Image for /icons/races/american/buildings/partisan_tunnel_main_us.png}
Image for /icons/races/american/symbols/tunnel_network.png}

Tunnel Network

american faction icon

Stats

partisan_tunnel_main_us

emplacements

Image for /icons/unit_status/bw2/5_obervationmode.png}

Sight Range

1.5

Image for /icons/unit_status/bw2/stealth.png}

Detection

-1

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Max Range

0

Image for /icons/unit_status/bw2/sprint.png}

Speed

0

Image for /icons/unit_status/bw2/3_defensivebonus.png}

Armor

4

Image for /icons/unit_status/bw2/11_capturebonus.png}

Capture Multiplier

0

Image for /icons/unit_status/bw2/10_retreatpoint.png}

Decapture Multiplier

0

Image for /icons/unit_status/bw2/9_markedtarget.png}

Target Size

26

Abilities

Image for /icons/races/american/abilities/medical_caches.png}
Passive

Medical Caches

Nearby infantry will automatically heal themselves when out of combat.

Restores +4.8 health per second.

Image for /icons/common/orders/retreat.png}
Select to Activate

Retreat

Retreating units take less damage, are harder to hit, and move faster.

The unit will retreat to the nearest HQ or forward retreat point. Retreating units will take the fastest route possible and will not attack.

Stats

Costs
time_seconds

15

manpower

50

Reinforce
cost

50

time

15

Hitpoints
Image for /icons/common/squad/squad.png}
480

480

Upkeep per minute
Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 0

vet 2 starvet 2 starvet 2 empty star

XP: 0

vet 3 starvet 3 starvet 3 star

XP: 0

Loadout

  • 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.