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The COH2 Ability Guide Mark 2.0

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Welcome
Much like veterancy, abilities are a huge part of COH2 gameplay. Each ability plays a significant role in how units are used. Knowing these abilities and how they function is one of the keys to victory, but sometimes, the in-game descriptions don't provide all the information you need. Doing just that is the purpose of this guide. However, the guide only include abilities that modify unit performance or resources - grenade and off-map artillery abilities, for example, are not included.
Notes and FAQ
USF's Combined Arms and the British Command Vehicle accuracy bonus are unique in being the only exclusive modifiers in this guide. In the case of Combined Arms, exclusive means that when Combined Arms is active, only the Combined Arms reload and accuracy benefits would apply to the unit, not the veterancy bonuses or any others. This means that a veterancy 3 Pershing, along with many other veteran USF units, will fire slower if you use Combined Arms with them.

For the British Command Vehicle, only the +35% accuracy bonus is exclusive, so if used with a veterancy 3 Sherman Firefly or a veterancy 2 Comet, for example, the veterancy and accuracy bonuses would not stack with each other. Only the +35% Command Vehicle accuracy bonus would apply to these units.

All of the other auras and abilities in this guide stack with veterancy and other bonuses.


?User:Does this aura/ability apply to my team-mates unit?




Look here on your UI. If you see the ability icon on top left corner of this portrait then the modifiers are applying to that unit. If you don't see it, then they are not applying.


?User: How long does this ability last??



!Check in-game for yourself, this isn't a list of ability durations. Unless I feel it's important to the ability.Cookiez


?User: What is received accuracy, accuracy, etc?


!If you are new and do not understand these bonuses, please ask or search in the forums before you try to digest the content of this guide, as it assumes you understand basic COH2 terminology. Most of the bonuses are self explanatory, either way.Cookiez



?User:Some abilities are effected by Veterancy. The artillery officer gets an improved aura at vet 3, why you no mention, cookiez?



!Check the Veterancy Guide.Cookiez



Without further ado.......Welcome to the Ability Guide!
Wehrmacht
Infantry


Name: "Fire Incendiary Explosive Round"
Duration: None
Cost: 45 Munitions
Targeted infantry model dies.
Infantry models in a radius of 3:
95% - have their weapons disabled for 4 seconds.
5% - burn to death.
Targeted light vehicle is dealt 50 damage if the shot penetrates.



Name: "Field First Aid"
Duration: 20 Seconds
Cost: 15 Munitions (Free for Grenadiers with Veteran Squad Leader Upgrade)
Targeted infantry squad will fully heal in 20 seconds if it stays out of combat.



Name: "Combined Arms"
Duration: Passive Ability
Cost: Free
Passive ability. When near vehicles, Panzergrenadiers gain:
-10% received accuracy.
+20% speed.
Range of aura - 25.



Name: "Sprint"
Duration: 5 Seconds
Cost: 10 Munitions

Squad will sprint.



Name: "Ambush Camouflage"
Duration: None (Upgrade)
Cost: 20 Munitions
The squad gains the camouflage ability.
+50% accuracy for 5 seconds out of camouflage.



Name: "Diversion"
Duration: 20 Seconds
Cost: 25 Munitions

+25% accuracy on the move.
-20% received accuracy.




Name: "Mark Target"
Duration: 15 Seconds
Cost: 25 Munitions

+15% received accuracy.

+30% received accuracy.



Name: "Casualty Interrogation"
Duration: 10 Seconds
Cost: Free






Shows all enemy units and buildings on the minimap.



Name: "Tactical Advance"
Duration: 10 Seconds
Cost: 25 Munitions

+150% burst length.
+50% accuracy.
+50% received accuracy.
Squad moves at reduced speed.
Not cancelled by retreating.



Name: "Vehicle detection"
Duration: 30 Seconds
Cost: 30 Munitions


Stormtroopers can detect vehicles out to 90 range.
Vehicles and Team Weapons

Name: "Fire Incendiary Armor Piercing Rounds"
Duration: 30 Seconds
Cost: 15 Munitions
+100% damage.
+9 penetration.
A reload cycle is initiated when the ability activates. This reload is 50% faster than normal.



Name: "Infantry Awareness"
Duration: 20 Seconds
Cost: 10 Munitions
Reveals all enemy infantry units in a radius of 70 on the mini-map.






