infantry
Sight Range
45
Detection
35
Max Range
35
Speed
3.6
Armor
1
Capture Multiplier
1.5
Decapture Multiplier
1
Target Size
1
Upgrades the squad with smoke grenades and recon flares.
Unlocks Recon Flare and Rifle Smoke grenade abilities.
25
25
Fires a flare over the target area that will provide vision and reveal camouflaged units for a short period of time.
Provides vision for 15 seconds in a radius of 40.
15 - 45
1
180s
Fires a smoke grenade at the target location that can obscure vision.
Smoke blocks vision for up to 20 seconds.
15 - 35
1
180s
Unit will become camouflaged, but will be unable to fire weapons, capture territory, and will move slower. Unit is invisible to enemies unless they get too close.
Does not require cover to camouflage.
Vet 1
When this unit retreats, it drops a smoke grenade at its current position to block vision. Recharges every 40 seconds.
Vet 1
Unit will become camouflaged, but will be unable to fire weapons, capture territory, and will move slower. Unit is invisible to enemies unless they get too close.
Does not require cover to camouflage.
10s
Vet 1
Veterancy Officer Unlock 1
Coordinates a barrage between off-map artillery batteries, converging on the target area.
Offensive / Select target position
55
15 - 40
120s
Forward Observers
Fires a long-range grenade that deals high damage to infantry in a small area. Effective against infantry in cover or structures.
Has higher minimum range than other grenades.
35
15 - 30
1
30s
Utility Package
When this unit retreats, it drops a smoke grenade at its current position to block vision. Recharges every 40 seconds.
60s
Veterancy 1 B
When this unit retreats, it drops a smoke grenade at its current position to block vision. Recharges every 40 seconds.
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
30
160
4
28
4
255
3
XP: 600
XP: 1800
XP: 3600
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
1rifle - small arms
Damage
12
Range
35m
Near
7m
Mid
25m
Far
35m
Core Stats
Accuracy
81.3%
77.5%
65%
Rounds per Minute
20.63
17.05
16.6
Penetration
1.5
1
1
Timing
Refire Time
2.771s
3.449s
3.56s
Reload Cycle
3.875s
4s
4s
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
2rifle - small arms
Damage
12
Range
35m
Near
7m
Mid
25m
Far
35m
Core Stats
Accuracy
81.3%
77.5%
65%
Rounds per Minute
20.63
17.05
16.6
Penetration
1.5
1
1
Timing
Refire Time
2.771s
3.449s
3.56s
Reload Cycle
3.875s
4s
4s
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.
Fires a long-range grenade that deals high damage to infantry in a small area. Effective against infantry in cover or structures.
Has higher minimum range than other grenades.
35
15 - 30
1
30s
Utility Package
1rifle grenade - explosive weapon
Damage
120
Range
30m
Near
0m
Mid
15m
Far
30m
Core Stats
Scatter Area
0
0
0
Penetration
25
25
25
Timing
Time of Flight
—
1.47s
1.99s
Aim Time
0.125s
Shot Block Avoidance
89°
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
—
—
—
×2.5
Barbed Wire
—
—
—
×2.5
Mine
—
—
×2
×2