Post Humans: These gals get a whole post to themselves because there is a lot to talk about. Now the post humans come in three flavors and that would be Mk.1, Mk.2, and Mk.3. I'll be breaking these down individually because that's what they are individual units. For now we are just going to focus on the post human aspect and not the proxies (what the Mk bodies are called). The post human is very interesting unit as it comes with a very unique rule, G: Jumper lvl1. What does this mean you ask? Well it means that the post human can jump back and forth into the proxy bodies. This ability allows for the bodies themselves to be relatively cheap for there great equipment and stats. There are some downsides though. You need a max of two bodies to field the post human unit. You also only gain 1 order no matter how many proxies you have on the table (the post human provides the order not the proxies). Also the body with no post human in it during the reactive turn can only do a limited ARO (Alert, Dodge, Change Facing, or jump the post human into the body). Now it seems like I'm talking like you have to buy the post human unit and then the proxies but that's not the case. When you buy a proxy you get the post-human with it.
Mk.1: The workhorse (LI). This body's stats are MOV 4-4, CC 13, BS 13, PH 11, WIP 15, ARM 2, BTS -3, W 1. She comes with Mimetism for equipment and NWI for a skill. This body has three loadouts and they are all support style load outs: Engineer, Doctor, Hacker. They all come with combis, nanopulsers, pistols, and knifes. The only one that is different is the Engineer as it gets D-Charges. Now what makes this body really great is how dirt cheap all these load outs are and for how good it's stats, equipment, and skills are. The Engineer and Doc come out at 14 points and no SWC. The Hacker comes out at 22 points and 0.5 SWC.
The Mk.1 might look like just a support chassis but it is the workhorse body that can do everything. It can be a grunt and take on other targets and does it well do to it's high BS, Mimetism, and NWI. It can also fulfill the support trooper as well with a great WIP and decent BTS for hacking. Use and abuse this proxy body as much as you'd like (that sounded wrong).
Mk.2: The silent killer (SK). This body's stats are the same as the Mk.1 save for a PH of 13, ARM 1, and BTS 0. This body trades in the Mimetism for TO camo, keeps the NWI, and adds the Infiltrator skill. This body comes with two loadouts and ones fitted perfectly for a TO skirmisher. You have the awesome multi sniper loud out that comes at 29 points and 1.5 SWC. You then have the Hacker load out that comes with a boarding shotgun for 27 points and 0.5 SWC. All the load outs come with a nanopulser, pistol, and knife.
The Mk.2 is going to be the killer compared to the Mk.1. This body allows you to take a very good and cheap sniper option. This is very good when you're already strapped for points and can't fit in a Dasyu or Naga sniper. Hell, this proxy body is better then those two in some cases. So get this bad puppy up on a building and snipe some fools. The hacker is interesting but I find that the Mk.1 does a better job and for cheaper.
Mk.3: The black sheep (HI). Same stats as the Mk.1 save for a PH of 14, ARM 4, and W 2. This body is a bare bones HI. She has no fancy equipment or skills. She has one load out being a spitfire with a nanopulser, pistol, and knife, for 30 points and 2 SWC.
There's not much to write home about for the Mk.3. It's cheap for a HI (very cheap) but the other two bodies outclass it with better skills and equipment. This leads to the Mk.3 being the black sheep of this family (a unit no one uses). It does have a use though and that would to be a very cheap, fast, and accurate HI unit. It's just hard to justify getting one with the other two bodies.
P.S: All the proxy bodies (Mk.1, Mk.2, and Mk.3) are AVA 1. Remember that I said you had to take a max of two... that means you can have combos like Mk.1+Mk.2,Mk.1+Mk.3,Mk.2+Mk.3, or Mk.1+Mk.2+Mk.3. You can't have Mk.1+Mk.1 and ect.