recursal/Fanatic-Fandom huggingface dataset:
Sd.Kfz. 142/2

Self-propelled howitzer. A true assault gun mounted with a 10.5 cm howitzer for extremely powerful infantry support.

## Overview

A variant of the venerable StuG III Ausf. G, the Sd.Kfz. 142/2 was nicknamed after its devastating 10.5 cm Sturmhaubitze howitzer. Designed as a close-range fire support for infantry, its high-explosive shells punished soft targets.

*Armaments: 10.5 cm leFH 18, \*Pintle MG 42, Armour: 80 mm, Role: Infantry support, Speed: 40 km/h.*

## Gameplay

*(+ Accurate, + Cheaper, + High Durability, +/- Turretless)*

## Abilities

**Focused Sight *(Toggle)***

* Requirement: Veterancy 2
* Increases the tank's line-of-sight in a frontal cone, but decreases peripheral vision and movement.

**10.5 cm High-explosive Barrage**

* Cost: 35 Munitions
* The tank fires its gun in an artillery role, delivering a quick barrage of HE shells. Fires three (3) rounds.

**Granate Hohl-Ladung**

* Cost: 30 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

**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.
Pzkpfw IV Ausf. J (Wehrmacht)

## Overview

The Ausf. J was a retrograde design intended for fast production and rapid replacement of the demolished Wehrmacht Panzer divisions. Despite a slow hand-cranked turret, it performed admirably with its precise 7.5 cm KwK 40 L/48.

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

## Abilities

**Tank Shock!**

* Requirement: Panzer Division or Veterancy 1
* Forces a targeted suppressed enemy infantry squad to retreat.

**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.

**Granate 38 Hohl-Ladung/B**

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

**Nebelgranate**

* Cost: 25 Munitions
* Smoke round. Obscures line-of-sight in the target area.

**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 *Ambush Tactics* 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.

**Schürzen**

* Cost: 50 Munitions
* Increases health.

**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.
5. Jäger

Light infantry. Adept at providing reconnaissance, or marksmanship over long ranges.

## Overview

Raised as an Infanterie division in 1934, the 5th was a vital part of the Wehrmacht's invasion of Russia. Redesignated as a Jäger division in mid-1942, the unit fought in Belarus, Poland, and Prussia before making its final stand in Berlin.

*Armaments: (G33/40 x4, G43-Zf4), \*G43 x2, \*StG 44-Zf4, \*PzB 39, \*MG 34, Skill: Elite, Role: Recon.*

## Gameplay

*(+ Passive Healing, + Camouflage, + Ignores Movement Penalties, + Cold Weather Resistance)*

## Abilities

**Iron Will**

* Requirement: Veterancy 1
* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Modell 24 'Splitterring' Stielhandgranate**

* Cost: 25 Munitions
* Fragmentation grenade. The addition of the 'Splitterring' sleeve increases lethality and suppression. 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-30**

* Cost: 25 Munitions
* Anti-tank recoilless gun. Single-use launcher, deals exceptional damage to vehicles from a moderate distance. Less range and penetration over *Panzerfaust-100*.

**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)*

**Sturmgewehr 44 Marksman Rifles (x2)**

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

**Panzerbüchse 39 Anti-tank Rifle**

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

**Maschinengewehr 34 Light Machine Gun**

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

**3 cm Gewehr-Sprenggranate Rifle Grenades**

* Cost: 10 Munitions
* *Replaces Modell 24 'Splitterring' Stielhandgranate*. Squad is issued high-explosive rifle grenades, ideal for use against infantry in cover or behind structures.

**Junkers Ju-87D 'Stuka' 2 cm Strafe**

* Cost: 75 Munitions
* *Replaces Panzerfaust-30.* Authorises the Gebirgsjäger to request available aircraft to make a strafing run at the target area.
The Svarbod Raiders

Svarbod is a loosly unified Jarldom far north of the beacons of civilization and has been known to base its economy on raiding the coasts of Eidelko for most of its existence.

The formation of the Jarldom was the result of a prolonged war between two domineering tribes at the time. Records show the war ended when the 'Valour Clan' raided a temple with a garrison of their opposing force.

It was a slaughter. The temple nestled far in the north between mountain peaks posed no resistance to the Valour Clan warriors, and all inside were killed.

As a result of this, the Valour Clans were the first Jarls of Svarbod.

