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===Skirmishers=== *'''Greif Operators:''' These MSV1 wielding guys have Impersonation on one of their profiles- and Forward Deployment (8") MIM (-3) on the other two. Pretty useful to take out specific targets with Mimetism. *'''The Shrouded:''' Really point-efficient loadouts on a Mim-3 Camo Infiltrator. Two Minelayer options: The first gets you 2 Camo markers in the midfield for ultra cheap, while the other has a BSG and a Dazer, which both impedes your opponent's movement, and speeds up himself up with his Terrain Total. Has HD/KHD and FO options for some great specialist choices. *'''Malignos:''' In many ways, a Luxury version of the Shrouded. You pay between 6-12 points more for Hidden Deployment, WIP14, Mim-6 and ARM1/BTS3 on mostly identical loadouts. No Minelayer option, but can take Monofilament Mines. The KHD has both Shock Mines AND a Dazer so you get to choose your own adventure when it comes to board control. *'''Speculo Killer:''' Impersonator with a Mono CC Weapon and Smoke Grenades, but since that apparently isn't enough, she gets a Minelayer option as well. Very easily capable of starting outside your opponents deployment zone and Rambo-ing multiple enemies before re-Impersonating. She is a problem that your opponent absolutely cannot ignore so make sure she's frustrating to deal with. **Ironic that the lore and gameplay diverge so much here. Speculos are supposed to be so good at blending in, that they are able to get away with ''posing as members of the enemy team'', but in practice, when you put down an Imp-1 Marker AND a Camo Marker it becomes painfully obvious what is actually on the board. Don't let that dissuade you, she still has to be Discovered twice before they can do anything *'''Zerat Special Missions Regiment:''' Zerats received an upgrade in N4. They're Mim-6 troopers for sub-30pts, with infiltration and a few decent specialist profiles. Alongside mines, d-charges, and templates, they're a decent multi-role skirmisher, but lack the staying power that camouflage would provide. They're good for Turn 1 button pushers, board control, assassination runs, and just forcing unfavorable fights at -9. They get their best value when going first by pressing buttons, going into suppressive fire, and/or picking off an overextended chump. Honestly hit or miss, and you should expect them to die in turns 1 or 2. If you do take them, know what you want to use them for.
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