recursal/Fanatic-Fandom huggingface dataset:
Troll Hurler

**Troll Hurler** is a Siege unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Troll Blood
+20 Health Regeneration Recovers a part of its lost health every turn.
*Trolls are known for their swift recovery from grave injuries, even regrowing lost limbs. Some think the troll’s connection to nature gives them this magical ability.*
Large
This unit cannot hide.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Siege**: Attack with all siege weapons, ignoring damage reduction from fortifications.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
8.8cm SprGr.43

* Round weight: 15 kg
* Projectile weight: 9 kg
* Muzzle velocity: 600 m/s
* Rolled homogenous armor (RHA) penetration: 16 mm
* Face hardened armor (FHA) penetration: 16 mm
* Charge type: TNT
* Charge weight: 0.698 kg
* Fuze type: Impact
* Blast radius:
	+ Lethal: 0.5 m
	+ Threat: 2 m
	+ Knockdown: 8 m
* Fragmentation radius:
	+ 99% chance: 6 m
	+ 66% chance: 10 m
	+ 33% chance: 16 m

**8.8 cm SprGr.43** is an ammunition type in *Close Combat: The Bloody First*.
Into the Sunken Lands

**Into the Sunken Lands** is a mission in the campaign of *Fantasy General II*.

## Summary

A flooded region, warped by magic and inhabited by Lizardfolk.

## Briefing

The Sunken Lands is an area of Keldonia ravaged by a magical catastrophe that flooded the whole region and turned into a swamp land filled with strange magic. Half of the Western Imperial Legion went on an expedition into the Sunken Lands and you will try and confront them before they can return to Krell's Landing.
Siege Troll

**Siege Troll** is a Siege unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Troll Blood
+20 Health Regeneration Recovers a part of its lost health every turn.
*Trolls are known for their swift recovery from grave injuries, even regrowing lost limbs. Some think the troll’s connection to nature gives them this magical ability.*
Large
This unit cannot hide.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Siege**: Attack with all siege weapons, ignoring damage reduction from fortifications.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Troll Pups

**Troll Pups** is a Siege unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Troll Blood
+20 Health Regeneration Recovers a part of its lost health every turn.
*Trolls are known for their swift recovery from grave injuries, even regrowing lost limbs. Some think the troll’s connection to nature gives them this magical ability.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Border Riders

**Border Riders** is a Cavalry unit in *Fantasy General II*.

## Characteristics

Mounted
Slower movement and -25% Damage dealt on Swamp and Difficult terrain
*Cavalry pays for their superior movement range with penalties on difficult terrain.*
Fast Rider
+25% Missile Damage Reduction Receive additional missile protection through fast and erratic movement.
*They ride like the wind, no arrow can harm them.*
Scout
+1 Search and grants Scout Trained scouts travel ahead of the army, scouting the surroundings to reveal unknown lands.
*Knowledge is power. Scouts are the backbone of every great army.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Scout**: Scouts the surroundings, lifting the fog of war over a large area (6 hexes). (Cooldown: 3)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
Damage

After being part of a melee battle or defending against a ranged
attack, a unit is sure to have taken some damage. **Damage** reduces a
unit’s health, and when all of a unit’s health is gone the unit will die.

## Damage and health

Each unit has a health bar, which can be seen on the
panel at the bottom of the screen above each unit’s
portrait, as well as at the top of each unit’s icon on the
map. Depending on the unit’s Squad Size, this bar may
be divided into one or more parts.

The health bar for a unit starts out fully green,
representing a unit at full strength. After taking some
damage, part of this bar will turn red, and the unit
is considered to be ‘wounded’. The unit’s health is reduced when
wounded (only the green part of the bar counts towards health), but
these losses can be recovered by allowing a unit to Rest for a turn.
The next turn, all formerly red parts of the bar will be green again. If
the green part of the unit’s health bar is reduced to zero, the unit will
be destroyed – wounded segments are simply recoverable losses,
and do not contribute to unit health.

If a unit is attacked while Resting, the Rest action will be
interrupted, and the unit will not benefit from Resting that turn.
If a unit takes a lot of damage, wounded parts of the
unit may instead be Killed. These losses will cause the
unit’s Squad Size to decrease as dead members of the squad cannot fight, making weapons less effective.
Killed parts of units are shown on the health bar in
black, and cannot be recovered by Resting. However,
if a partially-dead unit is on a settlement, war camp or
castle, it can use the Restore Squad action, which costs
gold but brings the unit back up to full health and at their current XP
value. Alternatively, some artefacts allow a unit to regain health and
units will always be restored at the end of a scenario in the campaign,
but their XP will be reduced through the new recruits joining.

## Experience

Units gather experience during combat for defeated enemy units in a 3 hex area! Whenever they receive a level, their combat performance improves. Heroes additionally gain a skill-point they can spend in their skill-tree. Remember that dead individuals lower the unit experience at the end of the battle, as fresh recruits replace the dead veterans, often resulting in a level loss.
Wolf Mother

**Wolf Mother** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Retreat II
+66% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
Warg
Grants Charm Animals Grants the ability to charm animals and learn their essence. Once this is done, the Warg can summon the beast whenever they please.
Summon Dire Wolves
Can summon a pack of Dire Wolves to aid in battle.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Charm Animals**: Charms an animal and makes it switch sides as long as the caster is alive or the spell duration lasts. (Range: 3 Mana cost: 3)
 **Summon**: Use Mana to summon one of the learned creatures for the remainder of the battle.
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Support

Fantasy General II Wiki is focused on creating the definitive guide to *Fantasy General II*. However, while we make an effort to be complete, which may include game bugs and fixes for them, we are not an official game support channel.

