Image for /icons/races/german/infantry/pioneer_ger.png}
Image for /icons/races/common/symbols/engineer.png}

Pioneer Squad

Can repair and build defenses. • Has increased vision range

german faction icon

Stats

pioneer_ger

infantry

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

Sight Range

42

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

Detection

10

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

Max Range

35

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

Speed

3.6

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

Armor

1

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

Capture Multiplier

1

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

Decapture Multiplier

1

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

Target Size

1

Upgrades

Image for /icons/races/german/upgrades/flamenwerfer_34_ger.png}
Weapon upgrade

Flammenwerfer 35

Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.

Costs
munition

50

Image for /icons/races/common/upgrade/hazard_removal_package.png}
Support upgrade

Hazard Removal Package

Upgrades the squad with minesweepers, wire cutters, and increases the squad's repair speed.

Allows the squad to Detect and Defuse Mines. Can cut Barbed Wire. Increases health restored by repairs by +4 per second. Increases detection range to 35.

Costs
munition

30

Image for /icons/common/upgrades/panzerschrek_2_sturmpioneer_ger.png}

RPzB 54 Panzerschreck Package

Upgrades the squad with two Panzerschreck.

Weapon upgrade

Costs
munition

120

Abilities

Image for /icons/races/common/abilities/repair.png}
Support

Repair

Repairs the target vehicle, building, bridge, or emplacement over time. Hold CTRL to override repair command, allowing the unit to garrison structures or vehicles.

Restores +8 health per second. Unit takes +100% additional damage and is +200% easier to hit while repairing.

Image for /icons/races/common/abilities/wirecutters.png}
Support / Select target barbed wire

Wire Cutters

Destroys a section of barbed wire, enabling access to infantry.

Image for /icons/races/common/abilities/mine_sweeper_off.png}
Can switch between weapon loadouts. Automatically Defuses mines if detected.

Minesweeper Disabled

Orders the squad to equip or unequip a minesweeper. When equipped, minesweepers allow the unit to find and defuse enemy mines.

Image for /icons/common/abilities/ability_german_activate_minesweeper_off.png}

Defuse Mine

Defuses the selected mine.

Support / Select enemy mine

Image for /icons/races/common/abilities/capture.png}
Passive

Fast Capture

Squad has increased capture speed. Does not affect decapture speed.

+33% capture speed.

Image for /icons/races/common/abilities/focus_vehicle_disabled.png}
Toggle on. Squads' AT weapons will only fire on vehicles. Regular weapons will still engage all targets.

Focus Vehicles Disabled

The squad will only fire its handheld AT weapons at vehicles unless given manual attack orders.

Image for /icons/races/german/abilities/interrogate.png}
Support / Select enemy casualty

Interrogate

Interrogate enemy casualties, revealing the location of enemy forces within range 90 of the casualty for 15 seconds. The casualty is killed when the interrogation is finished and the squad receives 175 experience.

While interrogating the squad takes +50% increased damage and is +100% easier to hit.

Image for /icons/races/german/abilities/no_quarter.png}
Offensive / Passive

No Quarter

Infantry within range 25 of suppressed or pinned enemy units gain +25% accuracy.

Costs
munition

70

Image for /icons/races/german/abilities/immobilize_and_fortify.png}
Support / Select target vehicle

Immobilize and Fortify

Permanently immobilize a friendly vehicle to refund 75% of its fuel cost and reduce its population upkeep by 75%. When immobilized, the vehicle gains stronger defensive and offensive bonuses.

Reduces incoming damage by 25%, +12.5 range, +20% rate of fire and disables movement for affected units. Vehicles with fixed main weapons gain +15 weapon arc radius.

Image for /icons/races/german/abilities/panzerfaust.png}
Offensive / Select target vehicle

Panzerfaust

Fires an anti-vehicle Panzerfaust at the target that can damage vehicles and cause critical 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.

Costs
munition

30

Image for /icons/races/common/abilities/satchel_charge.png}
Offensive / Select target position

Satchel Charge

Throw an explosive that detonates in a wide radius after a moderate delay. Effective against stationary targets and structures.

