Cheetah+Infantry

Cheetah Infantry
The elite shock units of the cheetah tribe are light infantry at the very best. Cheetah infantry is so swift, it charges at the sprint. With the release of a marshal's grant move action ability, they can charge from 270ft.

The most elite shock units have an attached group of ten archers and a lunatic holding a wasp's nest at their fore. This wasp-greanadier throws the bomb at whoever looks formidable. The archers volley fire into the vanguard of the enemy, opening a hole for the Cheetahs to tribe through.
 * Tactics**

Against linear troops that are shoulder-to shoulder, some of the troops will bull rush as part of their charge, opening up spaces for the troops to interpenetrate and flank their foes. The unit wins or dies as it sweeps into the enemy formation, seeking the leader or weakness.

Even in victory, most Cheetahs come out of battle terribly wounded. Only the brass dragon shamans of the Cheetahs save them from death. Cheetah druids are relatively common and all of these units have a druid3.

The Numbers
Charge damage is +1 from a white raven student
 * Initiative:** +1, +2 marshal
 * Speed:** 55ft. (on Foot) (marshal +5 ft.) (marshal doesn't charge with the men, however; using grant action to spur them on.
 * HP:** 19, fast healing 1 from dragon shaman, occasionally.
 * AC:** 16, 18 after 40ft Move, 20 Raging with 40ft move.
 * Attack**: +4 (D6+1), +6 Raging, (d6+3), +7 bard (d6+4). May take -2 on all attacks to make an additional attack when Raging.
 * Saves:**: Fort+5, Ref +1 (+3 Raging), Will +0(+2 raven).