The individual known as Ilya is a legend amongst the Svarbod, and is seen by them as a hero of the Jarldom.
203. Sicherungstrupp

## Overview

Built from Sicherungsbrigade 203 in mid-1942, the 203rd established and guarded the logistic lines of Army Group Centre. Ordered to eradicate resistance, the unit deported civilians for labour, seized livestock, and razed several villages.

*Armaments: (K98k x4, MP 40), \*G43 x2, \*MG 42 (100rd.), \*Zb vz. 30, \*PzB 39, Skill: Experienced, Role: Engineer.*

## Abilities

**Modell 24 'Splitterring' Stielhandgranate**

* Cost: 25 Munitions
* Fragmentation grenade. The addition of the 'Splitterring' sleeve increases lethality and suppression. Stick design allows further throwing distance.

**Building Repair**

* The squad is able to repair any damaged structure or bridge. More efficient than *Basic Repair*. Does not affect ambient structures.

**Satchel Charge**

* Cost: 35 Munitions

* Explosive charge. Bundled explosives that do extreme damage to stationary targets, capable of destroying vehicles if thrown underneath.

**Warning Flare**

* Cost: 10 Munitions
* Plant a tripwire flare on a friendly and in supply Victory or Resource Point. The trap is activated when enemy forces attempt to capture the point. Trap reveals the surrounding area when triggered.

**Sprint**

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

## Upgrades

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

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

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

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

**ZB vz. 30 Light Machine Gun**

* Cost: 45 Munitions
* *(+ High Accuracy, + Fires on the Move, - Low Capacity, - Poor Suppression)*

**Panzerbüchse 39 Anti-tank Rifle**

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

**Geballte Ladung Grenades**

* Cost: 10 Munitions
* Warning: Upgrading *Geballte Ladung Grenades* locks out *Modell 24 Incendiary Grenades*.
* *Replaces Modell 24 'Splitterring' Stielhandgranate.* Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.

**Modell 24 Incendiary Grenades**

* Cost: 5 Munitions
* Warning: Upgrading *Modell 24 Incendiary Grenades* locks out *Geballte Ladung Grenades*.

* *Replaces Modell 24 'Splitterring' Stielhandgranate*. Squad is issued M24 incendiary grenades, which are significantly more lethal than Molotovs, and can be thrown further distances.
246. Hauptmann

Specialises in a vast array of artillery fire support.

## Overview

Decimated again by heavy fighting at the Hürtgen Forest, the 246th spent the rest of the war plugging gaps in Wehrmacht lines. Fighting until the end, it surrendered to U.S. forces after the capitulation of the Third Reich on May 8, 1945.

*Armaments: (K98k x2, Luger), \*G43 x2, \*MP 40 x2, Skill: Regular, Role: Tactical/Strategic support.*

## Abilities

**Supervise**

* Requirement: Veterancy 3
* Cost: 10 Fuel
* The officer can supervise any owned weapon team, significantly increasing accuracy and reload speed.

**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.

**Last Stand! *(Toggle)***

* The squad acts as a retreat point for friendly units. Also locks down the sector, preventing capture while active. Disables movement while active.

**Forced March!**

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

## Upgrades

**Coordinated Assault Barrage**

* Requirement: Veterancy 2
* Cost: 35 Munitions
* Warning: Upgrading *Coordinated Assault Barrage* locks out *Coordinated Rocket Barrage*.
* *Replaces Coordinated Howitzer Barrage.* All available mobile howitzers, mortars, and rocket artillery will barrage the target area within the ability's range. Does not include emplacements.

**10.5 cm Howitzer Incendiary Barrage**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* *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.

**Forward Observer Training**

* Requirement: Veterancy 1
* Cost: 30 Munitions
* The squad has increased line-of-sight when out of combat, stopped, and either in cover or garrisoned.

**Coordinated Rocket Barrage**

* Cost: 25 Munitions
* Warning: Upgrading *Coordinated Rocket Barrage* locks out *Coordinated Assault Barrage*.
* *Replaces Coordinated Howitzer Barrage.* All available rocket artillery will barrage the target area within the ability's range.

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

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

**Maschinenpistole 40 Submachine Guns (x2)**

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

**Región** | Johto

**Quilava** 「マグマラシ, ,  **Magmarashi** ?」 es un Pokémon tipo fuego introducido en la segunda generación. Es la evolución de Cyndaquil, uno de los Pokémon iniciales de la región Johto.

Su nombre está formado por la combinación de las palabras en inglés quill (las púas de los puerco espines) y lava (lava, magma). Su nombre Japonés Magmarashi podría venir de magma (Magma, Lava) y de arashi (tormenta) (literalmente "tormenta de magma" ).

