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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=87064</id>
		<title>Jaeger (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=87064"/>
		<updated>2018-06-28T08:33:05Z</updated>

		<summary type="html">&lt;p&gt;TopSpec: /* Short Range ITZ Flanker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Jaeger (Long War).png|left|frame|64px|Jaeger]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Sniper&#039;&#039;&#039; class. 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;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Platform Stability (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Executioner (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Flush (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Ranger (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Aggression (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Repair Servos (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Shredder Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Long-range ITZ cannon===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: Adds aim and crit chance to every action in the ITZ chain, if you fire without moving.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : ITZ needs raw damage, and Ranger provides it.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Squadsight&#039;&#039;&#039; : Core perk. Allows the Jaeger to fire from beyond visual range, enabling this extreme-damage but squishy build.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: More damage, but only on crits, which you can&#039;t rely on for ITZ. Either of the other perks works as well - Repair Servos to take a hit, Shredder Ammo for utility on turns you can&#039;t take advantage of ITZ.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ need damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is pure glass cannon, so it should engage from the rear of the battlefield.  Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles).  Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role, or Grenade Launcher to help with cover destruction.&lt;br /&gt;
&lt;br /&gt;
===Short-range ITZ flanker===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Adds crit chance to every action in the ITZ which is important for reliable killing power.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; : ITZ needs high aim and crit chance to be effective, and this build will almost always be at least 7 tiles away from the team.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Aggression&#039;&#039;&#039; : This perk is crucial for enabling flanking shots to have 100% chance to crit even after multiple ITZ kills.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: This perk pulls the rest of the build together, with this you should, in most cases, have a 100% chance to instantly kill most organic targets if they are flanked.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ needs damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is an agile glass cannon, so it is best suited in a high mobility MEC platform. This unit operates on the principle that everything it shoots must die, it can move for multiple flanking shots, and then move back out of the enemies sight. The best gear is that of increasing crit chance and damage. A Scope, Targeting Module, and Battle Computer work nicely. It&#039;s even also a good idea to equip this unit with a Pulse Lance for increased crit chance.&lt;br /&gt;
&lt;br /&gt;
===Mid-range ITZ Tank===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: + aim / crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : + aim / crit %.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : + dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039; Damage Control&#039;&#039;&#039; : +1.5 DR.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039; Repair Servos&#039;&#039;&#039;: Auto-repair.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039; Absorption Fields&#039;&#039;&#039; : +DR&lt;br /&gt;
&lt;br /&gt;
This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks.  This unit operates within enemy sight range (no &#039;&#039;&#039;Squadsight&#039;&#039;&#039;), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into &#039;&#039;&#039;One for All&#039;&#039;&#039; position.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>TopSpec</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=87063</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=87063"/>
		<updated>2018-06-28T06:58:08Z</updated>

		<summary type="html">&lt;p&gt;TopSpec: Fixed ranks on Overwatch gunner build.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
&lt;br /&gt;
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; to bring the Overwatch build online.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for extra damage, and because the gunner will be out of sight much of the time.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.&lt;br /&gt;
&lt;br /&gt;
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
===Jack of All Trades, Master of Everything=== &lt;br /&gt;
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn&#039;t take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage, and late game it comes online again with massive utility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Helps ensure that at least the second shot of &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; will hit. Later, can be applied to entire groups of enemies with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit and cause major damage to larger ones despite their damage reduction. With &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; becomes your primary big robot killer, not surpassed until late game MEC troops.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, so it benefits from this strong defensive perk. &#039;&#039;&#039;Suppression&#039;&#039;&#039; also draws a lot of enemy fire.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk brings part of the &#039;&#039;magic&#039;&#039; of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TopSpec</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=87062</id>
		<title>Jaeger (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=87062"/>
		<updated>2018-06-28T06:54:07Z</updated>

		<summary type="html">&lt;p&gt;TopSpec: Added &amp;quot;Short Range ITZ Flanker&amp;quot; To sample builds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Jaeger (Long War).png|left|frame|64px|Jaeger]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Sniper&#039;&#039;&#039; class. 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;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Platform Stability (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Executioner (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Flush (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Ranger (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Aggression (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Repair Servos (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Shredder Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Long-range ITZ cannon===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: Adds aim and crit chance to every action in the ITZ chain, if you fire without moving.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : ITZ needs raw damage, and Ranger provides it.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Squadsight&#039;&#039;&#039; : Core perk. Allows the Jaeger to fire from beyond visual range, enabling this extreme-damage but squishy build.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: More damage, but only on crits, which you can&#039;t rely on for ITZ. Either of the other perks works as well - Repair Servos to take a hit, Shredder Ammo for utility on turns you can&#039;t take advantage of ITZ.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ need damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is pure glass cannon, so it should engage from the rear of the battlefield.  Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles).  Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role, or Grenade Launcher to help with cover destruction.&lt;br /&gt;
&lt;br /&gt;
===Short Range ITZ Flanker===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Adds crit chance to every action in the ITZ which is important for reliable killing power.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; : ITZ needs high aim and crit chance to be effective, and this build will almost always be at least 7 tiles away from the team.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Aggression&#039;&#039;&#039; : This perk is crucial for enabling flanking shots to have 100% chance to crit even after multiple ITZ kills.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: This perk pulls the rest of the build together, with this you should, in most cases, have a 100% chance to instantly kill most organic targets if they are flanked.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ need damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is an agile glass cannon, so it is best suited in a high mobility MEC platform. This unit operates on the principle that everything it shoots must die, it can move for multiple flanking shots, and then move back out of the enemies sight. The best gear is that of increasing crit chance and damage. A Scope, Targeting Module, and Battle Computer work nicely. It&#039;s even also a good idea to equip this unit with a Pulse Lance for increased crit chance.&lt;br /&gt;
 &lt;br /&gt;
===Mid-range ITZ Tank===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: + aim / crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : + aim / crit %.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : + dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039; Damage Control&#039;&#039;&#039; : +1.5 DR.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039; Repair Servos&#039;&#039;&#039;: Auto-repair.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039; Absorption Fields&#039;&#039;&#039; : +DR&lt;br /&gt;
&lt;br /&gt;
This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks.  This unit operates within enemy sight range (no &#039;&#039;&#039;Squadsight&#039;&#039;&#039;), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into &#039;&#039;&#039;One for All&#039;&#039;&#039; position.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>TopSpec</name></author>
	</entry>
</feed>