Grenades

Captains, Soldiers and Berserkers have talents that allow them to throw grenades. Grenades always hit every enemy unit in their blast pattern except for one on the very tile they are thrown at. Thus it is best to throw them on an empty tile if possible. Friendly units are not affected by the blast.

Below are the charts for the three grenade talents available. Each class requires the unlocking of a specific ordnance from the requisition tree, in order to permit a resupply during a mission at a cost of 200SP per templar resupplied. The Templar must be within 6 tiles of an allied Tact point in order to be successfully re-supplied. Grenades benefit from the grenade skill of the templar.

There is only one grenade related relic and that is only available to Berserkers: The Roavin Detonator, a Level 4 Proc that allows grenade attacks to automatically penetrate on hit.

The purpose of these tables is to allow an ease of comparison of the damage dealt by each grenade type.

A quick summary: Frag grenades have the highest damage and natural penetration for a given talent level; Assault Grenades can damage the most enemies in one attack; Concussion grenades provide assistance in pinning enemies either for an easier attack (-dodge) or withdrawal (-MP) but are the fewest in number.

They all cost 1 AP to be thrown at an enemy and have the same degree of accuracy for a given talent level. As of v2.6.39 it is possible for a templar to target an unoccupied square with a grenade, in order to either hit an otherwise unreachable enemy or to better target the enemy with the blast.

Frag Grenades

Concussion Grenades

Assault Grenades