
Versatile infantry and weaponry that can displace any opponent. Experience is key to improving your forces for the fight ahead.
Airdrop elite paratroopers and call upon deadly airstrikes to dominate the battlefield.
Rapidly airdrops smoke pots onto the battlefield.
Smoke lasts up to 20 seconds.
60
40
Designates a recon loiter over an area that will provide vision for a short period of time. Can reveal camouflaged units.
60
50
1
Paradrops two Munitions and two Medical Supply Crates to the target location that can be retrieved by infantry.
Each individual crate grants 40 Munitions.
120
125
1
Designates an area that automatically reinforces infantry squads and team weapons from the air.
120
120
2
Designates a dual rocket strike over the target area. Extremely effective against vehicles.
120
120
3
Carpet bombs the designated area. Extremely effective against all stationary targets in a wide area.
120
200
5
Improve your vehicle production, survivability and performance, to keep the war machine moving.
Engineers squads are all converted to Assault Engineers. This grants 1 additional soldier and increases repair speed by +25%.
120
Designate a friendly vehicle to be rapidly repaired for a short duration. Repairs are disabled during combat. Lasts for 20 seconds.
Restores +20 health per second.
120
35
1
Grants Veterancy Level 1 to all vehicles.
120
1
Deploys a M8 Scott SPG to the target location. Effective against structures and infantry. • Barrage abilities have more range than auto-attack. • Decent health and good mobility for an artillery unit. • Can fire smoke rounds to block vision. • Short auto-attack range.
120
280
55
8
3
Reduces the production time of all vehicles by +50%.
120
1
Reduces the Population cost of all vehicles, reducing Manpower drain and enabling creation of a larger army.
-2 population for light vehicles and -3 for medium and heavy vehicles. Only affects USF vehicles.
120
2
Greatly increases the speed, accuracy, and vision of all vehicles while active.
+20% speed, +40% accuracy, +10 vision range. Lasts for 45 seconds.
60
125
2
Reduces the Manpower cost of all vehicles from Production Buildings.
120
2
Allows the M4A3E8 Sherman Easy Eight to be produced from the Tank Depot. Effective against vehicles, infantry, and structures. • Has increased health over other medium tanks. • Can fire HVAP to increase penetration and damage. • No main gun accuracy penalties when moving. • Strong anti-infantry machine guns.
120
2
Overwhelm the enemy with elite, versatile Rangers and infantry assaults, supported by massed artillery.
Place a Frontline Medical Station in friendly territory that automatically constructs itself. This structure heals, collects casualties and reinforces nearby infantry squads. Can act as a retreat point.
120
275
25
1
Designates a target area for an infantry assault. Friendly infantry in the area gain greatly increased defensive bonuses at the cost of range.
Affected units are 30% harder to hit, move +40% faster, take 50% less suppression, and have -30% weapon range
60
65
1
Rangers apply various effects when they hit enemies with certain weapons: Flamethrowers - Reduce the movement speed of vehicles and infantry hit by 25% for 5 seconds.\nBazookas - Reduce the rate of fire of vehicles hit by 20% for 5 seconds.\nM1919 - Reduces the accuracy of infantry units hit by 15% for 5 seconds.\nBAR - Suppresses Infantry units at close range.
120
180
3
Temporarily deploys 3 Riflemen and 2 Bazooka squads to target location. These squads will engage enemies in the area or along the way to the destination. These squads cannot be directly controlled.
Remains active for 60 seconds when units reach the destination or are in combat.
180
150
3
Enables Engineer squads to construct Ammunition Storage. Ammunition Storage improves the effectiveness of nearby units. Explodes on death, causing damage to nearby units.
Affected units gain +30% reload speed, +30% ability recharge speed.
120
1
Fires an off-map barrage of artillery shells at the target area. Wide blast radius. Very effective against stationary targets.
120
150
2
Enables the M2A1 105mm Howitzer to automatically attack nearby enemies within 110 range.
120
2
• Tunnel Network may be constructed in the HQ Sector via the command ability panel. • Tunnel Hideouts may be deployed via the command ability panel where there is vision, or can be constructed by infantry squads. • Tunnels generate Tunnel Influence around themselves required for many Partisan Battlegroup abilities. Infantry garrisoned in the Tunnel Network may exit out of any completed Tunnel Hideout or return to the Tunnel Network, enabling them to quickly traverse the map. Issuing unload or move commands with a garrisoned squad will use the nearest tunnel exit. Tunnel infiltration can only be used once every 15 seconds.
60
Tunnel Hideouts that are deployed in neutral or enemy territory grants 50% of the resources generated. Only affects fuel or munitions territories. Does not siphon the income from the enemy.
2
Tunnel Hideouts may be designated as retreat points. Units retreating to Tunnel Hideouts will instantly transfer back to the HQ, via the Tunnel Network. Units garrisoned in buildings immediately transfer to the Tunnel Network when given a retreat order. Reduces recharge time of Construct Tunnel Hideout ability to 60 seconds.
