Image for /icons/races/american/infantry/partisan_sabotour.png}
Image for /icons/races/american/symbols/partisan_saboteur.png}

Saboteur Squad

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.

american faction icon

Stats

saboteurs_battlegroup_partisan

infantry

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Sight Range

35

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Speed

3.6

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Max Range

15

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Target Size

1

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Armor

1

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

Capture Multiplier

0

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

Decapture Multiplier

0

Abilities

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Passive

Permanent Concealment

The squad is camouflaged until it attacks or enemies get too close.

+25% damage and +40% accuracy when firing from camouflage for 5 seconds.

Image for /icons/races/afrika_corps/abilities/territory_booby_trap.png}
Defensive / Select friendly territory point

Booby Trap Territory

Deploy a Booby Trap on the targeted point that explodes and makes the point more difficult to capture when enemies attempt to capture the sector.

Increases capture and decapture time by +100% for 20 seconds.

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

Go To Ground

Saboteurs will be immediately removed from the battlefield when given a retreat order in garrisons, refunding 67% of their cost.

Image for /icons/campaign/units/portraits/generic_portrait_partisan.png}

Temporary Support

Partisans eventually withdraw after being on the field for 80 seconds. Surviving squad members refund 60% of their cost back to the player when they retreat off-map.

Image for /icons/common/orders/retreat.png}
Select to Activate

Partisan Withdrawal

Withdraw the Partisan unit from the battlefield, running for the nearest edge towards your base. When the unit escapes off-map, it refunds 60% of its cost.

Retreating units take less damage, are harder to hit, and move faster.

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.

Image for /icons/races/american/abilities/panzerschreck_shot.png}
Offensive / Select target position

Panzerschreck Shot

Fire a single shot from a stolen Panzerschreck at the target vehicle, dealing high damage when it penetrates.

Costs
munition

35

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

Limited Explosives

Saboteurs have 3 explosive charges and can spend them on:\n• M1 Mines (1 Charge)\n• High-explosive Demolition Charge (2 Charges)\n• Booby Trap Territory (2 Charges)

Stats

Costs
time_seconds

10

manpower

240

popcap

4

Reinforce
cost

60

time

5

Hitpoints
Image for /icons/common/squad/squad.png}
110
110

220

Upkeep per minute
Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 560

vet 2 starvet 2 starvet 2 empty star

XP: 1120

vet 3 starvet 3 starvet 3 star

XP: 2576

Can Construct

Image for /icons/races/american/team_weapons/mine_engineer_us.png}
General purpose / Explosive

M1 Mine

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

Costs

Free

Image for /icons/races/common/abilities/democharge_icon.png}
General purpose / Explosive

High-explosive Demolition Charge

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.

Costs

Free

Image for /icons/races/american/buildings/tunnel_hideout_us.png}
Transport Building

Tunnel Hideout

Costs
manpower

50

Loadout

2
luger_pistol_partisan_us
luger pistol partisan us

pistol - small arms

Moving Accuracy Multiplier

0.5

Moving Cooldown Multiplier

1

Near

Medium

Far

Accuracy

0.8

0.4

0.25

Rounds per Minute (RPM)

48

33

24

Range of Fire

0

7.5

15

Penetration

1

1

1

Scatter Area

0

13

52

Min

Max

Damage

6

6

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.