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Winds of Change
Web novel by LtCol[W£]GrinnerWolf

Flea

 
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Jump-Snipers:

Gifted in the art of shooting enemy targets in an airborne Mech, jump-snipers are deadly. Whether they are fighting from maximum weapons range or when up close and personal, they have the uncanny ability to make repeated centre torso (CT) hits in order to eliminate the opposition quickly and efficiently. Many mistakenly think that when jump-snipers do not make CT hits, they lack the necessary skills to do so. Such people do not often survive long enough to regret their mistake. For, in truth, they are being toyed with.

The jump-snipers' accuracy is also the reason why they are able to enter the battlefield with fewer weapons. And when aided by jump capability, they deliver deadly accurate blows and evade devastating return-fire from brawlers who are armed to the teeth (in the heat of battle, airborne Mechs are much more difficult to hit).

No matter what the terrain, jump-snipers will always contribute positively. It is only the foolish Mech commander who will ignore their potential, often at the cost of precious lives and materiel. However, commanders who field jump-snipers should never be foolish enough to send them in without line-backer support. The fewer weapons load-out of a jump-sniper Mech makes it highly vulnerable to hit-and-fade attacks by light and medium Mechs. Once distracted, jump-sniper Mechs become easy kills for brawlers and missile boaters.

Also, experience dictates that jump-snipers require line backers that are fast and manoeuvrable. This is mostly for countering hit-and-fade runs by light and medium Mechs.

Jump-Sniper Mechs:

Jump-sniper Mechs are usually assault Mechs with jump-cabality enabled. Also, they are able to deliver devastating blows from a distance of at least 800 metres. Anything less than that would make them brawler Mechs meant for close quarter combat. Below are a few examples of Mechs suitable for jump-sniping, provided that it's equipped properly.

Gladiator-J   Templar-J
Thor-J  Victor-J

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