infantry
Sight Range
35
Detection
10
Max Range
35
Speed
3.6
Armor
1
Capture Multiplier
1.25
Decapture Multiplier
1
Target Size
1
Upgrades the squad with one M1918 Browning Automatic Rifle.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
20
60
M1918 Browning Automatic Rifles
Upgrades the squad with one M1941 Light Machine Gun.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
50
75
c special operations special arms passive us
M1941 Light Machine Guns
Adds one M1919A6 Light Machine Gun, increasing anti-infantry firepower.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
30
90
M1919A6 Browning Machine Gun
Adds one M1919A6 Light Machine Gun, increasing anti-infantry firepower.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
30
60
french us
Old Guard
Upgrades the squad with an M24/29 Light Machine Gun.
Increases anti-infantry firepower at all ranges. Most effective at medium-range.
30
70
french us
New Blood
Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.
25
20
1
30s
Grenade Package
Increases the squad's rate of fire and allows the squad to deal suppression damage.
Vet 1
Increases the unit's speed for a period of time. Infantry units are unable to fire on the move while the ability is active.
+80% speed.
Vet 1
Increases the squads rate of fire and allows it to deal suppression damage. Reduces speed while active.
+50% rate of fire, +33% burst length. -33% speed.
15
15s
120s
Veterancy Officer Unlock 1
Throws a sticky explosive at the target vehicle, dealing moderate damage that can also cause critical damage. Veteran 2: Deals an additional +40 damage.
Damages and applies the Crew Shock critical. Causes Engine Damage on vehicles that reach 50% health or below. Damaging a vehicle with an active Crew Shock critical will cause Engine Damage.
25
15
1
30s
Grenade Package
Squad will breach the target building, forcing enemy squads to exit and take heavy damage after a short delay.
Squad will garrison the building after Breach is completed.
25
10
5s
10s
Increases the unit's speed for a period of time. Infantry units are unable to fire on the move while the ability is active.
+80% speed.
5s
120s
Veterancy 1 B
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
Every member throws a grenade that deals damage to infantry in the area. Very effective against infantry in cover or structures.
30
20
1
60s
New Blood
Grenade Package
20
270
8
30
4
600
12
XP: 900
XP: 2700
XP: 5400
Explosive device only triggered by vehicles. Deals high damage and causes heavy engine damage.
Anti-tank / Explosive
10
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.
10
50
7
50
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
Fighting position that can be garrisoned by infantry and Heavy Machine Guns.
25
100
Emplacement that is effective against light targets.
35
240
20
Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
9
Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.
20
200
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
Provides heavy cover.
6
1smg - small arms
Damage
3
Range
35m
Near
7m
Mid
25m
Far
35m
Core Stats
Accuracy
56%
55%
37%
Rounds per Minute
149.37
93.28
66.49
Penetration
1
1
1
Special Mechanics
Damage Distribution Area
0.2×10
0.7×10
1×10
Timing
Burst Duration
0.75s
0.625s
0.375s
Time Between Bursts
2.063s
3.125s
3.125s
Reload Cycle
3.266s
3.453s
3.453s
Aim Time
0.25s
Magazine
3 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
5rifle - 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
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 one M1918 Browning Automatic Rifle.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
20
60
M1918 Browning Automatic Rifles
lmg - small arms
Damage
5.25
Range
35m
Near
7m
Mid
17m
Far
35m
Core Stats
Accuracy
60%
46%
42%
Rounds per Minute
159.34
139.35
122.88
Penetration
1.75
1.5
1.33
Special Mechanics
Incremental Target Radius
6
10
15
Timing
Burst Duration
1.25s
1.102s
1s
Time Between Bursts
2s
2.125s
2.298s
Reload Cycle
3.25s
3.375s
3.375s
Aim Time
0.125s
Magazine
9 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 M1941 Light Machine Gun.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
50
75
c special operations special arms passive us
M1941 Light Machine Guns
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
Adds one M1919A6 Light Machine Gun, increasing anti-infantry firepower.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
30
90
M1919A6 Browning Machine Gun
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
Adds one M1919A6 Light Machine Gun, increasing anti-infantry firepower.
Increases firepower at all ranges. Most effective at long-range. Cannot fire on the move
30
60
french us
Old Guard
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
Upgrades the squad with an M24/29 Light Machine Gun.
Increases anti-infantry firepower at all ranges. Most effective at medium-range.
30
70
french us
New Blood
lmg - small arms
Damage
3.5
Range
35m
Near
7m
Mid
22m
Far
35m
Core Stats
Accuracy
56%
52.5%
48%
Rounds per Minute
204.67
204.02
177.88
Penetration
2.5
2
1.75
Timing
Burst Duration
1.75s
1.75s
1.313s
Time Between Bursts
1.813s
1.805s
1.625s
Reload Cycle
5.063s
5.18s
5.25s
Aim Time
0.75–1s
Magazine
6 bursts
Traverse Speed
120
Arc
180°
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
Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.
