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 two M1941 Light Machine Guns.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
50
75
c special operations special arms passive us
Upgrades the squad with one M1919A6 Light Machine Gun.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
30
50
Orders the squad to follow the target allied squad.
Support / Select target squad
20
Barrages the target area with off-map mortars. Effective against stationary infantry and structures.
Vet 1
Orders unit to mark a hostile vehicle.
Marked enemies are +50% easier to hit and take +25% incoming weapon penetration. Unit is revealed while active.
Vet 1
Barrages the target area with off-map mortars. Effective against stationary infantry and structures.
15 - 50
180s
Veterancy Officer Unlock 1
Orders unit to mark a hostile vehicle.
Marked enemies are +50% easier to hit and take +25% incoming weapon penetration. Unit is revealed while active.
35
180s
Veterancy 1 B
Increases the experience gain of nearby allied infantry.
+25% experience earned.
Increases a friendly squad's speed and removes current suppression. Squad is harder to hit and take less suppression when moving.
+80% speed. Unit is 20% harder to hit and takes 50% less suppression when moving.
30
10s
90s
Receives veterancy experience from nearby allies when they earn veterancy experience. The shared experience is split between each unit with this ability near that ally.
Increases the experience gain of nearby allied infantry.
+75% experience earned.
Vet 3
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.
OSS Coordination
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.
5s
Old Guard
30
150
5
29
3
285
5
XP: 750
XP: 2250
XP: 4500
Provides heavy cover.
6
Blocks infantry and vehicle movement and provides limited light cover. \n• Can be crushed by heavy vehicles.
8
Defensive object that can provide heavy cover for infantry. \n• Higher health and armor than sandbag walls. \n• Can be vaulted by infantry.
10
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.
3
Fighting position that can be garrisoned by infantry and Heavy Machine Guns.
15
100
Emplacement that is effective against light targets.
35
240
20
Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.
20
200
Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
9
2rifle - small arms
Damage
12
Range
35m
Near
7m
Mid
25m
Far
35m
Core Stats
Accuracy
68%
61.5%
35%
Rounds per Minute
28.24
20.62
16.51
Penetration
1.5
1
1
Timing
Refire Time
1.813s
2.654s
3.422s
Reload Cycle
4.313s
4.708s
5.125s
Aim Time
0.375–0.875s
Magazine
8 shots
Arc
180°
Moving Accuracy
×0.75
VS Cover - Modifiers
Accuracy
Damage
Light Cover
×0.5
×1
Heavy Cover
×0.5
×0.5
Garrison
×0.55
×0.5
1smg - small arms
Damage
4
Range
35m
Near
7m
Mid
15m
Far
35m
Core Stats
Accuracy
56.3%
35%
31.25%
Rounds per Minute
208.5
142.92
38.01
Penetration
1
1
1
Special Mechanics
Damage Distribution Area
0.8×10
1.5×10
3.2×10
Timing
Burst Duration
1.25s
0.938s
0.313s
Time Between Bursts
2.125s
2.41s
2.659s
Reload Cycle
3.674s
3.736s
3.77s
Aim Time
0.25–0.375s
Magazine
6 bursts
Arc
180°
Moving Accuracy
×0.85
VS Cover - Modifiers
Accuracy
Damage
Light Cover
×0.5
×1
Heavy Cover
×0.5
×0.5
Garrison
×0.55
×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 two M1941 Light Machine Guns.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
50
75
c special operations special arms passive us
lmg - small arms
Damage
5.25
Range
35m
Near
7m
Mid
22.5m
Far
35m
Core Stats
Accuracy
57%
50%
41%
Rounds per Minute
190.66
160.4
95.38
Penetration
2.5
2
1.75
Special Mechanics
Incremental Target Radius
6
10
15
Timing
Burst Duration
1.964s
1.576s
1.059s
Time Between Bursts
1.611s
1.875s
2.96s
Reload Cycle
3.25s
3.375s
3.5s
Aim Time
0.125s
Magazine
11 - 10 bursts
Traverse Speed
120
Arc
180°
Inc. Accuracy
×1.02
Moving Accuracy
×0.75
VS Cover - Modifiers
Accuracy
Damage
Light Cover
×0.5
×1
Heavy Cover
×0.5
×0.6
Garrison
×0.55
×0.6
Upgrades the squad with one M1919A6 Light Machine Gun.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
30
50
lmg - small arms
Damage
6
Range
35m
Near
7m
Mid
22.5m
Far
35m
Core Stats
Accuracy
49%
38%
34%
Rounds per Minute
121.6
149.55
160.4
Penetration
2.5
2
1.75
Timing
Burst Duration
0.924s
1.278s
1.409s
Time Between Bursts
2.458s
3.108s
3.75s
Reload Cycle
4.833s
4.958s
5.063s
Aim Time
0.25–0.75s
Magazine
9 bursts
Traverse Speed
120
Arc
180°
VS Cover - Modifiers
Accuracy
Damage
Light Cover
×0.5
×1
Heavy Cover
×0.5
×0.6
Garrison
×0.55
×0.6