|Flak strength / range||15 / 1|
A basic unit used by pirates, it's actually more like the common designation of units that were refitted by thieves to suit some combat purposes than a proper design, just like the Pirate Destroyer. It's similar to the PACT Mook in the fact that both have nil armour and an incredibly light frame, but the inefficient and badly designed and maintained propulsion systems of the grunt gives it very bad Evasion, unheard of a supposedly light frame. Despite having a shield, the weak alloys used (probably no more than scrap metal put together) and thin layers means it doesn't effectively gives any protection, while possibly worsening the mobility problem. While it's equipped with the maximum number of weapons the pirates can give it, it's unable to use any kind of heavy or high-powered tools, so it's offensive is limited to that of scout. In its original form this is a ryder with bad protection, bad evasion for a light frame, some small Flak and only barely average offensive reflects perfectly the pirate threat, a danger for civilians but one that any minimally powerful nation doesn't have to fear.
In Liberation Day the grunt gets considerably more potent weapons, including missile launchers. Its defenses have gotten no better, however.
Equipped with only two weapons (three in LD), in that aspect it's almost equal to the PACT Mook.
The laser banks allow for accurate fire from a great distance but has the lowest damage potential of all the main weapons. This weapon is countered by shielding. The second weakest laser of the game (after Chigara's), it's barely a threat and only because of its accuracy.
- damage: 120 x 1 (150 x 1 in LD)
- energy cost: 70 EN
- base accuracy: 100
The Assault cannons can be used offensively against enemy targets and are particularly devastating against poorly armoured enemy ryders. Its high shot count makes it a very reliable damage dealer even against highly evasive targets. Any armour though is likely to negate most damage. A somewhat high power version, but it's minimal shot count and accuracy makes it only dangerous in very big numbers.
- damage: 15 x 10 (18 x 10 in LD)
- energy cost: 40 EN
- base accuracy: 60
These missiles give the grunt a single-shot long range attack, albeit one that is inaccurate and ineffective against armor. Countered by flak. Only present in Liberation Day.
- damage: 38 x 10
- energy cost: 30 EN
- base accuracy: 70