Grenadier (LW2)
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 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. |
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Boomer | Support | ||
Lance Corporal |
Your explosives can destroy many cover objects. |
Your explosives do not destroy loot when they kill enemies. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Corporal |
Any damaging grenade in your grenade-only slot gains a bonus use. |
You do one additional point of base damage when using guns. |
Non-damaging grenades in your grenade-only slot gain a bonus use. |
Sergeant |
Explosive grenades do one additional damage. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking. |
Staff Sergeant |
Your grenades now pierce up to 2 points of armor and shred one additional point of armor. |
Your grenades and rockets do full damage to units to the maximum extent of their area of effect. |
Your smoke grenades confer an additional 10 defense. |
Tech Sergeant |
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage). |
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically. |
Your flashbang grenades have a 50% chance to stun enemies for one turn in the flashbang's Area of Effect. |
Gunnery Sergeant |
Your grenades' area of effect is increased by one tile. |
You may throw or launch grenades two additional tiles. |
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 |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Grants +1 charge per grenade item in a utility slot. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
Stat Progression
- This class also gains 3 points of strength, though it's only used for alien abilities.
See Also
XCOM Units in Long War 2 | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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