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 are explosive experts, maximizing on the lethality of their grenades. They deliver on-demand highly damaging explosives that can deal with groups of enemies but are otherwise rendered useless once expended.
"Trooper" type Grenadiers are demolition experts, capable of breaking any enemy position with a well placed grenade and taking advantage with reaction shots. Unlike other types, their grenades do not improve much beyond cover destruction but combined with their primary weapon allows them to take full advantage of enemies being exposed in addition to still being capable of covering the squad even when they are out of grenades.
"Support" type Grenadiers 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. 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 | ||
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Squaddie |
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.
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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 | Trooper | Support | |
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Lance Corporal |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
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Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
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Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
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Corporal |
Your explosives can destroy many cover objects.
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Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
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You may throw or launch grenades two additional tiles.
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Sergeant |
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
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After throwing or launching a grenade, you will automatically enter overwatch.
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Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
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Staff Sergeant |
Your grenades now pierce up to 2 point(s) of armor, shred 0 additional point(s) of armor, and do full damage to units to the maximum extent of their area of effect.
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You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
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Your smoke grenades confer an additional 10 defense.
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Tech Sergeant |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
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Your explosives do significantly greater damage to cover objects and other things on the battlefield.
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Your flashbang grenades have a 50% chance to stun enemies.
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Gunnery Sergeant |
Your grenades' area of effect is increased by one tile.
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When in overwatch, you may take two reaction shots.
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Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
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Master Sergeant |
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn.
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Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
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A specialized smoke grenade that causes the targeted ally to enter concealment.
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XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.
| Tier 1 Defensive | Tier 1 Offensive | Tier 2 Defensive | Tier 2 Offensive | Tier 3 Defensive | Tier 3 Offensive | Tier 4 |
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Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.
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Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
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Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
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Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
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If you score one or more kills on your turn, you are granted a single bonus move.
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Grants 1 free flashbang item to your inventory.
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Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
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Gain 40 dodge against attacks within four tiles.
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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.
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Grants one free smoke grenade item to your inventory.
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Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).
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Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
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Ranged attacks against flanked enemies deal +2 damage.
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Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
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Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
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Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
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This soldier does not trigger overwatch or reaction fire.
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Shots fired with your primary weapon pierce 3 armor.
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If you score a kill during your turn, the next attack against you during the enemy turn will miss.
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Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
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Take an action after dashing.
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Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
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Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement.
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Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
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Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
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Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
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Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
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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.
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If you did not attack this turn, hunker down automatically.
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Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
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Makes partial cover count as full.
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If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
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Every 4 turns, as a free action, you can use a Battle Scanner.
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Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
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Shots deal +2 damage and ignore target's Dodge by -40 if the target has been wounded this turn.
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Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
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A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
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Take a reaction shot against any enemy that moves or attacks within a cone of fire.
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Stat Progression
| Rank |
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| Per Level |
Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
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Aim |
4 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
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Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total |
Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
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Aim |
4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | |
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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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