Name: "Aimed Shot"
Duration: None
Cost: 45 Munitions
Puma fires a single shot with 1,000% accuracy, which will damage the engine of a light vehicle.
Puma fires a single shot with 1,000% accuracy, which will stun turretless vehicles.
Puma fires a single shot with 1,000% accuracy, which will turret lock the enemy's vehicle.
SU-76M will be stuned and engine damaged.





Name: "HEAT Shell"
Duration: 10 Seconds (None for StuG III Ausf. E)
Cost: 35 Munitions

Penetrating shell will disable vehicle's gun, turret and vision for 5 seconds. Will always penetrate.
-40 damage on StuG III's main gun.

+100% penetration.
Penetrating shell will disable vehicle's gun, turret and vision for 5 seconds.





Name: "Target Weak Point"
Duration: 10 Seconds
Cost: 35 Munitions (30 Munitions for Pak 40 and Pak 43)


+100% penetration, will stun enemy vehicle.

+900% penetration for 10 seconds. Hits disable weapons and movement for 5 seconds.




Name: "Blitzkrieg Tactics"
Duration: 15 Seconds
Cost: 30 Munitions


-25% received accuracy.
+35% speed.
+60% ac/de-celeration.
Bonuses working only on the move.

-25% received accuracy.
+15% speed.
+30% ac/de-celeration.
Bonuses working only on the move.



Name: "Bunker Busting Barrage"
Duration: Target Barrage Ability
Cost: Free
+20 maximum range.
+20 minimum range.
+50% reload speed.



Name: "Defensive Mode"
Duration: Toggle Ability
Cost: Free

-50% received damage.
+10 weapon range.
Mounted MG 42 will supress infantry.
SdKfz 250/1 can't move.



Name: "Mobile Observation Deploy"
Duration: Toggle Ability
Cost: Free

Will reveal units in the mini-map out to 60 range.
Can launch Artillery Flares when deployed with a range of 60.
SdKfz 251/1 can't move.
Weapons are unavailable.



Name: "Hull Down"
Duration: None
Cost: Free
-25% received damage.
+25% weapon range.
Vehicle can't move.





Name: "Spotting Scopes"
Duration: None (Upgrade)
Cost: 30 Munitions
+40% sight range while stationary.
+66% sight range while stationary.
All other vehicles: +100% sight range while stationary.



Name: "Spearhead"
Duration: Toggle Ability
Cost: Free
+50% sight range.
-25% speed.
Hull MG's will deal 2% suppression.
Locks the Tiger's turret to a frontal 90 degrees arc.



Name: "Vehicle Crew Repair"
Duration: 15 Seconds
Cost: 35 Munitions
Vehicle heals 300 health and removes criticals.
Vehicle can't move.
Weapons are unavailable.
Auras and Commander Abilities


Name: "Inspiring Aura"
Duration: 20 Seconds
Cost: 25 Munitions
+15% accuracy.
When third veterancy reached by Artillery Officer:
+25% accuracy.
Range of aura - 20.
+13% reload speed.
When third veterancy reached by Artillery Officer:
+25% reload speed.
Range of aura - 20.



Name: "Tactical Movement"
Duration: 20 Seconds
Cost: 40 Munitions
All infantry and team weapons, execept AT guns and artillery pieces, will sprint.



Name: "Counterattack Tactics"
Duration: 60 Seconds
Cost: 35 Munitions
+200% capture rate.



Name: "Air-Dropped Medical Supplies"
Duration: None
Cost: 30 Munitions
3 supply boxes are dropped from a plane. Squads that take these medical supply boxes will gain:
+15% accuracy.
-13% received accuracy.
The squad that picked it up will also heal for 30 seconds. If they enter combat, then the healing will cease.



Name: "Command Radio Net"
Duration: Passive Ability
Cost: Free

-10% received damage.
Range of aura - 45.



Name: "Breakthrough"
Duration: 45 Seconds
Cost: 50 Fuel
+25% speed.
Vehicles can capture territory points.



Name: "Relief Infantry"
Duration: 60 Seconds
Cost: 90 Munitions
For 60 seconds, an Osttruppen squad will spawn for every five infantry models you lose. You may receive up to three squads.



Name: "Assault and Hold"
Duration: 45 Seconds
Cost: 70 Munitions
+25% accuracy.
+100% (de)/Capture rate.
The United States Forces
Infantry

Name: "Volley Fire"
Duration: 15 Seconds
Cost: 20 Munitions
+15% received accuracy, -50% accuracy, and +1% suppression. Squad move extra slowly.

After 5 seconds of being active: additional +1% suppression and +3% accuracy.