The official game support channels can be found here:

* The Official Steam forums
* Slitherine Tech Support forum
* Graphics Options - 101 (steam guide)
Winged Maidens

**Winged Maidens** is a Infantry unit in *Fantasy General II*.

## Characteristics

Fortify
-100% chance to suffer losses, +33% Fortification Damage Reduction, Break Charge The unit fortifies its position for this and all subsequent turns, until another action is taken.
All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Valkyrie Wings
+1 Speed, grants Winged Leap Magical wings greatly increase mobility and allow the unit to leap to any visible location within range and remain on position if empty after attack.
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Fortify**: The unit fortifies its position for this and all subsequent turns.
 **Winged Leap**: +100% melee damage as charge damage, blocked by aerial units (Range: 5 Mana cost: 2)
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Battle for Heartspire

**Battle for Heartspire** is a mission in the campaign of *Fantasy General II*.

## Summary

The sacred Heartspire Mountain stands alone in the Trollwoods

## Briefing

The Heartspire is a lone mountain range deep in the heart of the Trollwoods. It is considered a holy site by both humans and trolls. This is where you suspect the Misneach defilers are headed and you have agreed to follow them there and stop them.
The Clanmeet

**The Clanmeet** is a mission in the campaign of *Fantasy General II*.

## Summary

The sacred site where all of Fareach's Clans meet.

## Briefing

Sacred to the Clans of Fareach, this area has been the Clanmeet since before the Shadow Wars. Although slightly remote, the roads are well travelled around it. The deep lake that lies next to it is rumoured to hold a protective spirit watching over the meet.
Tir Angry-Earth

**Tir Angry-Earth** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Troll Blood
+20 Health Regeneration Recovers a part of its lost health every turn.
*Trolls are known for their swift recovery from grave injuries, even regrowing lost limbs. Some think the troll’s connection to nature gives them this magical ability.*
Large
This unit cannot hide.
Fearless
This unit cannot be broken or routed by morale and is immune to fear.
*Some are just more chill than others.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Melee Attack**: Attack with all skirmish and melee weapons.
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
Krell's Tower

**Krell's Tower** is a mission in the campaign of *Fantasy General II*.

## Summary

The ruins of Krell's Tower are rumoured to be somewhere in this area.

## Briefing

Archmage Krell, the great hero of the Shadow Wars, built his tower around here. It fell when the Cataclysm turned the area into the Sunken Lands and everything into rubble. But the Empire suspects a powerful magical weapon is still hidden there, so you have to get there before they do.
Witch Doctor

**Witch Doctor** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
Retreat I
+33% retreat chance When attacked in melee, the unit has a chance to retreat from combat unharmed. Cannot retreat from attackers who have higher speed. Can only retreat once per turn.
Empire

**Empire** is a major faction in *Fantasy General II*.

## Background

Three hundred years have passed since the Shadow Wars have ravaged Keldonia and the world of Aer, and the struggles of the past have long since faded into legends. The mighty Empire subjugated most of Keldonia with its undead armies and magical machines, created by the Transmuter's Order. It has grown rich from trade and conquest.

In the Highlands of Fareach, clans of Barbarian warriors have eked out a living in the harsh northern climate, constantly feuding with each other and raiding the wealthier Borderland towns. Fed up with these raids, the Borderland Clans called on the Empire – a powerful realm controlling much of Keldonia. The Western Imperial Legion was dispatched to see off the Highland raiders and with the help of Borderland Clans Iseal and Machnar, destroyed High King Brendan's army in the battle of Wyrm’s Pass.

## Overview

*This article is a stub. You can help Fantasy General II Wiki by expanding it.*
Owin's Ford

**Owin's Ford** is a mission in the campaign of *Fantasy General II*.

## Summary

The only point to cross the river, the ford is well protected by a series of towers.

## Briefing

Protected by a chain of towers along the river bank, a trade road leads from Machnar to Owin's Ford and on to Krell's landing. The remaining Machnar Clansmen will make their stand here.
Imperial Golem

**Imperial Golem** is a Siege unit in *Fantasy General II*.

## Characteristics

All Terrain
Faster movement through Shallow Water and Difficult terrains. The unit moves through difficult terrain with ease.
Mechanical
Cannot rest, all damage is permanent
Large
This unit cannot hide.
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
Hard Target
Attackers receive -20% to damage dealt Dulls the weapons and claws of any melee attacker, decreasing their damage.
## Actions

 **Melee Attack**: Attack with all skirmish and melee weapons.
How to play guide for Fantasy General II

*This article is a stub. You can help Fantasy General II Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Fantasy General II***.

## Controls

### Keyboard shortcuts

* Move Unit: M
* Fire Unit: Delete
* Skill Screen: U
* End Turn: Backspace
* Instant Skip: Space

Dialogs

* Continue Dialogue: Space
* Dialogue Choice 1: 1
* Dialogue Choice 2: 2
* Dialogue Choice 3: 3
* Dialogue Choice 4: 4

Navigation/views

* Camera Right: D
* Camera Left: A
* Camera Forward: W
* Camera Back: S
* Rotate Camera Right: Q
* Rotate Camera Left: E
* Zoom: Mouse Wheel
* Toggle Grid: G

## See also

* Fantasy General 2 Game Manual
* Release date
* System requirements
FJ 5cm Granatwerfer

**FJ 5cm Granatwerfer** is a unit type in *Close Combat: The Bloody First*.

## Parachute Light Mortar Team

 Vehicle count | 0

Parachute Light Mortar Team - Mortars provide indirect suppressive fire from hidden positions. The 5 cm Granatwerfer 36 provided a light-weight alternative to company-level fire support. The GrW 36 was light and portable which made it easy to move. It provided indirect fire support that filled the role between medium mortars and hand grenades.