Su nombre francés, Feurisson, viene de las palabras, Feu (Fuego) y Hérisson (Erizo).

Su nombre alemán, Igelavar, viene de las palabas iger (Erizo) y lava.

## Galería

### Blíster

Quilava y Typhlosion Tomy en blísterCyndaquil, Quilava y Typhlosion Hasbro Tomy en blísterQuilava Tomy en blísterQuilava Takara Tomy MC-17 en blísterQuilava Takara Tomy M-075 en blíster
3.7 cm Pak 36 (Wehrmacht)

Light anti-tank gun. Useful for attacking or defending against against light vehicles, can garrison buildings.

## Overview

Known as the ‘door knocker’, the Pak 36 was rendered obsolete by 1940 due to the evolution of tank armour. Never officially decommissioned, the Wehrmacht used its high rate-of-fire and low weight to counter light mechanised forces.

*Armaments: (3.7 cm Pak 36, K98k x2, MP 40), Crew: 5, Skill: Regular, Role: Anti-vehicle.*

## Gameplay

*(+ Cheaper, + Highly Mobile, - Poor Penetration)*

## 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 34**

* Cost: 15 Munitions

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

**Stielgranate 41**

* 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.

**Camouflage Netting**

* Requirement: Veterancy 2
* Cost: 20 Munitions

* The squad is invisible on the minimap.
Pzkpfw IV Ausf. G

Medium tank. Versatile frontline tank that can switch between armour-piercing and high-explosive rounds.

## Overview

Armed with the long-barreled KwK 40 L/43, the Ausf. G was still outmatched by contemporary Soviet armour. Unable to mount the Schürzen side armour, the old chassis lacked the improved survivability of later Panzer IV models.

*Armaments: 7.5 cm KwK 40 L/43, Hull MG 34, Coaxial MG 34, \*Pintle MG 42, Armour: 80 mm, Role: General purpose, Speed: 42 km/h.*

## Abilities

**Tank Shock!**

* Requirement: Panzer Division or Veterancy 1
* Forces a targeted suppressed enemy infantry squad to retreat.

**Granate 38 Hohl-Ladung/B**

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

**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.

**Nebelgranate**

* Cost: 25 Munitions
* Smoke round. Obscures line-of-sight in the target area.

**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.

**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.
8.8 cm Pak 43

Anti-tank emplacement. Massive cannon able to take on the heaviest tanks on the battlefield.

## Overview

Based off the vaunted Flak 88 series, the Pak 43 was the heaviest mass produced anti-tank gun fielded by the Wehrmacht. An effective range of 15,150 metres and a flat trajectory out to 914 m allowed the Pak 43 to annihilated any Allied vehicle.

Armaments: (8.8 cm Pak 43, K98k, MP 40), Crew: 4, Skill: Regular, Role: Anti-tank.

## Gameplay

Accuracy: High

Damage: Extreme

Penetration: Extreme

## 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.

**Panzergranate 39/43**

* Cost: 25 Munitions
* Armour-piercing composite ballistic cap high-explosive round. Reduced penetration and damage, but significantly increased blast radius.

**Granate 39/3 Hohl-Ladung**

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

**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.

## 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.
Sd.Kfz. 250 (Wehrmacht)

Transport vehicle. Use as a firing platform, or to bring in reinforcements.

## Overview

Lighter but just as versatile, the Sd.Kfz. 250 was built to supplement the 251 'Hanomag'. Modified throughout the war to perform various tasks, it was an invaluable asset of the Wehrmacht's highly mechanised recon formations.

*Armaments: Pintle MG 42, Passengers, Armour: 10 mm, Role: Transport, Capacity: 5, Speed: 76 km/h.*

## Gameplay

*(+ Shared Veterancy, + Cheap, + Firing Slots, - Unarmed)*

## Abilities

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

* Requirement: Pintle-mounted MG 42
* Cost: 15 Munitions
* Crew switches to armour-piercing incendiary rounds, ideal for engaging light vehicles. Timed ability.

**Focused Sight *(Toggle)***

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

**Emergency Repairs (*Toggle*)**

* The crew will attempt to repair their vehicle. Disables movement, rotation, and weapons when active.

**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

**Reinforce**

* Requirement: Veterancy 2
* Cost: 35 Munitions
* Increases reinforcement radius.

