recursal/Fanatic-Fandom huggingface dataset:
Pzkpfw VI Ausf. E (Wehrmacht)

Heavy tank. Reasonably maneuverable, powerful main gun allows it to annihilate tanks within range.

## Overview

Although only 1,355 'Tigers' were produced, its combination of armour, mobility, and firepower were legendary. Utilising the powerful 8.8 cm KwK 36 L/56, veteran crews could annihilate most Allied tanks with a single, accurate shot.

*Armaments: 8.8 cm KwK 36 L/56, Hull MG 34, Coaxial MG 34, \*Pintle MG 42, Armour: 125 mm, Role: General purpose, Speed: 45 km/h.*

## Abilities

**Indomitable**

* Requirement: Veterancy 1
* Cost: 10 Munitions
* Increases main gun accuracy. Timed ability.

**Load Panzergranate 40 Armour-piercing Composite Rigid Rounds**

* Cost: 25 Munitions
* Crew switches to armour-piercing composite rigid rounds, with increased penetration, but slightly less damage. Timed ability.

**Sprenggranate L/45**

* Cost: 20 Munitions
* High-explosive round. Reduced penetration and damage, but significantly increased blast radius.

**Tank Shock!**

* Forces a targeted suppressed enemy infantry squad to retreat.

**Nahverteidigungswaffe**

* Cost: 30 Munitions
* Close-range anti-personnel grenade launcher. Fires four (4) rounds.

**Displace!**

* Cost: 5 Fuel
* Increases movement but has a slight chance of incurring critical engine damage. Timed ability.

## Upgrades

**Motor Verbesserungen**

* Requirement: Veterancy 2
* Cost: 50 Munitions
* Replaces *Displace!* with *Blitzkrieg Tactics*.

**Panzer Offizier**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* Warning: Upgrading *Panzer Offizier* locks out *Schweres Maschinengewehr 42.*
* Improves accuracy and increases line-of-sight and detection radius.

**Schweres Maschinengewehr 42**

* Cost: 50 Munitions
* Warning: Upgrading *Schweres Maschinengewehr 42* locks out *Panzer Offizier.*
* Tank is issued a pintle-mounted MG 42 for additional defence against infantry and aircraft.

**Schnellnebelkerzen 39**

* Cost: 30 Munitions
* *Replaces Nahverteidigungswaffe.* Tank is issued smoke dischargers, capable of releasing a smoke screen obscuring line-of-sight.
21. Pz.Bef.Wg. IV Ausf. J

Command tank. Improves combined arms between vehicles and infantry. Can capture territory points.

## Overview

Afrika Korps veterans, the 21. Panzer-Division acted as the armoured reserve for the 716th and and 352nd infantry divisions. Fielding a mix of converted French tanks with both new and old Panzers, the 21st fought in vain to halt Allied armoured forces.

*Armaments: 7.5 cm KwK 40 L/48, Hull MG 34, Coaxial MG 34, Armour: 80 mm, Role: Tactical support, Speed: 42 km/h.*

## Abilities

**Tank Shock!**

* Requirement: Panzer Division or Veterancy 1

* Forces a targeted suppressed enemy infantry squad to retreat.

**10.5 cm Howitzer High-explosive Barrage**

* Cost: 120 Munitions
* Requests for a 10.5 cm high-explosive barrage at the target area. Moderately effective against all but the heaviest of targets. Fires six (6) rounds.

**Coordinated Barrage**

* Cost: 120 Munitions
* All available artillery will barrage the target area within the ability's range. Does not include emplacements.

**10.5 cm Howitzer Smoke Barrage**

* Cost: 45 Munitions

* Requests for 10.5 cm smoke barrage at the target area. Obscures line-of-sight.

**Schnellnebelkerzen 39**

* Cost: 30 Munitions
* Use equipped smoke dischargers to obscure line-of-sight around the vehicle.

**Blitzkrieg Tactics**

* Cost: 10 Fuel
* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Ambush Tactics**

* Requirement: Veterancy 3
* Cost: 20 Munitions
* *Replaces Schnellnebelkerzen 39*. The crew is instructed on how to utilise camouflage and ambush tactics.

**10.5 cm Howitzer Incendiary Barrage**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Warning: Upgrading *10.5 cm Howitzer Incendiary Barrage* locks out *10.5 cm Howitzer Precision Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request 10.5 cm incendiary barrages, which are effective against infantry and area denial.

**10.5 cm Howitzer Precision Barrage**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Warning: Upgrading *10.5 cm Howitzer Precision Barrage* locks out *10.5 cm Howitzer Incendiary Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request precise 10.5 cm high-explosive barrages, which are effective against all but the heaviest of targets.
Panzerjäger Tiger (P)

Tank destroyer. Extremely well-protected with a fixed gun, perfect for destroying tanks from afar.

## Overview

Originally named after Ferdinand Porsche, the 'Ferdinand' was enveloped by 200 mm of armour. Proficient at destroying tanks out to 3 km with the 8.8 cm Pak 43/2 L/71, it claimed a record kill-loss ratio of 320:13 at Kursk.

*Armaments: 8.8 cm Pak 43/2 L/71, \*Hull MG 34, Armour: 240 mm, Role: Tank destroyer, Speed: 30km/h.*

## Gameplay

*(+ Thick Armour, + Extra Range, + High Damage, +/- Turretless, - Slow)*

## Abilities

**Load Panzergranate 40/43 Armour-piercing Composite Rigid**

* Cost: 25 Munitions
* Tank switches to armour-piercing composite rigid rounds, with increased penetration, but slightly less damage. Timed ability.

**Granate 39/3 Hohl-Ladung**

* Cost: 30 Munitions
* High-explosive anti-tank round. Significantly increased penetration and moderate blast radius, but slightly reduced range.

**Focused Sight *(Toggle)***

* Increases line-of-sight in a frontal cone, but decreases peripheral vision and movement.

**Displace!**

* Cost: 5 Fuel
* Increases movement but has a slight chance of incurring critical engine damage. Timed ability.