1
Lights a fuse from the nearest Tunnel Hideout that moves towards the target position, detonating a hidden cache of explosives shortly thereafter. The Detonation has a wide blast radius, damages the engines of vehicles, and deals high damage to any target in the area. May only be deployed within Tunnel Influence.
120
120
3
Infantry within Tunnel Influence receive healing, when out of combat.
Restores +3.2 health per second.
80
2
Infiltrate a squad of Resistance Fighters to a Tunnel Hideout or garrisonable building within Tunnel Influence. Effective against infantry at long range. • Attacking from camouflage weakens target enemy's offensive power. • Can throw incendiary grenades to damage infantry or stun vehicles. • Can build tunnels. • Can use tunnels to be transported into garrisonable buildings. • Gains experience for capturing and decapturing territory.
Upgrades: • Anti-infantry Submachine Guns • Anti-infantry Grenade Launcher • Anti-vehicle Rifles
60
220
7
1
Allows garrisoned ambient buildings to be converted into a Forward Headquarters. Can train infantry/team weapon units and reinforce infantry even when out of supply. Forward Headquarters provide Tunnel Influence, act as Tunnel Hideouts and provides the following effects:\n • Units in the Tunnel Network may be deployed directly into garrisonable buildings within Tunnel Influence.\n • Infantry inside any garrisonable structure within Tunnel Influence gain +25% rate of fire. This bonus last for 25 seconds after they leave the building.\n • Forward Headquarters take 10% less damage.
1
Infiltrate a Saboteur Squad to a Tunnel Hideout or garrisonable building within Tunnel Influence. This unit is temporary and automatically retreats off-map after a set amount of time. Trap-layer that can plant mines, demolition, and booby traps to deal damage. Should avoid direct combat with enemies. • Can build tunnels and plant explosives for free, but requires charges to use. • Camouflaged even when out of cover. • Small squad size. (2) • Can use tunnels to be transported into neutral ambient buildings. • Refunds 67% of its cost when it successfully retreats off-map.
120
240
1
Target any Tunnel Hideout, Forward Headquarters, or territory point within Tunnel Influence to Spread False Orders. Slows the movement speed and rate of fire of enemy units within the area of effect.
-25% speed, -25% rate of fire.
60
50
3
Target a location within Tunnel Influence to provide constant vision in a small area. Vision of the area is removed if the Tunnel Hideout or Forward Headquarters providing Tunnel Influence is destroyed.
60
40
2
Deploy versatile light vehicles, air support, elite commandos and raiding tactics to cut through the frontlines.
Deploys a M29 Weasel Recon Vehicle towing a M1 Pack Howitzer Team to the target location. Very effective against stationary infantry, team weapons, and structures. • Must be set-up to attack. • Significantly longer barrage and attack range than mortars. • Can fire smoke rounds to block vision. • Can be towed.
120
400
12
1
A plane will mark a hostile vehicle increasing its vulnerability to incoming fire and provide vision. Can reveal camouflaged units.
Marked unit is +50% easier to hit and takes +50% incoming weapon penetration.
60
50
2
Deploys two P-47s to loiter over the target area for a limited duration. Engages infantry units within the area.
120
150
4
Allows the M4A1 Sherman Whizbang to be produced from the Tank Depot.
120
Fires recon flares into the target area, providing vision, revealing camouflaged enemies and improving the accuracy of friendly infantry in the area.
+15% accuracy.
120
55
1
Fires a smoke barrage at the target area that blocks vision.
Smoke lasts up to 20 seconds.
180
1
Globally improves all infantry, allowing them to seize and capture territory faster and improves durability for 45 seconds.
+200% capture and decapture speed, -15% received damage
120
100
2
Paradrops an M1 57mm anti-tank gun, M1919 machine gun and a fuel crate to the target area.
120
150
3
Superior team weapons and halftracks control the battlefield before heavy armor arrives to finish the fight.
Designate a team weapon squad to stand their ground, increasing their offensive potential at the cost of defense. Machine Gun Teams: +50% accuracy \nMortar Teams: +100% ability recharge speed\nAnti-tank Guns: +50% rate of fire. Affected units take +50% damage. Lasts for 30 seconds.
120
1
Team weapon squads gain +30% movement speed and +15% rotation rate when out of combat.
3
Fires a sustained heavy artillery barrage at the target position. Wide blast radius. Very effective against stationary targets.
120
200
3
Team Weapon squads gain +1 squad member. While all members are alive team weapons are more effective.
+20% rate of fire for team weapons that have all members alive.
2
All halftracks relay targeting information to nearby team weapons, greatly improving their effectiveness; halftracks become slower for the duration.
Team weapons gain +7.5 range, +25% accuracy, +5 sight. Halftracks lose -30% speed. Lasts 30 seconds.
