기술병 (롱 워 리밸런스)
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:
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
![]() Specialist |
Mechanic
Grants +1 penetration against mechanical units to all weapons and equipment. Grants 4 uses of Repair [Heal a mechanical unit for 6 HP]. If idle and adjacent to a mechanical unit: Heal that unit for 30% of any damage taken and, at end of turn, remove any corrosion. Repair
Heal a friendly mechanical unit for 6 of their missing HP. | ||||||
![]() Lance Corporal |
Grenadier
Using a destructive grenade or MiNE costs only 1 AP. Equipped destructive grenades and MiNEs receive an additional use. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and will not trigger non-suppression reaction shots. Equipped support grenades receive an additional use. |
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +30 aim if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. | ||||
![]() Corporal |
HEAT Warheads
Explosives gain +4 penetration and double the chance to disorient a target through Concussive Blast. |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +10 aim and +1 penetration] them for 3 turns. Units with this perk gain double the aim and penetration. |
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +50 crit. Does not work with the Arc Rifle or Arc Pistol. | ||||
![]() Sergeant |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well) and 1 penetration resistance. Grants 1 smoke grenade. |
Bullseye
Steadying a weapon costs only 1 AP. Grants +30 aim, +30 crit, and +30% weapon damage against targets on overwatch. | ||||
![]() Tech Sergeant |
Master Mechanic
Grants +2 penetration against mechanical units to all weapons and equipment. Increases the max healing of repair by +2 HP and the first repair each turn costs 0 AP. | ||||||
![]() Gunnery Sergeant |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. | ||||
![]() Master Sergeant |
Fragmentation
Explosives can critically hit (dealing 150% damage). Grants +50 explosive crit. [Hitting an exposed target grants an additional +50 explosive crit] |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Stat Progression
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 defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.
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.