After 10 seconds of being active: additional +3% suppression, +4% accuracy, and -87.5% cool-down.



Name: "M23 Smoke Screen Grenade".
Duration: 20 Seconds (Smoke Cloud)
Cost: 15 Munitions




Enemy vehicle will have:
-100% sight range.
-50% speed.
Duration of effect - 8 seconds.
This will last even when the vehicle backs out of the smoke.



Name: "Supervise"
Duration: None
Cost: Free

+300% production speed on targeted building.



Name: "On Me!"
Duration: 8 Seconds
Cost: Free

Designated squad will retreat to the Captain and lose suppression.
The targeted infantry unit will have:
+20% accuracy.
-20% received accuracy.



Name: "Repair Critical"
Duration: None
Cost: 25 Munitions


The squad will quickly fix a single critical and heal 15 hit points.
They will have +200% received damage and +200% received accuracy during the process.



Name: "Fire Up!"
Duration: 10 Seconds
Cost: 15 Munitions
Squad will sprint.



Name: "Tactical Assault"
Duration: 10 Seconds
Cost: 20 Munitions

+150% burst length.
+50% accuracy.
+50% received accuracy.
Squad moves at reduced speed.
Lasts on retreat.



Name: "Suppressing Fire"
Duration: 10 Seconds
Cost: 20 Munitions

-75% weapon cooldown.
+1% suppression.
+200% burst length.




Name: "Fire Superiority"
Duration: 10 Seconds
Cost: 25 Munitions

-90% accuracy.
Ability disengages when the unit is told to move.

-55% accuracy.
The squad's movement speed is reduced for 11 seconds or until the ability ends.

Vehicles and Team Weapons

Name: "Load Armor Piercing Rounds"
Duration: 30 Seconds
Cost: 15 Munitions

+25% damage.
+10 penetration.
A reload cycle is initiated when the ability activates. This reload is 50% faster than normal.



Name: "Fire Armor-Piercing Discarding-Sabot Rounds"
Duration: 30 Seconds
Cost: 30 Munitions
+50% penetration.



Name: "Take Aim!"
Duration: 20 Seconds
Cost: 30 Munitions
+75% Sight Range in Front.
+10 Weapon Range.




Name: "High Explosive Barrage"
Duration: Target Barrage Ability
Cost: Free
+100% range.
+20 range.
Can be used on the move, but only if the target remain inside the range.



Name: "High Explosive Anti-Tank (HEAT) Barrage"
Duration: Target Barrage Ability
Cost: Free
+100% damage.
+250% penetration.
+100% range.



Name: "Shell Shock"
Duration: 6 Seconds
Cost: 45 Munitions
Penetrating shells block target vehicles' vision and prevent them from firing for 5 seconds.
-40 damage on Stuart's main gun.
-50% reload time on Stuart's main gun.



Name: "Point Blank Engine Shot"
Duration: None
Cost: 60 Munitions
This ability will always penetrate and cause normal engine damage.
-40 damage on Stuart's main gun.



Name: "T30E16 HVAP-T Armor Piercing Rounds"
Duration: 25 Seconds
Cost: 30 Munitions
+40 Damage.
+14% accuracy.
+~15% penetration.



Name: "Mark Target"
Duration: 30 Seconds
Cost: 40 Munitions
-25% armor.
+25% received accuracy.
Spawns an P-47 recon plane that gives line of sight to the marked unit and that unit only. The plane can be shot down, denying the LOS, but the increased damage will still apply until the duration ends.



Name: "Step On It!"
Duration: 20 Seconds
Cost: Free

+75% maximum speed.
+50% ac/de-celeration.
Vehicle weapon unavailable.



Name: "Overdrive"
Duration: 20 Seconds
Cost: 20 Munitions
-25% received accuracy.
+60% ac/de-celeration.
-50% received accuracy for units inside.



Name: "HVAP M93 Shells"
Duration: 25 Seconds
Cost: 30 Munitions
+~40% penetration.
+~30% accuracy.



Name: "Flanking Speed"
Duration: 10 Seconds
Cost: 30 Munitions
-25% received accuracy.
+10% max speed.
+60% ac/de-celeration.



Name: "Fire M93 HVAP Armor Piercing Round"
Duration: None
Cost: 90 Munitions
Skill-shot.
+~40% penetration.
+80 damage.
Can be fired in succession with normal attacks.
Projectile will penetrate all world objects.
Auras and Commander Abilities

Name: "Radio Net"
Duration: Passive Ability
Cost: Free



+10% reload speed per Allied vehicle in the aura.
+5% sight range per Allied vehicle in the aura.
These additional vehicles can be any allied unit, but at least one of them must be a VET 1 Sherman.
Range of aura - 35.




