Proposed Manual The Grenadier


The term Grenadier has been used to describe many different roles in several different armies throughout history. The term was originally used in the 17th century for soldiers selected specifically for training in the use of grenades. The attributes required for this job, (Size, strength and discipline) meant that Grenadiers became regarded as elite assault troops despite the decline in use of grenades during the 18th century. In WW2, where grenades are once again common, the actual term Grenadier is out of use, apart from as a military rank and in some rare circumstances where firearms are in short supply. However every rifleman is a potential Grenadier, whether using a hand made Molotov, Jam tin grenade or a more sophisticated Mk2 Pineapple. This guide will outline the affective use of this weapon.

The Grenade

The grenade is loosely defined as an explosive weapon which can be thrown. It is often encased in a material which will break into shrapnel once the grenade is set off. Most grenades have some sort of fuse that ignites the explosive after some delay. The upshot of all this is that the grenade can only be used once (Weapons tag, one-shot) and can harm several combatants at once including you allies (Weapons tag, explosive)

Some grenades are affective against targets in cover (Weapons tags, bunkerbuster or flamethrower. Both reduce the cover modifiers of sub rooms in some way. Flamethrowers have a 25% chance of starting a fire).


Grenades are used much like any other weapon (+wield, +shoot <target>) though once they are thrown it is prudent to bring another to bear, (+wield <another weapon>) There are some instances where grenades can cause harm to friendly troops. A good grenadier knows not to fire into a confined space which contains friendly troops. (Codewise this means you want to avoid three things, the first is to avoid +shooting a grenade into a sub room from outside of said sub room if friendlies are inside that sub room. The second is to avoid setting a grenade off in any room tagged confined which contains friendlies, including you. Finally, don’t fire at an enemy +engaged with one of your allies )

Effective use of the grenade is a different matter. While the grenade is deadly against individuals it is at its best when used against groups of enemies, especially those taking cover in defensive positions or in cramped conditions (The grenade has a chance to hit everyone in the same sub room, friendly soldiers aren’t hit if you are in the sub room in which you throw a grenade. Absolutely everyone in the same room is hit if it is tagged confined, no matter what sub room you or they are in.) The grenade is much less effective if used against soldiers out in the open (If you throw a grenade at someone in a unconfined room out of a sub room the grenade will only target that individual) The grenade is best used at short and medium ranges, unless they are rifle grenades. (Weapon tag, rifle grenades will have increased range if you also have a rifle in your inventory.)

Generally it is best to approach as close to an enemy position as is safe before using your grenade, this should be done stealthily as soldiers will shoot at Grenadiers as they are a significant threat. (+style stealth, +hide if you’ve already been spotted.) Once in position the fuse should be set either by pulling the pin or lighting the wick, and the grenade should be left to cook so the enemy has as little time as possible to avoid the blast. (+style banzai/uraa will increase to hit modifiers) Once the grenade is thrown the Grenadier becomes a rifleman once again, unless the situation requires more grenades.

Anti-Tank Capability

Grenades are ineffective and dangerous anti-tank weapons but they can be used in a pitch. (Look for high penetration values and/or flamethrower as a weapons tag with +weapons) To use them one must close with a tank after dispatching its infantry escorts. Approaching the tank from the side or behind not only increases survivability but exposes its thinner armour (+engage <dbref>) Grenades should then be targeted at likely hatches and weak points. (+shoot <dbref>) Molotovs may cause fires which are often deadly to tankers. Be wary of the tank simply driving away or calling upon the help of infantry escorts or other tanks. A lone tank is especially vulnerable to such tactics as closed vehicles have limited visibility and are the tankers themselves are unlikely to see you coming.

PS: Yup it's a bit messy, but I think most of the information is accurate ;). Figured this would help, feel free to delete it if it doesn't.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.