The Grenadier carries an XRGL40 grenade launcher with a 6-round drum on top of an MP5. The launcher is what the class is about: the rounds it holds, and the reload that refills it. The MP5 covers the time in between.
first
Nothing fires until a grenade skill has a point
The XRGL40 arrives with 6 rounds in the drum and nothing to fire: every grenade type reads 0 until its skill unlocks it.
Offensive Grenades 1 hands you 6
frags on the spot,
Supportive Skills 1 a
smoke, and each later grenade level one round of the new type.
then
Count the drum, not the grenades
Six shots per load, any mix. The frags fill all 6; each special round is 1 per load, and every special you fire is a frag you no longer have. The class panel shows the drum count and one counter per type, red at 0.
always
Reload where nothing can reach you
F1 puts the MP5, the grenades, Sprint, Jump, Self-Aid and the unjam away for 9 s at Soldier Skills 0, 5 s at 4, and you walk at 70 to 90 % while it runs. F2, once you have it, is the 3 s version.
The XRGL40
The drum
- 6 charges per Manual Reload. Every round of every type spends one; when the sixth goes, every counter drops to 0 at once, whatever it read.
- Per load the frags are set to 6 and the six special rounds to 1 each. After every shot the frag counter is cut down to the drum, so 2 specials fired leaves 4 frags at most.
- Learning a level sets that type's counter (frag to 6, the others to 1) without touching the drum: a new round in a drum with 1 charge left is still 1 shot.
- The panel lags half a second: each Used trigger waits 0.5 s after the shot before it counts the round off.
- Nothing else refills it. The grenade abilities carry no item charges, and the counters move only on F1, F2 and a new skill level.
40 mm grenade cases feed the MGL, and the MGL is not for this class (below).
Reloading
Manual Reload F1 · 60 s cooldown. Refills the drum and every counter. It takes 9, 8, 7, 6 or 5 s and leaves you at 70, 75, 80, 85 or 90 % speed, one step per
Soldier Skills level, and while it runs the MP5, every grenade, Sprint, Jump, Reload, the unjam, Self-Aid, Firemode and the skill menu are all disabled. The whole team reads ": Reloading my XRGL !" in the radio chat when you start one.- Press F1 again to cancel: nothing is refilled, and the 60 s cooldown is handed back 2 s later.
Quick Reload F2 ·
Supportive Skills 4 · 300 s cooldown. 1 s to start, then 2 s at half speed with the same lockout. Then: the drum and the frags are raised to 3 if they were lower (never lowered), every special round is set to 1, every grenade cooldown is cleared, and 100 energy comes back.
The rounds
| Round | Skill | Energy | Cooldown | What the data says |
|---|---|---|---|---|
| Offensive 1 | 40 | 2 s | 775 (+50) in a 3.65 circle: +35 on biological, +20 on light, +150 on structures, but -85 on mechanical and -100 on heroic. 6 per load. The Resistant units (see HEAB) are not hit. | |
| Offensive 2 | 70 | 30 s | 300 (+25) on impact with the frag's bonuses, ground only, then 15 s of fire on the ground that puts a Napalm stack on whatever stands in the circle every 0.5 s. A stack burns 15 a second for 6 s, and 12 of them stack from one grenadier. Allies and items burn too. | |
| Offensive 3 | 60 | 30 s | 690 (+20) in the same circle, and only on the units the data flags Resistant: | |
| Offensive 4 | 110 | 100 s | 700 (+25), doubled on armored and massive, -25 on mechanical, -70 on heroic; the blast reaches the Resistant units too. Then 8 s of plasma on the ground: 50 a second (400 in all), doubled on armored and massive again, +200 on shields, and whatever stands in it is 8 % slower with 1 armor less. The fire is ground only. | |
| Supportive 1 | 55 | 45 s | What the tooltip says; the data adds nothing beyond the 55 energy and 45 s. | |
| Supportive 2 | 60 | 45 s | A 45 s flare over the point: vision and detection for everyone, the undead included. | |
| Supportive 3 | 110 | 80 s | A 4 s stun on everything in the 3.65 circle, 2 s on massives, allies included. The filter does not exclude the Resistant units either. |
All seven have range 30 and can be fired while moving. The target point needs no vision. Every round costs a drum charge on top of its energy, and 6 frags are 240 energy against your 205, so the pool empties before the drum does. The specials' cooldowns (30 s and up) outlast the reload itself, so a second incendiary in the next load still waits on its 30 s.
Improved Ammunitions
What each level writes
| Level | Frag | HEAB | Plasma | And |
|---|---|---|---|---|
| 0 | 775 | 690 | 700 | |
| 1 | 925 | 790 | 900 | Napalm level 2 |
| 2 | 1075 | 890 | 1100 | ground fire 20 s, napalm back to level 1 |
| 3 | 1225 | 990 | 1300 | Napalm level 2, fire back to 15 s |
| 4 | 1375 | 1090 | 1500 | Napalm level 4 |
Base amounts before the random part. Every column is what each level's upgrade sets on the effects.
The napalm column
- It is the upgrade data, not the skill tooltip. Level 1 points the fire at Napalm level 2, level 2 lengthens the ground fire to 20 s, level 3 points it at Napalm level 2 again and level 4 at Napalm level 4. The script removes the previous level's upgrade when it adds the next, so each level carries only its own entry, and Napalm level 3 is never set.
- What the levels mean, from the Napalm tooltip: 15, 20, 25 and 30 damage a second per stack for 6, 6.5, 7 and 7.5 s, levels 1 to 4. Level 1 in the data is 3 per 0.2 s for 6 s, which matches.
Soldier Skills, for this class
The reload ladder
- Each point raises
Manual Reload one step: 9 s at 70 % speed with none, 5 s at 90 % with 4. That is 4 s less of standing still with no gun, every load.
Burst at level 2
- The "MOS-specific ability" of level 2 is
Firemode Burst on the MP5: 3.4 times the fire rate, cut by a 0.8 s pause every 1.5 s. The same button goes back to semi, 3 s between switches. - The 80-round magazine that lasts 10 s on semi goes in about 6 s on burst by those multipliers; the reload is 4 s, 15 % less per Soldier Skills level.
What the community picks
SIs
- The community's page recommends
Whiz Kid then
Energetic. Whiz Kid's line on the SI page is "Increases damage with explosives by 30%", and the behaviour behind it adds 30 % to spell damage. The napalm burn is the one part of the kit the data flags Splash, so it takes nothing from Whiz Kid. - Energetic is +0.5 energy a second against rounds that cost 40 to 110 and a 205 pool: a frag every 80 s for nothing.
Kinetic Integrator (1.25 a second) and
Energy Cells (190 over 20 s) do the same job from the bag.
Guns and grenades
- The wiki's one item line is the
MP75R, and the data agrees it is the only other gun the class can carry: 20 (+6) a shot at the same 0.125 period and range 10, plus a little move speed. A
Scope fits too. - The M5 MAR, the MGL and the
MRL are not for you. Their pickup labels say "Unusable by Grenadiers" and the data means it: their launch effects check that the shooter is not a Grenadier. The MRL still goes in the bag, but it will not fire from your hands. - The hand grenades share timers with the launcher: the
Flare Gun and the 40 mm flare run on one cooldown, and the hand
Incendiary Grenade shares its cooldown with the 40 mm incendiary, so a launched incendiary puts the hand one away for 30 s.
Numbers are read from the map file: its ability, effect, behaviour and upgrade data and its trigger script. The SI and item picks are the community wiki's, checked against the same data.