Engineer (Long War)

The Engineer is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting Grenadier ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.
- Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine pistols, Sawed-off shotgun.
- Class-Limited items: Armor Piercing Ammo, Shredder Ammo, Battle Scanner.
Abilities
| Rank | Ability | |||
|---|---|---|---|---|
Specialist |
Grenadier Allows 2 destructive grenades in a single inventory slot, and the soldier may throw grenades 20 percent further. | |||
| No other bonuses. | ||||
Lance Corporal |
Holo-Targeting
Shooting at or suppressing enemies confers +10 Aim to allies' attacks on those enemies until end of turn. |
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade.
|
Sapper
Increases grenade and proximity mine damage by +1. Also triples damage to the environment.
| |
| +1 Aim. | No others bonuses. | No others bonuses. | ||
Corporal |
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters. |
Smoke & Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
|
HEAT Warheads
Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed. | |
| +2 Aim. | No other bonuses. | No other bonuses. | ||
Sergeant |
Repair
For X-Com, grants +2 Arc Thrower charges. On drones, allows repair of robotic units.
|
Suppression
Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.
| ||
| +3 Will. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Battle Scanner
Scanning device that, when thrown, creates a new source of vision for 2 turns. Grants 2 uses. Increases throw range for battle scanners by 70% (does not stack with other perks).
|
Dense Smoke
Increases the defense bonus from smoke grenade from 20 to 40.
|
Mayhem
Confers +2 damage for suppression, SAWs, LMGs, explosive grenades, proximity mines and rocket launchers. Confers +4 damage for sniper and long rifles, marksman's, strike and reflex rifles using Standard Shot or Precision Shot.
| |
| No other bonuses. | No other bonuses. | No other bonuses. | ||
Gunnery Sergeant |
Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus. |
Packmaster
Limited-use small items (including those from perks) receive 1 additional use. |
HEAT Ammo Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed.
| |
| +3 Aim, +3 Will, +1 Mobility. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
Tandem Warheads
Explosives employed by this soldier do full damage to the maximum extent of their area of effect. |
Fire Rocket
Fire a high explosive rocket using an equipped launcher.
|
Bombard
Throw or launch grenades over exceptionally long distances (+50%).
| |
| No other bonuses. | No other bonuses. | No other bonuses. | ||
*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled
Stat Progression
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (
1 + rand(6)).
Tactical Advice
Role: Offensive Support / Defensive Support
Engineers are a class largely based around items and special abilities. Their starting Grenadier perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with Sapper and Bombardier. With perks such as Smoke Grenade, Dense Smoke and Smoke and Mirrors, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the Repair perk. Unfortunately, all of these roles compete for your limited item slots.
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.
If you choose the Fire Rocket perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the Rocketeer class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at. When carrying the Shredder Ammo item, the Engineer's rocket will simultaneously destroy cover and apply the Shredded condition.
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.
Briefing
The Engineer is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the Infantry has two defined roles – the Aggressive approach and the Defensive one, the Engineer has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The Engineer brings a unique perk to the table – Repair. Unlike Disabling Shot, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the Packmaster, but its efficiency when augmenting the Arc Thrower is definitely lower.
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.
Perks
Lance Corporal

Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of Holo-Targeting do not stack, so it may be counterproductive to pick it up on too many soldiers.

Key defensive tool, especially in combination with Suppression. This support grenade can be useful in basically every mission, providing defense while removing the +50 crit chance bonus for being exposed. The uses for smoke grenades are plenty: you can give allies low cover on demand, upgrade their low cover to heavy cover, keep a suppresisng unit safe under sustained fire, and so on. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots, so a perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. Furthermore, with this perk your soldier can take an action after throwing a smoke grenade, which greatly improves your soldiers versatility by adding additional action economy such as the ability to throw a smoke while destroying enemy cover. Later in the campaign, with Smoke & Mirrors, Packmaster and Dense Smoke, you can carry enough Smoke Grenades to cover your squad in almost every engagement in a mission. Keep in mind that explosives can still do a number on you - if the defense of your entire squad is amplified (and especially if they are sticking closer to each other), aliens and Exalt are more prone to use grenades.

