555 ratings
Beam Grenade Launcher
File Size
22.260 MB
Oct 26, 2017 @ 3:52pm
Nov 5, 2017 @ 9:07am
5 Change Notes ( view )

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Beam Grenade Launcher

  • An all-new grenade launcher to devastate your enemies with! 💥
  • Fires guided grenades - no hiding from this one! 🎯
  • Goes great with other beam tier equipment - slick and fashionable! 👍
(compatible with the War of the Chosen expansion)


All hyperbole aside, I always found it odd that the game only features two tiers of grenade launchers instead of the usual three as is the case for most weapons and armors. What's worse, the magnetic tier grenade launcher clashes visually with the more advanced beam tier equipment, sticking out like a sore thumb.

To remedy this glaring oversight this mod provides a third tier of grenade launchers, complete with a custom model that is visually consistent with other members of the beam tier family of items.

On top of that, to make the new Beam Grenade Launcher a true upgrade over its predecessor, it fires guided grenades using the same targeting mechanism as the Blaster Launcher. This doubles as a range increase of sorts, making targets accessible that are out of direct line of sight. The ability applies to all items that typically are launched using grenade launchers, including Smoke Bombs and Ultrasonic Lures (but not Battle Scanners and Mimic Beacons, which are always thrown).

The upgrade is unlocked after researching Plasma Rifles and requires 1 Blaster Launcher to purchase (in addition to the usual Supplies/Alloys/Elerium costs).

Included in the mod are configuration files to customize the research requirements and resource costs of the weapon upgrade schematic, as well as an option to toggle the Blaster Launcher targeting method off.


This mod does not override any base classes and therefore should not cause mod conflicts of that sort.
Since the mod dynamically swaps out any instances of the LaunchGrenade ability on a unit when it is carrying the Beam Grenade Launcher, any mod that modifies this ability will likely get overridden.

Frequently Asked Questions

Q: Does this mod work with vanilla XCOM 2?
A: Yes, it does.

Q: What about Long War 2?
A: Yes, the mod should with LW2 and other mods that provide new grenades in a similar fashion to LW2. The mod includes an LW2-specific item schematic to build individual grenade launchers - as with the vanilla X2 version the research requirements and resource costs can be adjusted via configuration file editing (see section below).

Q: Does this mod work with the War of the Chosen expansion? The mod launcher says it isn't compatible.
A: Yes, it is compatible with WotC. While the mod was built using the vanilla X2 SDK, I made sure to implement it in a fashion that doesn't conflict with WotC. The warning in the launcher can safely be ignored.

Q: When trying to load a campaign the game complains about "Missing Required Downloadable Content or Mods" and quick loading doesn't work anymore! What's going on?
A: That one's on me, sorry. Due to making the mistake of renaming the mod when publishing its first update, campaigns started before the update will keep looking for the old version. New campaigns should work fine.
If you don't want to abandon your existing campaign, you can try using this mod (X2) or this mod (WotC) to unbind the missing mod reference. Again, sorry for the inconvenience.

Q: Blaster Launcher targeting is nice, but is that really all the weapon provides? I'd rather have it confer extra range or blast radius.
A: While I feel that Blaster Launcher targeting in itself is like a range upgrade, I can see why you would like a little extra. Fortunately you're in luck, as with a bit of tinkering with configuration files you can set the range and/or radius bonuses to whatever you like (see section below).

Q: Blaster Launcher targeting is totally overpowered and makes the game too easy. I'd prefer it if the weapon had normal grenade targeting.
A: No problem, I've added a configuration toggle for exactly this purpose (see section below). Make sure to give the weapon some other bonus while you're at it, so it's more than a visual upgrade.


The mod provides a few configuration files so you can tailor your experience to your liking.
The configuration files are located in the mod install directory at
<steam install directory>\steamapps\workshop\content\268500\1181681128\Config
The relevant configuration files are as follows:
  • XComGameData.ini, contains a toggle to disable the Blaster Launcher targeting effect provided by the weapon
  • XComGameData_WeaponData.ini, contains parameters for the grenade launcher item's weapon range and grenade radius bonuses as well as parameters for the research requirements and purchase costs of the weapon's upgrade schematic
  • XComLW_Overhaul.ini, contains parameters for configuring the LW2-specific weapon building schematic
Known Issues
  • Sometimes soldiers will aim at odd angles when firing - this is a side-effect of the Blaster Launcher targeting method.

Popular Discussions View All (4)
Mar 6 @ 1:05am
Chinese translation
Jan 1 @ 4:07pm
Spanish translation
Papas con mojo
Dec 30, 2017 @ 2:05am
French translation
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Dragon32 Mar 13 @ 10:56am 
That's a change in WotC
rosariodoamaral Mar 12 @ 6:08pm 
Does this mod change the damage of my Grenades? because I Just noticed my Incendiary Grenades are causing 2-3 dmg instead of 4-5.
Wintermute Feb 27 @ 5:23pm 
Oh god, finally. IT IS COMPLETE.
Michael Stevens (Educator) Feb 19 @ 10:18am 
Excellent, thank you for the thorough explanation and for the great mod.
InternetExploder  [author] Feb 19 @ 9:25am 
@Michael Stevens
The current incarnation of the mod does not provide a custom ability. Rather, it dynamically modifies the default LaunchGrenade ability's targeting method with a custom one that allows both normal grenade targeting and blaster launcher targeting, depending on a config parameter.
The targeting method is also what controls the tile snapping logic, have a look at X2TargetingMethod_Grenade.uc and X2TargetingMethod_BlasterLauncher.uc to see how tile snapping works for the latter.
Since this mod's targeting method is based on the default grenade targeting the tile snapping should be consistent with that, i.e. enabled for base X2 and no snapping for WOTC, IIRC.
Michael Stevens (Educator) Feb 19 @ 8:13am 
bg's launcher created a unique ability which meant he needed to add code to facilitate a tile snapping option. Does this mod require the same sort of code or does it not create a unique ability? I was looking through the files and couldn't evaluate the differences. It seems like this launcher may use the default blaster ability and thus would benefit from bg's other tile snapping mod without adding its own, but again I couldn't tell for sure.
Lampros Feb 6 @ 8:14am 
Perfect. Thanks.
4rrakis Feb 6 @ 8:08am 
It is a squad upgrade for the advanced grenade launcher, so it is grenadier only.
Lampros Feb 6 @ 7:21am 
Ah, ok; thanks. So it's for all soldiers and not Grenadiers-only?
4rrakis Feb 6 @ 7:19am 
It is a squad upgrade, you only need one blaster launcher to upgrade all current and future grenade launchers.