ATGM Team: Difference between revisions
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! Unit Size !! HP per Soldier !! Armor Value !! AP !! Accuracy !! Discipline !! Vision !! Detection !!Concealment !!Weapons and Equipment | ! Unit Size !! HP per Soldier !! Armor Value !! AP !! Accuracy !! Discipline !! Vision !! Detection !!Concealment !!Weapons and Equipment | ||
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| 3|| 10|| 40 || 100 || | | 3|| 10|| 40 || 100 || 50 || 70|| 9 ||0 || 0||[[SIPV Standard Protective Vest]] , [[Zayntech ASGM 2]] | ||
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== Tactical Note == | == Tactical Note == | ||
Eliminate ATGM teams '''before moving up your vehicles'''. Use stealth, flanking, or long-range fire to remove them early. If left unchecked, they can ''cripple or outright destroy your best armor units''. | Eliminate ATGM teams '''before moving up your vehicles'''. Use stealth, flanking, or long-range fire to remove them early. If left unchecked, they can ''cripple or outright destroy your best armor units''. | ||
Revision as of 17:17, 19 February 2026
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Local Forces gone rogue. Armed with a tripod based ATGM launcher. - In game description

Unit Stats
RA ATGM Teams are three-man anti-vehicle support squads armed with the Zayntech ASGM 2. Though fragile, they are among the most dangerous threats to TCR vehicles, capable of delivering devastating long-range shots with high precision.
The ATGM is especially lethal when paired with an RA Officer's mark, allowing indirect fire on unseen targets. While they occasionally target infantry, their main role is armor denial and vehicle suppression.
| Unit Size | HP per Soldier | Armor Value | AP | Accuracy | Discipline | Vision | Detection | Concealment | Weapons and Equipment |
|---|---|---|---|---|---|---|---|---|---|
| 3 | 10 | 40 | 100 | 50 | 70 | 9 | 0 | 0 | SIPV Standard Protective Vest , Zayntech ASGM 2 |
Tactical Note
Eliminate ATGM teams before moving up your vehicles. Use stealth, flanking, or long-range fire to remove them early. If left unchecked, they can cripple or outright destroy your best armor units.


