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 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 30% of the damage taken. Repair
Heal a friendly mechanical unit for 4 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. For MECs only: Gain 35% throw range when using One For All. |
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 +20 aim if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. | ||||
![]() Corporal |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range. |
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. |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. | ||||
![]() 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 crit immunity. |
Critical System Targeting
Shots against autopsied mechanical units deal +80% damage. Does not work with the Arc Rifle or Arc Pistol. | ||||
![]() Tech Sergeant |
Master Mechanic
Increases the healing of repair by +4 HP. Repair
Heal a friendly mechanical unit for 4 of their missing HP. | ||||||
![]() Gunnery Sergeant |
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. |
HEAT Warheads
Explosives gain +4 penetration and double the application of any shred. |
Acid Tech
All shots have a 35% chance to apply corrosion. Acid grenades deal damage that bypasses DR equal to 35% of armor HP (max 10) on detonation. Grants 10% throw range. | ||||
![]() Master Sergeant |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
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 | |||
---|---|---|---|---|
![]() |
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+1 | +4 | - | +4 |
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+1 | +1 | - | +1 |
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- | - | - | - |
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- | - | - | - |
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- | - | - | - |
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- | - | - | - |
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- | - | - | - |
Total | ![]() +2 |
![]() +5 |
![]() - |
![]() +5 |
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 Engineer's explosives. Grenadier is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. Fragmentation or Sapper combined with Tandem Warheads and HEAT 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 -> Sapper or Fragmentation -> Tandem Warheads -> Master Mechanic -> HEAT Warheads or Packmaster -> Extra Conditioning
Recommended Weapons: SMG, Carbine, Arc Rifle
Recommended Equipment: HE Grenades, AP Grenades, Alien/Plasma Grenades, Mobility-increasers
Notes:
- The choice between Sapper and Fragmentation is mostly one of consistency; Sapper always increases damage (including to the environment) and increases throw range, while Fragmentation gives your grenades a higher damage cap.
- As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusuable, or not worth using.
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 1 penetration resistance. Holo Rounds and Mechanic adds reliable utility to assist the rest of the squad in hitting a target or repairing 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 -> Sapper or Holo Rounds -> Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning
Recommended Weapons: Carbine, SMG, Arc Rifle
Recommended Equipment: Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Psi Frayer(psi)
Notes:
- As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when support grenades are expended, unusuable, or not worth using. It also unlocks Psi Grenades/Psi Frayer as 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/accuracy boost from Double Tap and Holo Rounds, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively 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 or Critical System Targeting. 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 -> Holo Rounds -> Critical System Targeting -> Master Mechanic -> Bring 'Em On -> Lock N' Load
Recommended Weapons: Battle Rifle, Assault Rifle, Arc Rifle
Recommended Equipment: Aim-increasers, Ammo-increasers, Damage-increasers, Special Ammo
Notes:
- If planning on using an Arc Rifle, it may be best to opt for Dense Smoke to get a niche utility option since Critical System Targeting does not benefit the Arc Rifle.
- On close quarters maps this build can choose to use a shotgun or a SMG, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe.
- None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine.