Combat Engineer (TJ): Difference between revisions
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=== XCOM Abilities === | === XCOM Abilities === | ||
{{XCOM Tree (LWOTC) | {{XCOM Tree (LWOTC) | ||
|Tier1A={{Priority Target ( | |Tier1A={{Priority Target (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1B={{Sapper (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier1B={{Sapper (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1C={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |Tier1C={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
Revision as of 05:05, 10 May 2025

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
Mouse-over
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 and shred 1 additional point(s) of armor. |
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. |
Makes partial cover count as full. |
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. |
Grants +1 charge per grenade item in a utility slot. |
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 AP per tier level.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Your primary weapon attacks shred armor. |
Your grenades' area of effect is increased by one tile. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Your explosives can destroy many cover objects. |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. |
Ranged attacks against flanked enemies deal +2 damage. | |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
There is a chance of an extra loot drop whenever you are on a mission. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Standard shots with your primary weapon are not turn-ending. | |
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. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
You have one free smoke grenade and one free flashbang use on every mission. |
Grants 2 random free grenade items to your inventory. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | |
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. |
Activating Run and Gun grants +50% critical damage for the rest of the turn. |
Shots fired with your primary weapon pierce 3 armor. |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. |
Your standard assigned weapon attacks deal +50% more damage to inanimate objects such as relays and gas tanks. |
Template:Bombard (TJ) | If you score one or more kills on your turn, you are granted a single bonus move. | |
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. |
Assemble a frag grenade from various objects found in the field. |
The grenade in your grenade-only slot gains a bonus use. |
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 1 free battle scanner item to your inventory. |
You gain bonus Aim and Crit on attacks against adjacent targets. The bonus decreases with range. |
Fire a weapon blast that is guaranteed to hit and destroy the target's cover. | |
Grants a free Medikit. |
Run and Gun cooldown is reduced by one turn. |
Grants a free Gas Grenade item to the soldier's inventory. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
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. |
As a free action, detonate an environmental explosive with a well placed shot. |
Grants a free EMP Grenade item to the soldier's inventory. | |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
After throwing or launching a grenade, you will automatically enter overwatch. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Template:Mayhem (TJ) |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
Template:Heat Ammo (TJ) | You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |