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 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
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.
Stat Progression
TBD. What's below here is wrong.
| 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 | |