120
50
1
All US Halftracks, including M3 Assault Carriers, can exchange their upgrades once every 120 seconds. Conversions after the first upgrade are free and takes 8 seconds to complete.
1
Enables construction of the Motor Pool and Tank Depot. Can provide upgrades for Air Support abilities.
Hitpoints
1500
60
Reduces cost of Air Support Center abilities by 20 munitions.
30
125
30
Heavier plating increases the health of all aircraft by +50%.
30
100
25
Upgrades P-47 Strafing Run and P-47 Dive Bomb abilities with an additional plane during attack runs.
30
150
40
Upgrades the Grasshopper Recon Run to the Grasshopper High-Altitude Recon Run, increasing vision range and durability of the aircraft.
Grasshopper Recon Plane gains +15 vision range and +1500 health. Detection range is also increased by +15.
30
100
20
Enables construction of the Motor Pool and Tank Depot. Deploys the Captain Retinue for free at the Headquarters. Provides upgrades for Infantry.
Hitpoints
1500
60
Reduces the munitions cost of all infantry abilities, infantry mines, and demolition charges by 10.
30
100
25
Globally upgrades Rifle Squads, Engineers Squads and Bazooka Squads to be able to plant Demolition Charges and M6 Anti-tank Mines.
30
100
15
Reduces the Manpower reinforce cost of all infantry squads and infantry-based team weapons by 25% and Triage Stations replacements added to a squad provides +50 experience.
30
150
70
Increases the health of all infantry by +10 and reduces ability recharge times for all infantry by 25%.
30
150
60
Enables construction of the Motor Pool and Tank Depot. Provides upgrades for Vehicles and Tanks.
Hitpoints
1500
60
Enables Engineers to salvage vehicle wrecks for resources.
Grants 30% manpower and 25% fuel of the wreck's original cost upon completion and destroys the wreck.
30
125
15
Vehicles are provided additional protection to improve survivability.
Increases armor of affected vehicles by +20%. Reduces the incoming damage of infantry handheld anti-tank weapons by 25%.
30
125
25
Forward Repair Stations now generate an aura, repairing all vehicles within range 25.
30
125
25
Field improvements increases the effectiveness of all vehicle-based machine guns and quad mounts.
+5 range +25% additional rounds per burst.
30
125
25
Produces: Scout Squads and Engineer Squads.
Can Reinforce infantry.
Hitpoints
3000
90
500
Activates the Support Center. Limited to one Support Center.\n- Deploys a Captain Retinue and Headquarters can train Captain Retinues
Contains infantry-based global upgrades.
60
100
30
Activates the Support Center. Limited to one Support Center.\n- Unlocks Designate Forward Repair Station ability, allowing designated territory points to repair nearby vehicles \n- Motor Pool can build M3 75 mm and M16 half-tracks
Contains vehicle-based global upgrades.
60
100
30
Activates the Support Center. Limited to one Support Center.\n- Unlocks Strafing Runs, Bombing Runs, and Recon Run air support abilities. \n- First use of the Bombing and Strafing Runs abilities are free.
Contains upgrades to air support abilities.
60
100
30
Produces: Riflemen Squads, Mortar Teams, and 1⁄4-ton 4x4 Trucks. Contains upgrades for Riflemen Squads.
Can Reinforce infantry.
Hitpoints
1500
15
120
15
Globally upgrades all Riflemen Squads with one M1918 Browning Automatic Rifle. Individual squads can be further upgraded with an additional BAR afterwards. Rangers from the Advanced Infantry Battlegroup gain 1 BAR from this upgrade.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
30
150
40
Globally upgrades all Riflemen Squads with Sticky Bombs and Mk2 Frag Grenades.
Unlocks Frag Grenade, Sticky Bomb, and Breach abilites on Riflemen.
25
100
10
Globally upgrades all Riflemen Squads with one M1941 Light Machine Gun. Individual squads can be further upgraded with an additional M1941 afterwards.
Increases anti-infantry firepower at all ranges. Most effective at medium and short-range.
45
175
40
Produces: Heavy Machine Gun Teams, Bazooka Squads, Snipers and M3 Armored Personnel Carriers.
Can Reinforce infantry.
Hitpoints
1500
15
100
15
Increases the damage of all standard anti-vehicle M9 Bazooka rockets by +33%.
30
150
30
Produces: M8 Greyhound Armored Cars, Anti-Tank Gun Teams, and M24 Chaffee Light Tanks.
Can Reinforce infantry.
Hitpoints
2000
40
200
40
Produces: M4A1 and Bulldozer M4(105) Sherman Tanks, and M18 Hellcat Tank Destroyers.
Can Reinforce infantry.
Hitpoints
2000
80
300
140
Globally upgrades all M4A1 Shermans with 76mm guns.
Increases anti-vehicle accuracy to a maximum of +30% at short-range and increases main gun penetration by around +45%.
30
150
30