Name: "Raid Tactics"
Duration: 45 Seconds
Cost: 40 Munitions
+7 sight range.
Light vehicles can capture territory points.
Increases light vehicle capture rate to 2.5.




Name: "Combined Arms"
Duration: 45 Seconds
Cost: 125 Munitions
Infantry in proximity to friendly vehicles will gain:
+20% reload speed.
+30% accuracy.
+35% sight range.
Range of aura - 30.
Vehicles in proximity to friendly infantry will gain:
+35% sight range.
+30% reload speed.
+5 range.
Range of aura - 30.



Name: "Cover to Cover"
Duration: 20 Seconds
Cost: 60 Munitions
Drops three smoke shells at the target position.
Infantry in the area will sprint.
Range of aura - 60.
The Soviet Union
Infantry

Name: "Oorah!"
Duration: 10 Seconds
Cost: 15 Munitions
Squad will sprint.


Name: "To the Last Man"
Duration: Passive Ability
Cost: Free
For every lost squad member:
+4% accuracy.
-2% weapon cooldown.
-3% received accuracy.



Name: "First Strike"
Duration: Passive Ability
Cost: Free

+50% accuracy for 5 seconds out of camouflage.



Name: "Button Vehicle"
Duration: 10 Seconds (13 Seconds on third veterancy)
Cost: 40 Munitions
Designated vehicle will get:
-100% sight range.
-67% speed and rotation.
-50% ac/de-celeration.
-25% reload speed.
Disables MG.
Ability disengages when the unit is told to move.




Name: "Fire Superiority"
Duration: 10 Seconds
Cost: 25 Munitions


-90% accuracy.
Ability disengages when the unit is told to move.

-55% accuracy.
The squad's movement speed is reduced for 11 seconds or until the ability ends.



Name: "Vehicle detection"
Duration: 30 Seconds
Cost: 15 Munitions


Conscripts can detect vehicles out to 90 range.



Name: "Hit the Dirt!"
Duration: Toggle Ability
Cost: Free
-10% received damage.
-20% accuracy.
Squad can't be supressed.
Squad can't move.
Ability can't be used, if squad was already supressed.



Name: "Firing Positions"
Duration: Toggle Ability
Cost: Free
-25% weapon cooldown.
+2.5 range.
Squad can't move.



Name: "Not One Step Back"
Duration: 20 Seconds
Cost: Free

Targeted squad will get:
+20% accuracy.
-50% weapon cooldown.
+20% received accuracy.



Name: "Hold the Line"
Duration: 20 Seconds
Cost: Free

Targeted squad will get:
-30% received accuracy.
-10% received damage.
The squad's movement speed is reduced.
Duration - 20 Seconds.
Vehicles and Team Weapons

Name: "Sustained Fire"
Duration: 30 Seconds
Cost: 15 Munitions
+100% burst length duration.
+50% reload speed.
-50% weapon cooldown.
+25% suppression.
Forces a reload at the beginning of the ability.
Ability disengages when the unit is told to move.



Name: "Armor Piercing Rounds"
Duration: 30 Seconds
Cost: 15 Munitions
+200% penetration.




Name: "Light Artillery Barrage"
Duration: Target Barrage Ability
Cost: 35 Munitions
-80 damage.
+20 maximum range.
+15 minimum range.
-40 damage.
+30 maximum range.
+15 minimum range.



Name: "Overdrive"
Duration: 20 Seconds
Cost: 10 Munitions


-25% received accuracy.
+60% ac/de-celeration.
-50% received accuracy for units inside.



Name: "Recon Mode"
Duration: Toggle Ability
Cost: Free
+50% sight range.
When Veterancy 1 is reached:
T-70 additionaly will capture territory points.



Name: "Focused Sight"
Duration: Toggle Ability
Cost: Free
-50% maximum speed.
-100% sight range from the rear and stern.
+40 sight range in front.



Name: "Tracking"
Duration: 20 Seconds
Cost: 35 Munitions




+40% sight range.
Will reveal enemy vehicles and infantry out to 70 range in the fog of war on the mini-map.



Name: "Ramming Manuever"
Duration: None
Cost: Free
If successful:
90% chance of engine damage.
5% chance of heavy engine damage.
3% chance of immobilization.
2% chance of main gun destroyed.
If failure: 5 second crew shock.



