Grenadier (LWOTC)
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 and deal 1 bonus damage to unarmored 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 and any damage over time effects inflicted by grenades do one additional damage. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points 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 point(s) of armor and shred 1 additional point(s) of armor. |
Your grenades, rockets and heavy weapons do full damage 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 +3 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. |
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. |
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 |
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. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown. |
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally. | |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
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. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown. |
Grants 1 free flashbang item to your inventory. | |
Take a shot with a small aim penalty for a significant damage boost. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Ranged attacks against flanked enemies deal +2 damage. |
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching. |
If you did not attack this turn, hunker down automatically. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
If you score one or more kills on your turn, you are granted a single bonus move. | |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Makes partial cover count as full. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
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. |
Equipped medikits have 2 extra charges. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Standard shots with your primary weapon are not turn-ending. | |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Gain 40 dodge against attacks within four tiles. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
Enter overwatch after firing a turn ending standard shot with your primary weapon. | |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
This soldier does not trigger overwatch or reaction fire. |
Take an action after dashing. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Your primary weapon attacks shred armor. |
Grants one free smoke grenade item to your inventory. | |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Shots fired with your primary weapon pierce 3 armor. |
After throwing or launching a grenade, you will automatically enter overwatch. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
If you get at least one kill during your turn, automatically Hunker Down at the end of it. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
3 | 2 | 2 | 2 | 3 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
3 | 5 | 7 | 9 | 12 | 14 | 16 | 18 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
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Unlockable |
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Faction |
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