Jaeger (LWR)

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   Jaeger

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
RANK SQUADDIE.png
Specialist
Hunter
Hunter
This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. Cloaking breaks after taking any non-movement action or at the end of turn. Shots from cloak deal +30% weapon damage and +30% crit. Grants Combined Arms.
Combined Arms
Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.
RANK CORPORAL.png
Lance Corporal
Rapid Fire
Rapid Fire
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility.
Close Combat Specialist
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
Vital Point Targeting
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.
RANK SERGEANT.png
Corporal
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim and crit against biologic targets.
Impact
Grants +1 damage and penetration to all shots. Hitting a target with a non-reaction shot clears their overwatch and disables their Reactive Targeting Sensors.
Jetboot Module
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).
RANK LIEUTENANT.png
Sergeant
Killer Instinct
Killer Instinct
Critical hits deal 200% damage.
Aggression
Aggression
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
Bring 'Em On
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.
RANK CAPTAIN.png
Tech Sergeant
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
RANK MAJOR.png
Gunnery Sergeant
Lone Wolf
Lone Wolf
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit.
Awareness
Awareness
Provides +30 defense.
Repulsor
Repulsor
If at full HP, repulses any attack against this unit, causing it to graze (dealing only half of the original damage).
RANK COLONEL.png
Master Sergeant
Extra Conditioning
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.
Sprinter
Sprinter
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).


Stat Progression

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist - +5-15 +1.3 -
RANK CORPORAL.png   Lance Corporal - +1-3 - -
RANK SERGEANT.png   Corporal - +1-3 - -
RANK LIEUTENANT.png   Sergeant - +1-3 - -
RANK CAPTAIN.png   Tech Sergeant - +1-3 - -
RANK MAJOR.png   Gunnery Sergeant - +1-3 - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
-
Aim
+10-30
Mobility
+1.3
Will
-

Predictable Potential:

Rank Attribute Gains
Health
Aim
Mobility
Will
RANK SQUADDIE.png   Specialist - +10 +1.3 -
RANK CORPORAL.png   Lance Corporal - +2 - -
RANK SERGEANT.png   Corporal - +2 - -
RANK LIEUTENANT.png   Sergeant - +2 - -
RANK CAPTAIN.png   Tech Sergeant - +2 - -
RANK MAJOR.png   Gunnery Sergeant - +2 - -
RANK COLONEL.png   Master Sergeant - - - -
Total Health
-
Aim
+20
Mobility
+1.3
Will
-

Tactical Advice

Jaegers are extreme glass cannons, having the highest potential damage output of any class in the game, MEC or not, but having little to no defensive perks to keep them alive. ``Hunter`` and the LCPL perks are the main reason for this; as long as you can keep sight on enemies, you can dish out massive damage from turn to turn. The lack of defensive abilities makes this easier said than done, however.

Sample Builds

Much like the Sniper class that they may have been augmented from, Jaegers are fairly one-dimensional in what they do and how they do it. Because of this, you have a ton of flexibility in what perks you choose at each rank, regardless of your LCPL choice.

Burst Jaeger

Jaegers that happen to take Rapid Fire are the ultimate in risk/reward; Rapid Fire's aim penalty and the Jaeger's general frailty make it difficult to use to its full potential, but it also unlocks the single highest per turn damage possible barring shenanigans with free actions. Because of the Rapid Fire aim penalty, extra aim from either items, close range, or flanks tends to be necessary to effectively hit targets. There will also be times where this build isn't ammo-efficient compared to other options, as its sheer damage output is only necessary against some enemies and you have to spend more ammo to get it.

Sample Burst Build: Any -> Any -> Aggression or Bring 'Em On -> Any -> Lone Wolf -> Any

Recommended Equipment: Grenade Launcher, Kinetic Strike Module, Ammo-increasers, Aim-increasers, Damage-increasers

Notes:

  • Grenade Launchers pair well with Hunter, giving the Jaeger an emergency Overwatch or Mind Control break due to Hunter's cloaking.
    • Gravity Mines can perform a similar role, but the delayed explosion tends to put the Jaeger in danger.
  • Kinetic Strike Module can be useful to have on hand when dealing with enemies with high DR, or when trying to save ammo when Hunter shots are inactive or unnecessary.
  • Just like Snipers, most choices are quite flexible:
    • At CPL, Sharpshooter is a plain aim increase against biologicals, Impact pushes your absurd damage even further but may result in aim problems, and Jetboot Module lets you more easily get aim from height advantages, flanks, or proximity.
    • At SGT, Bring 'Em On gives less direct damage but increases survivability and crit consistency, while Aggression is a flat crit damage increase that works well with multi-shot perks.
    • At GSGT, Lone Wolf tends to work better for this build as you'll often be in the frontlines away from other soldiers and need its offensive bonuses.
    • At MSGT, Extra Conditioning gives you that free action chance to truly pump out the damage occasionally, while Sprinter is a higher mobility increase to get you into close range or flanks.

See also