### Soldiers

* **Rank**: Gefreiter - Gefreiter
* Hand Grenade StiHdgr 24
 Gunner* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* 9mm Pistol Walther P38
 Asst. Gunner* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
Bone Golem

**Bone Golem** is a Siege unit in *Fantasy General II*.

## Characteristics

Undead
+50% Physical Damage Reduction, cannot rest Undead units are resistant to physical damage, but cannot rest. All damage they sustain is permanent.
*They do not fear, they do not fatigue, they do not die!*
Large
This unit cannot hide.
Charge Attack
+100% melee damage as charge damage Replaces the normal melee attack with a more powerful charge attack (selectable skills)
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
Expendable
Losing this unit has no effect on army morale.
*Nobody cares.*
Cause Fear
Adjacent enemies receive -1 Morale and deal -20% damage Strikes fear into the hearts of your enemies.
*What is that thing?!*
## Actions

 **Charge Attack**: Attack with all skirmish and melee weapons, dealing +100% damage as charge damage.
Dolos the Trickster

**Dolos the Trickster** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
Wolf Killers

**Wolf Killers** is a Missile Infantry unit in *Fantasy General II*.

## Characteristics

Defensive Fire
Fires at enemies attacking adjacent units The unit can support adjacent allies in battle, by firing a volley into any attacker prior to combat.
Plenty of Ammo
Infinite defensive fire while on Rough terrain.
*Uh, look, a pebble! Uh, look…*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
 **Restore Squad**: Spend gold to refill the unit’s ranks and retain its XP level (requires a hiring location)
 **Raid**: Raid a settlement over the course of a turn, destroying it and some wealth in the process. Gain a random treasure based on remaining wealth.
37mm Cannister M2

* Round weight: 1.79 kg
* Projectile weight: 0.88 kg
* Muzzle velocity: 762 m/s
* Rolled homogenous armor (RHA) penetration: 6 mm
* Face hardened armor (FHA) penetration: 5 mm
* Charge type: TNT
* Charge weight: 0.02 kg
* Fuze type: Time
* Fuze time/distance: 0.03 s/m
* Fragmentation radius:
	+ 99% chance: 20 m
	+ 66% chance: 40 m
	+ 33% chance: 100 m

**37mm Cannister M2** is an ammunition type in *Close Combat: The Bloody First*.
Flesh-walkers

**Flesh-walkers** is a Infantry unit in *Fantasy General II*.

## Characteristics

Undead
+50% Physical Damage Reduction, cannot rest Undead units are resistant to physical damage, but cannot rest. All damage they sustain is permanent.
*They do not fear, they do not fatigue, they do not die!*
Immune to Psychology
This unit is immune to all psychological effects, unaffected by morale or fear, and can never become disordered, broken, or routed.
Expendable
Losing this unit has no effect on army morale.
*Nobody cares.*
## Actions

 **Corpse Explosion**: Sacrifice one to have a chance to infect all adjacent units with Disease (Cooldown: 3)
Djebel Keddab Defense

**Djebel Keddab Defense** is an Battle in *Close Combat: The Bloody First*.

## Overview

Having broken the enemy defenses southeast of El Guettar, the US 1st Infantry Division halts and digs in the face of a counter-attack by the German 10th Panzer Division.

## Objectives

### Allies

We've broken through the Italian defensive positions southeast of El Guettar, but reliable intelligence now shows the German 10th Panzer Division is moving forward to counter-attack. Rather than meeting them 'on the move' along Gum Tree Road, you've chosen to dig in and meet them from prepared positions near Djebel Keddab.

### Axis

The enemy has broken through the Italian units defending southeast of El Guettar and the 10.Panzer Division has been ordered to counter-attack. Reconnaisance reports indicate the Americans are dug in ahead. Advance and drive them from their positions as we did at Kasserine.
Fantasy General II

Mode(s) | Single & Multiplayer

**Fantasy General II** is a strategy game released by Slitherine in 2019, developed by Owned by Gravity. It is the heir to the tradition of the first *Fantasy General*.

## Background

Three hundred years have passed since the Shadow Wars have ravaged Keldonia and the world of Aer, and the struggles of the past have long since faded into legends.
In the Highlands of Fareach, Clans of Barbarian warriors have eked out a living in the harsh northern climate, constantly feuding with each other and raiding the wealthier Borderland towns. Fed up with these constant attacks, the Borderland Clans called on the Empire for help – a powerful realm controlling the land from the Scarlett Mountains to Cynehelm Valley and the Hoarwood. The Western Imperial Legion was sent to face the highland raiders, and with the help of the Borderland clans Iseal and Machnar, killed High King Brendan in the battle of Wyrm’s Pass.

A treaty was signed that forbade any clan from crossing into the Borderlands in return for peace. Since then, there has been no High King to unite the Clans, and they fell into quarrelling and raiding amongst themselves.

In these dark times your clan has been led by Falir One-Eye, a warrior of great renown. You are his son and designated heir, and you are eager to prove your mettle to the Clan Council and your father…

## Gameplay

*Fantasy General II: Invasion* is the reimagination of the strategy game classic from the 90s! Armies once again draw battle-lines on the war-torn land of Keldonia, and a new generation of commanders will test their bravery and tactics against each other. Fantasy wargaming is back!

True to the tradition of the original game, *Fantasy General II* is all about turn-based battles. Lead over 75 different unique unit types, including powerful heroes. Take into consideration terrain, weapons and armour, magical effects, morale, and the balance of forces, make a plan, execute it, and vanquish your enemy, forging your reputation as a savage war-leader.

