Grenadier (LWOTC)

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Grenadier
Serving as our demolitions experts, the Grenadiers provide heavy ordnance delivery whenever and wherever we need it. They may also specialize in support grenades to protect our troops and disable our enemies.

Class Overview

The Grenadier is a versatile fire-support class that leans much more heavily on its grenade launcher than the Vanilla Grenadier to influence the battle. While they can cart an impressive amount of grenades, care must be take to ensure they are not exposed to heavy enemy attack when heavily specialized in them, as they tend not to have inventory room for protective vests or plating.

"Boomer" type Grenadiers (Left branch) are demolition experts, capable of breaking any enemy position with a well placed grenade, but have less to offer squadmates in need of cover or concealment, as well as limited utility once their grenades run out.

"Support" type Grenadiers (Right branch) deploy non-lethal grenades to awe-inspiring effect, capable of bringing an entire alien squad to their knees (literally) with Sting grenades or shielding allies from effective enemy fire with Dense Smoke and Ghost Grenades, but are less capable when raw damage is called for.

Grenadiers are more expensive than standard for infiltration. Consider swapping out a Grenadier for a less explosive class (or equipping them with an SMG) if you need to trim a few hours off your infiltration timer.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Grenade Launcher

Grenadiers can carry a standard rifle, shotgun, or SMG for regular combat, and some center branch perks improve the primary weapon's utility and the Grenadier's personal defenses. Consider these perks if you want to deploy the soldier in the front line of a battle rather than the middle or back lines, or have the Grenadier be an effective threat once their grenades are expended.

The Grenadier's Grenade Launcher improves the range at which they can launch grenades over the other classes, as well as the radius of effect of said grenades. The Grenade Launcher also enables a special grenade-only slot in their inventory. Several perks increase the number of grenades available, the range they can be launched at, or their radius.

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.
Boomer Support
Lance Corporal
Lance Corporal
Sapper
*Sapper allows frag grenades and other explosives to destroy many cover objects.
Your explosives can destroy many cover objects.
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
Rapid Deployment
*Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. *Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners. *Rapid Deployment has a 3 turn cooldown.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Corporal
Corporal
Heavy Ordnance
*All damaging grenades are viable for Heavy Ordnance.
Any damaging grenade in your grenade-only slot gains a bonus use.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Protector
*All non-damaging grenades except Ghost Grenades are viable for Protector.
Non-damaging grenades in your grenade-only slot gain a bonus use.
Sergeant
Sergeant
Boosted Cores
*Your grenades have extra explosives and do one additional damage but require special training to handle.
Explosive grenades do one additional damage.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Bluescreen Bombs
*Your flashbang grenades now disorient robotic units. *Your flashbang grenades also reduce robotic hack defense by 25.
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
Staff Sergeant
Staff Sergeant
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.
Tandem Warheads
*Your grenades, rockets and heavy weapons do full damage to units to the maximum extent of their area of effect. *This doesn't apply to environmental damage.
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect.
Dense Smoke
*Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30.
Your smoke grenades confer an additional 10 defense.
Tech Sergeant
Tech Sergeant
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).
Chain Shot
*Chain Shot requires 2 ammo points. *Chain Shot has a 4 turn cooldown. *Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
Sting Grenades
*Your flashbang grenades have a 50% chance to stun enemies. *Enemies' innate flashbang resistance does not affect stun chance.
Your flashbang grenades have a 50% chance to stun enemies.
Gunnery Sergeant
Gunnery Sergeant
Volatile Mix
*Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.
Your grenades' area of effect is increased by one tile.
Bombardier
*Your grenades have 2 tiles extra range. *This includes both launched and thrown grenades.
You may throw or launch grenades two additional tiles.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Master Sergeant
Master Sergeant
Combat Engineer
*More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects. *Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
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.
Ghost Grenade
*This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus. *Uses one action and ends your turn. *One use per mission; abilities that add grenade charges do not provide any bonuses. *Only works on XCOM soldiers, as civilians do not have training in concealment techniques. *Small smoke cloud grants 20 defense; dense smoke bonuses do not apply. *It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally. *The Grenadier cannot use this ability when concealed.
A specialized smoke grenade that causes the targeted ally to enter concealment.

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
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.
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.
Apex Predator
*Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Cyclic Fire
*Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -10 penalty to aim. *Requires 3 ammo. *Cyclic Fire has a 2 turn cooldown. *Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Has a 2 turn cooldown.
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger once per turn.
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are reduced against disoriented enemies.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *Any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Close Encounters
*Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. *A red ring will mark the range of this ability. *Close Encounters cannot be used on the same turn as Run and Gun.
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.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Fortify
*Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. *Does not cost an action. *Fortify has a 5 turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5 turn cooldown.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Deadeye
*Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. *Deadeye has a 3 turn cooldown. *Works with Snap Shot.
Take a shot with a small aim penalty for a significant damage boost.
Hail of Bullets
*Hail of Bullets requires 3 ammo points. *Hail of Bullets has a 5 turn cooldown. *Hail of Bullets does not work with shotguns or sniper rifles.
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Double Tap
*Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch. *Double Tap has a 2 turn cooldown.
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +10 against this target.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Kill Zone
*There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. *Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. *Kill Zone has a 4 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Light 'Em Up
*Standard shots with your primary weapon are not turn-ending.
Standard shots with your primary weapon are not turn-ending.
Flush
*Consumes 3 ammo. *Flush has a 3 turn cooldown. *+30 bonus to aim. *Cannot crit or apply bonus ammo effects. *Cannot be used from concealment. *Target loses 10 defense and 30 dodge. The debuff lasts 1 turn.
Special shot with a bonus to hit that does little or no damage but confers defense and dodge penalties and forces target to change position if it hits.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Infighter
*Gain 33 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 33 dodge against attacks within four tiles.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a standard shot with your primary weapon.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
This soldier does not trigger overwatch or reaction fire.
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.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Watch Them Run
*After throwing or launching a grenade, you will automatically enter overwatch.
After throwing or launching a grenade, you will automatically enter overwatch.
Steady Hands
*The Steady Hands bonus does not stack over multiple turns. *Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Trench Warfare
*If you get at least one kill during your turn, automatically Hunker Down at the end of it. *You will only Hunker Down if you would normally be able to.
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.

Stat Progression

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
3 2 2 2 3 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
3 5 7 9 12 14 16 18
Will
Will
4 8 8 8 8 8 8 8

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers
Faction
XCOM2 class reaper.png
Reaper
XCOM2 class skirmisher.png
Skirmisher
XCOM2 class templar.png
Templar