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 2 uses of Repair [Heal a mechanical unit for 5 HP and remove corrosion]. Removes corrosion from all adjacent allies after each action. When in partial cover adjacent to a SHIV: Gain Low Profile [Partial cover grants the defense and DR of full cover] and when that SHIV takes damage heal the SHIV for 25% of the damage taken (heal only occurs if engineer is idle, steadied, or on overwatch). | ||||||
Lance Corporal |
Grenadier Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight. |
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 allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used. | ||||
Corporal |
Holo Rounds Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration]. |
Critical System Targeting Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons. | |||||
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 +20 defense (+50 defense total -- defense affects psi as well). Using a smoke grenade costs 0 AP. |
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three). | ||||
Tech Sergeant |
Master Mechanic
Increases the healing of repair by +4 HP and grants an additional use. Explosive shots that hit friendly SHIVs do not damage this soldier. When in partial cover adjacent to a SHIV: Both this unit and the SHIV gain 20% DR. | ||||||
Gunnery Sergeant |
Sapper Explosives deal +1 damage, gain +20 penetration, and double environmental damage. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. | ||||
Master Sergeant |
Fragmentation Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding. |
Extra Conditioning
Grants +2 armor HP and +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.


















