예거 (롱 워 리밸런스)
Revision as of 21:06, 25 July 2020 by Kien123 (talk | contribs) (Created page with "<div style="max-width:1200px;"> Back To Main Page left|frame|64px| '''''Jaeger''''' MEC variant...")
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 |
In The Zone
Shooting with a steadied weapon allows this unit to fire up to 2 extra shots until out of ammo or targets. Standard shots that are not part of an ITZ chain gain +10 aim and grant an automatic reload. | ||||||
Lance Corporal |
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots. |
Awareness
Provides +30 defense. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. | ||||
Corporal |
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit. |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns. | ||||
Sergeant |
Jetboot Module
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 3 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting). |
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets. |
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight. | ||||
Tech Sergeant |
Executioner
Grants +15 aim (+50 aim for pistols) against targets at or below half HP. | ||||||
Gunnery Sergeant |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. |
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol. |
Vital Point Targeting
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens. | ||||
Master Sergeant |
Killer Instinct
Critical hits deal 200% damage. |
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both). |