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<div class="hf-relpage hf-auxiliary-page hf-directory-page">
<div class="hf-relpage hf-artillery-page">
{{Release_page_header|title=Auxiliary}}
{{Release_page_header|title=Artillery}}
<div class="hf-relpage-body">
<div class="hf-relpage-body">
{{Release_TOC|content=
{{Release_TOC|content=
<div class="hf-toc-category">On this page</div>
<div class="hf-toc-category">On this page</div>
<div>[[#overview|Overview]]</div>
<div>[[#ammo-types|Ammunition Types]]</div>
<div>[[#roles|Support Roles]]</div>
<div>[[#cannons|Cannons]]</div>
<div>[[#musicians|Musicians]]</div>
<div>[[#rockets|Rocket Launchers]]</div>
<div>[[#medical|Medical Support]]</div>
<div>[[#mortars|Mortars]]</div>
<div>[[#builders|Builders & Demolition]]</div>
<div>[[#swivels|Swivel Guns]]</div>
<div>[[#release-notes|Release Notes Check]]</div>
<div>[[#controls|Operating Artillery]]</div>
<div>[[#cannoneer|Cannoneer Class]]</div>
}}
}}
<div class="hf-relpage-content">
<div class="hf-relpage-content">


{{Release_section
{{Release_section
|id=overview
|id=ammo-types
|title=Overview
|title=Ammunition Types
|content=
|content=
<div class="hf-directory-hero">
There are 4 types of ammunition (not including chain shots in naval combat) and they each have their uses.
<div class="hf-directory-kicker">Support guide</div>
 
<div class="hf-directory-title">Auxiliary roles win fights by keeping everyone else useful.</div>
'''Round Shot'''
<div class="hf-directory-text">Musicians, Surgeons, Sappers, Engineers, Carpenters, and other support roles do not always top the scoreboard. They keep formations moving, repair problems, build cover, heal survivors, and make team assets work.</div>
 
</div>
Often called the cannonball, this ammunition is used in cannons and mortars. The most commonly used type of ammunition is the round shot, a solid iron ball used mostly for long-range to medium-range combat.
 
This ammunition is almost always used in line battles. It has the potential to wipe out entire lines due to the shot being able to '''pierce''' players and defences. It can also destroy sapper-built defences and enemy artillery. If it strikes a loaded artillery piece, the piece will blow up, which can often result in the death of the entire crew manning it.
 
'''Grape Shot'''
 
Sometimes called canister shot, this ammunition is used in cannons and swivel guns. It shoots a bag of small metal pellets which can shred through any close-range infantry or cavalry.
 
It is used almost exclusively at short ranges due to its inaccuracy. Effective up to 50 meters, it can still be fired to 100 meters. Though not often used, it still has the potential to wipe entire lines in one shot and can be incredibly useful to a cornered cannoneer.
 
'''Long Range Shell Rocket'''
 
This ammunition can only be used inside a rocket launcher and can shoot incredibly far. They have a range of about 100-250m and explode upon impact when hitting any surface (including trees, so watch out).
 
When fired, they usually don't fly straight. They will swirl left and right in the air, making them inaccurate and prone to hitting trees or buildings. They are referred to as "Shell Rocket(L)" in-game.
 
'''Short Range Shell Rocket'''


<div class="hf-directory-facts">
This is similar to the long-range rocket but only useful from about 35-55 meters. It can be useful to defend artillery or friendly lines. Short-range rockets are also rumoured to have a larger explosion radius than long-range rockets.
<div class="hf-directory-fact"><span>Best habit</span>Stay close enough to help without blocking the front.</div>
<div class="hf-directory-fact"><span>Current change</span>5.x changed musician buffs and redesigned several support classes.</div>
<div class="hf-directory-fact"><span>Related pages</span>[[Support]], [[Musician Tunes]], [[Defences]], [[Traits and Abilities]].</div>
</div>
}}
}}


{{Release_section
{{Release_section
|id=roles
|id=cannons
|title=Support Roles
|title=Cannons
|content=
|content=
{{Card_grid|content=
Cannons are the backbone of the artillery, the most versatile and most used artillery pieces. They can be loaded with either grape shot or round shot from an ammo box.
{{Card|title=Support Classes|link=Support|image=Support-Classes.webp|description=Surgeons, Sappers, Musicians, Flag Bearers, Engineers, and related team utility roles.}}
 
{{Card|title=Musician Tunes|link=Musician Tunes|image=Musician-Tunes.webp|description=Current instrument list, song groups, midi support, and musician etiquette.}}
'''Loading & Firing'''
{{Card|title=Defences|link=Defences|image=Defences.webp|description=Buildables, palisades, trenches, earthworks, artillery support, satchels, and repairs.}}
 
{{Card|title=Traits & Abilities|link=Traits and Abilities|image=Traits-and-Abilities.webp|description=Class traits and ability behaviour across the current game.}}
* '''Load:''' Hold the desired ammunition type and hold E on the barrel.
* '''Ram:''' When the ammunition is loaded, hold E again to ram the shot. Any class can ram, but equipping a ramrod as a cannoneer before ramming provides a +5% speed increase.
* '''Aim:''' Press E when looking at the cannon from behind, then move the barrel using WASD.
* '''Fire:''' Press Left Click or the fire button. Keep in mind that a cannoneer can override your aiming if you are firing as a different class.
 
'''Aiming a Cannon'''
 
You will only need to worry about bullet drop when firing at distances above 100+ meters. Though 100 meters isn't the maximum range (around 500 meters), it will prove difficult to find the best position to aim your cannon at extreme distances.
 
'''Moving a Cannon'''
 
If you need to reposition, press E on the wheels of an '''unloaded''' cannon. You can move up the cannon with 2 people for increased speed. Keep in mind you will probably have to move an ammo box as well. This can only be done by a cannoneer, but a sapper can build one for no material cost if available.
 
During the moving process, a cannoneer can override the person moving it. If 2 non-artillery classes or 2 artillery classes move the cannon at the same time, the first person who started moving it will always be favoured.
}}
}}


{{{!}} class="wikitable hf-guide-table"
{{Release_section
! Role !! Main Job
|id=rockets
{{!}}-
|title=Rocket Launchers
{{!}} '''Musician''' {{!}}{{!}} Provides nearby movement-speed support in current 5.x builds and adds battlefield atmosphere through instruments.
|content=
{{!}}-
Rockets are very unreliable as a beginner but with time can be learned and turned into a deadly long-range and short-range weapon. They can be loaded with 2 types of ammunition from a rocket stack and can hold 2 rockets at the same time (one on the left, one on the right).
{{!}} '''Surgeon / Medic''' {{!}}{{!}} Keeps wounded players alive and helps preserve reinforcements.
 
{{!}}-
'''What Makes Rockets Unreliable'''
{{!}} '''Sapper / Engineer''' {{!}}{{!}} Builds cover, obstacles, supplies, and battlefield positions.
 
{{!}}-
The thing that makes rockets unreliable is their tendency to swirl left and right in the air randomly. This makes precise aiming difficult as it is nearly impossible to hit a specific target. You just have to be lucky to land a precise shot. Fortunately, the rockets will usually go to the same spot if fired from the same side of the launcher.
{{!}} '''Carpenter''' {{!}}{{!}} Supports ships and structures, with 5.x satchel and axe changes giving the role more demolition value.
 
{{!}}-
'''Key Facts'''
{{!}} '''Flag Bearer''' {{!}}{{!}} Supports nearby troops and gained increased melee damage for bearing the flag in the 5.x redesign.
 
{{!}}}
* Rockets can destroy enemy artillery and cause the same explosion that cannonballs produce on a loaded artillery piece.
* '''Moving:''' Hold E on the bucket in the front of the launcher (cannoneer only). You can move it with 2 people. Build it back up by holding E on the bucket again.
* When rocket launchers spawn, they always spawn unpacked, allowing cannoneers to move them quickly.
* Aiming rockets is best learned through practice. It will take a while to learn, but mastery can make you incredibly effective.
}}
}}


{{Release_section
{{Release_section
|id=musicians
|id=mortars
|title=Musicians
|title=Mortars
|content=
|content=
The old musician accuracy/reload stacking advice is outdated. The 5.x redesign changed Musicians so they increase nearby movement speed by 2.5%, stacking with multiple musicians up to 5%. Musicians can now buff every class, including ship crew.
Mortars are notoriously difficult to master but can shoot incredible distances (50-850 meters) and can be incredibly dangerous in the right hands. They can be loaded with round shot alone.
 
'''Advantages Over Cannons'''
 
* Rain down cannonballs on enemy encampments without worrying about walls, trees, mountains, or houses.
* The explosion of a mortar is bigger than that of a cannon.
* Shoot anyone '''anywhere''' on the map with enough precision (if they don't have a roof above them).
* You don't have to ram the shot in the mortar.
* You can destroy enemy artillery with it.
 
'''Drawbacks'''


Current instruments from the enum page include:
* Cannot fire grape shot.
* Cannot fire closer than ~50 meters, so you can't defend yourself from close-range troops or cavalry.
* Shots take time to land.
* You '''cannot''' move a mortar, so if the map has a bad mortar spot, you're stuck with it.


* '''Class instruments:''' Marching Drum, Fife, Violin, Bagpipes, Accordion, Banjo, Bugle.
'''Tips'''
* '''World or buildable instruments:''' Piano, Cello, Gramophone.
* '''Age of Sail:''' Accordion and sea shanties were added in 4.00, along with karaoke support.
* '''5.x music tools:''' Midi panel, drone key, instrument channel assignment, custom music slider, and new cello songs.


See [[Musician Tunes]] for the song list and current music systems.
* After firing, a 15-second countdown begins before you can shoot again. Use this time to observe where your cannonball landed and adjust your aim.
* Unlike rockets, mortar shots land exactly where you aim them.
* If a mortar is shot or rebuilt by a sapper after being destroyed, it will still retain its aiming position.
* Mortar effectiveness highly depends on the map.
}}
}}


{{Release_section
{{Release_section
|id=medical
|id=swivels
|title=Medical Support
|title=Swivel Guns
|content=
|content=
Surgeons and medics matter most after messy fights, long-range exchanges, and objective pushes where not every hit is instantly fatal.
Swivel guns are small, versatile cannons that can be built by the '''Sapper''' class. They are placed on a swivel gun stand and are most effective at close-quarters defence.
 
* '''Surgeon healing''' was improved in the 5.x class redesign.
* '''Surgeon self-healing''' exists through the Bandage ability.
* '''Old restrictions still matter:''' Earlier release notes mention no healing underwater or while carrying objects.
* '''Frontlines medics''' play differently because rifles, smoke, grenades, and trenches change the risk of reviving or healing.


Do not stand in the firing line while trying to heal. Pull wounded players behind cover whenever the fight allows it.
* '''Ammunition:''' Swivel guns exclusively use '''grape shot'''.
* '''Primary Use:''' They are excellent defensive tools for repelling infantry charges, such as at the top of ladders or in fortified positions.
}}
}}


{{Release_section
{{Release_section
|id=builders
|id=controls
|title=Builders & Demolition
|title=Operating Artillery Controls
|content=
|content=
Sappers, Engineers, and Carpenters are the practical side of Auxiliary play.
'''PC Controls'''
 
{{{!}} class="wikitable"
! Action !! PC Control
{{!}}-
{{!}} Interact (Mount, Load, Ram) {{!}}{{!}} E
{{!}}-
{{!}} Aim {{!}}{{!}} WASD (to move the barrel)
{{!}}-
{{!}} Zoom (Fine Aim) {{!}}{{!}} Right Mouse Button
{{!}}-
{{!}} Fire {{!}}{{!}} Left Mouse Button
{{!}}-
{{!}} Move Artillery Piece {{!}}{{!}} Hold E on the wheels
{{!}}}


* '''Sappers''' received many new props in 5.x, including earthwork variants, palisade variants, gates, towers, snake rail fences, piano, light pole, and flag.
'''Console Controls (Xbox / PlayStation)'''
* '''Sapper materials''' are now assigned per Sapper player instead of shared in one faction pool.
* '''Swivel guns''' can now attach to palisade wall props.
* '''Carpenters''' gained an explosive satchel for destroying structures.
* '''Carpenter two-handed axe''' now swings in three directions and can block.
* '''Palisades''' have updated damage rules, making the right demolition tool more important.


