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Image for /icons/races/american/symbols/resistance_fighters_partisan.png}

Resistance Fighter Squad

Effective against infantry at long range. • Attacking from camouflage weakens target enemy's offensive power. • Can throw incendiary grenades to damage infantry or debilitate vehicles. • Can build tunnels. • Can use tunnels to be transported into neutral ambient buildings. • Gains experience for capturing and decapturing territory.

american faction icon

Stats

resistance_fighters_battlegroup_partisans

infantry

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Sight Range

35

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Speed

3.6

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Max Range

35

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Target Size

1

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Armor

1

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Capture Multiplier

1

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Decapture Multiplier

1.25

Upgrades

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Beretta Model 38A Submachine Guns

Upgrades the squad with two Beretta Model 38A Submachine Guns.

Increases anti-infantry firepower at short-range.

Costs
munition

50

Image for /icons/races/german/upgrades/panzerbuchse_at_rifle.png}

Panzerbüchse 39 Anti-tank Rifle

Upgrades the squad with 2 anti-vehicle rifles that are effective against light vehicles. Can damage tanks and heavier vehicles on side and rear hits.

Adds anti-vehicle capability.

Costs
munition

60

Image for /icons/races/german/upgrades/grb39_grenade_launcher_ger.png}

GrB 39 Grenade Launcher

Upgrades the squad with a grenade launcher. Grenades have a small blast radius and are effective against infantry at range.

Costs
munition

90

Abilities

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Offensive / Select target position or Enemy Vehicle

Molotov Assault

Every squad member throws an improvised incendiary device at the target position that deals light explosion damage. Continuously deals burn damage to infantry and buildings for 10 seconds. Targeting enemy vehicles with this ability will cause projectiles to track vehicles and debilitate them on hit.

Damages and temporarily disables vehicle weapons and sight for 5 seconds.

Costs
munition

30

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Toggle off auto-attack

Hold Fire Disabled

Unit will not engage unless given a manual attack order when active.

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Passive

Partisan Ambush

Partisans can camouflage in cover, becoming invisible unless enemies get too close. Camouflage lasts for 15 seconds when leaving cover. When Partisans attack units while camouflaged, they debilitate enemy units they hit. This effect lasts for 0 seconds

When this unit attacks infantry or vehicles, target receives -40% accuracy and -40% scatter accuracy. Lasts for 2 seconds. Damage refreshes effects.

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

Go To Ground

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. \n• 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.

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Support / Timed

Silent Move

Temporarily allows the unit to camouflage without requiring cover. Camouflage remains active while the unit is moving. Lasts for 30 seconds

When this unit attacks infantry or vehicles, target receives -40% accuracy and -40% scatter accuracy. Lasts for 2 seconds. Damage refreshes effects.

Image for /icons/common/units/icons/unit_soviet_partisan_from_building.png}
Passive

Local Knowledge

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.

Stats

Costs
time_seconds

25

manpower

285

popcap

7

Reinforce
cost

30

time

5

Hitpoints
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85
85
85
85
85

425

Upkeep per minute
manpower

11

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 800

  • +10% harder to hit.
vet 2 starvet 2 starvet 2 empty star

XP: 2400

  • +25% weapon accuracy
  • +75% ability recharge speed
vet 3 starvet 3 starvet 3 star

XP: 4800

  • +20 health
  • +30% rate of fire
  • +33% speed

Can Construct

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Transport Building

Tunnel Hideout

Costs
manpower

50

Loadout

5
carcano_resistance_fighter_us
carcano resistance fighter us

rifle - small arms

Moving Accuracy Multiplier

0.5

Moving Cooldown Multiplier

1

Near

Medium

Far

Accuracy

0.75

0.725

0.675

Rounds per Minute (RPM)

22

20

17

Range of Fire

7

25

35

Penetration

1.5

1

1

Scatter Area

13

116

148

Min

Max

Damage

15

15

AoE Radius

-

0

  • 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.