## Upgrades

**Targeting Optics**

* Requirements: Veterancy 2
* Cost: 30 Munitions
* Improves accuracy and increases line-of-sight and detection radius.

**High-explosive Rounds**

* Requirements: Veterancy 2

* Cost: 35 Munitions
* *Replaces Granate 39/3 Hohl-Ladung.* Tank is issued high-explosive rounds, which are effective against infantry and emplacements.

**Panzerjäger Tiger (P) 'Elefant' Retrofit**

* Cost: 60 Munitions
* Increases rotation rate, acceleration, and movement. Also issues a hull-mounted MG 34 for additional defence against infantry.

**Ambush Tactics**

* Cost: 20 Munitions
* The crew is instructed on how to utilise camouflage and ambush tactics.
352. Hauptmann

Specialises in artillery support, and can be armed for medium-ranged engagements.

## Overview

The 352nd tenaciously defended Normandy but was declared unfit for service by July. Rebuilt in September 1944 around surviving officers and soldiers, the new 352. Volksgrenadier-Division was reinforced by fresh coastal marine units.

*Armaments: (K98k x4, StG 44), \*G43 x2, \*G43-Zf4, \*MG 42 (100rd.), Skill: Experienced, Role: Tactical/Strategic support.*

## Abilities

**Halt Retreat**

* Requirement: Veterancy 1

* Officer order. Halts the retreat of nearby squads. Does not cancel this squad from retreating.

**10.5 cm Howitzer High-explosive Barrage**

* Cost: 120 Munitions
* Requests for a 10.5 cm high-explosive barrage at the target area. Moderately effective against all but the heaviest of targets. Fires six (6) rounds.

**Coordinated Howitzer Barrage**

* Cost: 75 Munitions
* All available stationary and mobile howitzers will barrage the target area within the ability's range. Does not include 7.5 cm howitzers.

**Concentrated Fire**

* Officer order. Directs nearby friendly infantry to fire more accurately, while vehicles reload faster. Timed ability.

**Forced March!**

* Officer order. Orders all nearby friendly infantry to move faster. Timed ability. Global cooldown.

## Upgrades

**Coordinated Barrage**

* Requirement: Veterancy 2
* Cost: 35 Munitions
* *Replaces Coordinated Howitzer Barrage.* All available artillery will barrage the target area within the ability's range.

**15 cm 'Grille' Precision Strike**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Warning: Upgrading *15 cm 'Grille' Precision Strike* locks out *10.5 cm Howitzer Precision Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request a single, accurate 15 cm shot to be fired at the target area.

**10.5 cm Howitzer Precision Barrage**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Warning: Upgrading *10.5 cm Howitzer Precision Barrage* locks out *15 cm 'Grille' Precision Strike*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request precise 10.5 cm high-explosive barrages, which are effective against all but the heaviest of targets.

**Gewehr 43 Semi-automatic Rifles (x2)**

* Cost: 20 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Gewehr 43 Marksman Rifle**

* Cost: 50 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Maschinengewehr 42 (100rd.) Light Machine Gun**

* Cost: 75 Munitions
* *(+ High ROF, + High Capacity, + Fast Suppression, - Short Bursts)*
Opel Blitz (Wehrmacht)

Utility vehicle. Can transport anything from squads of infantry to an anti-tank gun, also repairs vehicles and provides a reinforce point.

## Overview

The standard utility truck of the Wehrmacht, the reliable Opel transported everything from troops and weapons to supplies and equipment.

*Armaments: None, Armour: None, Role: Utility, Capacity: 12, Speed: 80 km/h. Transports infantry, crewed weapons, and large guns.*

## Gameplay

*(+ Shared Veterancy, + Highly Mobile, - Easily Decrewed, - Unarmed)*

## Abilities

**Salvage Operations**

* The vehicle will attempt to recover Munitions from abandoned crew weapons and Fuel from vehicle wrecks, with larger wrecks yielding more fuel. Abandoned vehicles yield additional resources.

**Engine Repair**

* The vehicle will attempt to repair one engine critical damage on a target friendly or abandoned vehicle.

**Field Maintenance *(Toggle)***

* Friendly vehicles and crewed weapons will repair themselves in a radius when out of combat. Disables movement, rotation, and weapons when active. This vehicle will also repair itself.

**Camouflage *(Toggle)***

* The crew hides the vehicle from plain sight. Disables movement when active.

**Accelerate**

* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Combat Driving**

* Requirement: Veterancy 3
* Cost: 20 Munitions
* Increases health and armour.

**Reinforce**

* Cost: 35 Munitions
* Increases reinforcement radius.

**Emergency Repair Kit**

* Cost: 30 Munitions
* Allows the vehicle to repair itself when out of combat. Does not repair critical damage.
RE MG 42

## Overview

Renowned for its cyclic fire rate of 1,200 rounds-per-minute and suppression capability, the MG 42 was rapidly incorporated into the Wehrmacht. With only an eight second barrel swap, disciplined crews could relentlessly pin infantry.

*Armaments: (MG 42 HMG, Carcano M91/41 x3, MAB 38), Crew: 5, Skill: Regular, Role: Suppression.*

## Gameplay

*(+ High Damage, + Fast Suppression, + High ROF, - Frequent Reloads, - Slow Setup)*

## Abilities

**Load** **V-Patronen Armour-piercing Incendiary Rounds**

* Cost: 20 Munitions

* Crew switches to armour-piercing incendiary rounds, ideal for engaging light vehicles. Timed ability.

**Manual Reload**

* Instructs the squad to immediately top off the ammunition of their heavy machine gun.

**Weapon Team Camouflage *(Toggle)***

* The crew hides the weapon from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage, accuracy, and penetration.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions
* Allows the squad to heal itself when out of combat.

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions

* Allows the squad to repair their crewed weapon when out of combat.