Name: "Anti-Tank Gun Ambush"
Duration: Toggle Ability
Cost: Free


-80% speed when active.
First strike bonus:
+25% reload speed.
+20% accuracy.
+20% penetration.



Name: "Tank Ambush"
Duration: Toggle Ability
Cost: Free



-80% rotation for turretless vehicles when active.
First strike bonus:
+20% accuracy.
+20% penetration.
+25% reload speed.
Vehicles can't move, when ability is active



Name: "Vehicle Tracking"
Duration: Passive Ability
Cost: Free

Vehicles, hitted by M-42 45mm Anti-Tank Gun will be temporary visible for 10 seconds, even in the FOW.



Name: "G-530 Concrete Piercing Round"
Duration: None
Cost: 70 Munitions

Skillshot.
+50% penetration.
Using ISU-152's HE round weapon profile, not the AP weapon profile, so it can be used against infantry to good effect. This is assuming you hit as the ability has a tendency to overshoot.
Will penetrate all world objects.



Name: "Vehicle Crew Self Repair"
Duration: Toggle Ability
Cost: 35 Munitions

Crew will stop their vehicle and repair until health is full.
Weapons are unavailable.



Name: "Hull Down"
Duration: Toggle Ability
Cost: Free
+15% reload speed.
-20% received damage.
Vehicle can't move.



Name: "Firing Positions!"
Duration: Toggle Ability
Cost: Free

+30 maximum range.
+25 minimum range.
KV-2 is immobile in siege mode.
Auras and Commander Abilities

Name: "Distribute Medical Supplies"
Duration: 30 Seconds
Cost: Free

Squad will heal itself and all units within a radius of 10 for 30 seconds. If all healing recipients stay out of combat, and close enough to the medical squad throughout the ability, this is enough time to heal any amount of health from any amount of units.



Name: Fear Propaganda Artillery"
Duration: 30 Seconds
Cost: 80 Munitions
Squads hit will have a:
25% chance of nothing
35% chance of being slowed and taking +100% received accuracy
30% chance of suppressed/pinned
10% chance of being forced to retreat

This is on a per-shell basis, so the first shell of the barrage may not do anything, while the second may make the squad retreat. This ability works on all infantry types, even Anti Tank Guns, but only if they are in tow-mode while they are hit.



Name: "Mark Vehicle"
Duration: 60 Seconds
Cost: 80 Munitions
+35% damage to target vehicle.
Spawns an IL-2 recon plane that gives line of sight to the marked unit and that unit only. The plane can be shot down, denying the LOS, but the increased damage will still apply until the duration ends.




Name: "Rally Defenses"
Duration: 30 Seconds
Cost: Free


+25% armor.
+50% accuracy.
Range of aura - 30.


+25% accuracy.
Range of aura - 30.





Name: "For Mother Russia!"
Duration: 45 Seconds
Cost: 70 Munitions
+50% accuracy.
Squads will sprint.

+50% accuracy.


+25% accuracy.



Name: "Inspire Infantry"
Duration: 15 Seconds
Cost: 25 Munitions

-20% weapon cooldown
Affected squads will move faster.
Range of aura - 30.



Name: "Rapid Conscription"
Duration: 60 Seconds
Cost: 120 Munitions
For every 6 infantry models lost during this ability, you will gain a conscript squad. You may only gain 2 squads from this ability.



Name: "Armored Vehicle Detection"
Duration: 30 Seconds
Cost: 60 Munitions
All infantry, but not team-weapons, can detect vehicles out to 70 range.





Name: "Weapons Crate Drop"
Duration: None
Cost: 45 Munitions

Squad will get four SVT-40 semi-automatic rifles.
Squad will get six PPSh-41 submachine guns.
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Other factions will get 45 munitions.
The Oberkommando West
Infantry

Name: "Suppressing Fire"
Duration: 12 Seconds
Cost: Free
Squad temporarily cause suppression during the duration of this ability.



Name: "Blendkörper 2H Frangible Smoke Grenade"
Duration: 20 Seconds (Smoke Cloud)
Cost: 30 Munitions

Blendkorper grenades will deal damage to infantry. It will disable weapons on any vehicle within the smoke, but only for as long as the vehicle remains there, unlike USF riflemen smoke.



Name: "First Strike"
Duration: Passive Ability
Cost: Free
+25% accuracy for 5 seconds out of camouflage.
When fifth veterancy reached by Fallschirmjäger:
+50% accuracy for 5 seconds out of camouflage.



