Combat Engineer (TJ)
Appearance

The Combat Engineer is as destructive to environments as it is to XCOM's enemies.
Class Overview
The Combat Engineer carries a shotgun and a grenade launcher for maximum destructive potential. Go down the Pioneer path to blow away cover with Breach and deal devastating criticals with Precision Shot and Aggression, or take the Sapper path and clear obstacles with Demo Grenades and protect allies with Dense Smoke.
Weapons
Primary: Shotguns
Secondary: Grenade Launcher
Abilities
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for more information.
| Rank | Ability | ||
Squaddie |
The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity. |
Grants +1 charge per smoke grenade item. Launching or throwing a smoke grenade does not end your turn. |
The soldier can set proximity traps using offensive grenades. |
|---|---|---|---|
| Pioneer | Protector | Sapper | |
Lance Corporal |
Take an action after dashing. |
A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns. |
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect. |
Corporal |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade. |
Grants 1 free explosive grenade item to your inventory. |
Sergeant |
Gain additional Crit chance and Mobility while equipped with a shotgun. |
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison. |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
Staff Sergeant |
Fire a shot that destroys cover and shreds armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
The next grenade you throw or launch this turn doesn't cost an action. |
Tech Sergeant |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
A fast-acting stimulant in your smoke grenades grants bonus Aim and Critical Chance to units in the smoke cloud. |
Your assigned weapon attacks against mechanical units have bonus Aim and shred armor. |
Gunnery Sergeant |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
The radius of your smoke grenades is increased by 2 tiles. |
Gain +2 bonus damage on attacks against targets that have full HP. |
Master Sergeant |
For the rest of the turn, whenever you get a critical hit with your primary weapon, your actions are refunded. Has 4 turn cooldown. Cannot be used after Run and Gun and disables Run and Gun for the rest of the turn. Free action. |
The item in your grenade-only slow gains two bonus uses and your grenades gain 3 tiles extra range. |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
There is a chance of an extra loot drop whenever you are on a mission. |
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Your primary weapon attacks shred armor. |
Your grenades' area of effect is increased by one tile. |
Ranged attacks against flanked enemies deal +2 damage. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your explosives can destroy many cover objects. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Smoke Grenades cleanse and provide temporary protection from mental effects. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
You may throw or launch grenades two additional tiles. |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
Smoke grenades provide temporary protection from fire, poison, acid, and explosive damage. |
The first time you use an officer ability or a command ability per turn you will refund the action point used. |
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression. |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
Improvise a Frag Grenade using scavenged materials. 3 turn cooldown. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
You have one free smoke grenade and one free flashbang use on every mission. |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
Grants 2 random free grenade items to your inventory. |
This soldier is able to climb walls. |
You do one additional point of base damage when using guns. |
Improvise a Smoke Grenade using scavenged materials. 2 turn cooldown. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Fire a weapon blast that is guaranteed to hit and destroy the target's cover. |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown. |
Grants 1 free battle scanner item to your inventory. |
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown. |
Smoke Grenades protect against critical hits. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn. |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Grants one free smoke grenade item to your inventory. |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Makes partial cover count as full. |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Adds 1 Gas Grenade to your inventory. |
Activate this ability to gain Escalation for 2 turns. While Escalation is active, your primary weapon gains 10% critical chance for every crit and +1 critical damage for every 20 critical chance above 100. Has a 6 turn cooldown. |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run. |
Grants a free Medikit. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. |
Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s). |
Activating Run and Gun grants +50% critical damage for the rest of the turn. |
Adds 1 EMP Grenade to your inventory. |
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
You gain +20 Aim and +20 Crit on attacks against adjacent targets. The bonus decreases with range, to a maximum of 6 tiles. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
All your attacks deal +2 damage. | |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
As a free action, detonate an environmental explosive with a well placed shot. |
Run and Gun cooldown is reduced by one turn. |
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After throwing or launching a grenade, you will automatically enter overwatch. |
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Confers +50% damage against robotic enemies. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
4 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
4 | 6 | 8 | 10 | 12 | 14 | 15 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |