The Ranger Squad is an elite USF infantry unit. In skirmishes it is available exclusively with the Advanced Infantry Battlegroup (which itself requires either purchase of the Hammer & Shield DLC pack, or unlock via Merit). Once the appropriate perk called Convert to Ranger Squad is unlocked, Rangers become available to produce from the
Rangers are amongst the most expensive infantry in the game, and pack with them incredible combat prowess as well a unique trait: They are capable of firing any special weapon on the move, including flamethrowers and bazookas.
This squad has one of the highest health at 115 health points per model. By default, the whole squad is armed with SMGs that make them extremely effective at close range, out-damaging practically any other infantry built for close quarters damage. However this damage per second (DPS) decreases drastically over longer ranges, making them ineffective beyond close range.
They can throw special 'cooked' frag grenade via the active ability 'Cooked' Mk 2 Frag Grenade. This is identical to regular frag grenades but with a much shorter fuse timer, meaning opponents have even less time to react to it. They also have the passive Heavy Weapon Experts, which explains their ability to fire any weapon on the move and grants them a significant accuracy bonus with special weapons.
To aid in acquiring special weapons, Rangers also have the ability to call in a Weapon Crate Drop. This active ability spends Munitions to air-drop a crate after a short delay at the target location. Once opened the crate will spawn two random weapons from a list of possible weapons, which includes the BAR, M1919 LMG, Bazooka, and Flamethrower. While this ability is cost efficient for getting two special weapons, it is also random and thus the player will need to adapt as the Rangers receive strange combinations of weapons. More info can be seen in the abilities section.
Upon reaching veterancy level 1 they can choose between either the passive ability Steady Aim which increases their accuracy on the move, or the passive ability Cover to Cover, which grants bonuses when in cover and when leaving cover. More info can be seen below.
Rangers can also benefit from an additional battlegroup perk called Ranger Weapon Training, which applies bonus effects to various special weapons when wielded by them.
Rangers overall are very expensive, not just in the initial cost to produce but they also have one of the highest population cap (similar to the heaviest of tanks), upkeep, and reinforce cost in the game. In addition, they can be an even more expensive investment if Munitions are spent on gaining special weapons. They also have very high veterancy requirements, though in return they have greater veteran bonuses compared to other infantry. In return for all these cons, they are very elite infantry with high durability and extreme close quarters effectiveness, especially with their uniqueness in being able to fire any weapon on the move. This makes them effective shock troops that can easily turn the tides once they get into range, and being able to fire on the move effectively emphasizes this assault nature. Of course, depending on what weapons they've acquired, their effectiveness against various targets will change, so players will need to adapt. Due to their immense cost, it is best to utilize them wisely and make worthy trades, as reinforcing them is very costly compared to most infantry.
A common tactic is to convert existing, veteran Riflemen squads over producing new Rangers. This not only saves some Manpower costs, but any veterancy experience and weapons the Riflemen have will carry over when they are converted, making it easier to field a stronger and more well-equipped Ranger squad. Keep in mind Rangers lack anti-tank snares and thus converting Riflemen means the loss of the Sticky Bomb ability on that squad.
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All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.
Steady Aim: Passive ability. Increases this unit's accuracy while moving by +17%. This essentially further decreases the penalty of firing on the move, making them the most accurate infantry unit on the move in the game.
Cover to Cover: Passive ability. This passive only activates when in combat. When in cover, the squad takes -15% less damage. When leaving cover, the squad gains +50% speed and 33% less suppression for 4 seconds. This 'sprint' aspect recharges every 7 seconds. An extremely powerful veteran ability, this not only makes Rangers more durable when in cover, but it effectively grants a free 'sprint' on a very low cooldown, with a bonus effect of also making them harder to suppress. This combination of bonuses improves their effectiveness as assault units, making it far easier to close the gap even when under pressure, or to simply hold the line in cover. Since this passive only activates while in combat, the Rangers will not be sprinting until actively fighting.
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'Cooked' Mk 2 Frag Grenade: Active ability. Throws a frag grenade at the target area for a Munitions cost. Functions the same as most frag grenade abilities, but with a far shorter fuse timer of less than a second. This makes it far more deadlier since opponents have even less time to react.
Heavy Weapon Experts: Passive ability. This passive explains the Ranger squad's ability to fire any weapon on the move, even weapons that normally cannot be fired on the move such as flamethrowers and bazookas. It also grants a +20% accuracy bonus, making them more damaging to enemies overall while reducing the accuracy penalties while moving.
Weapon Crate Drop: Active ability. Calls in an air-dropped weapon crate at the target location for a Munitions cost. Once the crate lands after a short delay, any infantry unit from any player can open the crate via right click. Once a unit opens the crate, two random weapons from a list of 4 possible weapons will spawn on the ground - this list includes the BAR, M1919 LMG, Bazooka, and Flamethrower. While this ability is cost efficient for producing special weapons, said weapons are random and thus the player will need to adapt to receiving strange combinations of weapons. Note that the Rangers do not have to pick up any dropped weapons, and thus the crate can also be used to produce weapons that can be picked up by other units, including teammates. In general this is the most reliable way of acquiring special weapons for Rangers, but it is up to player discretion as it can also be a great way of equipping other squads especially if the weapons are unwanted for the Rangers at the time.
This unit benefits from the following ISC upgrades:
Munitions Surplus: Reduces the Munitions costs of all infantry abilities, demolition charges, and land mines by 10 Munitions.
Advanced Logistics: Reduces the Manpower reinforcement cost of all infantry by 25%, and squads reinforced from Triage Station casualties gain a small amount of veterancy XP.
Survival Training: Increases the maximum health of all infantry entities (individual soldiers) by +10 health. Also grants 25% faster recharge speed on infantry abilities.
This unit benefits from the following battlegroup perks:
Ranger Weapon Training: Rangers apply various effects when attacking with certain weapons.
Flamethrowers: Reduces movement speed of infantry and vehicles hit by -25% for 5 seconds.
Bazookas: Reduces rate of fire of vehicles hit by 20% for 5 seconds.
M1919 LMG: Reduces the accuracy of infantry hit by 15% for 5 seconds.
BAR: Suppresses infantry units at close range.
Thompson-ranger-us | Near | Mid | Far |
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Accuracy | 0.513 | 0.314 | 0.171 |
Range | 10 | 18 | 35 |
Both the DAK
Ranger Squad
Cover to Cover Suppression resistance bonus reduced from 100% to 33%
1.6 'Coral Viper' April 2 2024
The damage bonus at Veterancy 3 made Rangers too powerful with certain weapons. We are changing their damage bonus to an accuracy bonus. Rangers will still be very powerful units by the late game due to their high accuracy provided by veterancy and their innate +20% accuracy bonus to all weapons.
Veterancy 3 +33% damage bonus changed to +27.5% accuracy bonus