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.
Grants 2 uses of Repair and +1 penetration against mechanical units.
Heal a friendly mechanical unit for 6 HP.
Using a destructive grenade costs only 1 AP. Equipped destructive grenades receive an additional use. Increases throw range by 10%.
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.
Shooting allows this unit to fire an extra shot if not out of ammo or targets. The 2nd shot has -20 aim if taken at 1 AP. 1 turn cooldown after 2nd shot is used.
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
Shooting or suppressing enemies marks them, preventing concealment/stealth and granting +20 aim and +1 penetration to all shots at them for the next 3 turns
Bring 'Em On
Grants the primary weapon additional damage equal to 1 + half the number of enemies in sight.
Suppressive fire damage occurs immediately and gains +1 damage. Grants +50% weapon damage to grenades, sniper rifles, and strike rifles.
Smoke grenades grant an additional +30 defense (+60 defense total) and 20% DR. Grants 1 smoke grenade.
Steadying a weapon costs only 1 AP.
Grants 2 uses of Repair and the first repair each turn costs 0 AP. Grants +1 penetration against mechanical units.
Explosives deal double environmental damage, bypass all flat DR, and have twice the chance to disorient a target through Concussive Blast.
Equipped medikits, grenades, mists, and beacons receive an additional use. Grants +1 ammo to non-electric primary weapons.
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
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.
Grants +1 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
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.
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
- 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.
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)
- Psi training is a strong choice to add even more team support or single target debuffing. It will also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic 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, Arc Rifle
Recommended Equipment: Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags
- Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.
- On close quarter maps this build can choose to use a shotgun or a SMG, disregarding Bullseye entirely for some more flanking power.
- Psi, Gene Mods and Officers are all viable enhancement paths.