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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96471</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96471"/>
		<updated>2020-08-28T08:18:30Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Matrix jaeger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Matrix jaeger(Dodger/Scout/Flanker)===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
:This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build preparation&#039;&#039;&#039;&lt;br /&gt;
:You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk choices&#039;&#039;&#039;&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6=&lt;br /&gt;
}}&lt;br /&gt;
In The Zone&lt;br /&gt;
*Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
Awareness&lt;br /&gt;
*Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
*A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
*This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
*Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
Executioner&lt;br /&gt;
*Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery sergeant&#039;&#039;&#039; and &#039;&#039;&#039;Master sergeant&#039;&#039;&#039; perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance.&amp;lt;br /&amp;gt;&lt;br /&gt;
   This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
&lt;br /&gt;
Special uses: &lt;br /&gt;
#Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
#Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
#Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
#Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
#kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Caution: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
#Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
#Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
#This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96469</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96469"/>
		<updated>2020-08-28T03:51:12Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Matrix jaeger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Matrix jaeger===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
:This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build preparation&#039;&#039;&#039;&lt;br /&gt;
:You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk choices&#039;&#039;&#039;&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6=&lt;br /&gt;
}}&lt;br /&gt;
In The Zone&lt;br /&gt;
*Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
Awareness&lt;br /&gt;
*Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
*A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
*This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
*Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
Executioner&lt;br /&gt;
*Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery sergeant&#039;&#039;&#039; and &#039;&#039;&#039;Master sergeant&#039;&#039;&#039; perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance.&amp;lt;br /&amp;gt;&lt;br /&gt;
   This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
&lt;br /&gt;
Special uses: &lt;br /&gt;
#Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
#Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
#Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
#Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
#kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Caution: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
#Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
#Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
#This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96468</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96468"/>
		<updated>2020-08-28T03:44:56Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Matrix jaeger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Matrix jaeger===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
:This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build preparation&#039;&#039;&#039;&lt;br /&gt;
:You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk choices&#039;&#039;&#039;&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6=&lt;br /&gt;
}}&lt;br /&gt;
In The Zone&lt;br /&gt;
*Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
Awareness&lt;br /&gt;
*Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&amp;lt;br/&amp;gt;&lt;br /&gt;
*A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
*This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
*Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
Executioner&lt;br /&gt;
*Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery sergeant&#039;&#039;&#039; and &#039;&#039;&#039;Master sergeant&#039;&#039;&#039; perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance&lt;br /&gt;
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
&lt;br /&gt;
Special uses: &lt;br /&gt;
#Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
#Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
#Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
#Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
#kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Caution: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
#Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
#Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
#This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96466</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96466"/>
		<updated>2020-08-28T03:24:15Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Matrix jaeger===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Introduction&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.Build preparation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Perk choices&#039;&#039;&#039;&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In The Zone&lt;br /&gt;
&lt;br /&gt;
Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
&lt;br /&gt;
Awareness&lt;br /&gt;
&lt;br /&gt;
Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&lt;br /&gt;
&lt;br /&gt;
	A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
&lt;br /&gt;
This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
&lt;br /&gt;
Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
&lt;br /&gt;
Executioner&lt;br /&gt;
&lt;br /&gt;
Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
&lt;br /&gt;
Gunnery sergeant and Master sergeant perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance&lt;br /&gt;
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
&lt;br /&gt;
Special uses: &lt;br /&gt;
&lt;br /&gt;
I, Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
&lt;br /&gt;
II, Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
&lt;br /&gt;
III, Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	I, carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