Battle after battle, you will need to make decisions and develop your army. The young clan members will need to be trained, and as they gain enough experience, even the greenest recruits can be turned into champions. But beware: costly victories can be worse than a defeat… when battle-hardened units perish, so does their progression and experience.Each unit comes with their specific abilities, arms and armour, and they can be equipped with magic artefacts you find during battle and upgraded with gold and resources that you need to plunder from your enemy.
Flammable Liquid

* Round weight: 2.8 kg
* Projectile weight: 2.8 kg
* Muzzle velocity: 17 m/s
* Rolled homogenous armor (RHA) penetration: 10 mm
* Face hardened armor (FHA) penetration: 10 mm
* Charge type: Flammable
* Charge weight: 2.8 kg
* Fuze type: Impact
* Blast radius:
	+ Lethal: 1 m
	+ Threat: 3 m
	+ Knockdown: 4 m

**Flammable Liquid** is an ammunition type in *Close Combat: The Bloody First*.
First Blood (operation)

**First Blood (operation)** is an Operation in *Close Combat: The Bloody First*.

## Overview

Axis forces were able to throw back the first Allied push toward the major ports of Tunis and Bizerte. Regrouping for a second offensive, the British 1st Army is now poised to jump off. One battalion of the US 1st Infantry division is sent to hold a key hill, recently captured by the British. A hill the 10th Panzer Division plans to retake. It will be the 1st Infantry Divisions first battle against the German foe.

## Objectives

### Allies

Nicknamed by the British after a fielding position in Cricket, Longstop Hill is a prominent feature in the Medjerda Valley providing excellent views across the region. Point 290 is among the important positions that must be held against the Germans. If possible, drive the Germans from the region. Your men are new to combat and must prove themselves against a more powerful force that is sure to counterattack.

### Axis

Your panzergenadiers and tanks must drive the green Americans from Djebel el Ahmera, also known as Point 290. An earlier British attack has succeeded in establishing Allied positions along the ridge, but American troops have relieved their postions. The Americans are green and have no experience against well-trained, veteran panzergrenadiers and panzers. You should have no problem driving them from Point 290 and surrounding postions.

## Battles

* First Blood: A single battalion from the US 1st Infantry Division is sent to hold a strategic hill recently captured from the Germans. The German 10th Panzer Division plans to take it back.
Hill 278

**Hill 278** is an Battle in *Close Combat: The Bloody First*.

## Overview

The US 1st Infantry Division's offensive toward Mateur continues through the rugged hill country north of the Tine valley. A major strongpoint blocks across the spine of an east-west ridge now blocks their advance.

## Objectives

### Allies

The farm in the southwest is your only stronghold to coordinate a cross country attack to take Hill 278. This rocky terrain will be slow going and provide the enemy with too many opportunities to dig in. That is your advantage. With supporting tank destroyers you will have the opportunity to attempt a flanking maneuver through the rocky terrain or along the road to the north.

### Axis

American infantry will press the attack to take Hill 278 or flank to the north along the road. While our defenses may be wearing thin, a small reserve of supporting armor is now available for support. Moving tanks over hilly, rocky terrain is never ideal, but the road may provide an ideal path to launch a combined arms counterattack.
5cm Sprgr.38

* Round weight: 3.11 kg
* Projectile weight: 1.82 kg
* Muzzle velocity: 550 m/s
* Rolled homogenous armor (RHA) penetration: 7 mm
* Face hardened armor (FHA) penetration: 7 mm
* Charge type: TNT
* Charge weight: 0.17 kg
* Fuze type: Impact
* Blast radius:
	+ Knockdown: 3 m
* Fragmentation radius:
	+ 99% chance: 4 m
	+ 66% chance: 7 m
	+ 33% chance: 10 m

**5 cm Sprgr.38** is an ammunition type in *Close Combat: The Bloody First*.
Engineer Platoon HQ

**Engineer Platoon HQ** is a unit type in *Close Combat: The Bloody First*.

## Platoon HQ

Platoon HQ - Combat Engineer Platoon 1943 - Command Teams provide a morale bonus to nearby units and can rally broken or routed soldiers. Their direct combat value is relatively low. In the US Army the combat engineer platoon is commanded by a Lieutenant.

### Soldiers

* **Rank**: Second Lieutenant - First Lieutenant
* .45 Cal. Pistol M1911A1 Colt
* Hand Grenade Mk.II
* Smoke Grenade M8
* 21 x .45 Ball
* 2 x Mk II Frag Grenade
 Platoon Sgt* **Nation**: United States
* **Rank**: Staff Sergeant - Staff Sergeant
* Hand Grenade Mk.II
 Basic* **Nation**: United States
* **Rank**: Private - Private
Contraerei da 20 mod. 35

* Round weight: 0.294 kg
* Projectile weight: 0.115 kg
* Muzzle velocity: 800 m/s
* Rolled homogenous armor (RHA) penetration: 1 mm
* Face hardened armor (FHA) penetration: 1 mm
* Charge type: PETN
* Charge weight: 0.006 kg
* Fuze type: Impact
* Blast radius:
	+ Knockdown: 2 m
* Fragmentation radius:
	+ 99% chance: 1 m
	+ 66% chance: 2 m
	+ 33% chance: 3 m

**Contraerei da 20 mod. 35** is an ammunition type in *Close Combat: The Bloody First*.
7.62cm Gun Pak 36(r)

* Valid targets: All
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 9 s
* Range (min-max): 3 - 3000 m
* Dispersion (lat/vert): 0.23/0.35 mils
* Reliability: 498 base, -0 per round fired, +0 per sec
* Capacity: 1 rounds
* Ammunition:

* Round weight: 9.5 kg
* Projectile weight: 6.2 kg
* Muzzle velocity: 550 m/s
* Rolled homogenous armor (RHA) penetration: 14 mm
* Face hardened armor (FHA) penetration: 14 mm
* Charge type: TNT
* Charge weight: 0.55 kg
* Fuze type: Impact
* Blast radius:
	+ Lethal: 0.5 m
	+ Threat: 2 m
	+ Knockdown: 8 m
* Fragmentation radius:
	+ 99% chance: 4 m
	+ 66% chance: 10 m
	+ 33% chance: 16 m

* Round weight: 12.7 kg
* Projectile weight: 7.6 kg
* Muzzle velocity: 710 m/s
* Rolled homogenous armor (RHA) penetration: 129 mm
* Face hardened armor (FHA) penetration: 129 mm
* Charge type: TNT
* Charge weight: 0.17 kg
* Fuze type: Impact

**7.62cm Gun Pak 36(r)** is a weapon in *Close Combat: The Bloody First*.
7.62cm Pak 36(r)

**7.62cm Pak 36(r)** is a unit type in *Close Combat: The Bloody First*.

## Anti-Tank Gun

 Vehicle count | 1

Anti-Tank Gun - These captured Russian guns (approx. 1,300) were modified to be brought into the German FK36(r) standard which included rechambering the breech to accept the German Pak40 cartridge. They were used as towed as well as self-propelled guns and depending upon the round capable of penetrating 87mm of armor at up to 1,829m.

