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===Skirmishers=== *'''Kanren Counter-Insurgency Group:''' Kanren are a fantastic board control and/or specialist unit. With Forward Deployment L2, they have 8 extra inches of space to make sure they're deployed in the right spot. Holoprojector L2 extends their influence as well as playing the shell game, and Martial Arts L1 give Stealth and V:Courage. Every Kanren option has a Chain Colt DTW for camo and small crowds, and Monofilament CCW. CC19 isn't bad, but it's not high enough to make him a very dedicate CC unit especially with only MA1. Do not challenge CC Specialists unless you can stack some heavy modifiers (BOTH Surprise Attack + MA1). Instead better targets are non-cc focused heavy infantry like ORCs, Aquila Guard, etc etc. There is an option with Madtraps for gluing down heavies, and another option with Minelayer+Sniffers for some anti-camo. The three specialist options are Assault Hacker, Killer Hacker, and Forward Observer. They have a competent BS12 and WIP13, so they can hold their own in fights, however, they are only ARM1. *'''Ninjas:''' Ninjas are like standard TO Infiltrators but with higher CC skills. Ninjas are very expensive. The Tacbow Ninjas are cheap however, the bow is useless for the short range and LOW burst on a BS11 platform; Even if she imposes a -12MOD, what good is she if she just misses her one shot? Ninjas are too CC focused and getting into CC with MA3 gives you better chances of landing a hit than using the Tacbow. They have 2 Specialists: An Assault Hacker and Killer Hacker. The Assault Hacker is WAY too expensive to consider. The Killer Hacker in only 29pts but comes with a bow; She's best to just wait for the opportune moment to grab and run with the Objective.
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