{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=Grenadier","version":1,"mos":"Grenadier","slug":"the-grenadier-played","title":"The Grenadier, played","modes":[],"ranks":[],"skills":[],"sis":[{"num":16},{"num":4}],"blocks":[{"type":"markdown","text":"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."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**Nothing fires until a grenade skill has a point**\n\nThe XRGL40 arrives with 6 rounds in the drum and nothing to fire: every grenade type reads 0 until its skill unlocks it. [[skill:OffensiveGrenades]] 1 hands you 6 [[ability:FragGrenade2|frags]] on the spot, [[skill:SupportiveSkills]] 1 a [[ability:SmokeGrenade3|smoke]], and each later grenade level one round of the new type."}],[{"type":"markdown","text":"# then\n**Count the drum, not the grenades**\n\nSix 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."}],[{"type":"markdown","text":"# always\n**Reload where nothing can reach you**\n\n`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."}]]},{"type":"section","title":"The XRGL40","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# The drum\n- **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.\n- 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.\n- **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.\n- **The panel lags half a second**: each Used trigger waits 0.5 s after the shot before it counts the round off.\n- Nothing else refills it. The grenade abilities carry no item charges, and the counters move only on `F1`, `F2` and a new skill level. [[item:40mmGrenade|40 mm grenade]] cases feed the MGL, and the MGL is not for this class (below)."}],[{"type":"markdown","text":"# Reloading\n- {{ability:ManualReload}} `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 [[skill:SoldierSkills]] 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.\n- Press `F1` again to cancel: nothing is refilled, and the 60 s cooldown is handed back 2 s later.\n- {{ability:QuickReload}} `F2` · [[skill:SupportiveSkills]] 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."}]]}]},{"type":"markdown","text":"## The rounds\n\n| Round | Skill | Energy | Cooldown | What the data says |\n|---|---|---:|---:|---|\n| {{ability:FragGrenade2}} | 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. |\n| {{ability:IncendiaryGrenade}} | 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. |\n| {{ability:HEABGrenade}} | Offensive 3 | 60 | 30 s | 690 (+20) in the same circle, and only on the units the data flags Resistant: [[unit:Krill]], [[unit:Horror]], [[unit:Swarmer]], [[unit:Gargoyle]], [[unit:Shredder]], [[unit:Metasis]], [[unit:Immussilus]], the [[unit:PrimalLocustFlying\\|Locust]], the [[unit:DevourerMP\\|Lelantos]] and the [[unit:Lelantosimmature\\|immature Lelantos]]. Nothing else is touched. The [[unit:Drake]] flies but is not flagged, so the frag takes it and the HEAB does not. |\n| {{ability:PlasmaGrenade2}} | 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. |\n| {{ability:SmokeGrenade3}} | Supportive 1 | 55 | 45 s | What the tooltip says; the data adds nothing beyond the 55 energy and 45 s. |\n| {{ability:FlareGrenade}} | Supportive 2 | 60 | 45 s | A 45 s flare over the point: vision and detection for everyone, the undead included. |\n| {{ability:ShockGrenade}} | 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. |\n\nAll 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."},{"type":"section","title":"Improved Ammunitions","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# What each level writes\n\n| Level | Frag | HEAB | Plasma | And |\n|---:|---:|---:|---:|---|\n| 0 | 775 | 690 | 700 | |\n| 1 | 925 | 790 | 900 | Napalm level 2 |\n| 2 | 1075 | 890 | 1100 | ground fire 20 s, napalm back to level 1 |\n| 3 | 1225 | 990 | 1300 | Napalm level 2, fire back to 15 s |\n| 4 | 1375 | 1090 | 1500 | Napalm level 4 |\n\nBase amounts before the random part. Every column is what each level's upgrade sets on the effects."}],[{"type":"markdown","text":"# The napalm column\n- 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.\n- 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."}]]}]},{"type":"section","title":"Soldier Skills, for this class","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# The reload ladder\n- Each point raises [[ability:ManualReload]] 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."}],[{"type":"markdown","text":"# Burst at level 2\n- The \"MOS-specific ability\" of level 2 is [[ability: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.\n- 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."}]]}]},{"type":"section","title":"What the community picks","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# SIs\n- The community's page recommends [[si:16]] then [[si:4]]. Whiz Kid's line on [the SI page](/si) 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.\n- 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. [[item:KineticIntegrator]] (1.25 a second) and [[item:EnergyCell]]s (190 over 20 s) do the same job from the bag."}],[{"type":"markdown","text":"# Guns and grenades\n- The wiki's one item line is the [[item: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 [[item:Scope]] fits too.\n- The M5 MAR, the MGL and the [[item: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.\n- The hand grenades share timers with the launcher: the [[item:FlareGun]] and the 40 mm flare run on one cooldown, and the hand [[item:IncendiaryGrenade]] shares its cooldown with the 40 mm incendiary, so a launched incendiary puts the hand one away for 30 s."}]]}]},{"type":"markdown","text":"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."}]}