**MGZ40 Targeting Optics**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* Improves accuracy and increases line-of-sight and detection radius. Requires setup.
StuG III Ausf. E (Wehrmacht)

Medium tank. Fast-firing assault gun that can toggle between armour-piercing and high-explosive.

## Overview

The StuG III Ausführung E was designed to support infantry against emplacements and light armour. Essentially mobile artillery, the 7.5 cm StuK 37 gun could inflict considerable damage but suffered from poor armour penetration.

*Armaments: 7.5 cm KwK 37 L/24, \*Pintle MG 42, Armour: 80 mm, Role: Infantry support, Speed: 40 km/h.*

## Gameplay

*(+ Cheaper, +/- Turretless, - Poor Penetration)*

## Abilities

**7.5 cm High-explosive Barrage**

* Cost: 20 Munitions
* The tank fires its main gun in an artillery role. Fires three (3) rounds.

**Main Gun: Load High-explosive *(Toggle)***

* Crew switches from armour-piercing to high-explosive rounds. The Sprenggrante 34 round has increased blast radius but reduced penetration.

**Main Gun: Load Armour-piercing *(Toggle)***

* Crew switches from high-explosive to armour-piercing rounds. The Panzergranate 39 round has increased penetration but reduced blast radius.

**Granate 38 Hohl-Ladung**

* Cost: 25 Munitions
* High-explosive anti-tank round. Significantly increased penetration and moderate blast radius, but slightly reduced range.

**Nahverteidigungswaffe**

* Cost: 30 Munitions
* Close-range anti-personnel grenade launcher. Fires four (4) rounds.

**Blitzkrieg Tactics**

* Cost: 10 Fuel
* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Ambush Tactics**

* Requirement: Veterancy 3
* Cost: 20 Munitions
* Warning: Upgrading *AmbushTactics* locks out *Schnellnebelkerzen 39.*
* *Replaces Nahverteidigungswaffe.*The crew is instructed on how to utilise camouflage and ambush tactics.

**Panzer Offizier**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* Warning: Upgrading *Panzer Offizier* locks out *Schweres Maschinengewehr 42.*
* Improves accuracy and increases line-of-sight and detection radius.

**Schweres Maschinengewehr 42**

* Cost: 50 Munitions
* Warning: Upgrading *Schweres Maschinengewehr 42* locks out *Panzer Offizier.*
* Tank is issued a pintle-mounted MG 42 for additional defence against infantry and aircraft.

**Schnellnebelkerzen 39**

* Cost: 30 Munitions
* Warning: Upgrading *Schnellnebelkerzen 39* locks out *Ambush Tactics.*
* *Replaces Nahverteidigungswaffe.* Tank is issued smoke dischargers, capable of releasing a smoke screen obscuring line-of-sight.
Sd.Kfz. 251/20 Ausf. D (Wehrmacht)

Support vehicle. Deployed searchlight can see through distant objects and improve accuracy of other units.

## Overview

Mounted with a unique 60 cm infrared searchlight, roughly sixty Sd.Kfz. 251/20 models saw service in late 1944. In tandem with infrared equipped Panthers and 'Vampir' sights on the StG 44, the 'Uhu' illuminated targets out to 1.5 km.

*Armaments: None, Armour: 12 mm, Role: Surveillance, Speed: 52.5 km/h.*

## Gameplay

*(+ Unique Ability, + Shared Veterancy, - Unarmed)*

## Abilities

**Command Tiger**

* Infantry have increased accuracy and vehicles fire faster. Timed ability. Requires setup.

**Fake Artillery Barrage**

* Cost: 25 Munitions
* Drops warning flares normally seen before an artillery strike or strafing run at the target area.

**Focused Sight *(Toggle)***

* Increases line-of-sight in a frontal cone and detection radius, but decreases peripheral vision and movement.

**Schnellnebelkerzen 39**

* Cost: 30 Munitions
* Use equipped smoke dischargers to obscure line-of-sight around the vehicle.

**Accelerate**

* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Emergency Repair Kit**

* Cost: 30 Munitions

* Allows the vehicle to repair itself when out of combat. Does not repair critical damage.
Rear Echelon

Able to effectively hold the line by fortifications, or merging with other units.

## Overview

Rear Echelon Troops consist of brave men from many support sections of the military as they raise a rifle and join combat. Though spotty in training, with the compact M1 Carbine in hand, they can effectively join in frontline close combat and support roles.

*Armaments: (M1 Carbines, M3A1 Grease Gun), \*M1918A2 BAR, \*M1 Carbines x2, \*M3 Grease Guns x2, Skill: Poor, Role: Engineer.*

## Abilities

**Mk. 2 'Pineapple' Grenade**

Frag Grenade, standard issue Mk 2 'pineapple' grenade can immediately kill bunched up infantry and send lethal shrapnel over much longer distances.

**Basic Repair**

Demonstrating pure ingenuity, troops can repair any damaged structure, crewed weapon, vehicle, or bridge.

**Destroy Cover**

The soldiers plant a small timed demo charge at the target location, which can destroy cover, fences and other weak objects.

**Merge**

Bring a squad up to full strength by filling their ranks with Rear Echelon.

## Upgrades

**M1 Garand Rifle (x2)**

**M1918A2 BAR**

**M3 SMG (x2)**

**Demolition Kits**

**SCR-625 Mine Detector**
5 cm Pak 38 (Wehrmacht)

Anti-tank gun. Use to engage any sort of enemy vehicle or armour at long range.

## Overview

Designed before the war, the Pak 38 was one of the few early guns able to defeat sloped armour. Later replaced by more powerful weaponry, the capable 5 cm continued to serve Wehrmacht and Romanian forces until the war's end and beyond.

*Armaments: (5 cm Pak 38, K98k x2, MP 40), Crew: 5, Skill: Regular, Role: Anti-tank.*

## Abilities

**Target Tread**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Fires an armour-piercing capped round at the targeted vehicle. Very high chance of immobilising.

**Sprenggranate 38**

* Cost: 15 Munitions

* High-explosive round. Reduced penetration and damage, but significantly increased blast radius.

