예거 (롱 워 리밸런스)
Appearance

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 3 additional chain shots until they run out of ammo or targets. Chain shots have a stacking -20 crit malus. If this unit has not moved, standard shots outside an ITZ chain gain +15 aim/crit and trigger a free reload. | ||||||
Lance Corporal |
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an ally at 0 AP that can see the target). Grants +2 aim per ally (+8 per scout) can see the target and -5 aim for each tile beyond 18. Overwatch and reaction shots are still limited to 18 tiles. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight. |
Awareness A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots. |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. | ||||
Corporal |
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit. |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. | ||||
Sergeant |
Jetboot Module When activated, grants +3.3 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, Stealth, or Ghosting). |
Sharpshooter All shots gain +15 aim against biological targets. |
Aggression Shots gain +10% crit damage per enemy in sight. | ||||
Tech Sergeant |
Executioner Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm. | ||||||
Gunnery Sergeant |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. |
Critical System Targeting Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons. |
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage. | ||||
Master Sergeant |
Killer Instinct Grants +30% crit damage. |
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three). | |||||


















