infantry
Sight Range
40
Speed
3.6
Max Range
50
Target Size
1.5
Armor
1
Capture Multiplier
1
Decapture Multiplier
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.
Orders the squad to heal themselves when out of combat.
Restores +6 health per second.
Orders the squad to heal themselves when out of combat.
Restores +6 health per second.
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.
The squad gains camouflage when in cover and out of combat. Unit is invisible to enemies unless they get too close. Camouflage lasts for 4 seconds after leaving cover.
+25% damage and +40% accuracy when firing from camouflage for 5 seconds.
The squad gains camouflage when in cover and out of combat. Unit is invisible to enemies unless they get too close. Camouflage lasts for 6 seconds after leaving cover.
+25% damage and +40% accuracy when firing from camouflage for 5 seconds.
Unit will not engage unless given a manual attack order when active.
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.
30
340
8
170
30
100
14
XP: 900
XP: 2700
XP: 5400

sniper - small arms
Moving Accuracy Multiplier
0.5
Moving Cooldown Multiplier
1
Near
Medium
Far
Accuracy
2
Rounds per Minute (RPM)
6
6
6
Range of Fire
0
25
50
Penetration
1
1
1
Scatter Area
0
194
325
Min
Max
Damage
110
110
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.