### Soldiers

* **Rank**: Obergefreiter - Unteroffizier
 Gunner* **Nation**: Germany
* **Rank**: Oberschütze - Gefreiter
 Loader* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
 Ammo Bearer* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
 Ammo Bearer* **Nation**: Germany
* **Rank**: Schütze - Oberschütze

## Gun

* Drag force: 0.8
* Engine horse power: 0 hp
* Engine torque: 0 N⋅m
* Power train: Push
* Brake force: 1425
* Max off-road speed: 4 km/h
* Max road speed: 8 km/h
 Weapons

Elevation (min-max): -5° - 75°
Traverse (left-right): 30° - 30°
Traverse speed: 12°/sec
No protection* Operator: Drive
* 16 x 7.62cm Pzgr.39 rot
 Protection
	+ Upper: 6 at 0°
	+ Lower: 6 at 0°
* Side
	+ Upper: 0 at 0°
	+ Lower:0 at 0°
* Rear
	+ Upper: 0 at 0°
	+ Lower: 0 at 0°
* Bottom: 0 at 0°
 Crew
* Passenger capacity: 0

Positions
* Gunner, always exposed
* Loader, always exposed
* Commander, always exposed
* Ammo, always exposed
* Ammo, always exposed
.30 Cal. Rifle M1C

* Valid targets: All, can assault fire, has bayonet
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 8 s
* Range (min-max): 2 - 700 m
* Dispersion (lat/vert): 1/1 mils
* Reliability: 498 base, -0 per round fired, +0 per sec
* Capacity: 8 rounds
* Ammunition:

* Round weight: 0.026 kg
* Projectile weight: 0.01 kg
* Muzzle velocity: 855 m/s
* Rolled homogenous armor (RHA) penetration: 8 mm
* Face hardened armor (FHA) penetration: 5 mm

* Round weight: 0.027 kg
* Projectile weight: 0.01 kg
* Muzzle velocity: 843 m/s
* Rolled homogenous armor (RHA) penetration: 17 mm
* Face hardened armor (FHA) penetration: 12 mm

**.30 Cal. Rifle M1C** is a weapon in *Close Combat: The Bloody First*.
M3A1 Scout Car

**M3A1 Scout Car** is a unit type in *Close Combat: The Bloody First*.

 Vehicle count | 1

The M3A1 Scout Car was an interim vehicle used by recon units until an actual armored car could be developed.

### Soldiers

* **Rank**: Private - Private First Class
 Gunner* **Nation**: United States
* **Rank**: Private - Private First Class
 Gunner* **Nation**: United States
* **Rank**: Private - Private First Class

### Vehicle

* Drag force: 1.2
* Engine horse power: 87 hp
* Engine torque: 260 N⋅m
* Power train: All-wheel drive
* Brake force: 16650
* Max off-road speed: 20 km/h
* Max road speed: 80 km/h
 Weapons

Elevation (min-max): -35° - 55°
Traverse (left-right): 30° - 30°
Traverse speed: 64°/sec
No protection* Operator: Gunner
 Protection
	+ Upper: 13 at 30°
	+ Lower: 6 at 30°
* Side
	+ Upper: 6 at 0°
	+ Lower:6 at 0°
* Rear
	+ Upper: 6 at 0°
	+ Lower: 6 at 0°
* Bottom: 6 at 90°
 Crew
* Passenger capacity: 6

Positions
* Drive, never exposed
* Gunner, always exposed
* Commander, exposed when unbuttoned
3/4 Ton Truck (HMG)

**3/4 Ton Truck (HMG)** is a unit type in *Close Combat: The Bloody First*.

## 3/4 Ton Weapons Carrier w/ .50cal HMG

 Vehicle count | 1

3/4 Ton Weapons Carrier w/ .50cal HMG - Also known as the Dodge WC was a prolific range of light 4WD military utility trucks. Besides being used as weapons carriers they were used in whatever capacity needed from radio command vehicles, reconnaissance vehicles, ambulances, workshop trucks, to prime movers.

### Soldiers

* **Rank**: Private - Private First Class
 Gunner* **Nation**: United States
* **Rank**: Private - Private First Class

### Vehicle

* Drag force: 1.3
* Engine horse power: 92 hp
* Engine torque: 235 N⋅m
* Power train: All-wheel drive
* Brake force: 7600
* Max off-road speed: 20 km/h
* Max road speed: 87 km/h
 Weapons

Elevation (min-max): -35° - 55°
Traverse (left-right): 30° - 30°
Traverse speed: 64°/sec
No protection* Operator: Gunner
 Protection
	+ Upper: 1 at 0°
	+ Lower: 1 at 0°
* Side
	+ Upper: 1 at 0°
	+ Lower:1 at 0°
* Rear
	+ Upper: 1 at 0°
	+ Lower: 1 at 0°
* Bottom: 1 at 0°
 Crew
* Passenger capacity: 5

Positions
* Drive, always exposed
* Gunner, always exposed, turret
9mm Submachine Gun MP40

