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Combat Engineer (TJ)

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Combat Engineer
Combat Engineer
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 Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Launch Grenade
*All grenades benefit from the grenade launcher's range increase, including non-offensive munitions like Smoke Grenades. *An additional grenade can be equipped in a unique grenade-only slot. *The range of launched grenades can be further improved by upgrading to more advanced grenade launchers.
The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.
Smoke and Mirrors
* Smoke and Mirrors also slightly reduces the soldier's infiltration time.
Grants +1 charge per smoke grenade item. Launching or throwing a smoke grenade does not end your turn.
Grenade Trap
* The soldier can set proximity traps using offensive grenades.
The soldier can set proximity traps using offensive grenades.
Pioneer Protector Sapper
Lance Corporal
Lance Corporal
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Combat Drugs
* A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.
A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.
HEAT Warheads
*Your grenades now pierce (ignore) up to 2 point(s) of armor and shred 1 additional point(s) of armor.
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor.
Corporal
Corporal
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Dense Smoke
*Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30. Also grants one free Smoke Grenade.
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade.
Extra Munitions
* The free grenade is not affected by Packmaster.
Grants 1 free explosive grenade item to your inventory.
Sergeant
Sergeant
Shotgun Finesse
* Gain +10 crit and +3 mobility while equipped with a shotgun.
Gain additional Crit chance and Mobility while equipped with a shotgun.
Triage
* Restores 8 health to the user and surrounding allies within 8 tiles. * Removes Burning, Acid, and Poison. * Has 1 charge.
Restores health to the user and surrounding allies. Removes Burning, Acid, and Poison.
Biggest Booms
*Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage). *50% chance for critical damage is not affected by other critical chance modifiers. *Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities. *Grenade crits will grant +1 damage to ongoing damaging effects such as fire.
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
Staff Sergeant
Staff Sergeant
Breach
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
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.
Disabling Shot
*Stuns enemies for 2 actions if the shot hits (including if it grazes). *Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage. *Disabling Shot requires 1 ammo to use. *Disabling Shot has a 5 turn cooldown. *Only Avatars and Psi Zombies can not be stunned.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Tech Sergeant
Tech Sergeant
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Combat Stimulants
* Grants +10 aim and +10 crit.
A fast-acting stimulant in your smoke grenades grants bonus Aim and Critical Chance to units in the smoke cloud.
Fracture
* Gain +20 aim and 1/2/2/3/3 shred.
Your assigned weapon attacks against mechanical units have bonus Aim and shred armor.
Gunnery Sergeant
Gunnery Sergeant
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
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.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Soften Up
* Works with anything that uses weapon damage, including but not limited to firearms, melee, and grenades.
Gain +2 bonus damage on attacks against targets that have full HP.
Master Sergeant
Master Sergeant
Slam Fire
* With the proper setup, you can trigger Slam Fire many times in a turn. Try removing enemies' cover, or using other abilities to boost your critical hit chance. * Activating Slam Fire does not cost an action. * Cannot be used after Run and Gun and other abilities that refund actions and disables them for the rest of the turn. * Equip your weapon with a Laser Sight and an Expanded Magazine or Autoloader to maximize Slam Fire's potential.
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.
Full Kit
*Grants +1 charge per grenade item in a utility slot. *Applies to explosive and support grenades as well as Battle Scanners. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge per grenade item in a utility slot.
Devastation
* Devastation provides a massive increase to grenade radius that makes it easy to hit multiple units and remove their cover, not to mention all other cover nearby.
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1.

XCOM Abilities

TBD. What's below here is wrong.

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
Template:Paramedic (TJ) Template:Arc Welder (TJ) Template:Infighter (TJ) Template:Unlimited Power (TJ) Template:Reconnoiter (TJ)
Reposition
* Reposition only allows standard moves, not other abilities such as reloading your weapon.
You can take a standard move action after firing your standard weapon.
Template:Quick Zap (TJ)
Template:Flashbanger (TJ) Template:Flush (TJ) Template:Survival Instinct (TJ) Template:Hail of Bullets (TJ)
Resilience
* Resilience is useful for controlling the amount of damage you take if you get flanked. * Just because you can't be crit doesn't mean you won't die if you stand out in the open.
You can't be critically hit.
Template:Predator (TJ) Template:Serial (TJ)
Template:Zone of Control (TJ) Template:Like Lightning (TJ) Template:Tactical Sense (TJ) Template:Target Focus (TJ) Template:Tradecraft (TJ) Template:Deadeye (TJ) Template:Lock N Load (TJ)
Template:Ghostwalker (TJ) Template:Locked On (TJ) Template:Focused Defense (TJ) Template:Traverse Fire (TJ) Template:Evasive (TJ) Template:Overkill (TJ)
Stiletto
* Bonus increases with the weapon tier.
Your weapon attacks pierce 2/3/4 additional points of armor.
Template:Deep Cover (TJ) Template:Bring 'Em On (TJ) Template:Low Profile (TJ) Template:Executioner (TJ) Template:Phantom (TJ)
Shadowstrike
* The bonus applies to all attacks as long as the targeted enemy does not have a direct line-of-sight on the soldier when the action starts. This includes, but not limited to, squadsight attacks and attacks from concealment.
Gain +25 aim and +25 critical chance against enemies that do not see you.
Template:Thats Close Enough (TJ)
Anatomy
* This is an unconditional passive bonus. * The Armor Pierce bonus will not show on attack previews, but it will function when the attack lands.
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Template:Ready For Anything (TJ)
Template:Disabling Shot (TJ)

Stat Progression

TBD. What's below here is wrong.

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
2 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
5 10 10 10 10 10 10 10

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound