Here is a breakdown of the Grenadier's data card. May you find it useful, and by inference be better able to decipher other unit data cards.
A full-strength squad of Grenadiers consists of 2x soldiers. Each soldier has a single Heart of health. The circular icons to the right are a symbol representing what you will look like on the field of battle.
The Launcher is the primary attack option that Grenadiers have. Let's break it down, from left to right and top to bottom.
Damage: Grenadier grenades will deal 1 or more damage on a successful hit roll. The "+" sign refers to the potential for double damage on the target hex of the shot.
Ammunition info: The Launcher has one shot. After the Launcher has fired, it MUST be reloaded in order to fire again (Reloading a weapon costs 1 Action). The reloads are, however, functionally 'infinite' within the simplified logistics system of Crux Europa.
Range: The Launcher has a range of 4 hexes (since it is an AOE attack, this is for the purposes of selecting a Target Hex). It also has the "Indirect" property, allowing a shot to be made at a hex which is not within direct line of sight. Examples include through forests or behind buildings. Realize that making Indirect attacks results in a |-1| modifier to the Hit rating.
The Attack Action: For an Action cost of 1, roll one attack (1d10) with rating |7| against a unit in the Target Hex. Then, roll another attack (this time with rating |6|), for every unit within 1 hex of the target. If there was a unit in the target hex you may roll this secondary attack against it as well.
If there is no unit in the target hex the first roll may be ignored, unless you are intending to cause some sort of effect with your shot that goes beyond damaging opponents.
Notice that some weapons have multiple attack modes, which may feature various tradeoffs of range, action cost, hit rating, ammunition usage, or other variables. Fusiliers are a good example as they can fire off quick snap shots for only Half of an action, keeping the pressure on opponents but at the expense of a rather low Hit rating. Lanciers may choose to double-fire their Lances (expending a full Reload's worth of ammunition in one turn) or more carefully conserve ammunition with single shots in a round. Other examples will appear.
This is the notation for the Specialty Ammunition that the unit has. Check the Grenadier's unit data card (see the Original Post) for full details.
On off-turns when they aren't firing their Launchers, Grenadiers have a back-up weapon: the Sub-machine gun. We'll skim this a little since we covered Launchers in-depth above.
The SMG causes 1 Damage with every successful hit. It may only be fired Twice in a battle, then cannot be fired again (not enough room for spare magazines with all of those explosives you're carrying). Notice that it does not require any Reloads between uses, however. The Range is 3, with the Ballistic property. Ballistic weapons (which are the overwhelming majority of weapons in Crux Europa) may fire beyond their listed range, at a penalty of |-1| Hit rating for every 1 extra Hex of distance.
The Action cost for the Burst attack (the only attack mode the SMG has) is 1. Roll 3d10. For every roll of |4| or less, a hit is scored... obviously various factors may influence this Hit rating positively or negatively.
Brace for Impact: this is a Damage Reduction ability that the Grenadier unit has. The lack of an Action Cost indicates that this ability is probably a passive one. See the unit rules clarification/data card for more info.
Each Grenadier soldier has 1 Action. Remember though, there are TWO Grenadiers in a full-strength squad! This means you have 2 Actions to manage every turn, as well as two Launchers and two SMGs to track ammunition usage! Well, until one of you dies.
The Grenadier squad may normally Move 4 hexes in a turn. You may move then take an action, take an action then move, move a few hexes then take actions then move the rest of your hexes, or any permutation of those activities that your sick, depraved minds may imagine. Environment (dense forests, crumbling ruins) or Actions you take (such as the ubiquitous Run) can and will change your Movement value from turn to turn.
Sit down, because I'm about to blow your mind: Soldiers in a squad can each do different things with their Actions. They need to stick together if they have a chance at surviving though, so no Moving off on separate paths. Your fireteam partner(s) are your friends out there. Hold your buddy close, OK?
Before the question is asked (it has yet to come up but it probably will), soldiers in a squad may NOT swap weaponry (ie. one soldier reloading a Launcher, then the other shooting that same Launcher). This is normally not allowed, however crew-served weapons such as heavy machine gun emplacements or mortars will work differently and allow actions from multiple sources to affect them in the same turn. You don't need to worry about that right now.