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Primary Grenade Launcher
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3.471 MB
Mar 4 @ 1:02pm
Apr 14 @ 2:05pm
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Primary Grenade Launcher

Because there's no such thing as too many explosions.

This is the signature weapon of Grimy's Anarchist class, a primary grenade launcher.

It's modified so that Launch Grenade and Light Ordnance are granted by the weapon instead of having to be built into a class. Includes a regular one, and an advanced version unlock by the same upgrade as the regular advanced launcher.

Light Ordnace will cause grenades to do 50% less damage, but allow you to carry 2 additional uses per slot.
If you don't have a grenade pocket, the additional uses are increased to 4. This is a workaround for, afaik, not being able to have the launcher itself grant the pocket because the game doesn't check weapons for perks that could unlock it.

The weapons' stats and impact of the light ordnance perk are configurable.

In order to use these, the soldier class in question will need to be able to use launchers as a primary weapon. Add this line to the appopriate class template in XComClassData.ini:

+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="grenade_launcher")

The rest of the Anarchist class will follow eventually. Please Ignore the goofy test classes.

The heavy lifting here was done by GrimyBunyip. It's my understanding that he's moved on from modding XCom 2 and doesn't mind if anyone ports his stuff.
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Daniel_USA Mar 29 @ 11:11pm 
you need to remove the upgrade before changing out weapons or you will lose the upgrade.
Daniel_USA Mar 29 @ 12:44am 
I found a way to add a mod into the launcher.

Go to the weapon upgrade screen with a different soldier then tab over to the one with the launcher.

The launcher only has one slot, is there a way to make it have at least 3?
Daniel_USA Mar 28 @ 7:30pm 
I have RPGO and Grimy's Loot and they add stuff like extra crit damage which I would like to have on my grenades.

I have a perk that increases damage by 1 for all grenades and adds a 20% crit chance as well.

So being able to increase the crit chance to something like 50% would be amazing.
Mitzruti  [author] Mar 28 @ 7:22pm 
none of the upgrades from the base game would even do anything.
Daniel_USA Mar 28 @ 5:45pm 
Is there a way to allow the weapon to attach upgrades?

The game thinks it's not able to be upgraded.
Boats McGoats Mar 5 @ 11:03pm 
@MrCloista @Mitzruti
IIRC, some of the Anarchist perks have been recreated or worked into several of the existing perk packs for RPGO.

Also, this is awesome, and may possibly replace Frag Cannons as my Heavy Skirmisher primary. At least until FCs get custom models.
erik.vale Mar 5 @ 8:06pm 
I'm in the same boat as neil, thank you so much for bringing this back!
Would it be possible to make this compatable with the Beam Launcher's mod?
KlarkMorrigan Mar 5 @ 3:44pm 
Thanks for clearing that up!
Mitzruti  [author] Mar 5 @ 12:42pm 
part of why I did the extra hoop-jumping to make Launch work while attached to the weapon is so that it'd be compatible with mods like RPGO. Haven't done any RPGO plugins before... but it can't be too hard, right?

that's just the weapon category, like "shotgun" or "pistol". the weapon template itself is MicroGrenadeLauncher_CV (or MG). shouldn't be any conflicts with the fragcannon.
KlarkMorrigan Mar 5 @ 11:49am 
I'm assuming this one is incompatible with "FragCannon -Primary Grenade launcher"? They both use "grenade_launcher" in the primary slot. How about using a custom name?