**Expert Gunnery**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Improves accuracy and increases reload speed.

**Schweres Maschinengewehr 42**

* Cost: 50 Munitions
* Vehicle is issued a pintle-mounted MG 42 for additional defence against infantry and aircraft.

**Emergency Repair Kit**

* Cost: 30 Munitions

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

General purpose infantry. Highly adaptable, can tackle any kind of battlefield situation under a skilled commander.

## Overview

The heart of the Wehrmacht infantry divisions, Grenadiere were methodically trained, capably led, and well-equipped. The product of incessant fighting and extensive combat experience, these men were the equal of any soldier of the war.

*Armaments: (K98k x4, MP 40), \*G43 x2, \*G43-Zf4, \*MG 42, Skill: Regular, Role: General purpose.*

## Gameplay

*(+ Entrench Tanks, + Doctrinal Upgrades)*

Unlike Volksgrenadiere, Grenadiere are better suited for medium- to long-range engagements. Their accurate rifles pair well with their early access to various rifle grenades. Coupled with their skill and discipline, it should come as no surprise Grenadiere are the core of the German infantry forces.

The MG 42 provides both high damage and suppression against troops in the open, while the G43-Zf4 marksman rifle aids in harassing enemy positions at range. Two G43s provide a flat increase in firepower should the squad need to engage in close-quarters, or is constantly on the move.

## Abilities

**Iron Will**

* Requirement: Veterancy 1
* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**3 cm Gewehr-Sprenggranate**

* Cost: 30 Munitions
* High-explosive rifle grenade. Explosive with an impact fuze, ideal for use against infantry in cover or behind structures.

**Gewehrsprenggranate 40**

* Cost: 15 Munitions
* Anti-tank rifle grenade. Hollow-charge explosive, effective against light vehicles, but lacks damage against most armour.

**Modell 42 Nebeleihandgranate**

* Cost: 10 Munitions
* Smoke grenade. Creates a cloud of smoke after a short delay, obscuring line-of-sight.

**Sprint**

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

## Upgrades

**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 Light Machine Gun**

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

**Gewehrnebelgranate 42 Rifle Grenades**

* Cost: 10 Munitions
* *Replaces Modell 42 Nebeleihandgranate.* Squad is issued smoke rifle grenades which can create a temporary screen of smoke in a line formation. Vehicles caught inside the smoke are slowed.

**Panzerfaust-100**

* Cost: 15 Munitions
* *Replaces Gewehrsprenggranate 40.* Squad is issued Panzerfausts, which are exceptionally powerful single-use anti-tank recoilless guns with moderate range.

## Doctrinal Equipment

**Infanterie Division:** MG 42 (100rd.) (75 Munitions)

**Leichte Division:** M1A1 'Bazooka' (55 Munitions)

**Luftwaffe Division:** StG 44-Zf4 (x2) (60 Munitions)

**Ost Division:** PaB 783(r) (35 Munitions)

**Panzer Division:** GrB 39 (60 Munitions)

**Straf Division:** MG 34 (100rd.) (65 Munitions)
25. Panzergrenadiere

Panzergrenadier infantry. Large weapon selection, use for medium-long range support, or covering vehicles.

## Overview

Formed in 1936, the 25th ‘Stuttgarter Haus’ fought as an infantry and a motorised division. Reorganized as Panzergrenadiere in mid 1943, it fought under the Waffen-SS at the Ardennes before its decimation in the Battle of Berlin.

*Armaments: (K98k x4, StG 44), \*G43-Zf4, \*MG 42, \*StG44-Zf4 x2, \*Panzerschreck, Skill: Experienced, Role: Assault.*

## Gameplay

*(+ Entrench Tanks, + Mechanised Assault Passive)*

## Abilities

**Iron Will**

* Requirement: Veterancy 1
* The squad fires more accurately and can use abilities more frequently but will draw more enemy fire. Timed ability.

**Modell 24 'Splitterring' Stielhandgranate**

* Cost: 25 Munitions
* Fragmentation grenade. The addition of the 'Splitterring' sleeve increases lethality and suppression. Stick design allows further throwing distance.

**Blendkörper 2H**

* Cost: 20 Munitions
* Frangible smoke grenade. Creates a cloud of smoke, obscuring line-of-sight. Caustic titanium tetrachloride disables vehicle weapons and poisons infantry while in the cloud.

**Panzerfaust-100**

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

**Sprint**

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

## Upgrades

**Concealment Training**

* Requirement: Veterancy 1
* Cost: 30 Munitions
* Allows the squad to camouflage when in cover. Replaces the *Ambush!* ability with *Hold Fire*.

