# GL PLAN · GRENADE LAUNCHER (`58k_gl.html` + `58k_w_gl.js`, KILLPAGES-I) · Layer 0
Written 24 Oct. Order of my lane: FISTS (finish the 25) → RPG → GL. This sheet holds the GL's real move, the territory other pages already own, the **5 MID-ROUND kills in full**, and the multi-victim / underwater / remake decisions. The full 25 + 7 (one block each, with gore ladders, as in `rpg_plan.md`) is written and ledger-checked before the GL build starts, against the ledger and every sheet as they stand then.

**Fixed rule (brief §0):** every adaptation and every lower gore level is crafted to the EXTREME version's standard. Quality only goes up.

## The real move (`Weapons/WeaponDefs.cs` id `gl`, `Weapons/Projectiles.cs`, `Core/World.cs` Explode, `Level/MapAbyssWeapons.cs`)
- **3 grenades per magazine, 5 carried**; reload 1.6 s; rate 1.4 / s; recoil 1.6; two-handed.
- **The lob:** leaves at 11 u/s (14.9 FH/s) under 0.75 g, a real arc over cover; spread 0.02; it spins as it flies.
- **It bounces:** off walls and floors (reflect × 0.48; on a floor the slide keeps 80%); it settles and ROLLS (slopes, ramps, decks).
- **It bonks off bodies:** a grenade that hits a fighter does NOT go off; it pops back up and away (× 0.3, plus a hop).
- **A block reflects it:** off the guard at half speed, back the way it came.
- **The fuse:** 1.1 s from the shot; the last 0.6 s BEEPS every 0.15 s (four beeps, rising), then it goes.
- **The blast:** radius 1.25 × 1.25 = 1.5625 u = **2.1 FH**; damage 75 × (0.3 + 0.7 × closeness); push 9.5 × 1.3; stun / knockdown when close; breaks heavy elements, sets barrels off, flings items and ragdolls, scorches the floor; it hurts its owner too.
- **Water:** in a pool / the sink / the sea it fizzles out. **In The Deep** it sinks slowly (0.5 g against drag 1.6 / s) trailing bubbles, and the blast is a bubble shock (0.6× damage, 1.5× push, no fire).
- **Camera language for the page:** the arc. The lob's parabola is the line of every story; the four beeps are its clock; the bounce is its wit.

## Territory already owned (checked 24 Oct: the ledger, TRAPS and every `conv/*.md`)
The cluster lobber (now KILLPAGES-E's) sits right beside this weapon, and its plan owns: hiding in a container, diving into a crater, a bonk off the chest, a door blown in, a live wire, bouncing down stairs, a counter, a low space flushed, a chemical drum, two enemies split between, a parachute, a statue, a split inside his jacket, flattened against a wall, a crate stack, a buddy shoved onto the bomb, walking out unscathed, soft ground, holding a pole, a dive into water + blast through it, the kraken, a click that doesn't go off (realm), a belfry, a facade; mid-round: shoved off a drop, the neck snapped forward, a bomblet in the boot tread, thrown head-first into a bin, the shell on his crown; skins: sitting on it, a spring, netting, a mime, a frozen geyser, fireworks, a honeycomb.
Elsewhere: grenade in the mouth (pump.grand-slam), his own grenade belt (ar.grenade-belt), an unexploded round stuck in him (ar.underbarrel), fired straight up and coming down on him (ice.hail-mary), ricochet trick shots and bank shots of rounds (smg.bank-shot + TRAPS), back-turned swagger (TRAPS), counting gags (TRAPS). My own RPG plan owns: the fizzle in water as a refuge, the blast radius as a line, a pillbox slit.
**So the GL's own ground is:** the arc itself (indirect fire, the apex, the drop), the bounce and the roll as ballistics he can read or misread, the bonk, the reflected block, the four rising beeps, and the slow sinking in The Deep.