* Valid targets: All, can assault fire
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 10 s
* Cyclical rate of fire: 500 rounds/s
* Range (min-max): 1 - 100 m
* Dispersion (lat/vert): 1.5/1.5 mils
* Reliability: 498 base, -3 per round fired, +1 per sec
* Capacity: 32 rounds
* Ammunition:

* Round weight: 0.012 kg
* Projectile weight: 0.008 kg
* Muzzle velocity: 390 m/s
* Rolled homogenous armor (RHA) penetration: 2 mm
* Face hardened armor (FHA) penetration: 1.4 mm

**9mm Submachine Gun MP40** is a weapon in *Close Combat: The Bloody First*.
M2A1 Halftrack

**M2A1 Halftrack** is a unit type in *Close Combat: The Bloody First*.

## M2A1 Halftrack with .30 cal Machine Gun

 Vehicle count | 1

M2A1 Halftrack with .30 cal Machine Gun - Initially intended as an artillery tractor made by the White Motor Company. They found use as a reconnaissance unit with later variants adding self-propelled guns and anti-aircraft guns. The M2A1 had the improved M49 machine gun ring mount over the right hand front seat with 3 fixed pintle mounts for 0.30cal machine-guns often fitted at the unit level in the field. It was primarily used as a prime mover and scout vehicle.

### Soldiers

* **Rank**: Private - Private First Class
 Gunner* **Nation**: United States
* **Rank**: Corporal - Corporal

### Vehicle

* Drag force: 1.4
* Engine horse power: 150 hp
* Engine torque: 360 N⋅m
* Power train: Half-track
* Brake force: 25000
* Max off-road speed: 31 km/h
* Max road speed: 72 km/h
 Weapons

Elevation (min-max): -20° - 85°
Traverse (left-right): 180° - 180°
Traverse speed: 64°/sec
No protection* Operator: Gunner
 Protection
	+ Upper: 13 at 25°
	+ Lower: 6 at 26°
* Side
	+ Upper: 6 at 0°
	+ Lower:6 at 0°
* Rear
	+ Upper: 6 at 0°
	+ Lower: 6 at 0°
* Bottom: 6 at 90°
 Crew
* Passenger capacity: 8

Positions
* Drive, never exposed
* Gunner, always exposed
Grenade Geballte Ladung

* Valid targets: Vehicle & terrain
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 10 s
* Range (min-max): 10 - 20 m
* Dispersion (lat/vert): 64/64 mils
* Reliability: 512 base, -0 per round fired, +0 per sec
* Capacity: 1 rounds
* Ammunition:

* Round weight: 4.3 kg
* Projectile weight: 4.3 kg
* Muzzle velocity: 18 m/s
* Rolled homogenous armor (RHA) penetration: 23 mm
* Face hardened armor (FHA) penetration: 23 mm
* Charge type: TNT
* Charge weight: 1.4 kg
* Fuze type: Time
* Fuze time/distance: 4.5 s/m
* Blast radius:
	+ Threat: 1.5 m
	+ Knockdown: 6 m
* Fragmentation radius:
	+ 99% chance: 3 m
	+ 66% chance: 6 m
	+ 33% chance: 8 m

**Grenade Geballte Ladung** is a weapon in *Close Combat: The Bloody First*.
Fucile Controcarro da 20

**Fucile Controcarro da 20** is a unit type in *Close Combat: The Bloody First*.

## 20mm Solothurn Anti-Tank Rifle Team

 Vehicle count | 0

20mm Solothurn Anti-Tank Rifle Team - The use of anti-tank rifles originated in WWI. The Solothurn S18-1000 was a Swiss made 20mm anti-tank rifle. The guns significant recoil made it problematic for the operator to operate. It was capable of penetrating 60mm of armor at 100m.

### Soldiers

* **Rank**: Caporale - Caporale maggiore
* Hand Grenade Breda Mod 35
 Gunner* **Nation**: Italy
* **Rank**: Soldato - Soldato Scelto
* 10.35mm Revolver Mod 89
 Ammo Bearer* **Nation**: Italy
* **Rank**: Soldato - Soldato
* Hand Grenade Breda Mod 35
* 2 x Bomba a mano Breda mod. 35

## Bersaglieri 20mm Solothurn Anti-Tank Rifle Team

 Vehicle count | 0

Bersaglieri 20mm Solothurn Anti-Tank Rifle Team - The use of anti-tank rifles originated in WWI. The Solothurn S18-1000 was a Swiss made 20mm anti-tank rifle. The guns significant recoil made it problematic for the operator to operate. It was capable of penetrating 60mm of armor at 100m.

### Soldiers

* **Rank**: Caporale - Caporale
* Hand Grenade Breda Mod 35
 Gunner* **Nation**: Italy
* **Rank**: Soldato - Soldato Scelto
* 10.35mm Revolver Mod 89
 Ammo Bearer* **Nation**: Italy
* **Rank**: Soldato - Soldato
* Hand Grenade Breda Mod 35
* 2 x Bomba a mano Breda mod. 35
81mm WP M57

* Round weight: 5.15 kg
* Projectile weight: 5.15 kg
* Muzzle velocity: 91/91/121/146/170 m/s
* Charge type: WP
* Charge weight: 1.85 kg
* Fuze type: Impact
* Fragmentation radius:
	+ 99% chance: 1 m
	+ 66% chance: 2 m
	+ 33% chance: 4 m

**81mm WP M57** is an ammunition type in *Close Combat: The Bloody First*.
75mm Howitzer 75/18 Mod 34

* Valid targets: All
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 12 s
* Range (min-max): 4 - 9500 m
* Dispersion (lat/vert): 0.35/0.52 mils
* Reliability: 498 base, -0 per round fired, +0 per sec
* Capacity: 1 rounds
* Ammunition:

