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.
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.
Without further ado.......Welcome to the Ability Guide!
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.
? 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.
? 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. |
? 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. |
? 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. |
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: "Mobilize Reserve" Duration: None (Upgrade) Cost: 50 Munitions | |
Increases squad size by 1. Reduces model reinforce cost to 18 manpower. Increases veterancy gain by 20%. -30% weapon cooldown, when unit in the cover. |
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: "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: "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. | |
usfukf ostheerokw | 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: "Officer Charge" Duration: 15 Seconds Cost: Free | |
The targeted infantry unit will have: +20% accuracy. -20% received accuracy. Unit will sprint. |
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: "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.
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!