**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)*

**Sturmgewehr 44 Marksman Rifles (x2)**

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

**Raketenpanzerbüchse 54/1 Rocket Launcher**

* Cost: 95 Munitions
* *(+ High Damage, + High Penetration, + Extra Range, - Expensive)*

**Geballte Ladung Grenades**

* Cost: 10 Munitions
* *Replaces Modell 24 'Splitterring' Stielhandgranate.* Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.
Armata a 3-a Română anti-tancuri

## Overview

Despite the supplies and weaponry it received from Germany, the 3rd Romanian Army was still ill-prepared to fight in Russia. Relying mainly on its outdated 37 and 45 mm anti-tank guns, it could barely stop Soviet armoured forces.

*Armaments: (vz. 24 x2, PaB 783(r), Luger) \*G43-Zf4, \*PzB 39, \*PaB 783(r), \*Panzerschreck, Skill: Regular, Role: Anti-armour.*

## Abilities

**Modell 39 Eierhandgranate**

* Cost: 15 Munitions
* Fragmentation grenade. The M39 'Egg Grenade' is cheap and unremarkable, with minimal blast radius and throwing range.

**Panzerwurfmine**

* Cost: 25 Munitions
* Shaped charge anti-tank impact grenade. Can outright destroy light vehicles and even severely damage armour.

**Panzerfaust-100**

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

**Sprint**

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

## 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)*

**Panzerbüchse 39 Anti-tank Rifle**

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

**Panzerabwehrbüchse 783(r) Anti-tank Rifle**

* Cost: 35 Munitions
* *(+ High Accuracy, + High Damage, + High Penetration, + Cheap, - Low ROF)*

**Geballte Ladung Grenades**

* Cost: 10 Munitions
* *Replaces Modell 39 Eierhandgranate.* Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.

**Endurance Training**

* Cost: 20 Munitions
* Allows the squad to move more quickly when out of combat.
8.8 cm RkW 43 (Wehrmacht)

Anti-tank rocket launcher. Engage any tank, vehicle, or structure with armour-penetrating rockets.

## Overview

Favoured by Wehrmacht light units for its low weight, the 'Püppchen' fired the same 8.8 cm rocket as its conventional cousin, the Panzerschreck. More accurate due to its mounted design, it could penetrate 160 mm of armour out to 700 m.

*Armaments: (8.8 cm RkW 43, K98k x2, MP 40), Crew: 5, Skill: Regular, Role: Anti-tank.*

## Gameplay

*(+ High Damage, + Highly Mobile, - Less Range)*

## Abilities

**Raketenpanzerbüchsegranate 4312B**

* Cost: 30 Munitions
* Incendiary rocket. Added incendiary effect with moderate blase radius while still retaining exceptional penetration against armour.

**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.

**Camouflage Netting**

* Requirement: Veterancy 2
* Cost: 20 Munitions

* The squad is invisible on the minimap.
Sd.Kfz. 251/16 (Wehrmacht)

## Overview

The 251/16 was produced in large quantities for the Wehrmacht's highly mobile Panzergrenadiere and Pioniere regiments. Outfitted with dual flame projectors, the 'Flammpanzerwagen' could methodically eliminate infantry and structures.

*Armaments: Side flame projectors, Front MG 42, Armour: 12 mm, Role: Assault, Speed: 52.5 km/h.*

## Abilities

**Scorched Earth**

* Cost: 35 Munitions
* Increases main weapon damage and burst duration. Timed ability.

**Riegel Mine 43**

* Cost: 10 Munitions

* Anti-tank bar mine. Can be triggered by infantry.

**Emergency Repairs (*Toggle*)**

* The crew will attempt to repair their vehicle. Disables movement, rotation, and weapons when active.

**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

**Expert Gunnery**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Improves accuracy and increases reload speed.

**Field Maintenance**

* Cost: 20 Munitions

* *Replaces Emergency Repairs.* Vehicle is issued additional tools and supplies to repair friendly vehicles and crewed weapons.

**Emergency Repair Kit**

* Cost: 30 Munitions

* Allows the vehicle to repair itself when out of combat. Does not repair critical damage.
3. 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, MP 40 x2), Crew: 3, Skill: Elite, Role: Suppression.*

## Gameplay

*(+ High Damage, + Fast Suppression, + High ROF, + Passive Healing, - 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

**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.
Sd.Kfz. 221 (Wehrmacht)

Scout vehicle. Can be retrofitted against aircraft, used to conduct raids, or provide suppressive fire.