* Round weight: 8.08 kg
* Projectile weight: 6.42 kg
* Muzzle velocity: 475 m/s
* Rolled homogenous armor (RHA) penetration: 59 mm
* Face hardened armor (FHA) penetration: 53 mm
* Charge type: TNT
* Charge weight: 0.265 kg
* Fuze type: Impact

* Round weight: 7.725 kg
* Projectile weight: 6.35 kg
* Muzzle velocity: 295 m/s
* Rolled homogenous armor (RHA) penetration: 15 mm
* Face hardened armor (FHA) penetration: 15 mm
* Charge type: TNT
* Charge weight: 0.6 kg
* Fuze type: Impact
* Blast radius:
	+ Lethal: 0.5 m
	+ Threat: 2 m
	+ Knockdown: 8 m
* Fragmentation radius:
	+ 99% chance: 6 m
	+ 66% chance: 10 m
	+ 33% chance: 16 m

* Round weight: 5.87 kg
* Projectile weight: 4.5 kg
* Muzzle velocity: 425 m/s
* Rolled homogenous armor (RHA) penetration: 70 mm
* Face hardened armor (FHA) penetration: 70 mm
* Charge type: PETN
* Charge weight: 0.36 kg
* Fuze type: Impact

**75mm Howitzer 75/18 Mod 34** is a weapon in *Close Combat: The Bloody First*.
LeMG 34

**LeMG 34** is a unit type in *Close Combat: The Bloody First*.

## Panzergrenadier Light Machine Gun Team

 Vehicle count | 0

Panzergrenadier Light Machine Gun Team - Rifle teams are relatively lightly armed and carry both grenades and bayonets for close combat. They are the primary maneuver and assault units of an infantry company. The German Army rifle team is armed with the Mauser 98k bolt action rifle. The German anti-tank warfare paradigm left tank fighting to specialized, attached Panzerjaeger units so rifle teams were not given anti-tank capability.

### Soldiers

* **Rank**: Schütze - Gefreiter
* 9mm Pistol Walther P38
 Asst. Gunner* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
* 2 x Stielhandgranate 39
47mm Gun 47/32 M35

* Valid targets: All
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 8 s
* Range (min-max): 3 - 2000 m
* Dispersion (lat/vert): 0.23/0.35 mils
* Reliability: 498 base, -0 per round fired, +0 per sec
* Capacity: 1 rounds
* Ammunition:

* Round weight: 2.1 kg
* Projectile weight: 1.4 kg
* Muzzle velocity: 630 m/s
* Rolled homogenous armor (RHA) penetration: 58 mm
* Face hardened armor (FHA) penetration: 53 mm
* Charge type: TNT
* Charge weight: 0.015 kg
* Fuze type: Impact

* Round weight: 2.9 kg
* Projectile weight: 2.4 kg
* Muzzle velocity: 250 m/s
* Rolled homogenous armor (RHA) penetration: 7 mm
* Face hardened armor (FHA) penetration: 7 mm
* Charge type: TNT
* Charge weight: 0.15 kg
* Fuze type: Impact
* Blast radius:
	+ Knockdown: 3 m
* Fragmentation radius:
	+ 99% chance: 4 m
	+ 66% chance: 7 m
	+ 33% chance: 10 m

**47mm Gun 47/32 M35** is a weapon in *Close Combat: The Bloody First*.
Granata EP da 75/18

* Round weight: 5.87 kg
* Projectile weight: 4.5 kg
* Muzzle velocity: 425 m/s
* Rolled homogenous armor (RHA) penetration: 70 mm
* Face hardened armor (FHA) penetration: 70 mm
* Charge type: PETN
* Charge weight: 0.36 kg
* Fuze type: Impact

**Granata EP da 75/18** is an ammunition type in *Close Combat: The Bloody First*.
Carro R-35

**Carro R-35** is a unit type in *Close Combat: The Bloody First*.

## Renault Mr-35

 Vehicle count | 1

Renault Mr-35 - A light tank captured from France in some numbers, it was obsolete by 1943 but still in use with some Italian units.

### Soldiers

* **Rank**: Caporale - Caporale maggiore
 Driver* **Nation**: Italy
* **Rank**: Caporale - Caporale maggiore

### Vehicle

* Drag force: 1.2
* Engine horse power: 85 hp
* Engine torque: 275 N⋅m
* Power train: Tracked
* Brake force: 27000
* Max off-road speed: 12 km/h
* Max road speed: 20 km/h
 Weapons

Elevation (min-max): -16° - 20°
Traverse (left-right): 5° - 5°
Traverse speed: 12°/sec* Operator: Gunner

7.5mm Machine Gun MAC31* Mount: R-35 Gun Mount

Elevation (min-max): -16° - 20°
Traverse (left-right): 5° - 5°
Traverse speed: 12°/sec* Operator: Gunner
* 58 x FR HE Mle 1916
* 2400 x FR 7.5mm Balle C
 Protection
	+ Upper: 43 at 37°
	+ Lower: 40 at 25°
* Side
	+ Upper: 40 at 10°
	+ Lower:40 at 0°
* Rear
	+ Upper: 32 at 24°
	+ Lower: 32 at 24°
* Bottom: 10 at 90°
* Turret
	+ Front: 40 at 5°
	+ Side: 40 at 28°
	+ Rear: 40 at 30°
 Crew
* Passenger capacity: 0

Positions
* Drive, never exposed
* Commander, exposed when unbuttoned, turret
Transmuter

**Transmuter** is a Hero unit in *Fantasy General II*.

## Characteristics

Hero
+50% Invulnerable Damage Reduction
*Heroes are just hard to kill.*
## Actions

 **Resting**: Recovers morale, heals all wounds and removes all negative status effects from the unit at the start of their next turn. Aborted when the unit gets attacked!
 **Ranged Attack**: Attack with all long-ranged weapons.
7.92mm Rifle K98k ZF

