Grenadier (LW2)

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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 intact.
Your explosives do not destroy loot when they kill 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 and Battle Scanners. * Two-turn cooldown.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Corporal
Corporal
Heavy Ordinance
* All damaging grenades are viable for Heavy Ordinance.
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. * This also applies to grenade effects, like fire from incendiary weapons.
Explosive grenades do one additional damage.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Bluescreen Bombs
* Your flashbang grenades now disorient robotic units. * Your flashbang grenades also reduce robotic hack defense.
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 points of armor and shred one additional point of armor.
Your grenades now pierce up to 2 points of armor and shred one additional point of armor.
Tandem Warheads
* Your grenades and rockets do full damage to units to the maximum extent of their area of effect. * This doesn't apply to environmental damage.
Your grenades and rockets do full damage to units 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 +2 damage). * Does not apply to non-damaging grenades or the Concussion Rocket or Bunker Buster abilities.
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).
Chain Shot
* Chain Shot requires 2 ammo points, and has a 3 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.
Your flashbang grenades have a 50% chance to stun enemies for one turn in the flashbang's Area of Effect.
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 either launched or 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.
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.

Stat Progression

Rank Per Level Total
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Squaddie
Squaddie
0 3 8 - 16 0 0 0 0 3 8 - 16 0 0 0
Lance Corporal
Lance Corporal
1 2 8 - 16 0 0 0 1 5 16 - 32 0 0 0
Corporal
Corporal
0 2 4 - 12 0 0 0 1 7 20 - 44 0 0 0
Sergeant
Sergeant
1 2 4 - 12 0 0 0 2 9 24 - 56 0 0 0
Staff Sergeant
Staff Sergeant
0 3 4 - 12 0 0 0 2 12 28 - 68 0 0 0
Tech Sergeant
Tech Sergeant
1 2 4 - 12 0 0 0 3 14 32 - 80 0 0 0
Gunnery Sergeant
Gunnery Sergeant
0 2 4 - 12 0 0 0 3 16 36 - 92 0 0 0
Master Sergeant
Master Sergeant
1 2 4 - 12 0 0 0 4 18 40 - 104 0 0 0
  • 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
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