diff --git a/OpenRa.Game/OpenRa.Game.csproj b/OpenRa.Game/OpenRa.Game.csproj
index 9fc9b0bf7d..57c74ffc8b 100644
--- a/OpenRa.Game/OpenRa.Game.csproj
+++ b/OpenRa.Game/OpenRa.Game.csproj
@@ -109,6 +109,7 @@
+
@@ -179,6 +180,7 @@
+
diff --git a/OpenRa.Game/Traits/Activities/CaptureBuilding.cs b/OpenRa.Game/Traits/Activities/CaptureBuilding.cs
new file mode 100644
index 0000000000..4df1009190
--- /dev/null
+++ b/OpenRa.Game/Traits/Activities/CaptureBuilding.cs
@@ -0,0 +1,37 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+namespace OpenRa.Game.Traits.Activities
+{
+ class CaptureBuilding : IActivity
+ {
+ Actor target;
+
+ public CaptureBuilding(Actor target) { this.target = target; }
+
+ public IActivity NextActivity { get; set; }
+
+ public IActivity Tick(Actor self)
+ {
+ if (target == null || target.IsDead) return NextActivity;
+ // todo: don't waste engineers on things that have been captured
+ // between order issue time and the time we hit the building.
+
+ target.Health -= EngineerCapture.EngineerDamage;
+ if (target.Health <= 0)
+ {
+ target.Owner = self.Owner;
+ target.Health = EngineerCapture.EngineerDamage;
+ }
+
+ // the engineer is sacrificed.
+ Game.world.AddFrameEndTask(w => w.Remove(self));
+
+ return NextActivity;
+ }
+
+ public void Cancel(Actor self) { target = null; NextActivity = null; }
+ }
+}
diff --git a/OpenRa.Game/Traits/EngineerCapture.cs b/OpenRa.Game/Traits/EngineerCapture.cs
new file mode 100644
index 0000000000..31e9b8eaac
--- /dev/null
+++ b/OpenRa.Game/Traits/EngineerCapture.cs
@@ -0,0 +1,34 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using OpenRa.Game.Traits.Activities;
+
+namespace OpenRa.Game.Traits
+{
+ class EngineerCapture : IOrder
+ {
+ public const int EngineerDamage = 300;
+
+ public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
+ {
+ if (underCursor == null) return null;
+ if (!underCursor.traits.Contains()) return null;
+
+ // todo: other bits
+
+ return new Order(underCursor.Health <= EngineerDamage ? "Capture" : "Enter",
+ self, underCursor, int2.Zero, null);
+ }
+
+ public void ResolveOrder(Actor self, Order order)
+ {
+ if (order.OrderString == "Enter" || order.OrderString == "Capture")
+ {
+ self.CancelActivity();
+ self.QueueActivity(new Move(order.TargetActor, 2));
+ self.QueueActivity(new CaptureBuilding(order.TargetActor));
+ }
+ }
+ }
+}
diff --git a/units.ini b/units.ini
index 156c0f25da..3e66b0dd62 100755
--- a/units.ini
+++ b/units.ini
@@ -564,7 +564,7 @@ FireDelay=8
LongDesc=Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
[E6]
Description=Engineer
-Traits=Unit, Mobile, RenderInfantry, TakeCover, SquishByTank
+Traits=Unit, Mobile, EngineerCapture, RenderInfantry, TakeCover, SquishByTank
Voice=EngineerVoice
LongDesc=Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
[SPY]