Jaeger (LWR)

MEC variant of the Sniper and Scout classes. The Jaeger is designed for fire support with a plethora of offensive perks to increase damage. Jaegers' main drawback are their 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
- Attribute Growth: Aim x2, Mob x2.
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Hunter This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. All hiding (Cloaked or Stealthed) breaks at the end of turn or after a non-movement action. When cloaked, shots gain +50% weapon damage and +30 crit. Grants Combined Arms [All weapons and equipment deal +1 damage]. 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. | ||||||
Lance Corporal |
Rapid Fire Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance. |
Pyro The first Flamethrower use each turn will leave this unit with 1 AP. Flamethrowers deal -3 damage and gain +5 charges. |
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. | ||||
Corporal |
Sharpshooter All shots gain +15 aim against biological targets. |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
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). | ||||
Sergeant |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. |
Aggression Shots gain +10% crit damage per enemy in sight. |
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. | ||||
Tech Sergeant |
Killer Instinct Grants +30% crit damage. | ||||||
Gunnery Sergeant |
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit. |
Awareness A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots. |
Repulsor If at full HP, non-psionic attacks are repulsed, causing them to graze (dealing only half of the original damage) | ||||
Master Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
||||||
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.
Rapid Fire 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 Rapid Fire Build: Rapid Fire -> Sharpshooter or Jetboot Module -> Lock n' Load or Bring 'Em On -> Killer Instinct -> Awareness -> Sprinter
Recommended Equipment: Kinetic Strike Module, Flamethrower, Electropulse, Light MEC Suit, Aim-increasers, Ammo-increasers
Notes:
- Because the Jaeger has no tank perks, heavy MEC suits may do more harm than good as they increase the likelihood that it will be shot.
- Grenade Launchers can pair decently with Hunter, giving the Jaeger an emergency way to break Overwatch 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.
- Flamethrowers and Electropulses can cover your weakness to swarms of weaker enemies, and can help you save ammo in some situations as well.
- At the earlier ranks you have multiple options when it comes to perk selections:
- At CPL, Sharpshooter is a plain aim increase against biologicals, while Jetboot Module lets you more easily get aim from height advantages, flanks, or proximity, and in general enables some more aggresive plays.
- At SGT, Bring 'Em On gives extra aim and increases survivability, pairing well with Jetboot Module, while Lock n' Load gives some more sustainability, giving you the option to reload and shoot, which pairs better with Sharpshooter.
Pyro Jaeger
Defensive perks and mobility perks are useful, as flamethrower use often requires the MEC to be placed in an exposed position, and good mobility can help maximize the number of enemies targeted with the flamethrower. Some degree of safety is provided by the fact that flamethrower attacks have a chance to cause panic. However, care should still be taken to place the MEC in safe positions. Use full cover to block line of sight for enemies that your MEC is not currently trying to burn to a crisp.
Sample Pyro Build: Pyro-> Jetboot Module -> Bring 'Em On -> Killer Instinct -> Awareness or Repulsor -> Any
Recommended Equipment: Flamethrower, Incinerator Amp, Kinetic Strike Module, Electropulse, Survivability-increasers
Notes:
- Kinetic Strike Module can be useful when dealing with mechanical enemies, which are not affected by the flamethrower.
- At GSGT, Awareness almost guarantees that you won't be shot when combined with the defense of light MEC suits, whereas Repulsor can be a better choice when using heavy MEC suits.
- Awareness can alternatively be obtained by a Cognitive Enhancer; in this case, taking Repulsor allows you to get the best of both worlds.
- At MSGT, Extra Conditioning gives extra HP, pairing better with heavy MEC suits, while Sprinter provides a defense boost and higher mobility to get you flanks or optimal flamethrower positioning.
VPT Jaeger
Jaegers that take Vital Point Targeting trade some of the raw damage output for mid-range accuracy and ammo-efficiency. This build won't put out as much damage Rapid Fire build (especially against mechanical enemies), but it can do so much more safely and more consistently. VPT Jagers will want more often to flank and target biological enemies to achieve their full potential. For that reason they prefer mobility and defense, while damage will come naturally on its own.
Sample VPT Build: Vital Point Targeting -> Jetboot Module -> Aggression or Bring 'Em On -> Killer Instinct -> Awareness -> Sprinter
Recommended Equipment: Kinetic Strike Module, Electropulse, Light MEC Suit, Aim-increasers, Damage-increasers, Defense-increasers
Notes:
- The added mobility and defense of light MEC suits lets a VPT Jaeger go for wider flanks more safely.
- Kinetic Strike Module is particularly useful at times for this build, ensuring that you always are effective even against mechanical enemies. It can be risky to use, however, since you typically don't want to close in with this build.
- At the earlier ranks you have multiple options when it comes to perk selections:
- At SGT, Aggression provides a lot more damage, Bring 'Em On sacrifices some of that damage, but also gives extra survivability, so it is also a decent option.



















