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=== Combat Role === In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate. * '''Scout''': The fastest of the lot but mounting light armaments while armored with tinfoil. These speedsters rely on agility and small size to scoot from place to place before transmitting intel from their sensors on the enemy back to their bigger partners. They also like to shoot the weak spots of any enemy unit they can outflank before running away to avoid crumpling under returning fire. * '''Striker''': Second only to scouts in a race while sporting a short ranged arsenal and decent armor. These jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best while charging in a swarm with covering fire as well as concealment from terrain until they can get the jump on an enemy. * '''Skirmisher''': Fast moving while outfitted with medium ranged weapons and reasonable armor. They’re generalists who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other's short comings. They can also be used for running battles where a scout's paper-thin armor is too light to survive but will crumple in sieges from units with a heavier arsenal unless they’re supported with covering fire. * '''Brawler''': On the slower range of mobility while kitted with medium-to-long ranged weapons and heavy armor. These guys are the main component of an attack wave. While they're not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as either defensive guards or offensive breachers during sieges, and can flush out hidden units out of foxholes. * '''Missile Boat''': Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets but are more dependent on targeting data from scouts. * '''Sniper''': Similar to the missile boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots reliably. While escorts with short-ranged weapons can make up for their lack of CQC capability, they're best used while hidden away from plain view. * '''Juggernaut''': The slowest of the pack but possessing powerful short-ranged weapons with thick slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward. Tactically, they work in unison with other unit classes to get in range of distracted enemy units or fortifications before using their arsenal to delete said targets from the field.
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