**Stielgranate 42**

* Cost: 30 Munitions
* Shaped charged round. Significantly increased penetration and moderate blast radius.

**Weapon Team Camouflage *(Toggle)***

* The crew hides the weapon from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage, accuracy, and penetration.

**Rapid Maneuvers**

* Increases movement and rotation. Timed ability.

## Upgrades

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions

* Allows the squad to heal itself when out of combat.

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions
* Allows the squad to repair their crewed weapon when out of combat.

**Targeting Optics**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* Warning: Upgrading *Targeting Optics* locks out *Improved Breech*.

* Improves accuracy and increases line-of-sight.

**Improved Breech**

* Requirement: Veterancy 2
* Cost: 25 Munitions
* Warning: Upgrading *Improved Breech* locks out *Targeting Optics*.

* Increases reload speed.
MP 40

## Overview

Regarded as the weapon of choice for the infantry, the MP 40's ergonomic build, and steady rate-of-fire allow it to reliably hit enemies at range.

## Gameplay

*(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF).*

The MP 40 is exceptionally accurate for an submachine gun, being able to hit targets further than most others. However, the same low rate-of-fire makes it a poor choice against other submachine guns at close range.

## Variants

### **Maschinenpistole 38**

*(+ Fast Reload, + Cheap, + Long Bursts, - Low ROF).*

The predecessor to the iconic MP 40, the Maschinenpistole 38 was costlier to produce, and had inferior accuracy.

### **Maschinenpistole 40/I**

   *(+ Fast Reload, + Suppressive, + Long Bursts, - Low ROF).*

An experiemental dual-magazine fed version of the MP 40, production was canceled due to weight and reliability concerns; but not before it arrived to the front.
3. Feuertruppe

Paratrooper/Light infantry. Elite troops with access to the most powerful infantry weapons available, suited for medium to long range combat.

## Overview

Nicknamed 'Green Devils' by the Allies, Fallschirmjäger were well known for their distinct espirit de corps and tenacious fighting spirit. Well disciplined, highly-resourceful, and adaptable, these men were a lethal fighting force.

*Armaments: (K98k/P35 x4, StG 44), \*G43 x2, \*FG 42 x2, \*G43-Zf4, \*MG 42, Skill: Elite, Role: Assault.*

## Gameplay

*(+ Passive Healing, + Camouflage, + Airdropped Equipment)*

## Abilities

**Modell 24** **Stielhandgranate**

* Cost: 20 Munitions
* Fragmentation grenade. The M24 is capable of ripping apart exposed infantry in a hail of lethal shrapnel. Stick design allows further throwing distance.

**Gewehrnebelgranate 42**

* Cost: 25 Munitions
* Smoke rifle grenade. Creates a temporary screen of smoke in a line formation. Vehicles caught inside the smoke are slowed.

**Panzerfaust-100**

* Cost: 30 Munition
* Anti-tank recoilless gun. Single-use launcher, deals exceptional damage to vehicles from a moderate distance.

**Iron Will**

* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Conditioned Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving. Faster cooldown over standard *Sprint*.

## Upgrades

**Gewehr 43 Semi-automatic Rifles (x2)**

* Cost: 20 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Fallschirmjägergewehr 42 Automatic Rifles (x2)**

* Cost: 60 Munitions
* *(+ High Accuracy, + High Damage, + High ROF, - Short Bursts, - Low Capacity, - Expensive)*

**Gewehr 43 Marksman Rifle**

* Cost: 50 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Maschinengewehr 42 Light Machine Gun**

* Cost: 65 Munitions
* *(+ High ROF, + High Accuracy, + High Suppression, - Short Bursts)*

**3 cm Gewehr-Sprenggranate Rifle Grenades**

* Cost: 10 Munitions
* Warning: Upgrading *3 cm Gewehr-Sprenggranate Rifle Grenades* locks out *Modell 24 'Splitterring' Stielhandgranate Grenades*.
* *Replaces* *Modell 24 Stielhandgranate*. Squad is issued high-explosive rifle grenades, ideal for use against infantry in cover or behind structures.

**Modell 24 'Splitterring' Stielhandgranate Grenades**

* Cost: 5 Munitions
* Warning: Upgrading *Modell 24 'Splitterring' Stielhandgranate Grenades* locks out *3 cm Gewehr-Sprenggranate Rifle Grenades*.
* *Replaces* *Modell 24 Stielhandgranate*. Squad is issued grenades fitted with fitted fragmentation sleeves, for increased kill radius and improved suppression.
Maschinengewehr 42 (Wehrmacht)

Heavy machine gun. Able to hold off against wave after wave of infantry when setup in cover.

## Overview

Renowned for its cyclic fire rate of 1,200 rounds-per-minute and suppression capability, the MG 42 was rapidly incorporated into the Wehrmacht. With only an eight second barrel swap, disciplined crews could relentlessly pin infantry.

*Armaments: (MG 42 HMG, K98k x3, MP 40), Crew: 5, Skill: Regular, Role: Suppression.*

## Gameplay

*(+ High Damage, + Fast Suppression, + High ROF, - Frequent Reloads, - Slow Setup)*

## Abilities

**Load** **V-Patronen Armour-piercing Incendiary Rounds**

* Cost: 20 Munitions

* Crew switches to armour-piercing incendiary rounds, ideal for engaging light vehicles. Timed ability.

**Manual Reload**

* Instructs the squad to immediately top off the ammunition of their heavy machine gun.

**Weapon Team Camouflage *(Toggle)***

* The crew hides the weapon from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage, accuracy, and penetration.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions
* Allows the squad to heal itself when out of combat.

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions

* Allows the squad to repair their crewed weapon when out of combat.

**MGZ40 Targeting Optics**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* Improves accuracy and increases line-of-sight and detection radius. Requires setup.
10.5 cm leFH 18 (Wehrmacht)

Artillery emplacement. Quick-firing field gun that can rain large explosive shells from extreme range.

