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 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.