Costs
munition

45

Stats

Costs
time_seconds

12

manpower

125

popcap

4

Reinforce
cost

22

time

4

Hitpoints
Image for /icons/common/squad/squad.png}
95
95
95

285

Upkeep per minute
manpower

1

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 500

  • Veteran ability
  • +15% harder to hit
vet 2 starvet 2 starvet 2 empty star

XP: 1500

  • +3 repair speed
  • Constructing objects no longer causes unit to take bonus damage
vet 3 starvet 3 starvet 3 star

XP: 3000

  • +20 health
  • +3 repair speed
  • No longer takes bonus damage when repairing

Can Construct

Image for /icons/common/buildings/icons/sandbag_wall_us.png}
Defensive structure

Sandbag Wall

Provides heavy cover.

Costs

Free

Image for /icons/common/buildings/icons/barbed_wire_ger.png}
Defensive structure

Barbed Wire Fence

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.

Costs

Free

Image for /icons/races/german/buildings/fighting_nest_ger.png}
Field support / Emplacement

Fighting Nest

Fighting position that can be garrisoned by infantry or heavy machine gun teams. Reverts to neutral control when ungarrisoned.

Costs
manpower

50

Image for /icons/races/german/buildings/tank_trap_ger.png}
Defensive structure

Tank Trap

Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.

Costs

Free

Image for /icons/races/german/buildings/schu-mine_42.png}
General purpose / Explosive

Schu-mine 42

Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to vehicles.

Costs
munition

30

Image for /icons/races/german/buildings/bunker_ger.png}
Field support / Emplacement

Concrete Bunker

Emplacement that can be garrisoned by infantry and heavy machine guns for defensive bonuses.

Costs
manpower

175

Image for /icons/races/german/team_weapons/tw_88mm_emplacement_ger.png}
Anti-tank / Emplacement

Flak 36 Anti-tank Emplacement

Emplacement extremely effective against all vehicles. Has long-range. Can shoot down aircraft.

Costs
manpower

320

fuel

45

Image for /icons/common/buildings/icons/building_reinforced_barbwire.png}
Defensive structure

Reinforced Barbed Wire

Blocks infantry and light vehicle movement. • Can be crushed by heavier vehicles. • All vehicles crushing wire temporarily move slower. • Cannot be destroyed with Wire Cutters.

Costs

Free

Image for /icons/common/buildings/icons/teller_mine_ger.png}
Anti-tank / Explosive

Teller Mine

Explosive device only triggered by vehicles. Deals high damage and causes heavy engine damage.

Costs
munition

50

Image for /icons/races/german/team_weapons/obice_da_210_22_wicd.png}
Heavy Artillery / Emplacement

Obice da 210/22 Artillery Emplacement

Artillery emplacement extremely effective against stationary targets. Must barrage to attack.

Costs
manpower

400

fuel

40

Image for /icons/races/german/buildings/oberservation_post_ger.png}
Economic structure

Resource Cache

Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.

Costs
manpower

200

Image for /icons/races/german/buildings/anti_tank_bunker_wicd.png}
Anti-vehicle / Emplacement

Anti-tank Bunker

Long-range emplacement effective against all vehicles. Limited firing arc.

Costs
manpower

200

fuel

15

Image for /icons/races/german/buildings/command_bunker_wicd.png}
Field support / Emplacement

Command Bunker

Emplacement that act as a forward retreat point and reduces the damage taken by all units, Bunkers, emplacements, and defenses.

Costs
manpower

250

fuel

25

Image for /icons/races/german/team_weapons/tw_20mm_emplacement_ger.png}
Anti-infantry / Emplacement

Flak 38 Anti-aircraft Emplacement

Emplacement effective against infantry and light vehicles. Can shoot down aircraft.

Costs
manpower

200

fuel

25

Image for /icons/races/german/buildings/pantherturm_ger.png}
Anti-vehicle / Emplacement

Pantherturm Emplacement

Durable emplacement effective against all vehicles. \n• High health. \n• Deals limited anti-infantry damage.

Costs
manpower

200

fuel

35

Image for /icons/races/german/buildings/bunker_observation_ger.png}
Field support / Emplacement

Luftwaffe Relay Point

Camouflaged structure that enables nearby Fallschirm units to be reinforced via paradrop. \n• Can recrew abandoned team weapons and emplacements. \n• Can be salvaged for a partial refund. \n• Can be built in enemy territory and garrisoned but units cannot fire out.