## Overview

The core of the Wehrmacht field artillery, over 22,000 leFH 18 models were produced. Despite being outclassed in firepower by later artillery, the leFH 18 could fire faster and was considerably more accurate than its Allied counterparts.

*Armaments: (10.5 cm leFH 18, K98k x2, MP 40), Crew: 5, Skill: Regular, Role: Indirect fire.*

## Gameplay

* Blast radius: Moderate
* Penetration: High
* Scatter: Moderate

## Abilities

**10.5 cm Howitzer High-explosive Barrage**

* Cost: 50 Munitions
* Fires ten (10) high-explosive rounds at the target area.

**10.5 cm Howitzer Half Barrage**

* Cost: 30 Munitions
* Fires five (5) high-explosive rounds at the target area.

**10.5 cm Howitzer Creeping Barrage**

* Cost: 60 Munitions
* Fires seven (7) high-explosive rounds along a rough path. Using creeping barrage has a shorter cooldown and does not suppress friendly troops.

**10.5 cm Howitzer Smoke Barrage**

* Cost: 30 Munitions
* Fires twelve (12) smoke rounds to obscure line-of-sight in the target area. Infantry can be damaged by direct impact.

**Counter Barrage *(Toggle)***

* Cost: 35 Munitions
* The emplacement will automatically engage enemy artillery that fires within range. Disables the use of other barrages when active. More accurate over standard barrage. Fires five (5) rounds.

## Upgrades

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions

* Allows the squad to heal itself when out of combat.

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions

* Allows the squad to repair their crewed weapon when out of combat.
Anti-Tank Team (Americans)

Anti-tank infantry, best used to flank enemy tanks. Limit of 2 Squads.

## Overview

Bazooka teams are considered the first line of defense against enemy tanks, though being assigned the role was typically considered a death sentence. The M9 Bazooka is a dependable anti-tank rocket launcher, though tends to be less accurate when fired at a distance.

*Armaments: (M1 Carbines, M3 Grease Gun, M9 Bazooka), Skill: Regular, Role: Anti-Tank.*

## Abilities

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Tank Destruction II**

* Requirements: Veterancy 3, Tank Destruction I
* Cost: 25 Munitions
* Improves the squad's skill to 'Elite'. The squad is invisible on the minimap.

**Tank Destruction I**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Improves the squad's skill to 'Experieced'. Allows the squad to heal itself when out of combat.

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions
* Allows the squad to heal itself when out of combat.
.30 cal Machine Gun, M1917A1

Machine gun, able to tear infantry apart under a constant stream of fire.

## Overview

The A1 variant of the American water-cooled M1917 improves the WW1 design with a faster cyclical rate of fire. A robust, and reliable support weapon, it is an effective fixed defense emplacement for suppression.

*Armaments: (M1917A1 .30 Cal HMG, M1 Garand), Crew: 5, Skill: Regular, Role: Suppression.*

## Gameplay

*(Traits: + Accurate, + Long Bursts, - Slow Setup)*

## Abilities

**Load .30 Cal Armor-Piercing Rounds**

* Crew switches to armor-piercing, hardened steel core ammunition for better armor penetration.

**Manual Reload**

* Instructs the squad to immediately top off the ammunition of their heavy machinegun.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions

* Allows the squad to repair their crewed weapon when out of combat.

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions
* Allows the squad to heal itself when out of combat.
15. Pz.Bef.Wg. IV Besatzung

## Overview

Transferred from Italy in fall 1944, the 15th fought valiantly but futilely to stem the Allied tide. Sent to the Rheinland in February 1945, the unit made its final stand during its tenacious defence of the famous Hochwald Gap in early March.

*Armaments: (Luger x4, MP 40), \*MG 42, \*MP 40 x2, \*MG 34, Skill: Poor, Role: Tactical support.*

## Abilities

**10.5 cm Howitzer High-explosive Barrage**

* Cost: 120 Munitions
* Requests for a 10.5 cm high-explosive barrage at the target area. Moderately effective against all but the heaviest of targets. Fires six (6) rounds.

**Junkers Ju-87D 'Stuka' 50 kg Dive Bomb**

* Cost: 60 Munitions
* Requests a Ju-87D 'Stuka' plane to conduct a precision attack on an enemy controlled point. Has a short delay, with an iconic audio cue. Resource Points are neutralised when hit.

**Basic Repair**

* Demonstrating pure ingenuity, the squad is able to repair any damaged structure, vehicle, crewed weapon, or bridge.

**Withdraw!**

* Orders the unit to retreat back to the rear line.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Maschinengewehr 42 Light Machine Gun**

* Requirement: Veterancy 3

* Cost: 65 Munitions
* *(+ High ROF, + High Accuracy, + High Suppression, - Short Bursts)*

**Maschinengewehr 34 Light Machine Gun**

* Requirement: Veterancy 2

* Cost: 55 Munitions
* *(+ High ROF, + High Accuracy, - Low Capacity, - Short Bursts)*

**15 cm Nebelwerfer Barrage**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Warning: Upgrading *15 cm Nebelwerfer Barrage* locks out *10.5 cm Howitzer Precision Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request 15 cm high-explosive rocket barrages, which are effective against all targets.

**Maschinenpistole 40 Submachine Guns (x2)**

* Requirement: Veterancy 1
* Cost: 30 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*

**10.5 cm Howitzer Precision Barrage**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Warning: Upgrading *10.5 cm Howitzer Precision Barrage* locks out *15 cm Nebelwerfer Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request precise 10.5 cm high-explosive barrages, which are effective against all but the heaviest of targets.
8.14 cm GrW 34 (Wehrmacht)

Mortar. Use to provide quick fire support from afar.

## Overview

The standard mortar of the Wehrmacht, the GrW 34 could consistently engage targets out to 2.4 km. Reliable and highly effective, the 8.14 cm was also mounted on various vehicles to provide mechanised units with more mobile firepower.

