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		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72626</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72626"/>
		<updated>2016-08-24T14:16:35Z</updated>

		<summary type="html">&lt;p&gt;Firehawk242: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; 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 &#039;&#039;&#039;Grenadier&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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 (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, 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 &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; 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 (Long War)|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&#039;&#039;Algariept&#039;s advice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most conservatory class in the entire XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined paths – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 3 – Capture, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}&#039;&#039;&#039;Engineers&#039;&#039;&#039; have a poor aim progression that can be augmented by the passive bonuses of specific perks. It will take a while for an &#039;&#039;&#039;Engineer&#039;&#039;&#039; to become reliable when building towards overwatch. There are some creative ways to use &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; very early into a campaign, e.g. if you manage to plant a shotgun &#039;&#039;&#039;Engineer&#039;&#039;&#039; in the back lines of your enemies, two close range shotgun shots could make short work of two early game enemies. A carbine could also be used to assist a low rank &#039;&#039;&#039;Engineer&#039;&#039;&#039;. Just keep in mind that if you equip too many soldiers with carbines, your overall squad weapon damage will suffer. Unfortunately, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to &#039;&#039;&#039;Opportunist&#039;&#039;&#039; or &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, making the class considerably less adequate at overwatching.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}This type of support grenade can be useful in basically every mission. However, it is more of a last resort than a tool that you should rely on constantly. In later months, the smoke grenade can put your squad in a sticky situation. If the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are much more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; 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. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Supportive grenades can greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all supportive grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is no laughing matter even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on.&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}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 &#039;&#039;&#039;Holo-targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can devaluate this perk when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. Yet &#039;&#039;&#039;Engineers&#039;&#039;&#039; are not very adept at using the Battle rifle and a close range suppression with the shotgun can still get your suppressor shot. This class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; and picking up the Extended Mags item will greatly devaluate a grenade specialist’s equipment slots.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Capturing aliens is much more important than in Vanilla. 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 55% and even with the project that number rises only up to 58%. 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}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, 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.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The expanded range of the smoke grenade allows your soldiers to spread out much more efficiently and thus reduces the chance of baiting alien grenades. The extra flexibility, due to the increased AOE, should also be noted, since you will not always be able to pull your squad into a tight formation.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential number of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}As previously stated, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not have access to &#039;&#039;&#039;Opportunist&#039;&#039;&#039; or &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, but if all perks that provide extra Aim have been picked up to this point than the Engineer will be capable of covering the squad with a total of +22 Aim at the Gunnery rank.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}Extra grenade damage is always nice. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from mayhem. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced. Right now this is a somewhat lackluster perk even with the extra boost to Will and Aim.&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}Rockets are more unreliable as of beta 14 even for a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be even less reliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; the rocket will still pack a decent punch. The +4 Aim on the side is a very welcome pick up for this class.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers with his shotgun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Firehawk242</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72625</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72625"/>
		<updated>2016-08-24T14:15:33Z</updated>

		<summary type="html">&lt;p&gt;Firehawk242: Added a class build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; 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 &#039;&#039;&#039;Grenadier&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* 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 (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, 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 &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; 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 (Long War)|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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&#039;&#039;Algariept&#039;s advice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most conservatory class in the entire XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined paths – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 3 – Capture, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}&#039;&#039;&#039;Engineers&#039;&#039;&#039; have a poor aim progression that can be augmented by the passive bonuses of specific perks. It will take a while for an &#039;&#039;&#039;Engineer&#039;&#039;&#039; to become reliable when building towards overwatch. There are some creative ways to use &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; very early into a campaign, e.g. if you manage to plant a shotgun &#039;&#039;&#039;Engineer&#039;&#039;&#039; in the back lines of your enemies, two close range shotgun shots could make short work of two early game enemies. A carbine could also be used to assist a low rank &#039;&#039;&#039;Engineer&#039;&#039;&#039;. Just keep in mind that if you equip too many soldiers with carbines, your overall squad weapon damage will suffer. Unfortunately, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to &#039;&#039;&#039;Opportunist&#039;&#039;&#039; or &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, making the class considerably less adequate at overwatching.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}This type of support grenade can be useful in basically every mission. However, it is more of a last resort than a tool that you should rely on constantly. In later months, the smoke grenade can put your squad in a sticky situation. If the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are much more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; 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. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Supportive grenades can greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all supportive grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is no laughing matter even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on.&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}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 &#039;&#039;&#039;Holo-targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can devaluate this perk when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. Yet &#039;&#039;&#039;Engineers&#039;&#039;&#039; are not very adept at using the Battle rifle and a close range suppression with the shotgun can still get your suppressor shot. This class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; and picking up the Extended Mags item will greatly devaluate a grenade specialist’s equipment slots.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Capturing aliens is much more important than in Vanilla. 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 55% and even with the project that number rises only up to 58%. 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}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, 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.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The expanded range of the smoke grenade allows your soldiers to spread out much more efficiently and thus reduces the chance of baiting alien grenades. The extra flexibility, due to the increased AOE, should also be noted, since you will not always be able to pull your squad into a tight formation.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential number of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}As previously stated, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not have access to &#039;&#039;&#039;Opportunist&#039;&#039;&#039; or &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, but if all perks that provide extra Aim have been picked up to this point than the Engineer will be capable of covering the squad with a total of +22 Aim at the Gunnery rank.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}Extra grenade damage is always nice. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from mayhem. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced. Right now this is a somewhat lackluster perk even with the extra boost to Will and Aim.&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}Rockets are more unreliable as of beta 14 even for a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be even less reliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; the rocket will still pack a decent punch. The +4 Aim on the side is a very welcome pick up for this class.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers with his shotgun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Firehawk242</name></author>
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