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Grenadier (TJ)

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Grenadier
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.

Differences From LWOTC

The grenadier in Ted Jam is largely unchanged in role, but the minor movements to a few perks mean that the grenadier's damage specialization comes online a bit sooner. The grenadier has been given access to:

  • More environmental damage by default via Sapper at Squaddie.
  • A competitive decision between Boosted Cores and Bombardier at Corporal.
  • New perks: Improvise Frag Grenade and Heavy Hitter to enhance both their endurance on long missions and their damage potential.

SQ: gains Sapper
CPL: Sapper to Boosted Cores
SGT: Boosted Cores to Tandem HEAT Warheads
SSGT: Tandem HEAT Warheads & Dense Smoke to Improvise Frag Grenade & Salvo
GSGT: Salvo to Ghost Grenade
MSGT: Shockwave & Ghost Grenade to Heavy Hitter and Shellshock

Rank LWOTC Ability New Ability
Squaddie
Squaddie
None to
Sapper
*Sapper allows frag grenades and other explosives to destroy many cover objects.
Your explosives can destroy many cover objects.
Lance Corporal
Lance Corporal
No change
Corporal
Corporal
Sapper
*Sapper allows frag grenades and other explosives to destroy many cover objects.
Your explosives can destroy many cover objects.
to
Boosted Cores
*Your grenades have extra explosives and do one additional damage but require special training to handle. *Damage over time effects applied by grenades such as poison will also do one additional damage.
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
Sergeant
Sergeant
Boosted Cores
*Your grenades have extra explosives and do one additional damage but require special training to handle. *Damage over time effects applied by grenades such as poison will also do one additional damage.
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
to
Tandem HEAT Warheads
*Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.
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.
Staff Sergeant
Staff Sergeant
Tandem HEAT Warheads
*Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.
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.
to
Improvise Frag Grenade
* Never run out of grenades again! * Assembles multiple grenades if the soldier also has Light Ordnance. * Has a 3 turn cooldown.
Assemble a frag grenade from various objects found in the field.
Dense Smoke
*Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30. Also grants one free Smoke Grenade.
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade.
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.
Tech Sergeant
Tech Sergeant
No change
Gunnery Sergeant
Gunnery Sergeant
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.
to
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.
Master Sergeant
Master Sergeant
Shockwave
*Shockwave does not apply to flashbang grenades or other grenades that do not deal damage.
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn.
to
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
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.
Shellshock
* Shellshock does apply to flashbang grenades.
Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).

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 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.
Sapper
*Sapper allows frag grenades and other explosives to destroy many cover objects.
Your explosives can destroy many cover objects.
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
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.
Boomer Trooper Support
Lance Corporal
Lance Corporal
Needle Grenades
*You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material. *Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
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, Shaped Charges and Battle Scanners. *Rapid Deployment has a 3 turn cooldown.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Corporal
Corporal
Boosted Cores
*Your grenades have extra explosives and do one additional damage but require special training to handle. *Damage over time effects applied by grenades such as poison will also do one additional damage.
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Bombardier
*Your grenades have 2 tiles extra range. *This includes both launched and thrown grenades.
You may throw or launch grenades two additional tiles.
Sergeant
Sergeant
Tandem HEAT Warheads
*Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.
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.
Watch Them Run
*After throwing or launching a grenade, you will automatically enter overwatch.
After throwing or launching a grenade, you will automatically enter overwatch.
Bluescreen Bombs
*Your flashbang grenades now disorient robotic units. *Your flashbang grenades also reduce robotic hack defense by 25.
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
Staff Sergeant
Staff Sergeant
Improvise Frag Grenade
* Never run out of grenades again! * Assembles multiple grenades if the soldier also has Light Ordnance. * Has a 3 turn cooldown.
Assemble a frag grenade from various objects found in the field.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
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.
Tech Sergeant
Tech Sergeant
Biggest Booms
*Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage). *50% chance for critical damage is not affected by other critical chance modifiers. *Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities. *Grenade crits will grant +1 damage to ongoing damaging effects such as fire.
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
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.
Sting Grenades
*Your flashbang grenades have a 50% chance to stun enemies. *Enemies' innate flashbang resistance does not affect stun chance. *Bluescreen Bombs is not required to affect mechanical units.
Your flashbang grenades have a 50% chance to stun enemies.
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.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
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.
Master Sergeant
Master Sergeant
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are halved against disoriented enemies. *For Shinobis and Gunners, this perk is applied to their secondary weapon.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Shellshock
* Shellshock does apply to flashbang grenades.
Your grenades and gauntlet rockets decrease enemy aim by 10 and critical chance by 15 for 1 turn(s).

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.

