MEC variant of the Scout and Sniper classes. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
In The Zone
Shooting with a steadied weapon now allows this soldier to fire for as long as there is ammo and targets, but can perform no other actions. First shot still gains +50 aim/crit, subsequent shots gain +10 aim/crit.
Allows firing beyond 18.7 tiles with long-range weapons at targets that allies can see (-3 aim/crit penalty for each tile further than 18.7).
Grants +10 defense (+20 more if steadying or overwatching). Doubles the Combat Readiness and In The Zone attribute bonuses.
Lock N' Load
Reloading any weapon costs only 1 AP.
Grants 10 aim, crit, and defense if not within 7 tiles of an allied unit.
Grants +2 armor health, +0.6 mobility, and reduces fatigue times by 20%.
Grants +1 damage against mechanical units. Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim to all shots at them for the next 3 turns.
When activated, grants +2.5 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 1 turn cooldown.
All shots with the primary weapon gain +1 penetration. Also grants +10 aim to shots with the primary weapon fired at targets through cover.
Grants +25 crit and +1 damage during critical hits.
Grants +20 aim, +20 crit, and +1 damage against targets at or below half HP.
Bring 'Em On
Grants the primary weapon +0.5 damage per enemy in sight.
Critical System Targeting
Shots against autopsied mechanical units deal 50% more damage.
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 50% more damage if they are uncovered.
Grants +25% crit damage.
Gain +20 aim against flying targets.
- This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.
- You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.
In The Zone
- Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.
- Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.
- A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.
Extra Conditioning (or Lone Wolf)
- This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.
Jetboot Module (or Sharpshooter)
- Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you
- Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.
Gunnery sergeant and Master sergeant perk can be chosen to fit individual playstyle. They are the main damage perks.
Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance.
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.
- Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.
- Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.
- Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.
- carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.
- Ammo module: For ITZ usage, very helpful.
- kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.
- As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.
- Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.
- Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.
- This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.