## A · MID-ROUND SMALL KILLS (5 × ≤ 3 s · single victim · no realms · no map-changing casts · medium / big / event maps)
Each gets its ledger line (`gl.mid-<id>`) and a fresh check against the whole ledger before it is built.
1. **HOWZAT** (renamed from HANG TIME on 24 Oct: glue.hang-time owns that title) · the lob hangs at the top of its arc and he gets under it calling "mine!" like a fielder; he makes a perfect catch, cheers, and the fuse runs out in his hands (the real 1.1 s: the catch is at 1.0).
   - Final image: him on his back, both hands still cupped in the catching pose, a thread of smoke rising out of the cup.
   - Death: blast concussion at the chest (no hands lost at any level; LIMBS OFF is RESTING). Works anywhere.
   - Ladder: H dark burns on the palms · M soot hands, out cold · L soot, stars · VL he catches a puff.
2. **DOWN THE HATCH** · he drops through a hatch / trapdoor to hide below; the grenade follows him down the ladder, ding, ding, ding on the rungs, to his feet; he looks up at the square of light and Faris's face in it; Faris kicks the hatch shut.
   - Final image: the closed hatch lid jumping once on its hinges, smoke leaking out round its edges.
   - Death: unseen, below (muffled). Needs an OPENING hatch with a space below (Pirate Ship hatches to the gun deck, Military Base trapdoor to the tunnel, Atrium ceiling hatches, Tower Block hatches). Deep: the wreck's hatch, a cloud of bubbles out of the edges.
   - Ladder: the same staging at every level (the death is unseen); VL a puff of dust from the edges instead of smoke.
   - Unlike cluster POPCORN / BINNED (a container he hides in or is thrown into): a hatch he escapes through, and the lid.
3. **THE BLOCK** · he blocks the grenade like a pro (the game's real block reflects it); it pops off his guard at half speed, goes up, and drops right back at his toes on the third beep.
   - Final image: him still in his perfect guard, forearms up, as the blast takes him from the feet.
   - Death: the blast from below (thrown, landing broken; impact). Works anywhere.
   - Ladder: H 60% blood on landing · M thrown, out cold · L stars · VL puff mid-guard.
4. **HUMPTY** · he's sitting on a wall / ledge / railing / crate edge taunting; the grenade lands on the ledge beside him; he shuffles along it away from the beeps; it rolls after him along the top.
   - Final image: the empty ledge and, far below at its foot, him in a heap with his hat landing a beat after.
   - Death: the fall (a "great fall"). Needs a ledge he can sit on with a drop ≥ 2 FH below (PLATFORM edge, a wall top, a railing, a crate stack). Deep: skip.
   - Ladder: the fall at every level; VL he puffs into stars on the way down.
5. **SPIN THE BOTTLE** · the grenade lands on its side and spins on the floor like a bottle at a party, slowing, its nose sweeping round the room, and he can't look away; it stops pointing at him.
   - Final image: the scorch mark on the floor drawn out into an arrow shape, pointing at the body.
   - Death: the blast at his feet (thrown back, impact). Works anywhere (a hard FLOOR; on sand it bores a little pit as it spins).
   - Ladder: H 60% · M thrown, out cold · L stars · VL puff; the arrow scorch stays.

## B · MULTI-VICTIM
One film, 2 victims, designed with the 25 (it plays only on a real GL multi-kill).

## C · UNDERWATER (≥ 2, inside the 25, built for The Deep)
Both built on the GL's real Deep behaviour: the grenade sinks slowly, beeping, through the water toward him; the blast is a bubble shock. Seeds checked against every Deep plan on the sheets (drowning, sharks, the angler, jellyfish, kelp, the cannon, an anchor, a clam, vents, steam, the turtle, the keel): the slow sinking fuse and the bubble shock are free.

## D · OLD FINISHER REMAKES (`38_fin_kills.js`: gl BANK SHOT (EXISTING), SPECIAL DELIVERY (EXISTING))
- **BANK SHOT → remade.** The idea stays (kicked down, the grenade banked off the floor to settle right under him, the killer waits), and per the 14:40 ruling the death is re-crafted (no limbs-everywhere): the bank is the GL's own real bounce (not a round's ricochet), and the film plays it as ballistics he reads too late. It is designed with the 25.
- **SPECIAL DELIVERY → NOT REMADE.** Its idea (the round stuffed into his mouth, kicked away, back turned) is pump.grand-slam's grenade in the mouth plus the back-turned trap.

## Notes for the coordinator
- My RPG plan's THE SAFEST PLACE and cluster's DEPTH CHARGE both start with a dive into water. They differ in hook and death (the rocket's real fizzle and a drowning wait, vs a blast carried through the water and a concussion), and DEPTH CHARGE's land version relies on bomblets going off in water, which the game fizzles outside The Deep. Flagging so the two are judged together.