Costs
manpower

150

Image for /icons/races/german/buildings/propaganda_tower_ger.png}
Field support / Emplacement

Propaganda Tower

Costs
manpower

50

Loadout

mp40_pioneer_ger3
mp40 pioneer ger

smg - small arms

Accuracy

Burst Duration

Cooldown

On the Move Multipliers

0.85

1

1

Near

Medium

Far

Distance

7

15

35

Accuracy

0.42

0.3

0.24

Rounds per Minute

195.35

52.54

24.59

Penetration

1

1

1

Scatter Area

22.4

103

246.1

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

5

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

Range

35

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

Arc

180°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

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.

Weapons Available Via Upgrade

Image for /icons/races/german/upgrades/flamenwerfer_34_ger.png}
Weapon upgrade

Flammenwerfer 35

Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.

Costs
munition

50

Image for /icons/common/weapons/weapon_flamethrower.png}1
flamethrower pioneer us

flame - flame throwers

Near

Medium

Far

Distance

0

10

20

Accuracy

1

1

1

Rounds per Minute

142.22

142.22

142.22

Penetration

2.5

2.5

2.5

Scatter Area

0

15.4

28.4

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

2

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

Range

20

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

AoE Size

4×5

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

Traverse Speed

45

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

Arc

90°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

1.25

1.5

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×25

×3.5

Folliage

×1000

Bunker

×20

×2.5

Destructible Object

×1000

Mine

×20

×2

Emplacement

×20

×2.5

Image for /icons/common/upgrades/panzerschrek_2_sturmpioneer_ger.png}

RPzB 54 Panzerschreck Package

Upgrades the squad with two Panzerschreck.

Weapon upgrade

Costs
munition

120

Image for /icons/common/weapons/weapon_panzerschreck.png}2
panzerschreck stormtrooper ger

bazooka - ballistic weapon

Near

Medium

Far

Distance

10

22.5

35

Accuracy

0.0844

0.0563

0.04

Rounds per Minute

11.27

9.9

9.06

Penetration

300

180

130

Scatter Area

34.9

78.5

122.2

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

160

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

Range

35

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

Traverse Speed

120

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

Arc

120°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.4

Damage

1

0.5

0.25

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×0.5

Infantry

×0.5

Ability Weapons

Image for /icons/races/german/abilities/panzerfaust.png}
Offensive / Select target vehicle

Panzerfaust

Fires an anti-vehicle Panzerfaust at the target that can damage vehicles and cause critical 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.

Costs
munition

30

Cast range: 18
Fires once
panzerfaust_grenadier_ger1
panzerfaust grenadier ger

bazooka - ballistic weapon

Near

Medium

Far

Distance

0

14

28

Accuracy

11

11

11

Rounds per Minute

28.24

28.24

28.24

Penetration

1000

1000

1000

Scatter Area

0

41.9

78.5

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

120

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

Range

28

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

Traverse Speed

90

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

Arc

90°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.4

Damage

1

0.5

0.25

panzerfaust_grenadier_veteran_3_ger1
panzerfaust grenadier veteran 3 ger

bazooka - ballistic weapon

Near

Medium

Far

Distance

0

16.5

33

Accuracy

11

11

11

Rounds per Minute

28.24

28.24

28.24

Penetration

1000

1000

1000

Scatter Area

0

48.4

91.6

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

120

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

Range

33

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

Traverse Speed

90

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

Arc

90°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.4

Damage

1

0.5

0.25

Image for /icons/races/common/abilities/satchel_charge.png}
Offensive / Select target position

Satchel Charge

Throw an explosive that detonates in a wide radius after a moderate delay. Effective against stationary targets and structures.

Costs
munition

45

Cast range: 10
Fires once
satchel_charge_paratrooper_us1
satchel charge paratrooper us

grenade - explosive weapon

Near

Medium

Far

Distance

0

5

10

Accuracy

0

0

0

Rounds per Minute

24

24

24

Penetration

1000

1000

1000

Scatter Area

0

0

0

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

600

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

Range

10

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

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

1.25

2.5

3.75

5

Damage

600

450

150

150

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

0.5

1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Bridge

×1.3334

satchel_charge_paratrooper_upgraded_us1
satchel charge paratrooper upgraded us

grenade - explosive weapon

Near

Medium

Far

Distance

0

5

10

Accuracy

0

0

0

Rounds per Minute

24

24

24

Penetration

1000

1000

1000

Scatter Area

0

0

0

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

750

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

Range

10

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

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

1.25

2.5

3.75

6.25

Damage

750

562.5

187.5

187.5

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

1

1

1

Damage

1

0.5

1

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Bridge

×1.3334