Name: "Field First Aid"
Duration: 20 Seconds
Cost: 15 Munitions
Targeted infantry squad will fully heal in 20 seconds if it stays out of combat.



Name: "Sprint"
Duration: 5 Seconds
Cost: 10 Munitions

Squad will sprint.



Name: "Target Them!"
Duration: 20 Seconds
Cost: 40 Munitions
+30% received accuracy to target squad.
All nearby squads will prioritize their targeting to the Sturm Officer's target.



Name: "Force Retreat"
Duration: 20 Seconds
Cost: 60 Munitions
The designated squad will retreat, but other squads near them will get 50% accuracy bonus for 20 seconds.
Vehicles and Team Weapons

Name: "Fire Incendiary Armor Piercing Rounds"
Duration: 30 Seconds
Cost: 15 Munitions
+100% damage.
+9 penetration.
A reload cycle is initiated when the ability activates. This reload is 50% faster than normal.



Name: "Detection"
Duration: Toggle Ability
Cost: Free

+20 camouflage detection radius.
-50% speed.
Will reveal units in the mini-map out to 70 range.






Name: "Aimed Shot"
Duration: None
Cost: 45 Munitions
Puma fires a single shot with 1,000% accuracy, which will damage the engine of a light vehicle.
Puma fires a single shot with 1,000% accuracy, which will stun turretless vehicles.
Puma fires a single shot with 1,000% accuracy, which will turret lock the enemy's vehicle.
SU-76M will be stuned and engine damaged.



Name: "Suppressing Fire"
Duration: 20 Seconds
Cost: 10 Munitions
Reduces main gun damage by -50%, but Luchs get the ability to suppress enemy squads.



Name: "Cautious Movement"
Duration: Toggle Ability
Cost: Free

Vehicle camouflages itself and moves at -50% speed. It cannot take projectile based damage when cloaked.




Name: "Combat Blitz"
Duration: 10 Seconds
Cost: 30 Munitions

+20% accuracy.
-25% received accuracy.
+40% speed.
+25% rate of fire.
Bonuses,except rate of fire, working only on the move.



+20% accuracy.
-25% received accuracy.
+20% speed.
+25% rate of fire.
Bonuses,except rate of fire, working only on the move.



Name: "Spearhead"
Duration: Toggle Ability
Cost: Free
+50% sight range.
-25% speed.
Hull MG's will deal 2% suppression.
Locks the King Tiger's turret to a frontal 90 degrees arc.



Name: "Signal Relay"
Duration: Passive Ability
Cost: Free
Automatically detects armoured vehicles on the minimap within 85 range of the vehicle.



Name: "Panzer Commander"
Duration: None (Upgrade)
Cost: 30 Munitions




+10% accuracy.
+10 sight range.
Unit may now use an off-map artillery ability.



Name: "High Explosive Anti-Tank (HEAT) Shells"
Duration: 20 Seconds
Cost: 45 Munitions





+30% penetration.
+30% damage.



Name: "Coordinated Fire"
Duration: 20 Seconds
Cost: 35 Munitions

+25% damage to marked vehicle.
+15% received accuracy to marked vehicle.



Name: "Emergency Repairs"
Duration: 15 Seconds
Cost: 35 Munitions
Vehicle heals 300 health and removes criticals.
Vehicle can't move.
Weapons are unavailable.



Name: "12.8cm Supporting Fire"
Duration: Target Barrage Ability
Cost: 40 Munitions

+40 maximum range.
+25 minimum range.
Shots three HE shells, five shells when Veterancy Level 1.



Name: "28.3kg APCBC-HE Shells"
Duration: 35 Seconds
Cost: 90 Munitions

-25% reload speed.
Projectiles will penetrate all world objects.
Auras and Commander Abilities

Name: "Medical Supplies"
Duration: 30 Seconds
Cost: 45 Munitions
Squad that picks it up heal themselves and those around.
Range of aura - 10.



Name: "Breakthrough Tactics"
Duration: 60 Seconds
Cost: 35 Munitions

+200% decapture speed.



Name: "Valiant Assault"
Duration: 45 Seconds
Cost: 70 Munitions

+25% accuracy.
Squads will sprint.



Name: "For the Fatherland"
Duration: 30 Seconds
Cost: 50 Munitions

-35% received accuracy.
+15% speed to infantry in friendly territory.




