team_weapons
Sight Range
35
Detection
10
Max Range
45
Speed
3.6
Armor
1
Capture Multiplier
1
Decapture Multiplier
1
Target Size
1.33
Enables the squad to slowly heal when out of combat.
Restores +3.2 health per second.
35
Replaces the 30cal M1919 Browning HMG with the powerful 50cal M2HB Browning HMG, increasing damage, suppression, and armor penetration. Effective against infantry and light vehicles.
60
Orders the heavy machine gun crew to reload.
Reduces chance to reload at the start of combat.
Temporarily allows the HMG to slow down enemy vehicles on hit. Effects are amplified if it gets penetrating hits.
-50% vision, -50% speed, rotation rate, and acceleration on target. Deflections reduce speed penalty to -25%.
Improves the bonus of Defensive Set-up from 20% to 25% when the squad is in cover or garrisons.
Temporarily allows the HMG to slow down enemy vehicles on hit. Effects are amplified if it gets penetrating hits.
-50% vision, -50% speed, rotation rate, and acceleration on target. Deflections reduce speed penalty to -25%.
20
The M1919 HMG Team has increased durability when the unit is set-up.
+20% harder to hit when set-up.
The M1919 HMG Team has increased durability when the unit is set-up. Bonuses increase when the unit is in cover.
+20% harder to hit when set-up. Increases to +25% when in cover or garrisons.
The squad gains camouflage when in cover and out of combat. Unit is invisible to enemies unless they get too close. Camouflage lasts for 2 seconds after leaving cover.
+25% damage and +40% accuracy when firing from camouflage for 5 seconds.
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.
30
240
7
28
5
320
180
7
XP: 700
XP: 2100
XP: 4200
1hmg - small arms
Near
Medium
Far
Distance
10
30
45
Accuracy
0.748
0.518
0.396
Rounds per Minute
573.61
401.67
296.81
Penetration
1.6
1.4
1.2
Scatter Area
36.6
256.9
340.7
Suppression Per Second
14.34
10.04
7.42
Incremental Target Radius
6
8
10
Damage
5
Range
45
Traverse Speed
50
Arc
95°
Setup
3.5s
Teardown
3s
Suppression Radius
15
Inc. Accuracy
x1.12
VS Cover - Modifiers
Light
Heavy
Garrison
Accuracy
0.5
0.5
0.55
Damage
1
0.5
0.5
3rifle - small arms
Accuracy
Burst Duration
Cooldown
On the Move Multipliers
0.5
1
1
Near
Medium
Far
Distance
7
15
35
Accuracy
0.4
0.25
0.2
Rounds per Minute
51.35
26.16
18.22
Penetration
1.5
1
1
Scatter Area
16.8
77.3
184.6
Damage
10
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.