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Trenchbreaker
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==Unit Types== Your force in Trenchbreaker will generally consist of three types of units; '''Mecha, Infantry,''' and '''Support''' ===Mecha=== The primary focus of Trenchbreaker are the mecha. Mecha are armored walking machines, often equipped with weapons more powerful than any infantryman or even team could carry, mecha are fast and powerful enough to avoid homing-in artillery strikes, while also being tough enough to resist any infantry weapon. Mecha are actually very limited in use; since they inevitably run out of power or overheat after a short combat action, they're essentially only useful at capturing enemy trenches and have little purpose outside those roles. Mecha can also be upgraded with Pilots, who can change when in the turn order they act and grant special abilities, and Rigs, which change their weapon loadout but leave their stats intact. ===Infantry=== The lot of the common infantry soldier has always been poor, and Trenchbreaker takes this to an extreme. No infantry-portable weapons have been devised that can let them have a chance at killing mecha, and infantry are incredibly fragile, dying at essentially any damage. However, infantry are critical to holding captured terrain, which plays into their primary purpose; if you move your infantry models across your enemy's table edge, you score victory points, and if you have more victory points than the other side, you win. ===Support=== Support options exist in the game's rules, but are off the battlefield and thus indestructible. After all, an artillery piece has range hundreds of times longer than the width of the battlefield, while battlefield commanders are wise enough to stay away from the actual action against the enemy. '''Artillery''' has a fixed cost, and behaves similar to cannons mounted on mecha but fires less accurately. '''Commanders''' provide an army wide bonus, and their points cost is a percentage of your total army's cost.
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