infantry
Sight Range
35
Speed
3.6
Max Range
35
Target Size
1
Armor
1
Capture Multiplier
1.25
Decapture Multiplier
1
Upgrades the squad with a flamethrower. Flamethrowers ignore cover and deal area of effect damage that is effective against infantry, buildings, and emplacements.
Unlocks the Breach ability. Deals Area of Effect damage and ignores cover.
50
Upgrades the squad with minesweepers, wire cutters, and increases the squad's repair speed.
Allows the squad to Detect and Defuse Mines. Can cut Barbed Wire. Increases health restored by repairs by +2.5 per second.
30
Equips the squad with a PIAT.
Weapon upgrade
75
Upgrades the squad with equipment that grants them powerful flamethrowers, demolition charges, and increased durability. Allows the squad to be upgraded with both the No.2 Flamethrower and Hazard Removal Package upgrades. Grants 0 if already upgraded with 0.
Grants +25% damage reduction.
75
Repairs the target vehicle, building, bridge, or emplacement over time. Hold CTRL to override repair command, allowing the unit to garrison structures or vehicles.
Restores +8 health per second. Unit takes +100% additional damage and is +200% easier to hit while repairing.
Throws a grenade that deals high damage to infantry in a small area. Very effective against infantry in cover or structures.
25
Defuses the selected mine.
Support / Select enemy mine
Orders the squad to equip or unequip a minesweeper. When equipped, minesweepers allow the unit to find and defuse enemy mines.
Destroys a section of barbed wire, enabling access to 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.
Squad will breach the target building, forcing enemy squads to exit and take heavy damage after a short delay.
Squad will garrison the building after Breach is completed.
25
Grenade and 2-inch Mortar abilities create patches of fire after detonation, dealing periodic burn damage to infantry and structures in the area for 10 seconds.
70
Enhances all incendiary weapons to blind and slow enemy units. Affects the following: \n• Infantry-based Flamethrowers \n• Churchill Crocodile Heavy Tank \n• Abilities affected by Incendiary Munitions \n• Burnout
Reduces accuracy by -20%, vehicle acceleration and deceleration by -33%, and speed of infantry and heavy weapons by -20%. Lasts 5 seconds after leaving burning area.
70
Rescues the target casualty. When the squad has recovered a casualty, it is immediately reinforced by 1 additional wounded squad member. If the squad is already full, +30 manpower is granted instead.
Only casualties from your own units can be rescued. Units that are recovering casualties are +100% easier to hit and take +50 damage.
20
220
4
29
5
380
4
XP: 800
XP: 2400
XP: 4800
Provides heavy cover.
Free
Blocks infantry and ultra-light vehicle movement. • Can be crushed by heavier vehicles. • Light vehicles crushing wire temporarily move slower. • Can be destroyed with Wire Cutters.
Free
Blocks vehicle movement and provides heavy cover. Can be Crushed by heavy tanks.
Free
Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to vehicles.
30
Repairs nearby stationary vehicles, buildings, and emplacements that are out of combat.
150
20
Artillery emplacement extremely effective against stationary targets. Must barrage to attack.
400
40
Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.
200
Emplacement very effective against infantry and light vehicles. Can shoot down aircraft.
200
25
Emplacement very effective against all vehicles. Has long-range and does not need to set-up to face targets.
320
45
Explosive device that fires a flare, providing vision over the area when detonated. A single artillery shell is fired at the mine's position after it is detonated.
20
Protects Territory Point from capture. Increases resource income. Can be upgraded to act as a forward retreat point.
200
Emplacement very effective against infantry. Limited arc of fire.
Can Suppress infantry within its arc of fire.
200
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.
50

smg - small arms
Moving Accuracy Multiplier
0.75
Moving Cooldown Multiplier
1
Near
Medium
Far
Accuracy
0.331
Rounds per Minute (RPM)
247
84
43
Range of Fire
10
15
35
Penetration
1
1
1
Scatter Area
42
59
129
Min
Max
Damage
4
4
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.