Use [[Defences]] for buildable details.
{{{!}} class="wikitable"
! Action !! Xbox Control !! PlayStation Control
{{!}}-
{{!}} Interact (Mount, Load, Ram) {{!}}{{!}} X {{!}}{{!}} Square
{{!}}-
{{!}} Aim {{!}}{{!}} Left Analog Stick {{!}}{{!}} Left Analog Stick
{{!}}-
{{!}} Zoom (Fine Aim) {{!}}{{!}} Left Trigger (LT) {{!}}{{!}} L2
{{!}}-
{{!}} Fire {{!}}{{!}} Right Trigger (RT) {{!}}{{!}} R2
{{!}}-
{{!}} Move Artillery Piece {{!}}{{!}} Hold X on the wheels {{!}}{{!}} Hold Square on the wheels
{{!}}}
}}
}}


{{Release_section
{{Release_section
|id=release-notes
|id=cannoneer
|title=Release Notes Check
|title=Cannoneer Class
|content=
|content=
Important Auxiliary updates reflected here:
Cannoneers excel at manning cannons, mortars, swivel guns, and rocket launchers. Rocketeers were deprecated and folded into the cannoneer role, so cannoneers now cover both cannon and rocket artillery duties. They can equip a ramrod to provide a +5% speed bonus to ramming.


* '''0.40:''' Musician accuracy bonus changed from 7% to 8%, stacking to 12% in older builds.
<div class="hf-class-info">
* '''1.x:''' Surgeon Bandage, support secondary weapons, musician/faction tunes, and early support restrictions were added.
<div class="hf-class-info-header">
* '''2.25:''' Field Orders, shillings, feats, and Barracks updates changed progression for support roles.
<div class="hf-class-info-header-label">Factions</div>
* '''4.00:''' Age of Sail added accordion, sea shanties, custom note and midi systems, and new naval support context.
<span class="hf-class-info-faction">[[File:hui-emblem-britain.webp|18px|link=]] British</span>
* '''5.00:''' The support class redesign changed Musician, Surgeon, Carpenter, Sapper, Flag Bearer, and Artilleryman behaviour.
<span class="hf-class-info-faction">[[File:Hui-emblem-the-british-empire.webp|18px|link=]] British Empire</span>
* '''5.10-5.20:''' Musician assist scoring, musician buff restart, custom music notes, and several support-related class and spawn issues were fixed.
<span class="hf-class-info-faction">[[File:hui-emblem-american-patriots.webp|18px|link=]] American Patriots</span>
<span class="hf-class-info-faction">[[File:hui-emblem-france.webp|18px|link=]] French</span>
<span class="hf-class-info-faction">[[File:hui-emblem-prussia.webp|18px|link=]] Prussian</span>
<span class="hf-class-info-faction">[[File:hui-emblem-russia.webp|18px|link=]] Russian</span>
<span class="hf-class-info-faction">[[File:hui-emblem-austria.webp|18px|link=]] Austrian</span>
<span class="hf-class-info-faction">[[File:hui-emblem-italy.webp|18px|link=]] Italian</span>
<span class="hf-class-info-faction">[[File:hui-emblem-allied.webp|18px|link=]] Allied</span>
<span class="hf-class-info-faction">[[File:hui-emblem-central.webp|18px|link=]] Central</span>
</div>
<div class="hf-class-info-badges">
<div class="hf-class-info-header-label">Traits</div>
<div class="hf-class-info-badges-group">
<div class="hf-class-info-badge">[[File:CannonSpecialisation.webp|20px|link=]] Cannon Spec.</div>
<div class="hf-class-info-badge">[[File:RocketSpecialisation.webp|20px|link=]] Rocket Spec.</div>
<div class="hf-class-info-badge">[[File:LightFooted.webp|20px|link=]] Light Footed</div>
</div>
<div class="hf-class-info-header-label" style="margin-top:8px;">Abilities</div>
<div class="hf-class-info-badges-group">
<div class="hf-class-info-badge hf-badge-ability">[[File:ArtilleryOperator.webp|20px|link=]] Artillery Operator</div>
<div class="hf-class-info-badge hf-badge-ability">[[File:RocketOperator.webp|20px|link=]] Rocket Operator</div>
<div class="hf-class-info-badge hf-badge-ability">[[File:Repairman.webp|20px|link=]] Repairman</div>
</div>
</div>
<div class="hf-class-info-stats">
<div class="hf-class-info-stat">
<div class="hf-class-info-stat-label">Health</div>
<div class="hf-class-info-stat-value">100</div>
</div>
<div class="hf-class-info-stat">
<div class="hf-class-info-stat-label">Agility</div>
<div class="hf-class-info-stat-value">80</div>
</div>
<div class="hf-class-info-stat">
<div class="hf-class-info-stat-label">Swimming</div>
<div class="hf-class-info-stat-value">35</div>
</div>
</div>
<div class="hf-class-info-equip">
<div class="hf-class-info-equip-label">Equipment</div>
<div class="hf-class-info-equip-item">[[File:Memeammoselection_spyglass.webp|28px|link=]] Spyglass</div>
<div class="hf-class-info-equip-item">Ramrod</div>
</div>
</div>
 
