Grenadier (TJ)

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 |
None | Your explosives can destroy many cover objects. | |
|---|---|---|---|
Lance Corporal |
No change | ||
Corporal |
Your explosives can destroy many cover objects. |
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage. | |
Sergeant |
Explosive grenades and any damage over time effects inflicted by grenades do one additional 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 |
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. |
Assemble a frag grenade from various objects found in the field. | |
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade. |
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 |
No change | ||
Gunnery Sergeant |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
A specialized smoke grenade that causes the targeted ally to enter concealment. | |
Master Sergeant |
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn. |
All your attacks deal +2 damage. | |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
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
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. |
Your explosives can destroy many cover objects. |
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 |
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Corporal |
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
You may throw or launch grenades two additional tiles. |
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. |
After throwing or launching a grenade, you will automatically enter overwatch. |
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking. |
Staff Sergeant |
Assemble a frag grenade from various objects found in the field. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
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 |
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage). |
Your explosives do significantly greater damage to cover objects and other things on the battlefield. |
Your flashbang grenades have a 50% chance to stun enemies. |
Gunnery Sergeant |
Your grenades' area of effect is increased by one tile. |
When in overwatch, you may take two reaction shots. |
A specialized smoke grenade that causes the targeted ally to enter concealment. |
Master Sergeant |
All your attacks deal +2 damage. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
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 |
Gain 40 dodge against attacks within four tiles. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Your damaging grenades and gauntlet rockets decrease enemy defense by 15 and dodge by 20 for 1 turn. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
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. |
Grants one free smoke grenade item to your inventory. |
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Ranged attacks against flanked enemies deal +2 damage. |
The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1. |
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. |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
Every 4 turns, as a free action, you can use a Battle Scanner. |
Grants a free EMP Grenade item to the soldier's inventory. |
Provides one free proximity mine. |
The next grenade you throw or launch this turn doesn't cost an action. |
Increases damage against organic targets by 30%. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
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. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Fire a shot that detonates explosives carried by the enemy. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning. |
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. |
If you did not attack this turn, hunker down automatically. |
Increase tile coverage of fire, acid, and poison from grenades to 100%. Enemies hit by grenades deal 2 less damage for 1 turn. |
You are immune to multi-target and area attacks. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
This soldier does not trigger overwatch or reaction fire. |
Grants 1 free incendiary grenade item to your inventory. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn. |
This soldier is able to climb walls. |
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. |
There is a chance of an extra loot drop whenever you are on a mission. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch. |
Grants a free Gas Grenade item to the soldier's inventory. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
You gain additional Armor points based on your equipped armor. |
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. |
Makes partial cover count as full. |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
You have one free smoke grenade and one free flashbang use on every mission. |
Your primary weapon attacks shred armor. |
Grants a free Incendiary, Acid, and Gas grenades when equipped with a grenade launcher. Grants a free Phosphorous and Napalm rockets when equipped with a rocket launcher. |
Grants 2 random free grenade items to your inventory. | ||||||
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 1 | 0 | 1 |
Aim |
4 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Aim |
4 | 6 | 8 | 10 | 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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