Name: "Command Panther Leadership"
Duration: Passive Ability
Cost: Free
Default:
+15 sight range.
+10% speed.
+10% ac/de-celeration.
Veterancy 1: additional +10% ac/de-celeration.
Veterancy 2: additional +20% accuracy.
Veterancy 3: additional +20% reload speed.
Veterancy 4: additional +5 weapon range.
Range of aura - 80.
Veterancy 5 spread aura on infantry, which gains:
+20% accuracy.
+20% reload speed.
Range of aura - 80.





Name: "Command Tiger"
Duration: 30 Seconds
Cost: 15 Munitions
-25% weapon cooldown.
-20% received accuracy.
Veterancy 2 spread aura on vehicles, which gain:
+20% reload speed.
-20% received accuracy.
Command Tiger itself will get:
-20% reload speed.
-20% accuracy.



Name: "105mm Howitzer Barrage"
Duration: Target Barrage Ability
Cost: 180 Munitions

For every 300 munitions interval, you fire 5 more shells. The extra shells are more accurate for each interval.
The British Forces
Infantry



Name: "Critical Shot"
Duration: None
Cost: 30 Munitions
British sniper will damage the engine of a light vehicle.
British sniper will stun turretless vehicles.
British sniper will turret lock the enemy's vehicle.



Name: "Vehicle Detection"
Duration: 30 Seconds
Cost: 15 Munitions

Tank Hunter Infantry Section can detect vehicles out to 90 range.



Name: "First Strike"
Duration: Passive Ability
Cost: Free
+50% accuracy for 5 seconds out of camouflage.



Name: "Light Smoke Grenade"
Duration: 20 Seconds (Smoke Cloud)
Cost: 15 Munitions
-50% received accuracy in smoke.



Name: "Salvage"
Duration: Depends on Wreck's HP
Cost: Free
Values are given in Munitions/Fuel:
Ultra Lights: 10/5
Lights: 15/10
Mediums: 20/25
Advanced Mediums: 35/30
Heavies: 50/40
Super Heavies: 60/45
Vehicles and Team Weapons

Name: "Suppressing Fire"
Duration: 30 Seconds
Cost: 10 Munitions


+0.015% suppression.
+25% burst length.
-20% accuracy.
+100% scatter.



Name: Rapid Maneuvers"
Duration: 20 Seconds
Cost: Free

+25% rotation.
+25% speed.
+25% ac/de-celeration.



Name: "Target Tread"
Duration: None
Cost: 30 Munitions

First Shot:
-70% rotation speed.
-70% maximum speed.
Second Shot:
Immobilizes for 7 seconds.



Name: "Brace Structure"
Duration: 20 Seconds
Cost: Free


-75% received damage.
+5 armor.
-75% incoming repairs.



Name: "Tank Commander"
Duration: None (Upgrade)
Cost: 25 Munitions



+10 sight range.
+10% accuracy.



Name: "Tulip Rocket Strike"
Duration: None
Cost: 80 Munitions

First rocket blinds vehicle for 8 seconds.
Second rocket stuns vehicle for 2.5 seconds.
Cost - 80 Munitions.



Name: "Piercing Shot"
Duration: 30 Seconds
Cost: 90 Munitions

Projectile will penetrate all world objects.
Duration - 35 Seconds.
Cost - 90 Munitions.



Name: "Infantry Support Smoke"
Duration: 10 Seconds
Cost: 30 Munitions

Churchill creats a big smoke cloud behind itself for 10 seconds.
Until the ability ends, the Churchill will be a magnet for attack ground.



Name: "M89 White Phosporous Shell"
Duration: None
Cost: 20 Munitions

Like other phosporous rounds, these rounds will only reduce the Health of a model to a minimum of 1. Infantry will not die from the smoke alone. Unlike similar abilities, however, it does not disable tank guns, it only blocks line of sight, forcing the enemy to use attack ground in order to use their gun.



Name: "Airburst Shells"
Duration: Passive Ability (Anvil Upgrade)
Cost: Free

Airburst shells will blind vehicles for 8 seconds, roughly doubled AOE radius and distance.



Name: "Emergency War Speed"
Duration: 15 Seconds (Hammer Upgrade)
Cost: Free

-25% received accuracy.
+15% speed.
+30% ac/de-celeration.
Royal Sappers may tune up the vehicle's engine for usage.
Bonuses working only on the move.



Name: "Track Vehicle"
Duration: Passive Ability (Hammer Upgrade)
Cost: Free

Vehicles, hitted by British vehicles will be temporary visible for 10 seconds, even in the FOW.



Name: "Improved Fortification"
Duration: None (Upgrade)
Cost: 75 Munitions



+20% health.
+10 armor.



Name: "Overdrive"
Duration: 20 Seconds.
Cost: 20 Munitions.
-25% received accuracy.
+60% ac/de-celeration.
-50% received accuracy for units inside.



Name: "Observation Mode"
Duration: Toggle Ability
Cost: Free

+50% sight range.
Disables main gun.



Name: "HVAP M93 Shells"
Duration: 25 Seconds.
Cost: 30 Munitions.
+~40% penetration.
+~30% accuracy.



Name: "Flanking Speed"
Duration: 10 Seconds.
Cost: 30 Munitions.
-25% received accuracy.
+10% max speed.
+60% ac/de-celeration.



Name: "Vehicle Crew Reapirs"
Duration: 45 Seconds
Cost: 40 Munitions

Crew, under cover of smoke shells, will stop their vehicle and repair until the ability ends.
Weapons are unavailable.
Auras and Commander Abilities

Name: "Distribute Medical Supplies"
Duration: 30 Seconds
Cost: Free

Squad will heal itself and all units within a radius of 10 for 30 seconds. If all healing recipients stay out of combat, and close enough to the medical squad throughout the ability, this is enough time to heal any amount of health from any amount of units.



Name: "Officer Charge"
Duration: 10 Seconds
Cost: 30 Munitions

Affected squads will sprint.
-25% received accuracy.
-20% cooldown.
+40% accuracy.
Range of aura - 20.



Name: "Advanced Cover Combat"
Duration: 30 Seconds
Cost: 75 Munitions

Out of cover: squad fighting with cover bonus.
In addition to default cover bonus, squad will also get:
+20% reload speed
-30% weapon cooldown.





Name: "Designate Command Vehicle"
Duration: None
Cost: 75 Munitions

Penalties to commanding vehicle:
-50% accuracy.
+100% weapon cooldown
-100% reload speed.
Churchill AVRE's ability reload also affected.
Infantry bonus: +20% accuracy.
-20% cooldown.
+20% reload speed.
Range of aura - 40.
Vehicle bonus: +30% reload speed.
-30% weapon cooldown.
+30% accuracy.
+15% penetration.
Range of aura - 30.



Name: "Hold the Line!"
Duration: 70 Seconds
Cost: 250 Munitions

-20% received accuracy to all squads in a friendly territory points.
After about 20-30 seconds, the RAF will send a plane to attack each individual enemy unit in friendly frontline territory points.
For example, if you enemy has 10 units in your front-line sector's territory, then 10 typhoons will come to attack each individual enemy unit. If the enemy units remain and continue to loiter around in your sectors, then more typhoons will continue to make single passes at individual units until the sector is clear, your front-line territory is lost/contested, or the ability duration runs out.



Name: "Assault"
Duration: 45 Seconds
Cost: 70 Munitions

+15% accuracy.
+25% speed and can fire on the move.
Typhoon aircraft will recon across the adjacent, or front-line, sectors to your territory points.
The amount of aircraft depends on how many front-line sectors you own.




Name: "Air Resupply Operation"
Duration: 40 Seconds
Cost: 125 Manpower and 80 Munitions

+50% reinforce speed.
Squad will sprint in and out of combat.
Squads that take these medical supply boxes will gain:
+15% accuracy.
-13% received accuracy.
The squad that picked it up will also heal for 30 seconds. If they enter combat, then the healing will cease.




Name: "Raid Operation"
Duration: 60 Seconds
Cost: 50 Munitions

+100% (de)/capture rate.
Vehicles can capture points.



Name: "Smoke Raid Operation"
Duration: 60 Seconds
Cost: 60 Munitions

Delivers smoke at the target location.
During this ability, all infantry can camouflage when in cover.
Light smoke drops in the general vicinity of infantry every 15 seconds.
+100% decapture rate.
Conclusion
Kudos! Thank you for reading this second edition, which like the first edition is full of information. I hope we have helped you on your way to become a more complete player. Knowledge of Abilities does help, whether you are planning a strategy or battling it out under pressure.

The revised guide is a product of all the Modders who are listed as Editors below, who have worked hard with me to provide the Guide in its revised form. Any credit is as much theirs as mine.

There may be bonuses which are bugged, slightly misinterpreted, or do not work properly, but it is the current intention that this Guide will be reviewed after patches. If you see any more updates which you think are helpful, please let the team know.

If you want to see the pure files for yourself, check out COH2 Modding: Getting started with the official tools.

Was this Guide helpful? Constructive suggestions are welcome in the comments section!
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