25
20
1
30s
Grenade Package
1grenade - explosive weapon
Damage
120
Range
20m
Near
0m
Mid
10m
Far
20m
Core Stats
Scatter Area
0
0
0
Penetration
25
25
25
Wind Up
0.75s
Arc
120°
AoE Falloff
VS Cover - Modifiers
Accuracy
Damage
Light Cover
×1
×1
Heavy Cover
×1
×0.5
Garrison
×1
×1
Target Modifiers
Base DMG
Accuracy
Penetration
Damage
Building
—
—
—
×0.75
Emplacement
—
—
—
×0.75
Sandbag
—
—
—
×3.75
Barbed Wire
—
—
—
×2.5
Mine
—
—
×2
×2
Increases the squads rate of fire and allows it to deal suppression damage. Reduces speed while active.
+50% rate of fire, +33% burst length. -33% speed.
15
15s
120s
Veterancy Officer Unlock 1
1rifle - small arms
Damage
12
Range
35m
Near
7m
Mid
25m
Far
35m
Core Stats
Accuracy
68%
61.5%
35%
Rounds per Minute
37.4
28.61
23.69
Penetration
1.5
1
1
Timing
Refire Time
1.448s
1.97s
2.427s
Reload Cycle
2.698s
2.986s
3.271s
Aim Time
0.375–0.875s
Magazine
8 shots
Arc
180°
Suppression Radius
0
Moving Accuracy
×0.5
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
3
Range
35m
Near
7m
Mid
15m
Far
35m
Core Stats
Accuracy
56%
55%
37%
Rounds per Minute
293.19
203.88
122.69
Penetration
1
1
1
Special Mechanics
Damage Distribution Area
0.2×10
0.4×10
1×10
Timing
Burst Duration
1.875s
1.403s
0.938s
Time Between Bursts
2.063s
3.125s
4.375s
Reload Cycle
1.813s
2s
2.375s
Aim Time
0.25s
Magazine
3 bursts
Arc
180°
Suppression Radius
0
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
lmg - small arms
Damage
5.25
Range
35m
Near
7m
Mid
17m
Far
35m
Core Stats
Accuracy
60%
46%
42%
Rounds per Minute
258.94
235.55
221.06
Penetration
1.75
1.5
1.33
Special Mechanics
Incremental Target Radius
6
10
15
Timing
Burst Duration
1.875s
1.648s
1.5s
Time Between Bursts
1.104s
1.229s
1.31s
Reload Cycle
1.75s
1.875s
1.875s
Aim Time
0.125s
Magazine
9 bursts
Traverse Speed
120
Arc
180°
Suppression Radius
0
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
Throws a sticky explosive at the target vehicle, dealing moderate damage that can also cause critical damage. Veteran 2: Deals an additional +40 damage.
Damages and applies the Crew Shock critical. Causes Engine Damage on vehicles that reach 50% health or below. Damaging a vehicle with an active Crew Shock critical will cause Engine Damage.
25
15
1
30s
Grenade Package
1grenade - explosive weapon
Damage
120
Range
21m
Near
0m
Mid
10.5m
Far
21m
Core Stats
Accuracy
1500%
1500%
1500%
Penetration
1000
1000
1000
Special Mechanics
Scatter Area
0
0
0
Deflection Damage
96
Wind Up
0.875s
Arc
120°
AoE Falloff
VS Cover - Modifiers
Accuracy
Damage
Light Cover
×1
×1
Heavy Cover
×1
×0.5
Garrison
×1
×1
Every member throws a grenade that deals damage to infantry in the area. Very effective against infantry in cover or structures.
30
20
1
60s
New Blood
Grenade Package
1grenade - explosive weapon
Damage
87
Range
5 - 20m
Near
5m
Mid
7.5m
Far
20m
Core Stats
Scatter Area
2.1×10
3×10
7.3×10
Scatter Offset
+1m
+1m
+1m
Penetration
25
25
25
Wind Up
0.625s
Arc
120°
AoE Falloff
VS Cover - Modifiers
Accuracy
Damage
Light Cover
×1
×1
Heavy Cover
×1
×0.5
Garrison
×1
×1
Target Modifiers
Base DMG
Accuracy
Penetration
Damage
Building
—
—
—
×0.75
Emplacement
—
—
—
×0.75
Sandbag
—
—
—
×3.75
Barbed Wire
—
—
—
×2.5
Mine
—
—
×2
×2