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.
75
Upgrades the squad with one M1919A6 Light Machine Gun.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
50
Orders the squad to follow the target allied squad.
Support / Select target squad
Barrages the target area with off-map mortars. Effective against stationary infantry and structures.
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.
Barrages the target area with off-map mortars. Effective against stationary infantry and structures.
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.
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.
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.
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.
30
150
5
28
3
285
5
XP: 750
XP: 2250
XP: 4500
Provides heavy cover.
Free
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
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
Emplacement that is effective against light targets.
240
20
Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.
200
Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
Free
2rifle - small arms
Accuracy
Burst Duration
Cooldown
On the Move Multipliers
0.75
1
1
Near
Medium
Far
Distance
7
25
35
Accuracy
0.68
0.615
0.35
Rounds per Minute
28.24
20.62
16.51
Penetration
1.5
1
1
Scatter Area
13.5
116.2
147.7
Damage
12
Range
35
Arc
180°
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
0.5
0.5
0.55
Damage
1
0.5
0.5
1smg - small arms
Accuracy
Burst Duration
Cooldown
On the Move Multipliers
0.85
1
1
Near
Medium
Far
Distance
7
15
35
Accuracy
0.563
0.35
0.3125
Rounds per Minute
208.5
142.92
38.01
Penetration
1
1
1
Scatter Area
7.9
14.8
32.3
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 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
Upgrades the squad with one M1919A6 Light Machine Gun.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
50
lmg - small arms
Near
Medium
Far
Distance
7
22.5
35
Accuracy
0.49
0.38
0.34
Rounds per Minute
121.6
149.55
160.4
Penetration
2.5
2
1.75
Scatter Area
9
35.9
53.3
Damage
6
Range
35
Traverse Speed
120
Arc
180°
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
0.5
0.5
0.55
Damage
1
0.6
0.6