## Overview

An advanced four-wheel-drive scout car, the highly maneuverable Sd.Kfz. 221 was the workhorse of the Wehrmacht’s mechanised recon units. Outfitted with 14.5 mm of frontal armor, it reliably protected its two-man crew from small arms.

*Armaments: Pintle MG 34, \*2 cm KwK 30 L/55, \*Coaxial MG 34, Armour: 14.5 mm, Role: Recon, Speed: 80 km/h. Effective at medium range vs. infantry & aircraft.*

## Abilities

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

* Cost: 15 Munitions
* Crew switches to armour-piercing incendiary rounds, ideal for engaging light vehicles. Timed ability.

**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.

**Booby Trap Capture Point**

* Cost: 25 Munitions
* Plant an explosive trap on a friendly and in supply Victory or Resource Point. The trap is activated when enemy forces attempt to capture the point. Trap damages and suppresses enemy infantry when triggered.

**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

**FuG 12 Radio Set**

* Requirement: Veterancy 2
* Cost: 35 Munitions
* Allows vehicle to detect enemy vehicles in the fog of war.

**Expert Gunnery**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Improves accuracy and increases reload speed.

**Targeting Optics**

* Requirements: Veterancy 2, KwK 30 2 cm Autocannon w. Coaxial MG 34
* Cost: 30 Munitions
* Improves accuracy and increases line-of-sight and detection radius.

**2 cm** **KwK 30 Autocannon w. Coaxial MG 34**

* Cost: 25 Munitions
* Warning: Upgrading *2 cm* *KwK 30 Autocannon w. Coaxial MG 34* locks out *Expert Gunnery*
* Vehicle is retrofitted with a turret-mounted 2 cm KwK 30 autocannon which can more effectively engage infantry, light vehicles, and aircraft. Replaces *Load V-Patronen Armour-piercing Incendiary Rounds* with *Target Tread*. Reduces line-of-sight and detection radius.

**Radpanzer**

* Cost: 20 Munitions
* Increases armour.

**Emergency Repair Kit**

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

## Overview

Raised in early 1943, the 6th Regiment fought in Russia and Italy before its transfer to France in April 1944. Attached to the 91. Luftlande-Infanterie-Division, the 'oversized' regiment was ordered to hold the town of Carentan with its 3,457 men.

*Armaments: (K98k/P35 x4, FG 42), \*G43 x2, \*StG 44 x2, \*G43-Zf4, \*MG 15, Skill: Elite, Role: Assault.*

## Gameplay

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

## Abilities

**3 cm Gewehr-Sprenggranate**

* Cost: 30 Munitions
* High-explosive rifle grenade. Explosive with an impact fuze, ideal for use against infantry in cover or behind structures.

**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.

**Panzerwurfmine**

* Cost: 25 Munitions
* Shaped charge anti-tank impact grenade. Can outright destroy light vehicles and even severely damage armour.

**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)*

**Sturmgewehr 44 Assault 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 15 Light Machine Gun**

* Cost: 60 Munitions
* *(+ High ROF, + High Accuracy, + Fast Suppression, - Short Bursts)*

**Grenade Assault Training**

* Cost: 10 Munitions
* *Replaces 3 cm Gewehr-Sprenggranate.* Squad is issued additional M24 grenades. When instructed, all squad members will throw one grenade each.

**Satchel Charges**

* Cost: 10 Munitions
* *Replaces Panzerwurfmine.* Squad is issued bundled explosives that do extreme damage to stationary targets, capable of destroying vehicles if thrown underneath.
3. Hauptmann

Specialises in aircraft strafes and tactical bombing runs.

## Overview

Reformed from scratch in September 1944, the 3rd helped defend Arnhem during Operation Market Garden. Later fighting in the Hürtgenwald meat-grinder and the Ardennes offensive, the unit finally surrendered to U.S. forces in 1945.

*Armaments: (K98k x2, Luger), \*MP 40 x2, \*StG 44 x2, Skill: Regular, Role: Tactical/Strategic support.*

## Abilities

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

* Cost: 60 Munitions
* Requests a Ju-87D 'Stuka' plane to drop fragmentation bombs at the target area, which are effective at damaging and suppressing infantry. Bombs are delivered in a rough line formation. Plane is vulnerable to anti-aircraft fire.