*Armaments: (8.14 cm GrW 34, K98k, MP 40), Crew: 4, Skill: Regular, Role: Indirect fire.*

## Gameplay

*(+ Large Blasts, + Long Range, - Large Scatter, - Easily Decrewed)*

## Abilities

**8.14 cm Mortar High-explosive Barrage**

* Fires four (4) high-explosive rounds at the target area.

**8.14 cm Precision Mortar Strike**

* Fires one (1) round with extreme accuracy at the target area.

**8.14 cm Mortar Smoke Barrage**

* Fires six (6) smoke rounds to obscure line-of-sight in the target area. Infantry can be damaged by direct impact.

**Counter Barrage *(Toggle)***

* The squad will automatically engage enemy artillery that fires within range. Disables the use of other barrages when active. More accurate over standard barrage. Fires four (4) rounds. Disables movement when active.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions

* Allows the squad to heal itself when out of combat.

**Maintenance Kits**

* Requirement: Veterancy 3
* Cost: 25 Munitions
* Allows the squad to repair their crewed weapon when out of combat.

**Wurfgranate 39 Rounds**

* Requirement: Veterancy 2
* Cost: 35 Munitions
* Warning: Upgrading *Wurfgranate 39 Rounds* locks out both *Incendiary Rounds* and *Illumination Rounds*.

* *Replaces 8.14 cm Mortar Smoke Barrage.* Squad is issued delayed-fuze mortar rounds, which deflect off the ground and bursts in mid-air, ideal for annihilating infantry behind cover or in the open. Requires setup.

**Incendiary Rounds**

* Requirement: Veterancy 1
* Cost: 35 Munitions
* Warning: Upgrading *Incendiary Rounds* locks out both *Wurfgranate 39 Rounds* and *Illumination Rounds*.

* *Replaces 8.14 cm Mortar Smoke Barrage.* Squad is issued incendiary mortar rounds, effective for rooting out enemy entrenched positions, destroying emplacements, or area denial. Requires setup.

**Illumination Rounds**

* Cost: 25 Munitions
* Warning: Upgrading *Illumination Rounds* locks out *Wurfgranate 39 Rounds* and *Incendiary Rounds*.

* *Replaces 8.14 cm Mortar Smoke Barrage.* Squad is issued illumination rounds, which can be used reveal the targeted area. Improves long range scouting capability. Requires setup.
Pzkpfw VI Ausf. B

Heavy tank. Near impenetrable armour coupled with a powerful long-ranged gun, dominate the battlefield with its presence.

## Overview

Covered in virtually impenetrable armour and armed with the upgraded 8.8 cm KwK 43 L/71, the 'Tiger B' was truly the 'king' of German armour. Although only 492 models ever entered active service, the tank was unrivaled on the field.

*Armaments: 8.8 cm KwK 43 L/71, Hull MG 34, Coaxial MG 34, \*Pintle MG 42, Armour: 280 mm (sloped), Role: General purpose, Speed: 41 km/h.*

## Gameplay

*(+ Thick Armour, + Extra Range, + High Damage, - Slow)*

## Abilities

**Load Panzergranate 40/43 Armour-piercing Composite Rigid Rounds**

* Cost: 25 Munitions
* Crew switches to armour-piercing composite rigid rounds, with increased penetration, but slightly less damage. Timed ability.

**Sprenggranate 43**

* Cost: 30 Munitions
* High-explosive round. Reduced penetration and damage, but significantly increased blast radius.

**Granate 39/3 Hohl-Ladung**

* Cost: 30 Munitions
* High-explosive anti-tank round. Significantly increased penetration and moderate blast radius, but slightly reduced range.

**Tank Shock!**

* Forces a targeted suppressed enemy infantry squad to retreat.

**Nahverteidigungswaffe**

* Cost: 30 Munitions
* Close-range anti-personnel grenade launcher. Fires four (4) rounds.

**Displace!**

* Cost: 5 Fuel
* Increases movement but has a slight chance of incurring critical engine damage. Timed ability.

## Upgrades

**Panzer Offizier**

* Requirement: Veterancy 2
* Cost: 30 Munitions
* Warning: Upgrading *Panzer Offizier* locks out *Schweres Maschinengewehr 42.*
* Improves accuracy and increases line-of-sight and detection radius.

**Schweres Maschinengewehr 42**

* Cost: 50 Munitions
* Warning: Upgrading *Schweres Maschinengewehr 42* locks out *Panzer Offizier.*
* Tank is issued a pintle-mounted MG 42 for additional defence against infantry and aircraft.
Sanitäter

Medical personnel. Can provide first aid and build aid stations.

## Overview

Ranging from stretcher bearers and field medics to professional doctors and surgeons, Wehrmacht medical personnel were painstakingly trained to treat the most horrendous battlefield injuries.

*Armaments: (K98k x2, Luger), Skill: Regular, Role: Medic.*

## Gameplay

*(+ Passive Healing, + Shared Veterancy)*

## Abilities

**Pervitin Rations**

* Requirement: Veterancy 1
* Cost: 10 Munitions
* Increases the target squad's accuracy and reduces damage taken. Afterwards, the target squad suffers the reverse due to withdrawal symptoms.

**Advanced First Aid**

* Heals a targeted squad. Can be used when in combat. Target squad must be stationary.

**Distribute Medical Supplies**

* Drops three (3) boxes of Medical Supplies, which can be picked up by infantry. Medical Supplies allow squads to heal themselves for a short duration.

**Distribute First Aid *(Toggle)***

* Friendly squads will heal themselves in a radius when out of combat. Disables movement and weapons when active. This squad will also heal itself.

**Skirmish Tactics *(Toggle)***

* The squad will automatically retreat when its total health drops below the specified threshold.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**Endurance Training**

* Cost: 20 Munitions
* Allows the squad to move more quickly when out of combat.

**Tactical Withdrawal Training**

* Cost: 20 Munitions
* The squad drops a smoke grenade to cover their retreat.
352. Leutnant

Specialises in tactical support and close-quarters fighting alongside other infantry.

