XCOM 2
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LW Combat Engineer
   
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1.031 MB
6 Nov, 2016 @ 9:27pm
2 Dec, 2016 @ 3:37pm
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LW Combat Engineer

In 1 collection by xylthixlm
Shadow Ops Long War individual mods
6 items
Description
This is the Combat Engineer class from the Shadow Ops Long War overhaul, as a separate class mod. 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 Fracture and Aggression, or take the Sapper path and launch grenades rapid-fire with Fastball and demolish enemy mechanical units with HEAT Ammo.

Abilities
Squaddie
Launch Grenade: The Combat Engineer uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.
Saboteur: Your standard shotgun attacks deal +2 damage to inanimate objects such as relays and gas tanks.
Smoke and Mirrors: You have one free smoke grenade use on every mission. Launching or throwing a smoke grenade as your first action does not end your turn.

Corporal
Breach: Fire a shot that destroys cover and shreds 1/1/2 armor in a small area, but deals reduced damage and can't get critical hits. Shotgun only. Uses 3 ammo. 3 turn cooldown.
Skirmisher: Move after taking a single action that would normally end your turn as your first action.
Fastball: The next grenade you throw or launch this turn doesn't cost an action. 4 turn cooldown.

Sergeant
Fracture: Make an attack that has +20 Crit chance and deals double bonus damage on critical hits. 2 turn cooldown.
Slug Shot: Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. Uses two ammo. Five-turn cooldown.
Dense Smoke: Your smoke grenades provide an additional +20 Defense.

Lieutenant
Moving Target: You get an additional +30 Defense and +50 Dodge against reaction fire.
Focused Defense: You get an additional +30 Defense and +50 Dodge against attacks by the closest visible enemy while not flanked.
Entrench: Increase Defense by 30 and Dodge by 50 until you move. Only works in cover.

Captain
Aggression: Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Pyromaniac: You get a free incendiary grenade on each mission.
HEAT Ammo: Confers +50% damage against robotic enemies.

Major
Resilience: Enemy attacks against you suffer a -50 penalty to critical hit chances.
Devil's Luck: You are immune to the first shot that hits you each mission.
Combat Drugs: Units in your smoke grenade cloud get +10 Aim and +20 Crit chance.

Colonel
Anatomist: You deal +1 damage on critical hits for each enemy of the same type you have killed, to a max of +10.
Close Combat Specialist: During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Controlled Detonation: Your explosives deal 100% less damage to allies.

Brigadier
Slam Fire: For the rest of the turn, whenever you get a critical hit with your shotgun, your actions are refunded. 3 turn cooldown.
Mayhem: Your grenades and special attacks deal +2 damage.
Devastation: The radius of all your grenades is increased by 2, and the radius of your Breach ability is increased by 1.

Known Mod Conflicts
Reliable Smoke
Popular Discussions View All (1)
0
7 Nov, 2016 @ 9:41am
Freeback for Combat Engineer
Rifle Man
20 Comments
alien.system 16 May, 2017 @ 8:33am 
I have the same issue, and I'd hardly call it a minor nuisance. Being able to generate items for free more or less breaks balance immediately. Thankfully, to fix it, one only needs to edit an .ini instead of recompiling the mod. Just delete the Items[2]=... part of the Loadout entry in the mods XComGameData.ini
InterventoR 15 Jan, 2017 @ 2:05am 
@xylthixlm, good to know. Although this feature brings a minor nuisance. Whenever i push "make utility items available" button, this smoke grenades duplicates. Currently i have 13 or so smoke grenades in Avenger :) As a workaround, i'm denying their existence yet they are breeding like rabbits.
xylthixlm  [author] 12 Jan, 2017 @ 4:32pm 
@InterventoR, the combat engineer default squaddie loadout includes a smoke grenade, and apparently the game doesn't check if you have any in inventory, it just generates one out of thin air and gives it the the squaddie. While that's certainly not an intended design feature, it seems appropriate so I'll keep it. :)
InterventoR 12 Jan, 2017 @ 4:56am 
Hello, all your shadow ops classes are great in design and fun to play. Just here to inform you about a (possible) bug. At squaddie level, combat engineer gains a free smoke grenade. Literally. Seriously, an extra smoke appears his inventory when he levels up :) Though i'm using a lot of LW class mods, so it may be a conflict issue.
Decado 19 Dec, 2016 @ 1:14pm 
Cool mod! Questions:

How does Anatomist perk work? Permanent increase in damage or per mission? Also, how does it interact with mods that provide new enemies and enemy variants? Recognise them? Is each varient a unique "type"?

Does mayhem work with heavy weapons? I'm guessing devastation does not.

Thanks
xylthixlm  [author] 8 Dec, 2016 @ 7:20pm 
@starrynite120, no, sorry.
starrynite120 8 Dec, 2016 @ 7:55am 
Is there a way to change the type of grenade pyromaniac gives?
No Leaf Clover 4 Dec, 2016 @ 6:47am 
I already use the AML. No conflict is detected.
=[NK]= Col. Jack O'Neil 4 Dec, 2016 @ 5:13am 
If you read the description, shadow ops pack changes rules. Probably conflicts with a mod of yours. Get the alternate mod manager to identify what
No Leaf Clover 4 Dec, 2016 @ 3:49am 
Well actually this one doesn't.
Sorry for my earlier message.
The whole Shadow Ops package makes my game lag as hell, but the individual mods like this one do not. Weird !