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===Light Infantry=== *'''112 Emergency Service:''' The Ariadna Doctor unit comes either on motorcycle or on foot. Either way itβs pretty cheap and with the motorized version getting to wherever you need it to be becomes pretty order-efficient. *'''6th Airborne Rangers Reg.:''' These are cheap parachutists with a few profiles to pick for a range of uses- including a FO for pressing buttons or tagging a hard to reach target. They also do well in CC, making them great overall for abusing a gap in the opponents defense. *'''Dozers, Field Engineers:''' The generic Ariadna engineer, just as the 112 it comes quite affordable and with either D-Charges or an Acrylat-Cannon. *'''The Unknown Ranger:''' USARFs Captain America! This wildcard character is a star among the Ariadna roster, bringing Tactical Awareness and an abundance of skills to a statline making him good at any kind of fight. You get the choice between either an AP Spitfire or the MK12. *'''Wild Bill, Legendary Gunslinger:''' He's fast at MOV 6-2, got (+1Dam) and shock on his BS, also he's got marksmanship and NWI. Neither the rifle nor the contender have a nice rangeband, but with the MULTI pistol he's got a positive rangeband from 0-12", which overall makes him an unpleasant close-range fighter. He counts as USAriadna Grunt for link-purposes. *'''Van Zant:''' This guy is infamous for his Parachutist (Dep. Zone) and a good reason to have your defense cover all directions whenever you'd expect him. MA L2 and an AP Rifle plus Heavy Pistol make him highly competent in killing anything from 12"-0", stealth helps sneaking up his prey. NCO comes in handy if he's in your 2nd group for an extra order to spend. ====Mercenaries==== *'''Wardrivers, Mercenary Hackers:''' The name describes them pretty well. Both profiles are cheap hackers, although you gotta pay 1 SWC and two more points to let the Wardriver have an actual HD. *'''Warcors:''' 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they're well worth it.
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