Jump to content

Jaeger (Long War): Difference between revisions

From UFOpaedia
No edit summary
No edit summary
Line 1: Line 1:
{{CheckOutdated (Long War)|b13}}
{{CheckOutdated (Long War)|b14}}
MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a 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.
MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a 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.


== Abilities ==
== Abilities ==
{{Class Tree (Long War)|
{{Class Tree (Long War)|
|Specialist1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br/>''Confers 2 bonus damage with guns against targets whose species have been autopsied.''
|Specialist1={{Vital Point Targeting (Long War) |text=1}}
|SpecialistE1=''''
|SpecialistE1=''''
|LCorporal1=[[File:SNIPER_DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).''
|LCorporal1={{Damn Good Ground (Long War) |text=1}}
|LCorporal2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''+10% crit, and +10 hit against enemies in full cover.''
|LCorporal2={{Sharpshooter (Long War) |text=1}}
|LCorporal3=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]'''Platform Stability'''<br/>''Any shots taken without moving have +10 Aim and +10% critical chance.''
|LCorporal3={{Platform Stability (Long War) |text=1}}
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''
|LCorporalE1=''Aim: 0 Will: 0 Mob: 0''
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''
|LCorporalE2=''Aim: 0 Will: 0 Mob: 0''
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''
|LCorporalE3=''Aim: 0 Will: 0 Mob: 0''
|Corporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''
|Corporal1={{Aggression (Long War) |text=1}}
|Corporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br/>''Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.''
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}
|Corporal3=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''
|Corporal3={{Flush (Long War) |text=1}}
|CorporalE1=''Aim: 2 Will: 0 Mob: 0''
|CorporalE1=''Aim: 2 Will: 0 Mob: 0''
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
|CorporalE2=''Aim: 0 Will: 0 Mob: 0''
|CorporalE3=''Aim: 1 Will: 0 Mob: 0''
|CorporalE3=''Aim: 1 Will: 0 Mob: 0''
|Sergeant1=[[File:SNIPER SQUADSIGHT.png|32px|center]]'''Squadsight'''<br/>''Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman's and Strike Rifles.''
|Sergeant1={{Squadsight (Long War) |text=1}}
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons does one additional damage.''
|Sergeant2={{Ranger (Long War) |text=1}}
|Sergeant3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]'''Jetboot Module'''<br/>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.''
|Sergeant3={{Jetboot Module (Long War) |text=1}}
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''
|SergeantE1=''Aim: 0 Will: 0 Mob: 0''
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''
|SergeantE2=''Aim: 0 Will: 0 Mob: 0''
|SergeantE3=''Aim: 0 Will: 0 Mob: 1''
|SergeantE3=''Aim: 0 Will: 0 Mob: 1''
|TechSgt1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]'''Lone Wolf''' <br/>  ''+10 aim and +10% critical chance if you are not within 7 tiles of an allied unit.''
|TechSgt1={{Lone Wolf (Long War) |text=1}}
|TechSgt2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 Aim and +10% Crit chance against targets at or below 50% health.''
|TechSgt2={{Executioner (Long War) |text=1}}
|TechSgt3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]'''Damage Control'''<br/>''When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.''
|TechSgt3={{Damage Control (Long War) |text=1}}
|TechSgtE1=''Aim: 2 Will: 0 Mob: 0''
|TechSgtE1=''Aim: 2 Will: 0 Mob: 0''
|TechSgtE2=''Aim: 2 Will: 0 Mob: 0''
|TechSgtE2=''Aim: 2 Will: 0 Mob: 0''
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''
|TechSgtE3=''Aim: 0 Will: 2 Mob: 0''
|GunSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br/>''Shots from Overwatch no longer suffer any Aim penalty.''
|GunSgt1={{Advanced Fire Control (Long War) |text=1}}
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
|GunSgt2={{Bring Em On (Long War) |text=1}}
|GunSgt3=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner's LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.''
|GunSgt3={{Shredder Ammo (Long War) |text=1}}
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE1=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE2=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''
|GunSgtE3=''Aim: 0 Will: 0 Mob: 0''
|MSgt1={{In The Zone (Long War) |text=1}}
|MSgt1={{In The Zone (Long War) |text=1}}
|MSgt2=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]'''Absorption Fields'''<br/>''Reduces most incoming damage to this unit, scaling up as the damage increases.''
|MSgt2={{Absorption Fields (Long War) |text=1}}
|MSgt3=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''
|MSgt3={{Light Em Up (Long War) |text=1}}
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''
|MSgtE1=''Aim: 0 Will: 0 Mob: 0''
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''
|MSgtE2=''Aim: 0 Will: 0 Mob: 0''

Revision as of 07:52, 17 November 2014

This page may be outdated. It is up-to-date for version b14. The latest version is 1.0.

MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a 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.

Abilities

Rank Ability

Specialist
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
'

Lance Corporal
Damn Good Ground
Damn Good Ground
Damn Good Ground
Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Sharpshooter
Sharpshooter
Sharpshooter
+10 critical chance in all situations, +10 Aim against enemies in full cover.
Platform Stability
Platform Stability
Platform Stability
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Corporal
Aggression
Aggression
Aggression
Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus.
Automated Threat Assessment
Automated Threat Assessment
Automated Threat Assessment
Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Flush
Flush
Flush
Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate.
Aim: 2 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 1 Will: 0 Mob: 0

Sergeant
Squad sight
Squad sight
Squadsight
Allows firing at targets in any ally's sight radius within weapon range, but critical chance suffers a -20% penalty. Extended range weapons (MEC primary weapons, Marksman and Strike Rifles, and LMGs) gain roughly five extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges, except with Marksman's and Strike Rifles.
Ranger
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Jetboot Module
Jetboot Module
Jetboot Module
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 1

Tech Sergeant
Lone Wolf
Lone Wolf
Lone Wolf
+10 Aim and Critical Chance if not within 7 tiles of an allied unit.
Executioner
Executioner
Executioner
Confers +10 aim and +10 critical chance against targets at or below 50% health.
Damage Control
Damage Control
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
Aim: 2 Will: 0 Mob: 0 Aim: 2 Will: 0 Mob: 0 Aim: 0 Will: 2 Mob: 0

Gunnery Sergeant
Advanced Fire Control
Advanced Fire Control
Advanced Fire Control
Shots from Overwatch no longer suffer any Aim penalty.
Bring 'Em On
Bring 'Em On
Bring 'Em On
Confers 1-4 bonus damage during critical hits (which is then multiplied by 50% due to the critical hit). The damage is higher when more enemies are in view (including squad sight vision). This results in +1.5 dmg for 1-2 enemies, +3 dmg for 3-4 enemies, +4.5 dmg for 5-6 enemies, +6 dmg for 7 or more enemies.
Shredder Ammo
Shredder Ammo
Shredder Ammo
The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0

Master Sergeant
In the Zone
In the Zone
In the Zone
Killing a flanked or uncovered target does not cost an action. Confers a -1 base damage and -10% critical hit chance penalty for each successive In The Zone kill.
Absorption Fields
Absorption Fields
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
Light 'Em Up
Light 'Em Up
Light 'Em Up
Standard shots no longer end the turn, if taken as the first action.
Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0 Aim: 0 Will: 0 Mob: 0


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 0 0 7 7
Lance Corporal 0 0 4 11
Corporal 1 1 4 15
Sergeant 0 1 4 19
Tech Sergeant 0 1 4 23
Gunnery Sergeant 0 1 4 27
Master Sergeant 1 2 7 34

See also

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s