{{Card_grid|content=
{{Uniform_Card|image=British-Cannoneer-1.webp|label=British}}
{{Uniform_Card|image=British-Cannoneer-2.webp|label=British (Var. 2)}}
{{Uniform_Card|image=ARBritish-Cannoneer-1.webp|label=British Empire}}
{{Uniform_Card|image=ARAmerican-Cannoneer-1.webp|label=American Patriots}}
{{Uniform_Card|image=French-Cannoneer-1.webp|label=French}}
{{Uniform_Card|image=French-Cannoneer-2.webp|label=French (Var. 2)}}
{{Uniform_Card|image=Prussian-Cannoneer-1.webp|label=Prussian}}
{{Uniform_Card|image=Prussian-Cannoneer-2.webp|label=Prussian (Var. 2)}}
{{Uniform_Card|image=Russian-Cannoneer-1.webp|label=Russian}}
{{Uniform_Card|image=Russian-Cannoneer-2.webp|label=Russian (Var. 2)}}
{{Uniform_Card|image=Austrian-Cannoneer-1.webp|label=Austrian}}
{{Uniform_Card|image=Austrian-Cannoneer-2.webp|label=Austrian (Var. 2)}}
{{Uniform_Card|image=Italian-Cannoneer-1.webp|label=Italian}}
{{Uniform_Card|image=Italian-Cannoneer-2.webp|label=Italian (Var. 2)}}
{{Uniform_Card|image=Allied-Cannoneer-1.webp|label=Allied}}
{{Uniform_Card|image=Central-Cannoneer-1.webp|label=Central}}
}}
}}
}}



Revision as of 00:25, 7 July 2026

Ammunition Types

There are 4 types of ammunition (not including chain shots in naval combat) and they each have their uses.

Round Shot

Often called the cannonball, this ammunition is used in cannons and mortars. The most commonly used type of ammunition is the round shot, a solid iron ball used mostly for long-range to medium-range combat.

This ammunition is almost always used in line battles. It has the potential to wipe out entire lines due to the shot being able to pierce players and defences. It can also destroy sapper-built defences and enemy artillery. If it strikes a loaded artillery piece, the piece will blow up, which can often result in the death of the entire crew manning it.

Grape Shot

Sometimes called canister shot, this ammunition is used in cannons and swivel guns. It shoots a bag of small metal pellets which can shred through any close-range infantry or cavalry.

It is used almost exclusively at short ranges due to its inaccuracy. Effective up to 50 meters, it can still be fired to 100 meters. Though not often used, it still has the potential to wipe entire lines in one shot and can be incredibly useful to a cornered cannoneer.

Long Range Shell Rocket

This ammunition can only be used inside a rocket launcher and can shoot incredibly far. They have a range of about 100-250m and explode upon impact when hitting any surface (including trees, so watch out).

When fired, they usually don't fly straight. They will swirl left and right in the air, making them inaccurate and prone to hitting trees or buildings. They are referred to as "Shell Rocket(L)" in-game.

Short Range Shell Rocket

This is similar to the long-range rocket but only useful from about 35-55 meters. It can be useful to defend artillery or friendly lines. Short-range rockets are also rumoured to have a larger explosion radius than long-range rockets.

Cannons

Cannons are the backbone of the artillery, the most versatile and most used artillery pieces. They can be loaded with either grape shot or round shot from an ammo box.

Loading & Firing

  • Load: Hold the desired ammunition type and hold E on the barrel.
  • Ram: When the ammunition is loaded, hold E again to ram the shot. Any class can ram, but equipping a ramrod as a cannoneer before ramming provides a +5% speed increase.
  • Aim: Press E when looking at the cannon from behind, then move the barrel using WASD.
  • Fire: Press Left Click or the fire button. Keep in mind that a cannoneer can override your aiming if you are firing as a different class.

Aiming a Cannon

You will only need to worry about bullet drop when firing at distances above 100+ meters. Though 100 meters isn't the maximum range (around 500 meters), it will prove difficult to find the best position to aim your cannon at extreme distances.