**10.5 cm Howitzer Illumination Barrage**

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

**Junkers Ju-87D 'Stuka' Smoke Strike**

* Cost: 35 Munitions
* Requests a Ju-87D 'Stuka' plane to obscure the target area with smoke pots. Pots are delivered in a rough line formation. Plane is vulnerable to anti-aircraft fire. Infantry can be damaged by direct impact.

**Last Stand! *(Toggle)***

* The squad acts as a retreat point for friendly units. Also locks down the sector, preventing capture while active. Disables movement while active.

**Forced March!**

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

## Upgrades

**Focke-Wulf Fw 200 'Condor' Bombing Run**

* Requirement: Veterancy 3
* Cost: 20 Munitions
* Warning: Upgrading *Focke-Wulf Fw 200 'Condor' Bombing Run* locks out *Coordinated Barrage* and *Junkers Ju-87D 'Stuka' Incendiary Bombing Run*.
* *Replaces Junkers Ju-87D 'Stuka' SC50 Fragmentation Bombing Run.* Authorises the officer to request available aircraft to make a bombing run at the target area.

**Coordinated Barrage**

* Requirement: Veterancy 2
* Cost: 35 Munitions
* Warning: Upgrading *Coordinated Barrage* locks out *Focke-Wulf Fw 200 'Condor' Bombing Run* and *Junkers Ju-87D 'Stuka' Incendiary Bombing Run*.
* *Replaces Junkers Ju-87D 'Stuka' SC50 Fragmentation Bombing Run.* All available artillery will barrage the target area within the ability's range.

**Junkers Ju-87D 'Stuka' Incendiary Bombing Run**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Warning: Upgrading *Junkers Ju-87D Incendiary Bombing Run* locks out *Focke-Wulf Fw 200 'Condor' Bombing Run* and *Coordinated Barrage*.
* *Replaces Junkers Ju-87D 'Stuka' SC50 Fragmentation Bombing Run.* Authorises the officer to request available aircraft to make an incendiary bombing run at the target area.

**Maschinenpistole 40 Submachine Guns (x2)**

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

**Sturmgewehr 44 Assault Rifles (x2)**

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

**First Aid Training**

* Cost: 35 Munitions

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

Assault/Engineer infantry. Highly-trained assault engineers adept at clearing enemy fortifications, can only repair structures.

## Overview

Built in 1934, the 45th neutralised key fortifications during the invasion of France. Participating in the Battle of Stalingrad, the unit was instrumental in supporting regular troops during the murderous house-to-house fighting.

*Armaments: (K98k x4, MP 40), \*MP 717(r) (71rd.) x2, \*FmW 35, \*MP 40 x2, \*Panzerschreck, Skill: Experienced, Role: Assault.*

## Gameplay

*(+ Repair Tools, + Wire Cutters, + Faster Build Times)*

## Abilities

**Geballte Ladung**

* Cost: 35 Munitions

* Explosive charge. A baled load of seven M24 grenades, capable of severely damaging vehicles if thrown underneath.

**HHL-3 'Panzerknacker'**

* Cost: 30 Munitions
* Magnetic, shaped charge anti-tank grenade. Has to be directly planted on an enemy vehicle (very short deployment range). Causes extreme damage if not outright destroying the target.

**Building Repair**

* The squad is able to repair any damaged structure or bridge. More efficient over *Basic Repair*. Does not affect ambient structures.

**Tactical Advance *(Toggle)***

* Improves moving accuracy but reduces movement. 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)*

**Maschinenpistole 717(r) (71rd.) Submachine Guns (x2)**

* Cost: 45 Munitions
* *(+ High Capacity, +High ROF, + Long Bursts, + Suppressive, - Poor Accuracy)*

**Flammenwerfer 35 Flamethrower**

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

**Maschinenpistole 40 Submachine Guns (x2)**

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

**Grenade Assault Training**

* Cost: 10 Munitions
* Warning: Upgrading *Grenade Assault Training* locks out *Modell 24 Incendiary Grenades*.
* *Replaces Geballte Ladung.* Squad is issued additional M24 grenades. When instructed, all squad members will throw one grenade each.

**Modell 24 Incendiary Grenades**

* Cost: 5 Munitions
* Warning: Upgrading *Modell 24 Incendiary Grenades* locks out *Grenade Assault Training*.

* *Replaces Geballte Ladung.* Squad is issued incendiary variants of the M24 grenades, which are significantly more lethal than Molotovs, and can be thrown further distances.
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716. Hauptmann

## Overview

Less than 1,500 survivors of the 716th's original 7,716 men were mustered in Le Mans by July 1st. Destroyed again a month later during Anvil Dragoon, the Oberkommando der Wehrmacht reformed survivors in April 1945 into the 716. Infanterie-Division.

