Infantry and team weapons form a backbone that is tough to break. Myriad vehicles will create the opening you need to seize the day.
Effective against infantry at medium and long-range. • High squad health, large squad size (6). • Can throw smoke and assault grenades.
infantry
Sight Range
35
Speed
3.6
Max Range
35
Target Size
1
Armor
1
Capture Multiplier
1.25
Decapture Multiplier
1
Equips the squad with a Bren Light Machine Gun.
Increases anti-infantry firepower at all ranges. Most effective at long-range.
75
Upgrades the entire squad with Thompson Submachine Guns.
Greatly increases short-range firepower. Reduces long-range effectiveness.
Gurkhas charge forward, increasing speed and weakening nearby enemy infantry.
+50% speed. -40% accuracy to nearby enemy infantry
Improves offensive and defensive capabilities of infantry as they take casualties.
-15% incoming damage, +15% rate of fire, and +15% accuracy. Bonuses increase by +5% when squad reaches 38% and 22% of its current squad size.
Throw a smoke grenade at the target location that can obscure line of sight.
Smoke blocks vision for a short period of time.
Every member throws a grenade that deals damage to infantry in the area. Very effective against infantry in cover or structures.
35
Requests the HQ howitzer to barrage the target area. Very effective against stationary targets.
Shares a recharge time with all other Forward Observer Artillery Barrage abilities.
45
42
360
10
35
5
660
15
XP: 1200
XP: 3600
XP: 7200
rifle - small arms
Moving Accuracy Multiplier
0.5
Moving Cooldown Multiplier
1
Near
Mid
Far
Accuracy
0.704
0.62
0.48
Rounds per minute (RPM)
33
27
18
Range of Fire
7
20
35
Penetration
1.5
1
1
Scatter Area
11
84
123
Min.
Max.
Damage
12
12
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.