Jaeger (LWR): Difference between revisions
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|LCorporal1={{Rapid Fire (LWR) |text=1|topbotpad=10}} | |LCorporal1={{Rapid Fire (LWR) |text=1|topbotpad=10}} | ||
|LCorporal2={{Close Combat Specialist (LWR) |text=1|topbotpad=10}} | |LCorporal2={{Close Combat Specialist (LWR) |text=1|topbotpad=10}} | ||
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|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} | |Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} | ||
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}} | |Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}} | ||
Revision as of 15:56, 6 October 2022

MEC variant of the Scout and Sniper classes. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers' main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Hunter This unit cloaks at the beginning of each turn if it can see an enemy, has ammo, and is idle. All hiding (Cloaked or Stealthed) breaks at the end of turn or after a non-movement action. When cloaked, shots gain +50% weapon damage and +30 crit. Grants Combined Arms [All weapons and equipment deal +1 damage]. Combined Arms
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command. | ||||||
Lance Corporal |
Rapid Fire Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance. |
Close Combat Specialist Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] |
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage. | ||||
Corporal |
Sharpshooter All shots gain +15 aim against biological targets. |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. |
Jetboot Module When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting). | ||||
Sergeant |
Killer Instinct Grants +30% crit damage. |
Aggression Shots gain +10% crit damage per enemy in sight. |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. | ||||
Tech Sergeant |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. | ||||||
Gunnery Sergeant |
Lone Wolf
Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit. |
Awareness A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots. |
Repulsor If at full HP, non-psionic attacks are repulsed, causing them to graze (dealing only half of the original damage) | ||||
Master Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
||||||
Stat Progression
Predictable Potential:
| Rank | Attribute Gains | |||
|---|---|---|---|---|
| - | +10 | +1.3 | - | |
| - | +2 | - | - | |
| - | +2 | - | - | |
| - | +2 | - | - | |
| - | +2 | - | - | |
| - | +2 | - | - | |
| - | - | - | - | |
| Total | - |
+20 |
+1.3 |
- |
Tactical Advice
Sample Builds
Shooter Jaeger
To Be Added



















