I now got all three of our mercenary infantry units painted up so here's the reason I created this thread in the first place. But, since it includes KTS, Brawler, and a Druze, let's make a discussion out of it. So, what's your favorite unit out of three of them, why, and how do they compare to each other? What factions make the best use out of them? Here are my thoughts: KTS The most efficient unit as far as direct active-turn gunfighting is concerned. I'd often take the lone Spitfire KTS in my Qapu Khalqi lists as the second-turn killer. In WhiteCo they got some insanely cheap link options for only 51 pts. This leaves them with the ability to form a long-range MULTI-sniper Haris that can leverage the distance and the Mimetism MODs for outshooting TR bots and other stuff. Linkability with Wild Bill is also a nice bonus since Wild Bill requires an extra burst and a long-range weapon in the link that would carry him outside the DZ into the midfield where he's at his best. It goes without saying, but they are also neat specialists, albeit rather pricy. Brawlers As a Dahshat player, I auto-include Brawler MSR in 90% of my lists. Their defensive capabilities are top-notch and with the right positioning, you can outrange anything and anyone, and constantly shooting on 15s while having other guys shoot you with -6 MODs for range and the cover is a blessing. Sadly, I could not find any other use for the rest of the profiles. Hacker is pretty cheap, but Ghulam Hacker in Dahshat is still cheaper. Overall, those profiles are overshadowed by the alternatives in DahshatCo, but I am not that sure about others. The Hacker profiles used to be the Killer Hacker magnet back in N3 from what I heard on the Druze forums, but Engineer and Doc profiles are pretty meh. The HRL is a very cheap ARO piece for Turn 3 once all the Mimetism enemies are gone. Druze Shock Marksman Rifle is actually a nice profile that I'd use for a Haris team (with some wildcards if possible). It leverages the unique range bands while negating the -3 penalty thanks to X-Visor, and having it at +1 Damage is nice. Outranging the enemy from somewhere around 32-40" is a nice boon. Although, at this point, even the HMG profile has it now, so you can shoot as far as 48" without negative MODs, but that's paying an additional +1.5 SWC. And yes, there is LGL whose 0 range is now even farther than before, but this makes them depend on Spotlight even more. They are the priciest mercs out of all three, and ultimately their main issue is that you either go for a cheap Haris (which not everyone can get) or a specialized Core with the rest of your list built around its main gimmick: outranging and speculative attacks. And you're committing a lot for a unit that has no MSV or Mimetism perks (Druze MSR option notwithstanding).