barely fit into the Bifrost, and their missile, while devastating, have a rather low rate of fire

Rank upgrades
Rank 1: Stun beam can now target two units

Rank 2: Stun beams now freezes vehicles, and slows epic units, and missile aoe increases

Rank 3: Every attack is now followed up by a salvo of micro rockets, effective against groups of fragile units

Rank 4:

Rank 5: Super shield now becomes indestructible, siege mode now increases units toughness and regeneration, and missile now stuns target upon impact

Trivia

 * This unit is a combination of the terran Marauder from starcraft 2 and the Foehn Revolt Giantsbane/Godsbane from mental omega