Moving a Cannon

If you need to reposition, press E on the wheels of an unloaded cannon. You can move up the cannon with 2 people for increased speed. Keep in mind you will probably have to move an ammo box as well. This can only be done by a cannoneer, but a sapper can build one for no material cost if available.

During the moving process, a cannoneer can override the person moving it. If 2 non-artillery classes or 2 artillery classes move the cannon at the same time, the first person who started moving it will always be favoured.

Rocket Launchers

Rockets are very unreliable as a beginner but with time can be learned and turned into a deadly long-range and short-range weapon. They can be loaded with 2 types of ammunition from a rocket stack and can hold 2 rockets at the same time (one on the left, one on the right).

What Makes Rockets Unreliable

The thing that makes rockets unreliable is their tendency to swirl left and right in the air randomly. This makes precise aiming difficult as it is nearly impossible to hit a specific target. You just have to be lucky to land a precise shot. Fortunately, the rockets will usually go to the same spot if fired from the same side of the launcher.

Key Facts

  • Rockets can destroy enemy artillery and cause the same explosion that cannonballs produce on a loaded artillery piece.
  • Moving: Hold E on the bucket in the front of the launcher (cannoneer only). You can move it with 2 people. Build it back up by holding E on the bucket again.
  • When rocket launchers spawn, they always spawn unpacked, allowing cannoneers to move them quickly.
  • Aiming rockets is best learned through practice. It will take a while to learn, but mastery can make you incredibly effective.

Mortars

Mortars are notoriously difficult to master but can shoot incredible distances (50-850 meters) and can be incredibly dangerous in the right hands. They can be loaded with round shot alone.

Advantages Over Cannons

  • Rain down cannonballs on enemy encampments without worrying about walls, trees, mountains, or houses.
  • The explosion of a mortar is bigger than that of a cannon.
  • Shoot anyone anywhere on the map with enough precision (if they don't have a roof above them).
  • You don't have to ram the shot in the mortar.
  • You can destroy enemy artillery with it.

Drawbacks

  • Cannot fire grape shot.
  • Cannot fire closer than ~50 meters, so you can't defend yourself from close-range troops or cavalry.
  • Shots take time to land.
  • You cannot move a mortar, so if the map has a bad mortar spot, you're stuck with it.

Tips

  • After firing, a 15-second countdown begins before you can shoot again. Use this time to observe where your cannonball landed and adjust your aim.
  • Unlike rockets, mortar shots land exactly where you aim them.
  • If a mortar is shot or rebuilt by a sapper after being destroyed, it will still retain its aiming position.
  • Mortar effectiveness highly depends on the map.

Swivel Guns

Swivel guns are small, versatile cannons that can be built by the Sapper class. They are placed on a swivel gun stand and are most effective at close-quarters defence.

  • Ammunition: Swivel guns exclusively use grape shot.
  • Primary Use: They are excellent defensive tools for repelling infantry charges, such as at the top of ladders or in fortified positions.

Operating Artillery Controls

PC Controls

Action PC Control
Interact (Mount, Load, Ram) E
Aim WASD (to move the barrel)
Zoom (Fine Aim) Right Mouse Button
Fire Left Mouse Button
Move Artillery Piece Hold E on the wheels

Console Controls (Xbox / PlayStation)

Action Xbox Control PlayStation Control
Interact (Mount, Load, Ram) X Square
Aim Left Analog Stick Left Analog Stick
Zoom (Fine Aim) Left Trigger (LT) L2
Fire Right Trigger (RT) R2
Move Artillery Piece Hold X on the wheels Hold Square on the wheels

Cannoneer Class

Cannoneers excel at manning cannons, mortars, swivel guns, and rocket launchers. Rocketeers were deprecated and folded into the cannoneer role, so cannoneers now cover both cannon and rocket artillery duties. They can equip a ramrod to provide a +5% speed bonus to ramming.

Factions

British British Empire American Patriots French Prussian Russian Austrian Italian Allied Central

Traits
Cannon Spec.
Rocket Spec.
Light Footed
Abilities
Artillery Operator
Rocket Operator
Repairman
Health
100
Agility
80
Swimming
35
Equipment
Spyglass
Ramrod
British
British (Var. 2)
British Empire
American Patriots
French
French (Var. 2)
Prussian
Prussian (Var. 2)
Russian
Russian (Var. 2)
Austrian
Austrian (Var. 2)
Italian
Italian (Var. 2)
Allied
Central