Shrouded have a veteran BS of 12 and Camouflage giving them a boost in most F2F rolls. The bring a Combi Rifle on most profiles, with an option for a Boarding Shotgun or a MULTI Sniper Rifle at extra Special Weapons Cost. With Infiltration they will often be in a position to put these weapons to good use. All but one of their profiles come with Antipersonnel mines, allowing them to further lock down the midfield.
Shrouded also have specialists with offensive tools. The Forward Observer can target enemies for indirect fire, or simply flash pulse (which has better long range bands than the Combi Rifle). The EI Assault Hacking Device trooper can immobilize enemy hack-able models allowing it to move past them or attack them while they can't respond.
This model can be deployed in a Camouflage token state and this should always be done. It means that at worst, your enemy has to spend half an order to discover the unit before firing on it, and at best they will think it something more deadly that what it actually is and avoid you all together. Camo also gives enemies a -3 to target this model with BS attacks further helping it win F2F rolls.
Mines allow the Shrouded to stake out territory and deter the advance of enemy models. The Minelayer profile deserves special note here as it allows you to deploy a Camo Marker state mine with the Shrouded further obfuscating your force to the enemy.
This profile has the Spawn Embryo rule. When the unit is unconscious, it still counts as a scoring unit for scenarios like Quadrant Control or Supremacy. Armies with large numbers of Shasvastii sectorial players might consider taking out enemy units with Shock, Viral, or Monofilament as a higher priority to exploit this rule.
Shrouded are a tricky unit with a high skill cap. A Shrouded can use any of the tricks of Camouflage Markers to advance on the enemy, pass through enemy line of fire, or take advantage of the Surprise Shot or Surprise Attack rules. Shrouded Boarding Shotguns can be used against other Camouflage skirmishers as the +6 for short range will ignore most of their bonuses.
Because Shrouded have mines you can approach a corner without revealing yourself, and place a mine near the edge (not in contact with the wall) while never entering enemy LoF. On a subsequent order, you can cling close to the wall, gain LoF to the enemy, then move back. This allows you to fire on the enemy, and if they take an ARO they will also trigger the mine.
They have access to AutoMediKit on all profiles however meaning that players should take care to think of where the trooper will end their movement. Moving into then out of line-of-fire is best, or assuring that the model is behind a barrier so they will drop out of line-of-fire if knocked unconscious are best. This will allow you to use the AutoMediKit without provoking an enemy ARO. Also remember that multiple models can use a Coordinated order to all AutoMediKit at once forcing less ARO or allowing you to efficiently recover multiple troopers.
Remember that "Camouflage Again" can be done in a coordinated order by multiple troopers with Camouflage (CH: Camo or CH: Thermoptic). The same is true for Antipersonnel Mines (though not Mono filament Mines)
As a camouflage trooper the best way to take out this model is with Visor armed models or direct template weapons such as Flamers which ignore their defensive modifiers.
Shrouded do most of their work on the active turn, and while not overly expensive, they are limited in numbers meaning an opponent is likely not to want to waste them on a harassing ARO. Against heavily armored troopers they have little options besides Flash Pulse on the commonly seen Forward Observer profile, or the MULTI options of the sniper.
This profile has the Spawn Embryo rule so when unconscious, it still counts as a scoring unit for scenarios like Quadrant Control or Supremacy. You can bypass this by killing them out right with Shock, Viral, or Mono-filament, or by killing the unconscious models. Shasvastii sectorial players may focus extra attention on your sources of shock. Try to use that to your advantage.
Shrouded are key ITS pieces ideal for scoring objectives. They can also act as harassing units or assault pieces, though they lack the weapon options of most troops in this role. Generally bringing Shrouded requires some thought since all of their options are good but they are limited to AVA 2 in a Generic Combined Army force. In the Shasvastii Sectorial they are AVA 4 and it is generally a good plan to bring a variety of profiles. Minelayers help to control the midfield without having to reveal troops, Boarding shotguns allow you to deal with enemy Camo or ODD, and the Assault Hacker unlocks remotes and can play havoc with enemy hackable troops trying to advance.
Shrouded should be deployed with a specific mission in mind, and ideal somewhere that the enemy will have to spend several orders to get LoF on. They are not too expensive to send on a suicide mission, but their limited numbers means they are valuable assets. Though you have Infiltration don't forget that you can deploy on your own table as well, if it is the best place for their mission. Table lay outs can also encourage choosing to infiltrate over the mid-line. For example, if there is a building at the edge of your deployment zone that blocks all enemy line of fire along the table edge, you can try to infiltrate over the mid-line knowing that if you fail at least you can be placed close to the edge of the deployment zone and without being in enemy LoF.
Active Turn Role
Shrouded are mission oriented and should try to score objectives. That said, they also have access to a very useful tool set of abilities. They can lay mines, accomplish classified objectives, win fire fights against troops without visors, and penetrate into the enemy lines in their camouflage state to hunt enemy lieutenants, grunts, or valuable specialists. They offer a lot of creative space in the active turn and while they don't exceed at any one thing, they can do almost anything but crack armor.
Shrouded have all the usual options of an ARO trooper but due to their moderate cost and limited AVA are probably beter served avoiding ARO when possible. It can be worth sacrificing one to lay a mine if an enemy Link Team is passing over their position.
Also worthy of note is that since they start in the Mid-field, they are much more likely to get into a good position for Suppressing Fire and win face to face rolls because of their camo bonuses.