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
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 and deals +1 damage. Equipped destructive grenades and MiNEs receive an additional use. For MECs only: Gain 30% throw range when using One For All. |
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 |
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 +10 aim and +1 penetration] them for 3 turns. Units with this perk gain double the aim and penetration. |
Fragmentation
Explosives gain +2 penetration and have a 100% chance to critically hit (dealing 150% damage). The chance is reduced to 50% if the target is protected by cover or hardened. | ||||
![]() 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. |
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. | ||||
![]() 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. Repair
Heal a friendly mechanical unit for 6 of their missing HP. | ||||||
![]() Gunnery Sergeant |
Bring 'Em On
Grants shots and grenades additional damage equal to half the number of enemies in sight or squadsight. Attacks against this unit have a chance to graze (dealing half their original damage) equal to 5x the number of enemies in sight or squadsight. |
Danger Zone
Gunners/Exalt: Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Rocketeers/Engineers/Goliaths: +35% radius and +1 damage to explosives. |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. | ||||
![]() Master Sergeant |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. |
Stat Progression
Predictable Potential:
Rank | Attribute Gains | |||
---|---|---|---|---|
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+1 | +6 | - | +6 |
![]() |
- | +2 | - | +2 |
![]() |
- | +2 | - | +2 |
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- | - | - | - |
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- | - | - | - |
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- | - | - | - |
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- | - | - | - |
Total | ![]() +1 |
![]() +10 |
![]() - |
![]() +10 |
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 Danger Zone 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 -> Danger Zone -> Packmaster
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 -> Extra Conditioning -> Packmaster
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.