Company of Heroes 2

Company of Heroes 2

Zombies 1.12.6
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Sie_Sayoka  [developer] 6 Jun, 2021 @ 12:49pm
Unit List 1.11
Tier 1 Units - 0 Minutes
Zombie
HP: 40
Count: 5
Range: 8
Damage: 12
Speed: Normal (Fast @ Tier 4)

Turned
HP: 40
Count: 1 (6 max)
Range: 8
Damage: 16
Speed: Fast
Spawn: On kill at 92% rate
Effects: Will merge with nearby squads if they are missing members.

Turned Ashen
HP: 50
Count: 1 (6 max)
Speed: Fast
Spawn: On kill at 8% rate
Effects: Smoke cloud on death

Special Turned
HP: 50
Count: 1 (6 max)
Speed: Fast
Spawn: On Kill by Burned, Firebrand, Sledge, Maul
Effects: Kills by their respective zombie squad will create turned versions. They share the same weapons and effects as the parent zombie squad.

Turned Tesla Trooper
HP: 50
Count: 1 (6 max)
Speed: Fast
Spawn: On kill by Infected or Turned Tesla Troopers
Effects: Immune to energy weapons. +50% damage if within a power aura. Can only merge with Infected or Turned Tesla Trooper squads.

The Ashen
HP: 80
Count: 3
Range: 8
Damage: 16
Speed: Normal (Fast @ Tier 4)
Effects: Smoke cloud on death. 85% reduced accuracy on zombies within cloud.

Tier 2 Units - 5 Minutes
Spectre
HP: 50
Count: 4
Range: 8
Damage: 12
Speed: Fast
Effects: Can Camouflage

The Writhing
HP: 50
Count: 5
Range: 8
Damage: 16
Speed: Fast

Undead
HP: 50
Count: 6
Range: 8
Damage: 16
Speed: Normal (Fast @ Tier 4)

Tier 3 Units - 10 Minutes
The Burned
HP: 60
Count: 5
Range: 12
Damage: 20
Speed: Normal (Fast @ Tier 4)
AoE: 2
Effects: Immune to fire.

The Volatile
HP: 700
Count: 1
Range: 8
Damage: 150
Speed: Normal (Fast @ Tier 4)
AoE: 5
Effects: Crushes environment, self-destruct

Sledge
HP: 60
Count: 4
Range: 8
Damage: 20
Speed: Normal (Fast @ Tier 4)
AoE: 2
Effects: 50% damage to infantry, high penetration

Tier 4 Units - 15 Minutes
All normal speed zombies will have their speed upgraded to fast.

Wraith
HP: 75
Count: 5
Range: 8
Damage: 16
Speed: Fast
Effects: Can Camouflage

Undying
HP: 60
Count: 6
Range: 8
Damage: 20
Speed: Fast
AoE: 0.5

Tier 5 Units - 20 Minutes
Firebrand
HP: 80
Count: 6
Range: 12
Damage: 20
Speed: Fast
AoE: 2
Effects: Immune to fire.

Indrik
HP: 1500
Count: 1
Range: 8
Damage: 200
Speed: Fast
AoE: 5
Effects: Crushes environment, self-destruct

Revenant
HP: 68
Count: 6
Range: 8
Damage: 20
Speed: Very Fast
AoE: 0.5

Maul
HP: 60
Count: 5
Range: 8
Damage: 20
Speed: Very Fast
AoE: 2
Effects: 50% damage to infantry, high penetration

Tier 6 Units - 25 Minutes
T1 and T2 units will gain regeneration and 30% damage reduction.

Bombardier
HP: 100
Count: 1
Range: 125
Damage: 0
Speed: Slow
AoE: 5
Effects: Launches Carcasses that spawn squads on impact.

Carcass
HP: 45
Count: 4 * 4
Range: 8
Damage: 16
Speed: Very Fast


Charger
HP: 250
Count: 1
Range: 2
Damage: 50
Speed: Extremely fast
AoE: 4
Effects: Jumping, self-destruct, vehicle criticals, crushes environment.

Infected Tesla Trooper
HP: 80
Count: 6
Range: 12
Damage: 16
Speed: Fast
AoE: 0.5
Effects: Immune to energy weapons. +50% damage if within a power aura.

