Engineer (LWR)
The Engineer is specialized in supporting and fighting mechanical units and the use of grenades, with their starting Mechanic ability giving them 3 uses of Repair, and +1 penetration vs. mechanical units.
- Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Mechanic
Removes corrosion from all adjacent allies after each action. Grants +10 aim against mechanical units. Grants 2 uses of Repair [Heal a mechanical unit for 4 HP]. If idle and adjacent to a mechanical unit: When that unit takes damage heal it for 25% of the damage taken. Repair
Heal a friendly mechanical unit for 4 of their missing HP. | ||||||
Lance Corporal |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Makes destructive grenades and launchers weightless. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. | ||||
Corporal |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns. |
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight. | ||||
Sergeant |
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression. |
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well) and prevent critical hits. |
Bullseye
Grants +25 aim and crit if shooting at 2AP. Grants +25 aim and crit to shots against targets that are suppressing or on overwatch. | ||||
Tech Sergeant |
Master Mechanic
Increases the healing of repair by +3 HP. Grants +2 penetration to shots vs mechanical units. | ||||||
Gunnery Sergeant |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +30% throw range. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. | ||||
Master Sergeant |
Danger Zone
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
Specialist | +1 | +6 | - | +8 |
Lance Corporal | - | +2 | - | +2 |
Corporal | - | +2 | - | +2 |
Sergeant | - | - | +2 | |
Tech Sergeant | - | - | +1 | |
Gunnery Sergeant | - | - | - | - |
Master Sergeant | - | - | - | - |
Total | +1 |
+10 |
- |
+15 |
Tactical Advice
Role: Offensive Support / Defensive Support
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting Mechanic perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their Grenadier doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with Sapper. With perks such as Dense Smoke and Smoke and Mirrors, Engineers can also become extremely proficient with support grenades.
As Engineers are mostly brought along for their consumable items, and therefore don't need high aim, they are great candidates to be your primary Psionic troopers or Officers.
Sample Builds
Grenadier Engineer
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. Grenadier is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. Mayhem and Tandem Warheads improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.
Sample Grenadier Build: Grenadier -> Tandem Warheads -> Mayhem -> Master Mechanic -> Packmaster or Sapper -> Danger Zone.
Recommended Weapons: Assault rifle, SMG, Carbine, Arc Rifle
Recommended Equipment: HE Grenades, AP Grenades, Alien/Plasma Grenades
Notes:
- Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.
- Good Psi candidate for some more useful options.
Support Engineer
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to Smoke and Mirrors. Dense Smoke is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. Holo Rounds and Mechanic adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.
Sample Support Build:
Smoke and Mirrors -> Holo Rounds -> Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning.
Recommended Weapons: Carbine
Recommended Equipment: Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi)
Notes:
- Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.
Double Tap Engineer
The DT Engineer focuses on building an effective shooter that doesn't rely on consumables as the other Engineer builds do. With an early damage boost from Bring Em' On and good accuracy thanks to Bullseye, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. Mechanic and Master Mechanic boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in Disabling Shot). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.
Sample Anti-Mech Build: Double Tap -> Bring Em' On or Holo Rounds-> Bullseye -> Master Mechanic -> Lock N' Load -> Extra Conditioning.
Recommended Weapons: Battle Rifle, Assault Rifle, SMG, Arc Rifle
Recommended Equipment: Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags
Notes:
- Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.
- Psi, Gene Mods and Officers are all viable enhancement paths .