Notable units in the immortals:
Standard immortal raider:
Perhaps one of the most common units in the immortals, the immortal raiders boast some heavy armor, not as much as the mk2 raider. Typically seen wielding heavy weaponry in addition to their armor.
The most common unit in the immortal, soldiers are well rounded units balancing tankyness with mobility and optional stealth. They wield heavy to light weaponry and are usually not the first to get deployed.
Genies are the units that both deliver engineering and repairing support as well as healing support. Their name is in reference to fullfilling 2 out of 3 wishes right as they cant really fight that well.
Equiped with a healing generator and a shielding generator the walking hospitals live up to their name. Packed in armor and wielding heavy weaponry they act as fully mobile safety areas, using their shield to protect injured soldiers nearing spawn point and healing gas to stretch out their longevity. Less armored than the raiders but still notable resilience the walking hospitals were a result of an arms race that should not be repeated.
Immortal raiders mk2:
The updated version of the immortals increases their already notable resilience even further while also drastically increasing the number of juggernaut units available. The immortal raiders mk2 are the most resilient units the immortals have to offer.
The sappers in the immortals are a direct and loud version of the saboteurs, favoring armor similar to that of the soldiers with minor tweaks such as sabotage tools.
Shielders are the frontline of defense for the immortals, their shields will block most of the incoming damage directed at troops taking cover behind them. They act as highly usefull guards to important units on the battlefield as well as providing one way cover for their allies.
(Plaguemasters are a secret unit and not everyone knows of them. Soldiers are vowed to not speak of them to civilians.)
The plaguemasters are the best and most dangerous unit that the immortals have to offer. They have exceptional crowd control through their unique ability of affliction control. Currently there are little over 75 total plaguemasters enlisted with the immortals. They rarely apear on the battlefield and are only deployed when the immortals absolutely believe a fight needs to be won. Unlike the supersoldiers of other factions the plaguemasters are not bullet proof, heavily relying on their comrades to survive.
There are 3 main kinds of plague masters out there, each with their own use and tasks. (posted in ascending order of rarity)
The angel type plaguemaster is the fastest to be deployed due to their well rounded capabilities. In addition to their disease controlling abilities they are also given the means to heal (In reference to their name.) and shielding their allies with a weapon not too disimilar from the energy shielding weapon some units use. The angel plaguemaster typically wields diseases or affliction that deliver a swift death to any falled enemy soldiers.
Executioners arent quite as nice as their angel counterpart. Instead of keeping their allies covered executioners are constantly looking for enemies with armor gaps so that they may infect them with inflaming afflictions such as cancer but also other more quick inflaming ones. This is typically ment to not kill a soldier but to force them into seeking help from their comrades, it goes by the logic of killing a man is just one down but injuring them takes at least two more men to provide care for the injured one. A devious tactic for sure but a brutally effective one.
The deathbringer makes their executioner and angel counterparts seem like morally justified, the deathbringers have a much more devious tactic to rack up more kills. Deathbringers do not kill their targets, instead they will infect them with lethal and contagious diseases, typically subtle ones while keeping tabs on the health of their allies in order to keep the plague in enemy territory. Once infected a deathbringer will let enemy medics pick up their fallen allies, not to let them be healed but to infect the entire medic camp.