Template:Grenades (XCOM2)

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Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.

Weapon Damage Range Critical Chance2 Terrain Damage Blast Radius Shreds Destroys cover Effects Requirements
Frag Grenade 3-4 10 0 3-4 3 1 yes - none
Plasma Grenade1 5-6 10 0 5-6 3 2 yes - Advanced Explosives (PG)
Flashbang Grenade 0 12 0 0 8 0 no Disorients none
Gas Grenade 3-4 10 0 0 5 1 no Poison Experimental Grenade (PG)
Gas Bomb1 6-7 10 0 0 6 2 no Poison Advanced Explosives (PG)
Experimental Grenade (PG)
Incendiary Grenade 4-5 10 0 0 4 1 over time Burning Experimental Grenade (PG)
Incendiary Bomb1 6-7 10 0 0 4 2 over time Burning Advanced Explosives (PG)
Experimental Grenade (PG)
Acid Grenade 3-4 10 0 0 3 2 no Acid Experimental Grenade (PG)
Acid Bomb1 5-6 10 0 0 3 4 no Acid Advanced Explosives (PG)
Experimental Grenade (PG)
EMP Grenade 6 12 0 0 4 0 no Mechanical enemies only, Disorients, Shutdowns and disables shields Bluescreen Protocol (PG)
EMP Bomb1 10 12 0 0 5 0 no Mechanical enemies only, Disorients, Shutdowns and disables shields Advanced Explosives (PG)
Bluescreen Protocol (PG)
Smoke Grenade 0 ? 0 0 ? 0 no Grants Defense none
Smoke Bomb1 0 ? 0 0 ? 0 no Grants Defense Advanced Explosives (PG)
Proximity Mine 8 12 0 0 5 2 yes Explodes when an enemy comes nearby Andromedon autopsy
1 Upgraded from previous version with Advanced Explosives Proving Ground project.

2Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.

Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.