Jaeger (Long War)
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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 |
Confers 2 bonus damage with guns against targets whose species have been autopsied. | |||
| ' | ||||
Lance Corporal |
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying). |
+10% crit, and +10 hit against enemies in full cover. |
Any shots taken without moving have +10 Aim and +10% critical chance. | |
| Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | ||
Corporal |
Confers +10% critical chance per enemy in sight (max +30%). |
Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction. |
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage. | |
| Aim: 2 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 1 Will: 0 Mob: 0 | ||
Sergeant |
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. |
Primary weapons does one additional damage. |
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 |
+10 aim and +10% critical chance if you are not within 7 tiles of an allied unit. |
Confers +10 Aim and +10% Crit chance against targets at or below 50% health. |
When this unit takes damage, all further damage will be reduced by 1 or 2 points 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 |
Shots from Overwatch no longer suffer any Aim penalty. |
Adds 1 damage on critical hits for each enemy the squad can see (up to 5). |
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. | |
| Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | Aim: 0 Will: 0 Mob: 0 | ||
Master Sergeant |
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. |
Reduces most incoming damage to this unit, scaling up as the damage increases. |
Firing with the first action no longer ends turn. | |
| 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
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