## Overview

Composed of hardened Ostfront veterans, the officer corps of the 352nd commanded volunteers from Poland, Sudetenland, Russia, and Ukraine. Plagued by logistical failures, the division was trained to be outnumbered and surrounded.

*Armaments: (K98k x4, MP 40), \*G43 x2, \*MP 40 x2, \*StG 44 x2, \*FmW 35, Skill: Experienced, Role: Tactical support.*

## Abilities

**Halt Retreat**

* Requirement: Veterancy 1

* Officer order. Halts the retreat of nearby squads. Does not cancel this squad from retreating.

**7.5 cm High-explosive Rapid Barrage**

* Cost: 45 Munitions

* Requests for a rapid 7.5 cm high-explosive barrage at the target area. Moderately effective against most targets, but will struggle against heavy armour. Fires five (5) rounds.

**Coordinated Light Artillery Barrage**

* Cost: 25 Munitions
* All available mortars and 7.5 cm howitzers will barrage the target area within the ability's range.

**Target Them!**

* Officer order. Target enemy unit is more susceptible to fire, but will also retaliate more ferociously.

**Forced March!**

* Officer order. Orders all nearby friendly infantry to move faster. Timed ability. Global cooldown.

## Upgrades

**Sturmgewehr 44 Assault Rifles (x2)**

* Requirement: Veterancy 2

* Cost: 60 Munitions
* *(+ High Accuracy, + High Damage, + High ROF, - Short Bursts, - Low Capacity, - Expensive)*

**7.5 cm Hollow Charge Barrage**

* Requirement: Veterancy 1
* Cost: 25 Munitions
* Warning: Upgrading *7.5 cm Hollow Charge Barrage* locks out *Junkers Ju-87D 'Stuka' SC50 Fragmentation Bombing Run.*
* *Replaces 7.5 cm High-explosive Rapid Barrage.* Authorises the officer to request 7.5 cm hollow charge barrages, which are effective against all targets.

**Junkers Ju-87D 'Stuka' SC50 Fragmentation Bombing Run**

* Requirement: Veterancy 1
* Cost: 25 Munitions
* Warning: Upgrading *Junkers Ju-87D 'Stuka' SC50 Fragmentation Bombing Run* locks out *7.5 cm Hollow Charge Barrage*.
* *Replaces 7.5 cm High-explosive Rapid Barrage.* Authorises the officer to request available aircraft to make a fragmentation bombing run at the target area.

**Gewehr 43 Semi-automatic Rifles (x2)**

* Cost: 20 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Maschinenpistole 40 Submachine Guns (x2)**

* Cost: 20 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*

**Flammenwerfer 35 Flamethrower**

* Cost: 50 Munitions
* *(+ Extra Range, - Low Damage, - Reduced AOE)*
Pzkpfw II Ausf. L (Wehrmacht)

## Overview

A conversion of the Pzkpfw II, the 'Luchs' was adept at its role at reconnaissance. The 2 cm KwK 30 was devastating against soft targets while its low weight and high maximum speed allowed the tank to flank around or evade heavier opponents.

*Armaments: 2 cm KwK 30, Coaxial MG 34, Armour: 50 mm, Role: Recon, Speed: 60 km/h.*

## Abilities

**Target Tread**

* Requirement: Veterancy 1
* Cost: 20 Munitions

* Fires an armour-piercing capped round at the targeted vehicle. Very high chance of immobilising.

**Focused Sight *(Toggle)***

* Increases line-of-sight in a frontal cone and detection radius, but decreases peripheral vision and movement.

**Camouflage *(Toggle)***

* The crew hides the vehicle from plain sight. Disables movement when active. Attacking from camouflage grants a temporary increase in damage and accuracy.

**Accelerate**

* Increases movement and acceleration, and reduces chance to be hit. Timed ability.

## Upgrades

**Targeting Optics**

* Requirements: Veterancy 2
* Cost: 30 Munitions
* Improves accuracy and increases line-of-sight and detection radius.

**Camouflage Netting**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* The tank is invisible on the minimap when stationary.

**Emergency Repair Kit**

* Cost: 30 Munitions

* Allows the vehicle to repair itself when out of combat. Does not repair critical damage.
Leutnant

Effectively coordinates with other troops for a more cohesive fighting force.

## Overview

Leutnants command platoon-sized elements within the Wehrmacht, and are most frequently the ones seen fighting alongside their men. Gains veterancy from nearby allies.

## Gameplay

### **Infanterie Division**

Infantry receives 50% faster equipment recharge time & 10% increased weapon accuracy. Light vehicles receive 25% faster reload speeds.

*Armaments: (K98k x4, MP 40), \*G43s x2, \*MP 40s x2, \*StG 44s x2, \*FmW 35, Skill: Experienced, Role: Tactical support.*

### **Leichte Division**

Infantry receives 50% faster equipment recharge time & 15% increased weapon accuracy. Panzergrenadiere receive +10 sight radius.

*Armaments: (K98k x2, MP 40), \*G43s x2, \*MP 40s x2, \*G43-Zf4, \*PzB 39, Skill: Elite, Role: Tactical support.*

### **Luftwaffe Division**

Infantry receives 50% faster equipment recharge time & 10% faster weapon reload speeds. Engineers receive 10% increased accuracy.

*Armaments: (K98k x2, Luger), \*MP 40s x2, \*MG 15, Skill: Regular, Role: Tactical support.*

### **Ost Division**

Infantry receives 50% faster equipment recharge time & 15% increased weapon reload speed. Ostruppen receive 33% faster experience gain.

*Armaments: (K98k x4, Luger), \*G43s x2, \*MP 40s x2, \*MP 717(r)s x2, \*ZB. vz 30, Skill: Regular, Role: Tactical support.*

### **Panzer Division**

Infantry receives 50% faster equipment recharge time & 15% increased weapon accuracy. Panzergrenadiere receive 15% faster weapon cooldown.

