MOS /

Grenadier

Skills · 4 trees

Soldier Skills 4 lv

Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks. Each point increases fitness, dexterity, and mechanical skills by 2, reduces reload and unjam time by 15%, and unlocks specific abilities. Level 1 : Perform Self-Aid Level 2 : MOS-specific ability Level 3 : +.1 MS and improves Prone Level 4 : Rifle Butt

Lv 1Lv 2Lv 3Lv 4
Applies
  • Rifle Butt passive
    • 1 dmg every 1.5s
    • Rifle Butt Behavior Controller on units within 2.5: 20 dmg, move speed at least 2, uncommandable for 0.2 s
Fitness +2 +4 +6 +8
Mechanical +2 +4 +6 +8
Dexterity +2 +4 +6 +8
Move speed +0.1 +0.1
Sets
  • Burst Fire: duration +1
  • Improved Burst Fire: duration +0.5

Supportive Skills 4 lv

The Grenadier is able to support his squad efficiently using special grenades designed for crowd controls. Each point increases mechanical by 2. Level 1 : unlocks 40mm Smoke Grenade Level 2 : unlocks 40mm Flare Grenade Level 3 : unlocks 40mm Shock Grenade Level 4 : unlocks Quick Reload (replenish 3 grenades charges and restores 100 Energy on use)

Lv 1Lv 2Lv 3Lv 4
Mechanical +2 +4 +6 +8

Offensive Grenades 4 lv

Each level unlocks a special type of grenade for more variety. Level 1 : unlocks 40mm Frag Grenade Level 2 : unlocks 40mm Napalm Grenade Level 3 : unlocks 40mm HEAB Grenade Level 4 : unlocks 40mm Plasma Grenade

Improved Ammunitions 4 lv

Each level increases the effectiveness of the offensive grenades. Level 1 : Frag +150dmg, HEAB +100dmg, Plasma +200dmg, Napalm lvl2 Level 2 : Frag +150dmg, HEAB +100dmg, Plasma +200dmg, +5s ground burning duration Level 3 : Frag +150dmg, HEAB +100dmg, Plasma +200dmg, Napalm lvl3 Level 4 : Frag +150dmg, HEAB +100dmg, Plasma +200dmg, Napalm lvl4

Lv 1Lv 2Lv 3Lv 4
Sets
  • Frag Grenade: damage 925
  • HEAB Grenade: damage 790
  • Plasma Grenade: damage 900
  • Frag Grenade: damage 1075
  • HEAB Grenade: damage 890
  • Plasma Grenade: damage 1100
  • Frag Grenade: damage 1225
  • HEAB Grenade: damage 990
  • Plasma Grenade: damage 1300
  • Frag Grenade: damage 1375
  • HEAB Grenade: damage 1090
  • Plasma Grenade: damage 1500

Standard abilities · 17

Commands this class has by default, with their numbers from the map data.

Sprint

Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting. "Double time!" The less points the sprint bar has, the less fast you run. For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.

Cooldown 1.5 s
Applies
  • Sprint
    • move speed +0.07 per stack (up to 16)

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Reload

Reloads your weapon. Discards current rounds.

Cooldown 5 s
Removes Jammed

Immediate/Remedial Action

Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed. Use this ability to unjam a weapon.

Cooldown 10 s shared
Removes Jammed

Firemode

Changes firemode between burst and semi-automatic.

Cooldown 3 s
Aura
  • Burst Fire AS on the target: attack speed ×3.4
  • Burst Fire Pause on the target: attack speed ×0.01 for 0.8 s
Removes
  • removes Burst Fire AS

Smoke Grenade

Throws an improved smoke grenade at the target point creating dense smoke in 4 radius for 40 seconds. The smoke reduces unit movement speed by 50%, attack range by 4 and limits maximum sight to 13. Units will remain affected by smoke for up to 0.6 seconds after leaving the area. Must be aimed in front of moving targets due to impact delay. Smoke affects allies.

Energy 55
Cooldown 45 s shared
Cast 0.1 s
Range 30
Spawns Smoke Grenade lasts 30 s, Smoke Grenade on units within 3: move speed ×0.5, weapon range -4 for 0.6 s

Flare Grenade

Use the XRGL40 MGL to launch a flare at the target point providing vision. Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius. Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%. Enemies also gain vision from flare.

Energy 60
Cooldown 45 s shared
Cast 0.1 s
Range 30
Applies
  • Flare Gun 45 s
    • Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns Flare Gun Flare lasts 45 s, sight 15, detects hidden units within 15

Shock Grenade

Use the XRGL40 MGL to launch a shock grenade at the target point. Stuns anybody in the area of effect for 4s. Half duration on massives. Explosion stuns allies.

Energy 110
Cooldown 1.33 min
Cast 0.1 s
Range 30
Applies

Quick Reload

The Grenadier uses the quick reload of the XRGL40 MGL : sets the frag grenades to 3 charges (if currently less than 3), the other grenades to 1 charge, resets the cooldowns of every grenades, and restores 100 Energy on use. Requires 2s. Slows and prevent any ability during the reload.

Cooldown 5 min
Cast 1 s
Applies

Linked by name: the ability's effect slot is empty in the map data; these are the numbers of the effect that carries its name.

Frag Grenade

Use the XRGL40 MGL to launch a frag grenade at the target point. Damage : 775 (+ 50) Explosion damages allies and items.

Base+1+2+3+4
Energy 40 40 40 40 40
Cooldown 2 s shared2 s shared2 s shared2 s shared2 s shared
Cast 0.1 s 0.1 s 0.1 s 0.1 s 0.1 s
Range 30 30 30 30 30
Damage 775 +0–50 925 +0–50 1075 +0–50 1225 +0–50 1375 +0–50
Bonus +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage3.65 3.65 3.65 3.65 3.65

Friendly fire: the area damage also hits allies. Columns: the base numbers, then with Improved Ammunitions at levels 1, 2, 3, 4.

Incendiary Grenade

Throws a Incendiary Grenade at the target point, dealing 400 damage, then applying Napalm 1 to any unit inside the fire. Explosion and Napalm damage allies and items.

Base+1+2+3+4
Energy 70 70 70 70 70
Cooldown 30 s shared30 s shared30 s shared30 s shared30 s shared
Cast 0.1 s 0.1 s 0.1 s 0.1 s 0.1 s
Range 30 30 30 30 30
Damage 300 +0–25 (ground only) ground only 300 +0–25 (ground only) ground only 300 +0–25 (ground only) ground only 300 +0–25 (ground only) ground only 300 +0–25 (ground only) ground only
Bonus +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage3.65 3.65 3.65 3.65 3.65
Applies

Friendly fire: the area damage also hits allies. Columns: the base numbers, then with Improved Ammunitions at levels 1, 2, 3, 4.

HEAB Grenade

Use the XRGL40 MGL to launch a HEAB (High Explosive Air Bursting) grenade at the target point. Damage : 690 (+20) on air units. Explosion damages air only, damage air allies.

Base+1+2+3+4
Energy 60 60 60 60 60
Cooldown 30 s 30 s 30 s 30 s 30 s
Cast 0.1 s 0.1 s 0.1 s 0.1 s 0.1 s
Range 30 30 30 30 30
Damage 690 +0–20 790 +0–20 890 +0–20 990 +0–20 1090 +0–20
Bonus +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage3.65 3.65 3.65 3.65 3.65

Friendly fire: the area damage also hits allies. Columns: the base numbers, then with Improved Ammunitions at levels 1, 2, 3, 4.

Plasma Grenade

Use the XRGL40 MGL to launch a plasma grenade at the target point. Burns the ground after detonation for 8 seconds, slowing units by 8% and reducing their armor by 1. Damage : 700 (+25) Burn Damage : 400 Damage x2 versus Armored and Massives, and shields. Explosion damages allies and items. Burn damages allies and items.

Base+1+2+3+4
Energy 110 110 110 110 110
Cooldown 1.67 min shared1.67 min shared1.67 min shared1.67 min shared1.67 min shared
Cast 0.1 s 0.1 s 0.1 s 0.1 s 0.1 s
Range 30 30 30 30 30
Damage 700 +0–25 900 +0–25 1100 +0–25 1300 +0–25 1500 +0–25
Bonus −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive −25 vs Mechanical; −70 vs Heroic; +200% vs Armored, Massive
Splash full damage3.65 3.65 3.65 3.65 3.65
Over time 20 every 0.4 s for 8 s ground only 20 every 0.4 s for 8 s ground only 20 every 0.4 s for 8 s ground only 20 every 0.4 s for 8 s ground only 20 every 0.4 s for 8 s ground only
Applies

Friendly fire: the area damage also hits allies. Columns: the base numbers, then with Improved Ammunitions at levels 1, 2, 3, 4.

Manual Reload 5 lv

The Grenadier reloads the XRGL40 MGL : replenishes all grenades charges. Each level of Soldier Skills improves the efficiency of the Grenadier to reload the XRGL40 MGL. Level 1 : 9s, move speed 70% Level 2 : 8s, move speed 75% Level 3 : 7s, move speed 80% Level 4 : 6s, move speed 85% Level 5 : 5s, move speed 90% Slows and prevent any ability during the reload.

Lv 1Lv 2Lv 3Lv 4Lv 5
Cooldown 1 min 1 min 1 min 1 min 1 min
Move speed ×0.7 ×0.75 ×0.8 ×0.85 ×0.9
Duration 9 s 8 s 7 s 6 s 5 s

Drop Magazine

Drops magazines into your inventory.

Cooldown 1.5 s shared
Spawns Magazines

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Jump

Jumps to the target location. Cannot jump up cliffs. Jumping down great heights can cause injury. Jumps can be used to quickly escape close undeads before they reach you. Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.

Range 10
Applies

Prone

Goes into the prone position, slowing movement speed but increasing damage. Prone also has an 80% chance to reduce explosion damage by 35%. Increases damage by 10% and slows movement speed by 45%. With Solder Skills level 3 : Increases damage by 13%, attack speed by 8%, and range by 1. PMC mode only : adds 15% additional evasion.

Cooldown 2 s
Applies
  • Evasion 15 PMC only
    • 15% chance to dodge ranged hits
  • Prone
    • +10% dmg (Ranged)
    • 80% chance to take 35% less splash/spell damage
    • move speed ×0.55
  • Prone with Soldier Skills 3
    • +13% dmg (Ranged)
    • 80% chance to take 35% less splash/spell damage
    • attack speed ×1.08
    • move speed ×0.55
    • weapon range +1
  • Adrenaline 10 s
    • attack speed ×1.1
Removes Sprint

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.