* Valid targets: All, has bayonet
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Load time: 1.5 s
* Reload time: 10 s
* Range (min-max): 3 - 800 m
* Dispersion (lat/vert): 0.6/0.6 mils
* Reliability: 498 base, -0 per round fired, +0 per sec
* Capacity: 5 rounds
* Ammunition:

* Round weight: 0.026 kg
* Projectile weight: 0.013 kg
* Muzzle velocity: 755 m/s
* Rolled homogenous armor (RHA) penetration: 8 mm
* Face hardened armor (FHA) penetration: 5 mm

**7.92mm Rifle K98k ZF** is a weapon in *Close Combat: The Bloody First*.
FJ Kompanieführer

**FJ Kompanieführer** is a unit type in *Close Combat: The Bloody First*.

## Parachute Company HQ

 Vehicle count | 0

Parachute Company HQ - Command Teams provide a morale bonus to nearby units and can rally broken or routed soldiers. Their direct combat value is relatively low. In the German Army the rifle company is commanded by a Captain.

### Soldiers

* **Rank**: Hauptmann - Hauptmann
* Smoke Grenade NbHdgr 24
 Asst. Leader* **Nation**: Germany
* **Rank**: Feldwebel - Feldwebel
* Hand Grenade StiHdgr 24
 Asst. Leader* **Nation**: Germany
* **Rank**: Feldwebel - Feldwebel
* Hand Grenade StiHdgr 24
 Messenger* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
 Messenger* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
 Messenger* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
* 2 x Stielhandgranate 39

## Parachute Company HQ

 Vehicle count | 0

Parachute Company HQ - Command Teams provide a morale bonus to nearby units and can rally broken or routed soldiers. Their direct combat value is relatively low. In the German Army the rifle company is commanded by a Captain.

### Soldiers

* **Rank**: Hauptmann - Hauptmann
* Smoke Grenade NbHdgr 24
 Asst. Leader* **Nation**: Germany
* **Rank**: Feldwebel - Feldwebel
* Hand Grenade StiHdgr 24
 Asst. Leader* **Nation**: Germany
* **Rank**: Feldwebel - Feldwebel
* Hand Grenade StiHdgr 24
 Messenger* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
 Messenger* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
 Messenger* **Nation**: Germany
* **Rank**: Schütze - Oberschütze
* Hand Grenade StiHdgr 24
* 2 x Stielhandgranate 39
7.5cm Gun KwK 40 (L48)

* Valid targets: All
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 9 s
* Range (min-max): 4 - 2000 m
* Dispersion (lat/vert): 0.23/0.35 mils
* Reliability: 498 base, -0 per round fired, +0 per sec
* Capacity: 1 rounds
* Ammunition:

* Round weight: 9.18 kg
* Projectile weight: 5.74 kg
* Muzzle velocity: 550 m/s
* Rolled homogenous armor (RHA) penetration: 15 mm
* Face hardened armor (FHA) penetration: 15 mm
* Charge type: TNT
* Charge weight: 0.66 kg
* Fuze type: Impact
* Blast radius:
	+ Lethal: 0.5 m
	+ Threat: 2 m
	+ Knockdown: 8 m
* Fragmentation radius:
	+ 99% chance: 6 m
	+ 66% chance: 10 m
	+ 33% chance: 16 m

* Round weight: 12.02 kg
* Projectile weight: 6.8 kg
* Muzzle velocity: 740 m/s
* Rolled homogenous armor (RHA) penetration: 130 mm
* Face hardened armor (FHA) penetration: 130 mm
* Charge type: TNT
* Charge weight: 0.017 kg
* Fuze type: Impact

* Round weight: 9.5 kg
* Projectile weight: 6.2 kg
* Muzzle velocity: 550 m/s
* Charge type: HC
* Charge weight: 0.65 kg
* Fuze type: Impact

**7.5cm Gun KwK 40 (L48)** is a weapon in *Close Combat: The Bloody First*.
7.5cm Gun KwK 37

* Valid targets: All
* Mount: None

Elevation (min-max): -80° - 80°
Traverse (left-right): 22.5° - 22.5°
Traverse speed: 128°/sec
No protection* Reload time: 9 s
* Range (min-max): 3 - 2000 m
* Dispersion (lat/vert): 0.35/0.52 mils
* Reliability: 498 base, -0 per round fired, +0 per sec
* Capacity: 1 rounds
* Ammunition:

* Round weight: 8.27 kg
* Projectile weight: 6.8 kg
* Muzzle velocity: 385 m/s
* Rolled homogenous armor (RHA) penetration: 51 mm
* Face hardened armor (FHA) penetration: 51 mm
* Charge type: TNT
* Charge weight: 0.08 kg
* Fuze type: Impact

* Round weight: 7.5 kg
* Projectile weight: 4.57 kg
* Muzzle velocity: 450 m/s
* Rolled homogenous armor (RHA) penetration: 87 mm
* Face hardened armor (FHA) penetration: 87 mm
* Charge type: TNT
* Charge weight: 0.6 kg
* Fuze type: Impact

* Round weight: 9.15 kg
* Projectile weight: 5.74 kg
* Muzzle velocity: 420 m/s
* Rolled homogenous armor (RHA) penetration: 15 mm
* Face hardened armor (FHA) penetration: 15 mm
* Charge type: TNT
* Charge weight: 0.66 kg
* Fuze type: Impact
* Blast radius:
	+ Lethal: 0.5 m
	+ Threat: 2 m
	+ Knockdown: 8 m
* Fragmentation radius:
	+ 99% chance: 6 m
	+ 66% chance: 10 m
	+ 33% chance: 16 m

* Round weight: 7.8 kg
* Projectile weight: 6.2 kg
* Muzzle velocity: 420 m/s
* Charge type: HC
* Charge weight: 0.65 kg
* Fuze type: Impact

**7.5cm Gun KwK 37** is a weapon in *Close Combat: The Bloody First*.