Unlocking Grenades: Xcom 2'S Plastic Explosives

how to unlock plastic grenades xcom 2

Grenades are a class of weapons in XCOM 2, with the Frag Grenade being the only one available at the start of the game. To unlock plastic grenades, also known as alien grenades, players need to capture a Muton, which will provide an Alien grenade required to unlock the Alien grenade foundry project. This can be done by performing a Muton autopsy, which will unlock the corresponding project at the Proving Ground.

Characteristics Values
How to unlock plastic grenades in XCOM 2 Complete the corresponding project at the Proving Ground
How to unlock alien grenades in XCOM 2 Perform a Muton autopsy and develop it in the Proving Ground
How to unlock other grenade types Engineering, Research, Proving Ground projects, or scanning a Convoy Ambush rumor location on the Geoscape

shunpoly

Muton autopsy unlocks alien grenades

In XCOM 2, the Muton Autopsy is a research project that players can undertake. Undertaking the Muton Autopsy project can unlock certain weapons and armour for the player. This includes the Plasma Grenade, which is an upgrade from the Frag Grenade, the only grenade available at the start of the game.

To unlock the Plasma Grenade, players must autopsy a Muton, as they visibly carry Plasma Grenades. The Plasma Grenade does 4-5 damage and 1 Shred to all units caught in its blast radius. This is slightly higher damage than the Frag Grenade, although the Alien Grenade used by Mutons has a larger blast radius.

The Muton Autopsy is also necessary for players to obtain Powered Armour. This ties into the narrative that Mutons are supposed to wander around in their own powered armour.

In addition to the Muton Autopsy, there are other ways to unlock new grenades in XCOM 2. Grenades can be unlocked via Engineering, Research, and Proving Ground projects. For example, the Proving Ground project Advanced Explosives upgrades Grenades to Bombs, increasing their range and blast radius. Players can also unlock the Plasma Grenade by completing the corresponding project at the Proving Ground.

shunpoly

Proving Ground project unlocks plasma grenades

Grenades are a class of weapons in XCOM 2, with only the Frag Grenade available at the start of the game. All other types of grenades, including plasma grenades, are unlocked via Engineering, Research, Proving Ground projects, or scanning a Convoy Ambush rumour location on the Geoscape.

The Proving Ground project is one way to unlock plasma grenades, which are a major upgrade to the Frag Grenade. This upgrade increases the damage to 5, which can be further modified by the Grenadier class.

Completing the Proving Ground project does not require you to build the plasma grenades for an additional cost, unlike AP rounds. However, you will need to have completed Muton and MEC autopsies before you can unlock them.

The Proving Ground project also unlocks Advanced Explosives, which upgrades Grenades to Bombs.

shunpoly

Frag grenades are available at the start

In XCOM 2, the Frag Grenade is the only grenade available to players at the start of the game. It is a type of explosive grenade and utility item. Frag Grenades are not as lethal as firearms, but they can damage multiple units and destroy cover and walls. They can destroy most cover in a single blast, although tougher terrain types such as monuments, trees, and cars may require an additional Frag Grenade.

Frag Grenades can be advantageous in several situations. For example, they can be used to destroy enemy cover, allowing for easy follow-up shots from squad mates, or to blow the floor beneath elevated enemies to cause fall damage. They can also be used to cause fires to the terrain, dealing additional damage to enemies and potentially igniting teammates in the area.

Players can unlock other types of grenades through Engineering, Research, Proving Ground projects, or by scanning a Convoy Ambush rumour location on the Geoscape. The Proving Ground project Advanced Explosives allows players to upgrade Grenades to Bombs, increasing their range and radius.

It is worth noting that some players opt to focus on other resources instead of investing in Experimental Grenade Research due to the randomness of outcomes and the availability of more versatile grenade options at the start.

shunpoly

Guerrilla Tactics School upgrades grenadiers

The Guerrilla Tactics School (GTS) is a facility in XCOM 2 where you can train Rookie soldiers into specific classes and purchase squad-based upgrades.

To train a Rookie soldier into a Grenadier, you must staff the Guerrilla Tactics School with a soldier. One Rookie at a time may be trained as one of the four basic classes (Ranger, Grenadier, Specialist, or Sharpshooter) of the Commander's choice, up to Squaddie rank. This training takes 5 days (10 on Legend), during which the soldier will be unavailable for missions.

Upgrades for Grenadiers include "Biggest Booms", which gives a 20% chance of +2 damage from explosives launched by Grenadiers. This upgrade costs §75 (§200) and requires the soldier to be a Grenadier Captain.

Another upgrade is "Cool Under Pressure", which costs 75 Supplies (200 on Legend) and requires a Specialist at or above Captain rank. This upgrade allows Specialist reaction shots to crit and grants +10 to Aim.

It's important to note that dismantling the Guerrilla Tactics School will remove all purchased bonuses, including squad size increases.

shunpoly

Grenadiers have abilities like 'Volatile Mix' and 'Salvo'

Grenadiers are a super-powerful offensive class in the early game of XCOM 2, and they have abilities that make them excellent at setting up enemies and providing support. Grenadiers have access to abilities like Volatile Mix, which provides +2 damage to each grenade, allowing you to hit multiple packs of enemies with a single grenade. This ability synergizes well with Rapid Fire, which is basically Chain Shot without a cooldown, and with the Advanced Grenade Launcher, which increases the range and radius of grenades.

Another key Grenadier ability is Salvo, which allows a Grenadier to fire two grenades or a grenade and then perform another action without ending their turn. This ability is extremely useful for Grenadiers who primarily use grenades, as it allows them to make the most of both their cannon and their grenades. Implacable also grants a bonus move between two shots, making it a good complement to Salvo. Additionally, with Field Medic, Grenadiers can use both a grenade and a Medikit in one turn, making them even more versatile.

Salvo and Volatile Mix are not the only abilities that Grenadiers have at their disposal. They also have access to Shredder, Holo Targeting, and Rupture, which provide heavy explosive power and buffs to the entire squad. Heavy Ordnance gives Grenadiers an additional charge for a grenade in the grenades-only slot, further enhancing their explosive capabilities.

While Grenadiers are extremely powerful in the early game, they may not scale as well in the late game compared to other classes. However, their flexibility and offensive support capabilities make them a valuable asset throughout the game.

Frequently asked questions

To unlock plasma grenades, you need to complete a Muton autopsy and then develop it in the Proving Grounds.

Plasma grenades are an upgrade to the Frag Grenade, increasing the damage to 5, which can be further modified by the Grenadier class.

Apart from the standard Frag Grenade, there are also Alien Grenades, which can be unlocked by capturing a Muton, Muton Elite, Heavy Floater, or Exalt Elite.

All grenades, apart from the Frag Grenade, are unlocked via Engineering, Research, Proving Ground projects, or scanning a Convoy Ambush rumour location on the Geoscape.

Written by
Reviewed by
Share this post
Print
Did this article help you?

Leave a comment