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===Medium Infantry=== *'''USAriadna Grunts, Line Rangers Regiment:''' The Grunts are the basic trooper for the USARF. They have Shock Immunity, ARM3, an array of options, and they're super cheap. Individually, they aren't more than order generators and/or rear guard. There are only 2 specialist options: Forward Observer and Paramedic. A VERY noteworthy option is the Inferior Infiltrator with HFT and LSG. This profile can be very dangerous especially against fireteams or crowds...if they can stick their inferior infiltration roll that is. Though very inexpensive, they have quite a drawback - only 4-2MOV (normal for Medium Infantry) and only WIP12. **'''Core:''' In a Core team, the Grunts become a very formidable defensive team. The HMG is great for any active turn shooting, VERY cheap Snipers for AROs, HFT/LSG for close quarter gunfights, and ARM6 in cover! Though there are specialist options, the team is better as a defensive unit that hunkers down and over watch firelanes. It doesn't cost a lot, leaving you plenty of points for more troopers. **'''Grunt Intel Rosalind 'Rosie' Munroe:''' Rosie is the spec-ops character for USARF. While her MOV4-2 is still the same, her BS12 and WIP13 is a very nice improvement over the generic Grunt. For 22pts, she brings a Light Rocket Launcher, Light Shotgun, D-Charges, Forward Deployment L1, Shock Immunity, V:Dogged, Specialist Operative, and counts as a Grunt for Fireteam composition. Grunts have good long ranged weapons; Rosie brings a mid ranged weapon, Light Rocket Launcher, giving the team more aggressive purpose - move forward and take oobjectives. As oppose to sitting back and covering firing lanes. Shock Immunity and V:Dogged is a neat little combo, and Forward Deployment L1 gives her an extra 4" for deployment getting her to good range-band more easily. Also she's the one other unit that brings D-Charges. Her skills and equipment are at odds with the Grunts she would lead. Grunts excel in defensive ARO duties, but Rosie not only wants to move forward, but also deploy further up; So she may just not be worth taking over a solid Grunt Sniper team. Marauders are better at the midfield fight than the Grunts. *'''Mavericks, 9th Motorized Recon Battalion:''' Mavericks are the disciplined biker unit of the USARF. They are Regular and Impetuous - NOT Extremely so they can cancel their Impetuous Order freely. Contrary to all over bikers, Mavericks are slower with 8-4MOV which is hardly a issue because they'll most likely be dropping Smoke Grenades and 8-4MOV is still pretty fast. Mavericks also have ARM3 and MSV1 - also unique to the Mavericks. They have a nice arsenal most notably the SMG and Light Rocket Launcher. They also have a nicely priced Forward Observer specialist with WIP13. *'''5307th Composite Ranger Unit, Marauders:''' The Marauders are aggressive jungle fighters. They have Forward Deployment L1, Stealth, and V:Dogged with ARM3 like many other USARF units. They bring heavy weapons like Heavy Rocket Launchers, Sniper, or Molotoks. Despite being only 4-2MOV, Forward Deployment L1 helps them get into good range and/or deploys their Paramedic closer to Objectives. The Sniper and HRL options both have MSV1, and the Boarding Shotgun options comes with Mines. Also worth mentioning, the Lieutenant option doesn't cost a whole SWC like the Grunts, and with the extra deployment space, a Marauder LT can easily find a secure spot to camp. **'''Core:''' Marauders can form a 5 man fireteam...with that extra 4" of deployment space from Forward Deployment L1. This is a pretty strong combination of skills and no other fireteams have it. A Paramedic can make the team ITS ready and the slowness of the 4-2MOV is greatly mitigated. Also Stealth helps them maneuver around nearby enemies safely. **'''Haris:''' Same deal as a Core Fireteam but in a smaller 3-man footprint. Make a small specialist escort team, a forward deployed defensive unit, or even an aggressive active turn fighters.
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