*Armaments: (K98k x2, MP 40), \*G43s x2, \*MP 40s x2, \*MG 42, Skill: Elite, Role: Tactical support.*

### **Straf Division**

Infantry receives 50% faster equipment recharge time & 10% faster weapon cooldown. Penals receive 33% reduced suppression.

*Armaments: (K98k x2, Luger), \*G43s x2, \*MP 40s x2, Skill: Regular, Role: Tactical support.*
Brandenburg Panzergrenadiere

## Overview

Formed as Sonderverband Brandenburg in 1939, these men were experts in marksmanship, reconnaissance, sabotage, and various other skills. Trained in clandestine operations, the unit was characterised as 'misfits' by conventional Wehrmacht officers.

*Armaments: (MP 40 x2, StG 44), \*G43-Zf4, \*FmW 35, \*Panzerschreck, \*MG 42, \*PzB 39, Skill: Ace, Role: Infiltration.*

## Abilities

**Modell 24** **Stielhandgranate**

* Cost: 20 Munitions
* Fragmentation grenade. The M24 is capable of ripping apart exposed infantry in a hail of lethal shrapnel. Stick design allows further throwing distance.

**Gewehrnebelgranate 42**

* Cost: 25 Munitions
* Smoke rifle grenade. Creates a temporary screen of smoke in a line formation. Vehicles caught inside the smoke are slowed.

**Panzerfaust-100**

* Cost: 30 Munition
* Anti-tank recoilless gun. Single-use launcher, deals exceptional damage to vehicles from a moderate distance.

**Infiltration *(Toggle)***

* Squad has reduced movement but cannot be detected by enemy forces, unless in close proximity or engaged in combat. Disables any *Sprint* ability while active.

**Für das Vaterland!**

* Increases movement but draws more enemy fire. Timed ability. Disables weapons and reduces line-of-sight while moving. Breaks out of suppression. Slower cooldown over standard *Sprint*.

## Upgrades

**Raketenpanzerbüchse 54 'Panzerschreck' Rocket Launcher**

* Requirement: Veterancy 2
* Cost: 90 Munitions
* *(+ High Damage, + High Penetration, - Expensive)*

**Gewehr 43 Marksman Rifle**

* Cost: 50 Munitions
* *(+ High Accuracy, + High Capacity, - Low ROF)*

**Flammenwerfer 35 Flamethrower**

* Cost: 50 Munitions
* *(+ Extra Range, - Low Damage, - Reduced AOE)*

**Maschinengewehr 42 Light Machine Gun**

* Cost: 65 Munitions
* *(+ High ROF, + High Accuracy, + High Suppression, - Short Bursts)*

**Panzerbüchse 39 Anti-tank Rifle**

* Cost: 40 Munitions
* *(+ High Accuracy, + High Damage, - Low ROF)*

**First Aid Training**

* Cost: 35 Munitions

* Allows the squad to heal itself when out of combat.
190. Pz.Bef.Wg. Panther Besatzung

## Overview

Resurrected like much of the Afrika Korps in July 1943, the 190th was assigned to the defence of Italy. Serving under the 90. Panzergrenadier-Division, crews of the 190th were instrumental in keeping the outnumbered Panzers operational.

*Armaments: (Luger x4, MP 40), \*MP 40 x2, Skill: Poor, Role: Tactical support.*

## Abilities

**10.5 cm Howitzer High-explosive Barrage**

* Cost: 120 Munitions
* Requests for a 10.5 cm high-explosive barrage at the target area. Moderately effective against all but the heaviest of targets. Fires six (6) rounds.

**10.5 cm Howitzer Illumination Barrage**

* Cost: 80 Munitions
* Requests for a 10.5 cm illumination barrage, which reveal the target area.

**Basic Repair**

* Demonstrating pure ingenuity, the squad is able to repair any damaged structure, vehicle, crewed weapon, or bridge.

**Withdraw!**

* Orders the unit to retreat back to the rear line.

**Sprint**

* Increases movement and reduces chance to be hit. Timed ability. Disables weapons and reduces line-of-sight while moving.

## Upgrades

**10.5 cm Howitzer Rapid Barrage**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Warning: Upgrading *10.5 cm Howitzer Rapid Barrage* locks out *10.5 cm Howitzer Precision Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request rapid 10.5 cm high-explosive barrages, which are effective against all but the heaviest of targets.

**Maschinenpistole 40 Submachine Guns (x2)**

* Requirement: Veterancy 1
* Cost: 30 Munitions
* *(+ Fast Reload, + High Accuracy, + Long Bursts, - Low ROF)*

**10.5 cm Howitzer Precision Barrage**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Warning: Upgrading *10.5 cm Howitzer Precision Barrage* locks out *10.5 cm Howitzer Rapid Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* Authorises the officer to request precise 10.5 cm high-explosive barrages, which are effective against all but the heaviest of targets.
2 cm Flak 38 (Wehrmacht)

Anti-aircraft emplacement. Light flak gun that can fend off aircraft, infantry, and light vehicles.

## Overview

Equipped with heavier shells and improved ballistics, the Flak 38 was built as a direct counter to the increasing threat of low-altitude fighter bombers. Based off the old Flak 30, its new shells shredded enemy aircraft on impact.

*Armaments: (2 cm Flak 38, K98k x2, Luger), Crew: 5, Skill: Regular, Role: Anti-aircraft.*

## Abilities

**Target Tread**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Fires an armour-piercing capped round at the targeted vehicle. Very high chance of immobilising.

**Anti-aircraft Mode *(Toggle)***

* The emplacement only engages aerial targets.

**Crew Repair**

* The crew will repair the emplacement. Disables weapons. Timed ability.

**Smoke Screen**

* Cost: 30 Munitions

* Release a smoke screen around the emplacement, obscuring line-of-sight.

## Upgrades

**First Aid Training**

* Requirement: Veterancy 3
* Cost: 35 Munitions
* Allows the squad to heal itself when out of combat.