Difference between revisions of "Jaeger (Long War)"

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|Specialist1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.''
 
|Specialist1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.''
 
|SpecialistE1=''''
 
|SpecialistE1=''''
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
+
|LCorporal1=[[File:SNIPER_DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).''
 
|LCorporal2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''+10% crit, and +10 hit against enemies in full cover.''
 
|LCorporal2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''+10% crit, and +10 hit against enemies in full cover.''
 
|LCorporal3=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.''
 
|LCorporal3=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.''
Line 12: Line 12:
 
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''
 
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''
 
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''
 
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''
|Corporal1=[[File:SNIPER_DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).''
+
|Corporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
 
|Corporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.''
 
|Corporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.''
 
|Corporal3=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''
 
|Corporal3=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''
Line 18: Line 18:
 
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
 
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
 
|CorporalE3=''Aim: 1 Will: 0 Mob: 0''
 
|CorporalE3=''Aim: 1 Will: 0 Mob: 0''
|Sergeant1=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
+
|Sergeant1=[[File:SNIPER SQUADSIGHT.png|32px|center]]'''Squadsight'''<br/>''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman's and Strike Rifles.''
 
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''
 
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''
 
|Sergeant3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''
 
|Sergeant3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''
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|TechSgtE2=''Aim: 2 Will: 0 Mob: 0''
 
|TechSgtE2=''Aim: 2 Will: 0 Mob: 0''
 
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''
 
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''
|GunSgt1=[[File:SNIPER SQUADSIGHT.png|32px|center]]'''Squadsight'''<br/>''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman's and Strike Rifles.''
+
|GunSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
 
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
 
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
 
|GunSgt3=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner's LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.''
 
|GunSgt3=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner's LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.''
Line 36: Line 36:
 
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
 
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
 
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''
 
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''
|MSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Ready For Anything'''<br/>''If the unit fires without moving, it automatically enters overwatch.''
+
|MSgt1={{In The Zone (Long War) |text=1}}
 
|MSgt2=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''
 
|MSgt2=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''
 
|MSgt3=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''
 
|MSgt3=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''

Revision as of 07:45, 17 November 2014

This page may be outdated. It is up-to-date for version b13. The latest version is 1.0.

MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a 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.

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
MEC VITAL POINT TARGETING.png
Vital-Point Targeting
Confers 2 bonus damage with guns against targets whose species have been autopsied.
'
RANK CORPORAL.png
Lance Corporal
SNIPER DGG.png
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).
Urban Combat Badge 2 (EU2012).png
Sharpshooter
+10% crit, and +10 hit against enemies in full cover.
MEC PLATFORM STABILITY.png
Platform Stability
Any shots taken without moving have +10 Aim and +10% critical chance.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK SERGEANT.png
Corporal
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
MEC AUTOMATED THREAT ASSESSMENT.png
Automated Threat Assessment
Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.
ASSAULT FLUSH.png
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Aim: 2 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 1 Will: 0 Mob: 0
RANK LIEUTENANT.png
Sergeant
SNIPER SQUADSIGHT.png
Squadsight
Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman's and Strike Rifles.
ALIEN CANNONFIRE.png
Ranger
Primary weapons does one additional damage.
MEC JET BOOT MODULE.png
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 1
RANK CAPTAIN.png
Tech Sergeant
Council Medal of Honor 2 (EU2012).png
Lone Wolf
+10 aim and +10% critical chance if you are not within 7 tiles of an allied unit.
SNIPER EXECUTIONER.png
Executioner
Confers +10 Aim and +10% Crit chance against targets at or below 50% health.
MEC DAMAGE CONTROL.png
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.
Aim: 2 Will: 0 Mob: 0 Aim: 2 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0
RANK MAJOR.png
Gunnery Sergeant
MEC ADVANCED FIRE CONTROL.png
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
ASSAULT BRINGTHEMON.png
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
HEAVY SHREDDER.png
Shredder Ammo
Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner's LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0
RANK COLONEL.png
Master Sergeant
In the Zone
In the Zone
Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill.
MEC ABSORTION FIELDS.png
Absorption Fields
Reduces most incoming damage to this unit, scaling up as the damage increases.
HEAVY BULLETSWARM.png
Light 'Em Up
Firing with the first action no longer ends turn.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 0 0 7 7
Lance Corporal 0 0 4 11
Corporal 1 1 4 15
Sergeant 0 1 4 19
Tech Sergeant 0 1 4 23
Gunnery Sergeant 0 1 4 27
Master Sergeant 1 2 7 34

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s