*Armaments: (K98k x2, StG 44), \*G43-Zf4, \*MG 34 (100rd.), \*PaB 783(r), Skill: Elite, Role: Tactical/Strategic 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.

**Concentrated Fire**

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

**Last Stand! *(Toggle)***

* The squad acts as a retreat point for friendly units. Also locks down the sector, preventing capture while active. Disables movement while active.

**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
* Warning: Upgrading *Coordinated Barrage* locks out *10.5 cm Howitzer Precision Barrage* and *8.8 cm Flak 36 Precision Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage.* All available artillery will barrage the target area within the ability's range.

**8.8 cm Flak 36 Precision Barrage**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* Warning: Upgrading *8.8 cm Flak 36 Precision Barrage* locks out *Coordinated Barrage* and *10.5 cm Howitzer Precision Barrage*.
* *Replaces 10.5 cm Howitzer High-explosive Barrage*. Authorises the officer to request precise 8.8 cm armour-piercing barrages, which are very effective against vehicles.

**10.5 cm Howitzer Precision Barrage**

* Requirement: Veterancy 1
* Cost: 20 Munitions
* Warning: Upgrading *10.5 cm Howitzer Precision Barrage* locks out *Coordinated Barrage and 8.8 cm Flak 36 Precision 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.

**Gewehr 43 Marksman Rifle**

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

**Maschinengewehr 34 (100rd.) Light Machine Gun**

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

**Panzerabwehrbüchse 783(r) Anti-tank Rifle**

* Cost: 35 Munitions
* *(+ High Accuracy, + High Damage, + High Penetration, + Cheap, - Low ROF)*
716. Osttruppen

Reserve infantry. Best used to augment other troops, or protect the flanks.

## Overview

Conscripts and volunteers from eastern territories, the culturally diverse Osttruppen were both dubious cowards and courageous fighters. A mixed blessing for the Wehrmacht, they were often under equipped and poorly trained.

*Armaments: (K98k x5), \*K98-Trench x2, \*G259(r) x2, \*MG 34, \*PzB 39, Skill: Poor, Role: General purpose.*

## Abilities

**Modell 39 Eierhandgranate**

* Cost: 15 Munitions
* Fragmentation grenade. The M39 'Egg Grenade' is cheap and unremarkable, with minimal blast radius and throwing range.

**Booby Trap Building**

* Cost: 50 Munitions
* Plant an explosive trap inside an unoccupied ambient structure. The trap is activated when enemy forces attempt to enter or infiltrate out from the building. Trap damages enemy infantry when triggered.

**Panzerfaust-100**

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

**Merge**

* Bring an allied squad back to full strength by transferring recruits from this squad.

**Sprint**

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

## Upgrades

**Maschinengewehr 34 Light Machine Gun**

* Requirement: Veterancy 3
* Cost: 55 Munitions
* *(+ High ROF, + High Accuracy, - Low Capacity, - Short Bursts)*

**Panzerbüchse 39 Anti-tank Rifle**

* Requirements: Veterancy 3
* Cost: 40 Munitions
* *(+ High Accuracy, + High Damage, - Low ROF)*

**Selbstladegewehr 259(r) Semi-automatic Rifles (x2)**

* Requirement: Veterancy 2
* Cost: 20 Munitions
* *(+ High Capacity, + High ROF, - Poor Accuracy)*

**3 cm Gewehr-Sprenggranate Rifle Grenades**

* Requirement: Veterancy 1
* Cost: 10 Munitions
* Warning: Upgrading *3 cm Gewehr-Sprenggranate Rifle Grenades* locks out *Geballte Ladung Grenades*.
* *Replaces Modell 39 Eierhandgranate*. Squad is issued high-explosive rifle grenades, ideal for use against infantry in cover or behind structures.

**Geballte Ladung Grenades**

* Requirement: Veterancy 1

* Cost: 10 Munitions
* Warning: Upgrading *Geballte Ladung Grenades* locks out *3 cm Gewehr-Sprenggranate Rifle Grenades*.
* *Replaces Modell 39 Eierhandgranate.* Squad is issued baled explosive charges, capable of severely damaging vehicles if thrown underneath.

**Kar98k w. Trench Magazine (x2)**

* Cost: 10 Munitions
* (*+ High Capacity, - Low ROF*)