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Variant #1 is powerful but fragile. Variant #2 is still powerful, but has greater longevity as well as a better charger as backup. Variant #3 has a healer with a still decent charger. Variant #4 has a powerful healer, but a weaker charger.
All the variants have harrasment, (shades + chargers) and have the detonating zombies as powerful shockwavers.
All of them only have one technomancer, that really isnt enough if ML is to be a big part of you army as that is at most 2 every three turns. You should really consider working in one more techno.