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Unit armory

All units
Pararescue — in-game image
  • Recon
  • USA
  • Recon team

Pararescue

70Points

Armor
—
Firepower
16 / 100
Range
7 / 100
Speed
3 / 100
Stealth
83 / 100
Survivability
75 / 100
How the scales are calculated
  • Armor — average frontal armor, kinetic and HEAT; 100 is the best value among all units in the game.
  • Firepower — salvo damage: one burst of every weapon in the default loadout with its strongest ammo; 100 is the maximum in the Recon category.
  • Range — longest firing range against ground or air targets; 100 is the maximum in the Recon category.
  • Speed — road speed, flight speed for aircraft; 100 is the maximum in the Recon category.
  • Stealth — inverse of the visibility factor: the harder the unit is to spot from afar, the higher; 100 is the best value among all units in the game.
  • Survivability — hit points; 100 is the maximum in the Recon category.

Data comes from the game files, for the default loadout. A dash means the unit has no such value (no armor or weapons).

Loadouts

  • Pararescue team70Upgrade: Pararescue teampicked in 100% of deployments · 41,664 times

On the platform · 14 days

13,838 appearances
Win rate
49%
Pick rate
5%
avg D/R
0.67
Average lifetime
06:36
Survives to the end
29%

Lifetime is the median of 41,427 deployments; refunded units are not counted.

The figures above are for Pararescue only. With all variants: 67,116 appearances, 49% won.

Mobility and detection

On road
18 km/h
Off road
18 km/h
On water
9 km/h
Turn rate
60 °/s
Acceleration
10
  • Air-droppable

Detection and survivability

Optics: ground
875 m
Optics: low altitude
1.1 km
Optics: high altitude
1 km
Stealth
0.4
Suppression threshold
1,000
Dimensions
3 × 3 × 2 m
Weight
1 kg

Armament

Squad6 soldiers

HK 416 D10RSAssault rifle
  • magazine 30
  • reload 4 s
  • aim 1 s
  • Close quarters
  • Fires on the move
  • Suppressed
  • 5.56x45mm×100Kinetic
    Damage
    3.1
    Penetration
    15 → 7
    Range vs ground
    200 m
    Suppression
    12
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships
M1014Shotgun
  • magazine 8
  • reload 4 s
  • aim 1 s
  • Close quarters
  • Fires on the move
  • 12ga SLUG×20Kinetic
    Damage
    4.8
    Penetration
    15 → 7
    Range vs ground
    100 m
    Suppression
    14
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships
Mk.46 sup.Light machine gun
  • magazine 30
  • reload 4 s
  • aim 1 s
  • Close quarters
  • Fires on the move
  • Suppressed
  • 5.56x45mm×200Kinetic
    Damage
    3.1
    Penetration
    17 → 7
    Range vs ground
    250 m
    Suppression
    40
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships
FlashbangHand grenade
  • magazine 1
  • reload 6–7 s
  • aim 1 s
  • Close quarters
  • Fires on the move
  • Flashbang×1HEAT
    Damage
    0.5
    Range vs ground
    1 m
    Suppression
    1,000
    Speed
    355 m/s
    Supply per shot
    16
    • Direct shot
    • ground targets
    • infantry

Modifications

Squad loadout

  • Pararescue teamdefaultAnother version: Pararescue · Name: Pararescue · Own silhouetteno extra cost
  • Special Tactics TeamAnother version: STT · Name: STT · Own silhouette+10

Specializations

Abilities

  • Smoke grenades · Sprintalways available

Data and images come from the game files, version 1.2.0.3 (with permission from Steel Balalaika).