Infantry and team weapons form a backbone that is tough to break. Myriad vehicles will create the opening you need to seize the day.
Very effective against light vehicles. Can damage tanks at short-range • Must be set-up to attack. • Long-range. • Can be towed. • Lower damage, but higher accuracy and rate of fire than other anti-tank guns.
team_weapons
Sight Range
35
Speed
3.6
Max Range
60
Target Size
1.33
Armor
1
Capture Multiplier
1
Decapture Multiplier
1
Orders the unit to load the squad into the transport and attach their heavy weapon to the rear of the vehicle.
Greatly improves weapon penetration. Vehicles hit by the unit have reduced speed and disabled weapons for a short period of time.
-50% speed and disables weapons on target when hit. Always penetrates enemy armor.
30
Unit will not engage unless given a manual attack order when active.
20
240
5
28
5
400
350
5
XP: 900
XP: 2700
XP: 5400
at gun - ballistic weapon
Moving Accuracy Multiplier
0.5
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.1
0.06
0.055
Rounds per minute (RPM)
12
12
12
Range of Fire
15
35
60
Penetration
140
80
60
Scatter Area
8
38
64
Min.
Max.
Damage
120
120
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.