&lt;br /&gt;
	II, Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
&lt;br /&gt;
	III, kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Caution: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I. As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
&lt;br /&gt;
II. Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
&lt;br /&gt;
	III. Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
&lt;br /&gt;
	IV. This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96465</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96465"/>
		<updated>2020-08-28T03:22:02Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Matrix jaeger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1.Introduction&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2.Build preparation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3.Perk choices&#039;&#039;&#039;&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In The Zone&lt;br /&gt;
&lt;br /&gt;
Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
&lt;br /&gt;
Awareness&lt;br /&gt;
&lt;br /&gt;
Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&lt;br /&gt;
&lt;br /&gt;
	A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
&lt;br /&gt;
This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
&lt;br /&gt;
Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
&lt;br /&gt;
Executioner&lt;br /&gt;
&lt;br /&gt;
Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
&lt;br /&gt;
Gunnery sergeant and Master sergeant perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4.Tactical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance&lt;br /&gt;
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
&lt;br /&gt;
Special uses: &lt;br /&gt;
&lt;br /&gt;
I, Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
&lt;br /&gt;
II, Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
&lt;br /&gt;
III, Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	I, carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
&lt;br /&gt;
	II, Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
&lt;br /&gt;
	III, kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Caution: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I. As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
&lt;br /&gt;
II. Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
&lt;br /&gt;
	III. Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
&lt;br /&gt;
	IV. This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96464</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96464"/>
		<updated>2020-08-28T03:13:22Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Matrix jaeger&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
1.Introduction&lt;br /&gt;
 &lt;br /&gt;
This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
----&lt;br /&gt;
2.Build preparation&lt;br /&gt;
&lt;br /&gt;
You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
----&lt;br /&gt;
3.Perk choice&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
In The Zone&lt;br /&gt;
&lt;br /&gt;
Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
&lt;br /&gt;
Awareness&lt;br /&gt;
&lt;br /&gt;
Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&lt;br /&gt;
&lt;br /&gt;
	A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
&lt;br /&gt;
This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
&lt;br /&gt;
Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
&lt;br /&gt;
Executioner&lt;br /&gt;
&lt;br /&gt;
Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
&lt;br /&gt;
Gunnery sergeant and Master sergeant perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
----&lt;br /&gt;
4.Tactical&lt;br /&gt;
&lt;br /&gt;
Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance&lt;br /&gt;
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
&lt;br /&gt;
Special uses: &lt;br /&gt;
&lt;br /&gt;
I, Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
&lt;br /&gt;
II, Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
&lt;br /&gt;
III, Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
----&lt;br /&gt;
5. Equipment&lt;br /&gt;
&lt;br /&gt;
	I, carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
&lt;br /&gt;
	II, Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
&lt;br /&gt;
	III, kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
----&lt;br /&gt;
6. Caution: &lt;br /&gt;
&lt;br /&gt;
I. As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
&lt;br /&gt;
II. Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
&lt;br /&gt;
	III. Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
&lt;br /&gt;
	IV. This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96463</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96463"/>
		<updated>2020-08-28T03:08:38Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Matrix jaeger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Matrix jaeger&lt;br /&gt;
1.Introduction &lt;br /&gt;
This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
----&lt;br /&gt;
2.Build preparation&lt;br /&gt;
You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
&lt;br /&gt;
3.Perk choice&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In The Zone&lt;br /&gt;
Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
Awareness&lt;br /&gt;
Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&lt;br /&gt;
	A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
Executioner&lt;br /&gt;
Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
Gunnery sergeant and Master sergeant perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
&lt;br /&gt;
4.Tactical&lt;br /&gt;
Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance&lt;br /&gt;
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
Special uses: &lt;br /&gt;
I, Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
II, Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
III, Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
5. Equipment&lt;br /&gt;
	I, carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
	II, Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
	III, kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
6. Caution: &lt;br /&gt;
I. As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
II. Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
	III. Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
	IV. This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96462</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96462"/>
		<updated>2020-08-28T03:08:15Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Matrix jaeger==&lt;br /&gt;
1.Introduction &lt;br /&gt;
This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
----&lt;br /&gt;
2.Build preparation&lt;br /&gt;
You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
&lt;br /&gt;
3.Perk choice&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In The Zone&lt;br /&gt;
Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
Awareness&lt;br /&gt;
Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&lt;br /&gt;
	A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
Executioner&lt;br /&gt;
Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
Gunnery sergeant and Master sergeant perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
&lt;br /&gt;
4.Tactical&lt;br /&gt;
Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance&lt;br /&gt;
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
Special uses: &lt;br /&gt;
I, Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
II, Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
III, Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
5. Equipment&lt;br /&gt;
	I, carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
	II, Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
	III, kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
6. Caution: &lt;br /&gt;
I. As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
II. Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
	III. Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
	IV. This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96461</id>
		<title>Jaeger (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(LWR)&amp;diff=96461"/>
		<updated>2020-08-28T03:05:35Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Jaeger&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; and &#039;&#039;&#039;Sniper&#039;&#039;&#039; 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&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{In The Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Awareness (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Lone Wolf (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Jetboot Module (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Executioner (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Killer Instinct (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Matrix jaeger&lt;br /&gt;
1.Introduction &lt;br /&gt;
This jaeger excel in place holding, overwatch running, and just being difficult for the enemy to catch. Good usages will give the rest of the team total respite.&lt;br /&gt;
&lt;br /&gt;
2.Build preparation&lt;br /&gt;
You cut fast scouts with medium to poor aim, and uses light MEC. As this is somewhat an tanking build, high health and will is also preferred.&lt;br /&gt;
&lt;br /&gt;
3.Perk choice&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Awareness (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In The Zone&lt;br /&gt;
Class perk. While this build isn’t damage focused, ITZ is still bread and butter. If you’re willing high aim candidate is still preferred.&lt;br /&gt;
Awareness&lt;br /&gt;
Defining perk. The idea is to have your MEC run out on enemy activation and steady or use combat awareness. Forcing the enemy to move around, suppress, or overwatch, then just fire and watch them all miss.&lt;br /&gt;
	A ultra light suit has 40 innate def, adding awareness and steady bonus to 70 def, body shield adds another 20 to closest enemy.&lt;br /&gt;
Extra Conditioning (or Lone Wolf) &lt;br /&gt;
This MEC want to put itself between dangerous foe and the team, EC adds to mobility and armor it’ll need. Lone wolf offer even more defense and aim. But can be tricky to activate at some situation.&lt;br /&gt;
Jetboot Module (or Sharpshooter)&lt;br /&gt;
Same reason as EC above, also to support roof top strategy. Sharpshooter if your aim is reliable and because the enemy will likely take good cover against you&lt;br /&gt;
Executioner&lt;br /&gt;
Tech sergeant perk. As this MEC get suppressed often, you might want to damage the enemy beforehand to make the most of ITZ.&lt;br /&gt;
Gunnery sergeant and Master sergeant perk can be chosen to fit individual playstyle. They are the main damage perks.&lt;br /&gt;
&lt;br /&gt;
4.Tactical&lt;br /&gt;
Usage: Prepare a long range damage team with cover destructive ability. Separate the enemy from teammates with Matrix Jaeger, and have them steady. Next turn, waste overwatch with Jaeger fire, then deal crippling damage to the aliens. Destroy cover for optimal ITZ performance&lt;br /&gt;
This build is the closest LWR have to vanilla lightning reflexes. Despite with little to no HP to spare, the ridiculous defense bonus means that even if the enemy suppressed the jaeger and overwatch the rest of the team, you can still shoot. The bonus defense will not drop until you finish firing so you will be all right as they burn out their reaction shots. Unfortunately after the last shot the Matrix jaeger will be left with base defense on the next turn, so ideally your team should take care of most dangerous foes in one turn. If that can’t be done, it may be better to leave one shot in the chamber and press J. Beware though, you can’t dodge them all especially against leaders, choose the risks you want to take wisely.&lt;br /&gt;
Special uses: &lt;br /&gt;
I, Combat readiness: with 10 less defense, should still support an array of strategy. If you don’t want to shoot the next turn or want to take a flanker strategy with this jaeger.&lt;br /&gt;
II, Close combat: Triggering melee enemy will likely cause this MEC to be surrounded. You can kinetic strike the melee unit then command it to steady, so as to negate some damage if you can’t kill it this turn.&lt;br /&gt;
III, Anti-mech: run-up to it and activate electro pulse, command to steady if you feel the need.&lt;br /&gt;
5. Equipment&lt;br /&gt;
	I, carbide plating: you should expect this Jaeger to be hit at least once per mission, this weightless health boost will serve you well.&lt;br /&gt;
	II, Ammo module: For ITZ usage, very helpful.&lt;br /&gt;
	III, kinetic strike or electro pulse: As this Jaeger thrive on the frontline, consider these sub weapons.&lt;br /&gt;
6. Caution: &lt;br /&gt;
I. As stated earlier, even 10% shot have a chance to hit if shot enough. Don’t get too cocky.&lt;br /&gt;
II. Jaeger don’t get multiple overwatch perks, thus if you overwatch, the defense bonus will drop after shooting, leaving the MEC vulnerable.&lt;br /&gt;
	III. Mechtoids are known to run up right next to a steadied Matrix Jaeger and fire a 80% shot, take extra precaution against this.&lt;br /&gt;
	IV. This is not a damage focused class, and thus might not be a desirable first MEC of your campaign.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Injury_and_Fatigue_(LWR)&amp;diff=96336</id>
		<title>Injury and Fatigue (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Injury_and_Fatigue_(LWR)&amp;diff=96336"/>
		<updated>2020-08-26T12:50:18Z</updated>

		<summary type="html">&lt;p&gt;Aaron asd: /* Base Fatigue Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;br /&gt;
&lt;br /&gt;
