Infantry and team weapons form a backbone that is tough to break. Myriad vehicles will create the opening you need to seize the day.
Extremely effective against all vehicles. • Must be set-up to attack. • Longer-range than other anti-tank guns. • High damage and penetration. • Immobile. Must be towed to move.
team_weapons
Sight Range
35
Speed
3.6
Max Range
80
Target Size
1.33
Armor
1
Capture Multiplier
1
Decapture Multiplier
1
Orders the squad to dig-in at their current position, gaining combat bonuses, but disables movement and rotation. Weapons are disabled while entrenching. Takes 5 seconds to entrench.
Reduces incoming damage by 25%, +15% rate of fire.
Orders the squad to become mobile and tear down their entrenchment.
Unit will not engage unless given a manual attack order when active.
55
380
40
12
28
5
720
600
12
XP: 1800
XP: 5400
XP: 10800
at gun - ballistic weapon
Moving Accuracy Multiplier
0.5
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.095
0.055
0.05
Rounds per minute (RPM)
10
10
10
Range of Fire
20
45
80
Penetration
340
300
290
Scatter Area
15
48
85
Min.
Max.
Damage
240
240
AoE Radius
-
0.5
rifle - small arms
Moving Accuracy Multiplier
0.5
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.4
0.25
0.2
Rounds per minute (RPM)
22
14
13
Range of Fire
7
20
35
Penetration
1.5
1
1
Scatter Area
17
126
185
Min.
Max.
Damage
10
10
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.