The defining Engineer perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk Engineers cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones and go for kills rather than cover destruction. But if you do have it, you can chew through anything on demand.
Corporal

Armored units in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swarm of seekers or wiping your squad. That said, Engineers do not use HEAT Warheads as efficiently as a Rocketeer, since grenades cannot reliably hit flying targets; creative use of terrain (such as trying to get the grenade to stick to a wall) can help, but in most cases don't expect to hurt fliers.

Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your Engineer’s inventory almost doubles their usefulness, even if you do not pick Battle Scanner later on. However, it does not have synergy with Sapper, as it does not apply to destructive grenades.

The low aim of the Engineer can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the Engineer does not have access to perks that provide critical damage or chance, so Ranger’s power is reduced compared with other soldiers. A build that uses the Arc Rifle as its primary weapon and a heavy pistol sidearm will benefit from Ranger, however.
Sergeant

This perk can greatly increase the survivability of a close quarters Engineer, especially when in high cover. Taking up to three damage off a hit while in heavy cover is not something that should be passed on lightly and the extra Will is a nice addition for a psionic build if you go that route.

The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to Lock N' Load or large magazine weapons to continue suppressing, and wasting a slot on the Hi Cap Mags item will greatly reduce the effectiveness of a grenade specialist.

Another class-defining perk, making the Engineer the only class that can make multiple capture attempts per mission - up to 3 with this alone and a 4th with Packmaster. Also allows the Engineer to function as a medic for MECs and SHIVs once the appropriate research is conducted. Capturing aliens is much more important than in Vanilla due to the need for large numbers of plasma weapons for research purposes, and the greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed; Command will let you take a second capture attempt in a turn, and Disabling Shot (from either the Sniper perk or the Arc Rifle) will buy you a safe turn, as can stacking debuffs like Flashbangs, Chem Grenades, and Suppression.
Tech Sergeant

The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. Dense Smoke gives almost the same defense as High Cover and much like regular smoke removes the +50 crit chance bonus when exposed.

Extra battle scanners allows you to throw them around liberally to gain advanced notice of enemy pods, enables triggering pods with rockets or sniper fire, and lets you counter seekers on demand. When you know the coast is clear, you can clear maps much faster, thus improving Meld harvesting efficiency. The perk also gives you a (non-stacking) +70% throw range on your scanners, giving you the equivalent of Bombard if you don't already have it (and Grenadier, but you already do).

A key perk for the pure Grenade build, increasing your explosive damage. The Arc Rifle also gains the +4 damage bonus from Mayhem that is applied to strike rifles, making it much more useful when not Disabling. "Mayhem also allows the soldier to do two points of chip damage on Suppression, but the Engineer is not a class that is optimized for a Suppression build. The Engineer can gain Shredder Ammo via an item, and thus the value of damaging Suppression is greatly increased, though still limited.
Gunnery Sergeant

With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor HP, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.

An unintuitive perk for the Engineer, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with Mayhem Suppression and lets your regular gun hit decently hard (though generally not enough damage to matter against heavy targets). With an Arc Rifle, the guaranteed damage to robotic units can make the Engineer able to pick off wounded Drones or Seekers when not Disabling larger enemies.

Packmaster greatly increases slot value and grenade efficiency, adding an extra charge to every equipped item and anything from a perk. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your Engineer and can keep him safe, this perk could greatly improve his usefulness on the battlefield.
Master Sergeant

An Engineer’s rocket will be very unreliable when used without proper preparation, but with HEAT Warheads and Mayhem the rocket will still pack a decent punch. The rocket will also apply Shred when carrying Shredder Ammo even though it will do the regular damage and cover destruction of a regular rocket. By Master Sergeant, even if you make your lowest aim troopers engineers, you'll have respectable enough accuracy with the rocket to probably hit something, but note you can't equip extra rockets.

This is one of the perks that allow the Engineer to shine as a grenade specialist, allowing you to toss cover destruction, damage, and even support grenades like Chem deep into the enemy formation... even activating pods with them. Thanks to Grenadier and Bombard, you can even mimic the bonus throw range of the Battle Scanners perk, though waiting until MSgt for good Scanners might be a bad idea.

The alternate perk that allow the Engineer to shine as a damage grenade specialist. If you're willing to expose your Engineer to danger and close the distance, they will rival Rocketeers for damage and cover destruction.
Sample Builds
Explosive Grenades Specialist
Support Grenades Specialist
Toolbox Engineer
Covert Operative
Bullet Wizard Engineer
See also
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