While fatigued soldiers may still be deployed on missions, they may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Status&lt;br /&gt;
! Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 3% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired &lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if an enemy is in sight or chance is &amp;lt;10%&amp;lt;br&amp;gt;Will not occur if Stimmed or Psi Inspired &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Accumulating Fatigue ===&lt;br /&gt;
&lt;br /&gt;
Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission.&lt;br /&gt;
&lt;br /&gt;
The Second Wave option &#039;&#039;&#039;Consistent Fatigue (#35)&#039;&#039;&#039; disables fatigue increasing with the number of turns passed and reverts to base fatigue value of &#039;&#039;&#039;10 days&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Base Fatigue==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Event&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Fatigue Time&lt;br /&gt;
|- &lt;br /&gt;
|| Any Mission&lt;br /&gt;
|| +1 day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Every Turn on a Mission&lt;br /&gt;
|| +0.5 days*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:300px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Does not apply to SHIVs&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Base Fatigue Modifiers ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Ability&lt;br /&gt;
! style=&amp;quot;padding: 5px 20px;&amp;quot; | Base Fatigue Time&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Stay Frosty&#039;&#039;&#039;&lt;br /&gt;
|| -10%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0 20px;&amp;quot; | &#039;&#039;&#039;Special Warfare School&#039;&#039;&#039;&lt;br /&gt;
|| -15%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&lt;br /&gt;
|| -20%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&lt;br /&gt;
|| -20%&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Vortex Armor&#039;&#039;&#039;&lt;br /&gt;
|| -50%&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Base Will&#039;&#039;&#039; higher than 30&lt;br /&gt;
|| -1% per Base Will&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Base Will&#039;&#039;&#039; lower than 30&lt;br /&gt;
|| +1% per Base Will&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Difficulty&#039;&#039;&#039; (Normal/Classic/Brutal/Impossible)&lt;br /&gt;
|| -30%/-20%/-10%/0%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Campaign Length&#039;&#039;&#039; (NSL/L/VL/VVL)&lt;br /&gt;
|| +100%/0%/-50%/-66%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fatigued Soldiers on Missions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fatigued soldiers that go on missions will have their pre-mission fatigue added to their new fatigue they gained from the missions (only new fatigue is modified by Base Fatigue Modifiers).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Fatigue ===&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go. &lt;br /&gt;
&lt;br /&gt;
Once you have researched &#039;&#039;&#039;Meld&#039;&#039;&#039; you can give your soldiers a &#039;&#039;&#039;Meld Injection&#039;&#039;&#039; which will reduce any soldier&#039;s fatigue/injury time by 50% for the cost of 50 meld.&lt;br /&gt;
&lt;br /&gt;
SHIVs are excellent at minimizing fatigue as not only do they help bolster your roster but they also receive no extra fatigue for turns spent on a mission.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury. Injuries will prevent a soldier from deploying in future battle until the injury is recovered from.&lt;br /&gt;
&lt;br /&gt;
=== Accumulating Injuries ===&lt;br /&gt;
&lt;br /&gt;
==== Base Injury ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Base Injury time&#039;&#039;&#039;: 60 days x Base HP% Lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 90 days * 20%, or 18 days.&lt;br /&gt;
&lt;br /&gt;
==== Base Injury Modifiers==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Ability&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Base Injury Time&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;SHIVs&#039;&#039;&#039;&lt;br /&gt;
|| -50%&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
|| -25% (MECs and SHIVs only)&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | -15% (MECs and soldiers only)&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Advanced Bone Marrow&#039;&#039;&#039;&lt;br /&gt;
|| -30%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|| -30%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 20px;&amp;quot; | &#039;&#039;&#039;Base HP&#039;&#039;&#039; higher than 6/10 (soldier/MEC)&lt;br /&gt;
|| -4% per Base HP&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Base HP&#039;&#039;&#039; lower than 6/10 (soldier/MEC)&lt;br /&gt;
|| +4% per Base HP&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Wolverine Blood&#039;&#039;&#039; (Second Wave option)&lt;br /&gt;
|| -50%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Difficulty&#039;&#039;&#039; (Normal/Classic/Brutal/Impossible)&lt;br /&gt;
|| -30%/-20%/-10%/0%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Campaign Length&#039;&#039;&#039; (NSL/L/VL/VVL)&lt;br /&gt;
|| +100%/0%/-50%/-66%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fatigued Soldiers who get Injured ==== &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 All fatigue time is automatically removed and converted to injury time when a soldier becomes injured.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Healing Injuries ===&lt;br /&gt;
&lt;br /&gt;
The first way is simply by letting time pass. Each in-game hour in the strategy game reduces injury time by an hour.&lt;br /&gt;
&lt;br /&gt;
The second way is once you have researched &#039;&#039;&#039;Meld&#039;&#039;&#039; you can give your soldiers a &#039;&#039;&#039;Meld Injection&#039;&#039;&#039; which will reduce any soldier&#039;s fatigue/injury time by 50% for the cost of 50 meld.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Injuries ===&lt;br /&gt;
&lt;br /&gt;
Like dealing with fatigue, you should have several teams of soldiers ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy soldiers with &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;, SHIVs, and MECs can all take more shots than most other soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Field Medic&#039;&#039;&#039; and &#039;&#039;&#039;First Aid&#039;&#039;&#039; perks both reduce the lowest amount of HP all MECs and Soldiers in the squad achieved by 1 HP. Multiple instances of these perks can stack. This means with 2 of these, any soldier that took 2 HP of damage into their base HP would still count as uninjured after the battle.&lt;/div&gt;</summary>
		<author><name>Aaron asd</name></author>
	</entry>
</feed>