infantry
Sight Range
35
Speed
3.6
Max Range
35
Target Size
1
Armor
1
Capture Multiplier
1.33
Decapture Multiplier
1
Equips the squad with 2 Boys Anti-Tank rifles. Effective when attacking rear-armor.
Adds anti-vehicle capability.
50
Equips the squad with a Bren Light Machine Gun.
Increases anti-infantry firepower at all ranges. Most effective at long-range. Cannot fire on the move.
100
Upgrades the squad with 2 scoped rifles, reconnaissance flares that provide vision and artillery markers to call-in artillery strikes. Also increases vision and detection range.
Unlocks Forward Observer Barrage and Recon Flares abilities. Increases vision by +5 and detection range to 25. Scoped rifles have +25% accuracy versus units in cover.
45
Fires an explosive grenade that deals high damage to infantry in a small radius. Effective against infantry in cover or structures.
Has higher minimum range than other grenades.
35
Fires a flare over the target area that will provide vision and reveal camouflaged units for a short period of time.
Provides vision for 15 seconds in a radius of 45.
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
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.
Throws a sticky explosive at the target vehicle, dealing moderate damage that can also cause critical damage. Veteran 2: Deals an additional +40 damage.
Damages and applies the Crew Shock critical. Causes Engine Damage on vehicles that reach 50% health or below. Damaging a vehicle with an active Crew Shock critical will cause Engine Damage.
30
When the squad is in cover, weapon accuracy against targets out of cover is increased.
+20% accuracy against targets out of cover.
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.
25
260
7
32
4
475
11
XP: 900
XP: 2700
XP: 5400

pistol - small arms
Moving Accuracy Multiplier
0.75
Moving Cooldown Multiplier
1.25
Near
Medium
Far
Accuracy
0.7665
0.63
0.609
Rounds per Minute (RPM)
27
27
27
Range of Fire
10
20
35
Penetration
1.5
1
1
Scatter Area
19
43
69
Min
Max
Damage
13
13
AoE Radius
-
0

rifle - small arms
Moving Accuracy Multiplier
0.5
Moving Cooldown Multiplier
1
Near
Medium
Far
Accuracy
0.725
0.685
0.655
Rounds per Minute (RPM)
23
23
23
Range of Fire
7
20
35
Penetration
1.5
1
1
Scatter Area
9
43
69
Min
Max
Damage
14
14
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.