Jaeger (LWR)
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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
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
![]() Specialist |
Hunter
Standard shots from cloak at a wounded enemy cost 0 AP. This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. Cloaking prevents aliens from seeing this unit and grants +30 crit. Cloaking breaks after taking any non-movement action or at the end of turn. Grants Combined Arms. Combined Arms
Grants +1 damage to all weapons and equipment. Officer's provide this to the entire squad. Officers gain +1.3 mobility and +1 Command. | ||||||
![]() Lance Corporal |
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -10 aim penalty with an additional -5 aim penalty per tile away. |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts if hit chance >30. Grants +1 ammo to primary shotguns. Reaction shot only activates on enemy's turn, once per enemy. |
Bullseye
Steadying a weapon costs only 1 AP. Steadying no longer breaks hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). Grants +35% weapon damage to Strike Rifles. | ||||
![]() Corporal |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. |
Opportunist
Reaction shots gain +20 aim and can critically hit. |
Jetboot Module
When activated, grants +2 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). | ||||
![]() Sergeant |
Killer Instinct
Critical hits from the primary weapon deal 175% damage (200% with shotguns). |
Aggression
Grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight. |
Bring 'Em On
Grants the primary weapon additional damage equal to 1 + half the number of enemies in sight. | ||||
![]() Tech Sergeant |
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 30% more damage when they are steadied or against targets not protected by cover. | ||||||
![]() Gunnery Sergeant |
Lone Wolf
Grants 10 aim, crit, and defense if not within 6 tiles of an allied unit. |
Awareness
Provides +20 defense and steadied weapons do not become unsteadied after taking damage. |
Repulsor
Provides +10 defense. If at full HP, repulses any attack against this unit, causing it to graze (dealing only half of the original damage). | ||||
![]() Master Sergeant |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%). |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
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- | +10 | +1.3 | - |
![]() |
- | +2 | - | - |
![]() |
- | +2 | - | - |
![]() |
- | +2 | - | - |
![]() |
- | +2 | - | - |
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- | +2 | - | - |
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- | - | - | - |
Total | ![]() - |
![]() +20 |
![]() +1.3 |
![]() - |
Tactical Advice
Sample Builds
Shooter Jaeger
To Be Added