infantry
Sight Range
35
Detection
10
Max Range
35
Speed
3.6
Armor
1
Capture Multiplier
1
Decapture Multiplier
1
Target Size
1
Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.
50
Upgrades the squad with minesweepers, wire cutters, and increases the squad's repair speed.
Allows the squad to Detect and Defuse Mines. Can cut Barbed Wire. Increases health restored by repairs by +4 per second. Increases detection range to 35.
30
Upgrades the squad with two M1941 Light Machine Guns.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
75
Upgrades the entire squad with Thompson Submachine Guns.
Greatly increases anti-infantry firepower at short-range.
75
Destroys a section of barbed wire, enabling access to infantry.
Fires sustained bursts with the flamethrower, continuously burning enemies in the area. Very effective against infantry in cover.
Increases the squad's repair and construction speed. Mine detection radius is increased when equipped with minesweepers.
Increases repair rate by +2 health per second, +25% construction rate, and +10 mine detection range.
Fires sustained bursts with the flamethrower, continuously burning enemies in the area. Very effective against infantry in cover.
Ability does not cost munitions when equipped with a flamethrower.
Increases the squad's repair and construction speed. Mine detection radius is increased when equipped with minesweepers.
Increases repair rate by +2 health per second, +25% construction rate, and +10 mine detection range.
Orders the squad to equip or unequip a minesweeper. When equipped, minesweepers allow the unit to find and defuse enemy mines.
Defuses the selected mine.
Support / Select enemy mine
Throw an explosive that detonates in a wide radius after a moderate delay. Effective against stationary targets and structures.
45
Orders the unit to salvage the target wreck. Grants 25% manpower and 20% fuel of the wreck's original cost upon completion and destroys the wreck.
Provides the following effects: • Partisans will be instantly transported to the Tunnel Network when given a retreat order in garrisons, even if they are in combat. Triggering this effect forces the Tunnel Network's cooldown and this effect cannot occur until the cooldown is complete. • Partisans can use tunnels to be transported to neutral ambient buildings within range of a Tunnel. Tunnel Network must not be on cooldown for this to trigger.
The vehicle drops smoke and retreats to the HQ or the nearest forward retreat point. The vehicle has increased movement and rotation speed while active. Passengers may continue to fire while the vehicle is moving.
Repairs the target vehicle, building, bridge, or emplacement over time. Hold CTRL to override repair command, allowing the unit to garrison structures or vehicles.
Restores +10 health per second. Unit takes +100% additional damage and is +200% easier to hit while repairing.
25
200
7
28
3
500
7
XP: 750
XP: 2250
XP: 4500
Provides heavy cover.
Free
Blocks infantry and ultra-light vehicle movement. • Can be crushed by heavier vehicles. • Light vehicles crushing wire temporarily move slower. • Can be destroyed with Wire Cutters.
Free
Fighting position that can be garrisoned by infantry and Heavy Machine Guns.
100
Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
Free
Emplacement very effective against stationary targets at long-range. Must barrage to attack.
400
40
Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to vehicles.
30
Explosive device only triggered by vehicles. Deals high damage and causes heavy engine damage.
Anti-tank / Explosive
50
Plants a demolition charge at the target position. Extremely effective against structures and stationary units. Can be detected by nearby enemy units. Minesweepers can detect demo charges at further distances.
Must be manually detonated.
50
Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.
200
Increases the combat performance of all friendly units and emplacements. Explodes on death.
125
25
50
Emplacement that is effective against light targets.
240
20
Blocks infantry and vehicle movement and provides limited light cover. \n• Can be crushed by heavy vehicles.
Free
Defensive object that can provide heavy cover for infantry. \n• Higher health and armor than sandbag walls. \n• Can be vaulted by infantry.
Free
5smg - small arms
Accuracy
Burst Duration
Cooldown
On the Move Multipliers
0.85
1
1
Near
Medium
Far
Distance
7
15
35
Accuracy
0.456
0.265
0.17
Rounds per Minute
219.79
113.57
29.81
Penetration
1
1
1
Scatter Area
31.4
59.3
129.2
Damage
4
Range
35
Arc
180°
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
0.5
0.5
0.55
Damage
1
0.5
0.5
The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.
Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.
50
flame - flame throwers
Near
Medium
Far
Distance
0
10
20
Accuracy
1
1
1
Rounds per Minute
142.22
142.22
142.22
Penetration
2.5
2.5
2.5
Scatter Area
0
15.4
28.4
Damage
2
Range
20
AoE Size
4×5
Traverse Speed
45
Arc
90°
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
1
1
1
Damage
1
1.25
1.5
Target Modifiers
Base DMG
Accuracy
Penetration
Damage
Building
—
—
×25
×3.5
Folliage
—
—
×1000
—
Bunker
—
—
×20
×2.5
Destructible Object
—
—
×1000
—
Mine
—
—
×20
×2
Emplacement
—
—
×20
×2.5
Upgrades the squad with two M1941 Light Machine Guns.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
75
lmg - small arms
Accuracy
Burst Duration
Cooldown
On the Move Multipliers
0.75
1
1
Near
Medium
Far
Distance
7
22.5
35
Accuracy
0.57
0.5
0.41
Rounds per Minute
190.66
160.4
95.38
Penetration
2.5
2
1.75
Scatter Area
27.1
107.7
160
Incremental Target Radius
6
10
15
Damage
5.25
Range
35
Traverse Speed
120
Arc
180°
Inc. Accuracy
x1.02
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
0.5
0.5
0.55
Damage
1
0.6
0.6
Throw an explosive that detonates in a wide radius after a moderate delay. Effective against stationary targets and structures.
45
1grenade - explosive weapon
Near
Medium
Far
Distance
0
5
10
Accuracy
0
0
0
Rounds per Minute
24
24
24
Penetration
1000
1000
1000
Scatter Area
0
0
0
Damage
600
Range
10
Arc
120°
AoE Falloff
Near
Medium
Far
Limit
AoE Radius
1.25
2.5
3.75
5
Damage
600
450
150
150
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
1
1
1
Damage
1
0.5
1
Target Modifiers
Base DMG
Accuracy
Penetration
Damage
Bridge
—
—
—
×1.3334