Tier 1
10 AP
Tier 2
10 AP
Tier 3
15 AP
Tier 4
20 AP
Tier 5
25 AP
Tier 6
30 AP
Tier 7
35 AP
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Shockwave
*Shockwave does not apply to flashbang grenades or other grenades that do not deal damage.
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * This ability is a free action and has a 3-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
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.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Salt In The Wound
* All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. * Applies to all sources of damage caused by you. * If this unit inflicts Poison, Burning, Acid, or Bleeding on a target, then the tick damage of those effects will also be increased. * Damage bonus will not stack against targets suffering from multiple of these effects.
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Devastation
* Devastation provides a massive increase to grenade radius that makes it easy to hit multiple units and remove their cover, not to mention all other cover nearby.
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1.
Paramedic
*Gain a free medikit. Equipped medikits have 2 extra charges *Gain the ability to dash to an ally and use a medkit. This ability still costs 1 action and is non turn ending like a regular medkit.
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.
Covering Fire
* If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. * In addition, having the Covering Fire ability allows the owner to ignore 2/3 of cover bonuses with reaction fire.
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses.
Reconnoiter
* The Battle Scanners granted by Reconnoiter can be used indefinitely, only limited by the cooldown. * These Battle Scanners are separate from the ones granted by the Battle Scanner item.
Every 4 turns, as a free action, you can use a Battle Scanner.
EMP Bomber
* The free grenade is affected by Light Ordnance.
Grants a free EMP Grenade item to the soldier's inventory.
Minelayer
* Provides one free proximity mine. * That's right. The sectopod-tech-exclusive item. For free. From this perk.
Provides one free proximity mine.
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
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.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Detonation Shot
* Costs 2 ammo. * Has a 4 turn cooldown.
Fire a shot that detonates explosives carried by the enemy.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Cold Blooded
* Action will not be given if your standard shot inflicted the target's only status ailment. * Can activate once per turn. * Standard shot abilities also include Standard Sniper Shot, Light 'Em Up and Pistol Shot.
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning.
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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.
Deep Cover
*Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
If you did not attack this turn, hunker down automatically.
Deadly Haze
* Increase tile coverage of fire, acid, and poison from grenades to 100%. * Enemies hit by grenades deal 2 less damage for 1 turn.
Increase tile coverage of fire, acid, and poison from grenades to 100%. Enemies hit by grenades deal 2 less damage for 1 turn.
Sixth Sense
* Area attacks include grenades and other explosives, but not MEC Micro Missiles. * Faceless claw sweep counts as multi-target attack and will not hit this soldier. * Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
You are immune to multi-target and area attacks.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *LITERALLY any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Pyromaniac
* The free grenade is not affected by Packmaster.
Grants 1 free incendiary grenade item to your inventory.
Rapid Fire
*Rapid Fire has a 1 turn cooldown.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Take Down
* This attack always deals 5 damage. If the enemy has enough armor or other damage resistance, Take Down may not always result in a kill. * Take Down can be used once per turn, and can be used with a dash only if used as the first action. * Unlike Take Under, Take Down does not rely on a melee weapon. Human soldiers will use the stock of their gun, and certain aliens will throw a punch or slash with their claws.
A melee finisher that never misses and does not end your turn even when used with a dash move, but can only target damaged enemies on 3 or less HP. Can be used once per turn. 3 turn cooldown.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Call For Fire
* Requires one action point and ends the user's turn. * Allies affected by this ability will not automatically end their turn. * 5 turn cooldown.
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch.
Gas Bomber
* The free grenade is affected by Light Ordnance.
Grants a free Gas Grenade item to the soldier's inventory.
Kill Zone
*There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. *Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. *Kill Zone has a 4 turn cooldown.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Tank
* A Dragoon with Tank and an EXO or WAR suit can absorb truly ridiculous amounts of damage, especially if combined with a Plated Vest or Reinforced Vest. * The shield from Shield Protocol doesn't benefit from armor directly, but any excess damage that isn't absorbed by the shield will be reduced by armor. Armor can completely protect against small amounts of damage as long as at least one point gets blocked by the shield. * Light and medium armors provide one extra point of Armor, while heavy armor provides two extra points of Armor.
You gain additional Armor points based on your equipped armor.
Bandolier
* Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type. * Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Surprise
* Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot. * The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
You deal +2 damage while concealed and +1 damage while flanking your target. Passive.
Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
You have one free smoke grenade and one free flashbang use on every mission.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Mad Bomber
* The free grenade is chosen at the start of each mission. * Can get a frag, incendiary, gas, acid, or emp grenade.
Grants 2 random free grenade items to your inventory.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
0 1 0 1 0 1 0 1
Aim
Aim
4 2 2 2 2 2 2 2
Will
Will
4 4 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 3 3 4
Aim
Aim
4 6 8 10 12 14 16 18
Will
Will
4 8 8 8 8 8 8 8

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar