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Unit armory

All units
Spartan — in-game image
  • Recon
  • USA
  • Fire support vehicle
  • DLC: Baltic battalion

Spartan

40Points

Armor
7 / 100
Firepower
25 / 100
Range
14 / 100
Speed
18 / 100
Stealth
33 / 100
Survivability
35 / 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

  • Up-Armored + M2 HMG + Spike LR missile95Upgrade: Up-Armored · Weapon: M2 HMG + Spike LR missilepicked in 41% of deployments · 9,987 times
  • Up-Armored + GMG + Spike LR missile95Upgrade: Up-Armored · Weapon: GMG + Spike LR missilepicked in 32% of deployments · 7,900 times
  • Default + Ksp 58B Machinegun40Upgrade: Default · Weapon: Ksp 58B Machinegunpicked in 7% of deployments · 1,662 times
  • Default + M2 Heavy machine gun45Upgrade: Default · Weapon: M2 Heavy machine gunpicked in 6% of deployments · 1,418 times
  • Default + M2 HMG + Spike LR missile85Upgrade: Default · Weapon: M2 HMG + Spike LR missilepicked in 5% of deployments · 1,129 times

On the platform · 14 days

8,638 appearances
Win rate
43%
Pick rate
3%
avg D/R
0.12
Average lifetime
03:59
Survives to the end
18%

Lifetime is the median of 23,333 deployments; refunded units are not counted.

Armor

KineticHEAT
Armor variants
PackageFrontSidesRearTopHealth
Default808040403030303014
Up-Armored801804014030130303016

Armor points are compared with the round's penetration: kinetic armor stops armor-piercing rounds, HEAT armor stops shaped charges and ATGMs.

Mobility and detection

On road
95 km/h
Off road
70 km/h
Reverse
30 km/h
On water
20 km/h
Turn rate
60 °/s
Acceleration
10
  • Air-droppable

Detection and survivability

Optics: ground
600 m
Optics: low altitude
800 m
Optics: high altitude
1 km
Stealth
1
Suppression threshold
1,000
Infantry seats
6
Dimensions
5 × 2.5 × 2.3 m
Weight
8 t
Repurchase time
-120 s

Armament

Turret 1always fitted · 360° traverse · 75 °/s

L21A1 RardenAutocannon/Chain gun
  • magazine 6
  • reload 2–4 s
  • aim 1–2 s
  • burst 3
  • Fires on the move
  • 30x170mm AP×55Kinetic
    Damage
    1.5
    Penetration
    150 → 60
    Range vs ground
    500 m
    Suppression
    30
    Speed
    640 m/s
    Supply per shot
    1.2
    • Direct shot
    • vehicles
    • ships
  • 30x170mm HEI-T×110HEAT
    Damage
    3
    Penetration
    30
    Range vs ground
    500 m
    Range vs air
    500 m
    Suppression
    30
    Blast radius
    2 m
    Speed
    640 m/s
    Supply per shot
    1.2
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships
Ksp 58BMachine gun
  • magazine 30
  • reload 5–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×600Kinetic
    Damage
    0.8
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 2With option: Ksp 58B Machinegun · 360° traverse · 75 °/s

Ksp 58BMachine gun
  • magazine 30
  • reload 5–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 7.62x51mm×600Kinetic
    Damage
    0.8
    Penetration
    20 → 10
    Range vs ground
    300 m
    Suppression
    16
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 3With option: GMG grenade launcher · 360° traverse · 75 °/s

GMGGrenade launcher
  • magazine 32
  • reload 10–15 s
  • aim 1–2 s
  • burst 3–7
  • Fires on the move
  • 40×53 mm×320HEAT
    Damage
    2
    Penetration
    40
    Range vs ground
    400 m
    Suppression
    80
    Blast radius
    10 m
    Speed
    200 m/s
    Supply per shot
    2
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • ships

Turret 4With option: GMG + Spike LR missile · 360° traverse · 75 °/s

GMGGrenade launcher
  • magazine 32
  • reload 10–15 s
  • aim 1–2 s
  • burst 3–7
  • Fires on the move
  • 40×53 mm×320HEAT
    Damage
    2
    Penetration
    40
    Range vs ground
    400 m
    Suppression
    80
    Blast radius
    10 m
    Speed
    200 m/s
    Supply per shot
    2
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • ships
Spike LRAnti-tank missile
  • magazine 1
  • reload 8–10 s
  • aim 2–3 s
  • Fires on the move
  • Spike LR×3HEAT
    Damage
    10.5
    Penetration
    700
    Range vs ground
    800 m
    Suppression
    260
    Speed
    190 m/s
    Supply per shot
    150
    • Missile
    • Terminal Guidance
    • Top attack
    • vehicles
    • ships

Turret 5With option: M2 Heavy machine gun · 360° traverse · 75 °/s

M2 BrowningHeavy machine gun
  • magazine 30
  • reload 6–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 12.7x99mm×200Kinetic
    Damage
    1
    Penetration
    40 → 20
    Range vs ground
    400 m
    Suppression
    26
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships

Turret 6With option: M2 HMG + Spike LR missile · 360° traverse · 75 °/s

M2 BrowningHeavy machine gun
  • magazine 30
  • reload 6–8 s
  • aim 1 s
  • burst 4–8
  • Fires on the move
  • 12.7x99mm×200Kinetic
    Damage
    1
    Penetration
    40 → 20
    Range vs ground
    400 m
    Suppression
    26
    Speed
    600 m/s
    Supply per shot
    0.1
    • Direct shot
    • ground targets
    • infantry
    • vehicles
    • helicopters
    • ships
Spike LRAnti-tank missile
  • magazine 1
  • reload 8–10 s
  • aim 2–3 s
  • Fires on the move
  • Spike LR×3HEAT
    Damage
    10.5
    Penetration
    700
    Range vs ground
    800 m
    Suppression
    260
    Speed
    190 m/s
    Supply per shot
    150
    • Missile
    • Terminal Guidance
    • Top attack
    • vehicles
    • ships

Modifications

Weapon package

  • Ksp 58B MachinegundefaultArmament: Ksp 58B · Optics 600 m · Ability: Resupply · Name: Spartanno extra cost
  • M2 Heavy machine gunArmament: M2 Browning · Optics 700 m · Ability: Resupply · Name: Spartan+5
  • GMG grenade launcherArmament: GMG · Optics 700 m · Ability: Resupply · Name: Spartan+5
  • M2 HMG + Spike LR missileArmament: M2 Browning, Spike LR · Optics 700 m · Ability: Resupply · Name suffix: Spike · Own silhouette+45
  • GMG + Spike LR missileArmament: GMG, Spike LR · Optics 700 m · Ability: Resupply · Name suffix: Spike · Own silhouette+45

Armor package

  • DefaultdefaultFront armor 80 / 80no extra cost
  • Up-ArmoredFront armor 80 / 180+10

Specializations

Carries

Baltic BattalionEesti ScoutsKNT

Abilities

  • Smoke grenadesalways available
  • Resupplyalways available
  • Resupplyalways available

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