Tier 7 Units - 30 minutes
Angel
HP: 300
Count: 1
Range: 8
Damage: 20
Speed: Fast
AoE: 0.5
Effects: Nearby zombies receive 70% less damage. Does not affect angels or tsars.

Tsar
HP: 3500
Count: 1
Range: 15
Damage: 550
Speed: Very Fast
AoE: 10
Effects: Smoke effects. Large explosive grenade, units caught in blast are stunned.

Headless
HP: 83
Count: 6
Range: 8
Damage: 20
Speed: Very Fast
AoE: 0.5
Effects: Headless.

Miasma
HP: 530
Count: 3
Range: 12
Damage: 3*16*3
Speed: Very Fast
AoE: 5
Effects: Toxic clouds deal DoT and blind enemies.

Tier 8 Units - 35 minutes
Black Ashen
HP: 200
Count: 2
Range: 8
Damage: 16
Speed: Fast
Effects: Black smoke cloud on death, larger and lasts longer than normal Ashen cloud. Zombies in cloud get 95% received accuracy.

Boss Units
Bosses spawn only once.

Titan
HP: 12000
Count: 1
Range: 12
Damage: 800
Speed: Extremely Fast
AoE: 8
Effects: Cannot be sniped.
Spawn: 50 minute mark.


Zombie Base
Guardian Grave
HP: 1000 (Armor 70)
Count: 1
Range: 15
Damage: 20
Effects: Sitting Lesser Guardians can attack. Spawn Guardians when damaged.
Spawn: On map pre-placement

Guardian
HP: 2000
Count: 1 + 5 Lesser Guardians
Range: 15
Damage: 250
Speed: Very Fast
AoE: 5
Effects: Self-destruct, crushes environment, cannot be sniped
Spawn: On death of Guardian Grave or damaging Outbreak Source.

Outbreak Source
HP: 5000 (Armor 35)
Effects: Spawns Guardian at half health.


Shared Units
Technicians
HP: 80
Damage: 12

Watchtower
HP: 250
Effects: Loaded units receive +40% weapon range and +60% sight.

MG Nest
HP: 400
Range: 45
Effects: Comes with M2HB 50 cal. Can garrison 1 unit.

Fortified Mortar Bunker
HP: 2500 (Armor 200)
Range: 55
Damage: 50
Effects: Comes with an airburst mortar.

B-4 Howitzer Artillery
Vanilla artillery from the Soviet commander.

20mm Flak Emplacement
Vanilla structure from the OKW faction.

Bofors QF 40mm Emplacement
Vanilla structure from the British faction.

Flak 43 Emplacement
HP: 700
Range: 65
Damage: 40
Effects: Fires much further with a larger magazine than the vanilla version.

Pantherturm
HP: 1100 (Armor 300)
Range: 50
Effects: Panther Turret has better overall stats and speed than a normal Panther.

Mobile Command Post
HP: 320 (Armor 9)
Effects: Reinforces nearby units, range 40.
Forward Retreat Point Upgrade: While active it receives 70% less damage. +150 armor.
Medic Upgrade: 3 medics, range 40.
Damage Aura Upgrade: Infantry deal +30% damage. Range 35.

Repair Station
Engineers repair at 9 HP/s as opposed to normal engineers that do around 3 HP/s. Can repair buildings.

Territory Point Fortifications
HP: 1000 (Armor 100)
Constructed on a territory node. Provides good defenses against zombies. Has passive regeneration. No additional resources given.

Experimental Weapons Facility
HP: 1500
Produces prototype units. Must use upgrades to tech up the tree.

Shield Infantry
HP: 160 (Armor 90) (Armor 150 with upgrade)
Damage: 10

Tesla Units
All units except for Generator Carriage and Tesla Tower require power in order to fire. These units have perfect accuracy but drain fuel.

Tesla Tower
HP: 700 (Armor 100)
Tesla Coil Upgrade Damage: 32
Repair Technician Upgrade: 4 Technicians
Can be built by Technicians.

Tesla Troopers
HP: 95
Damage: 24

Generator Carriage
HP: 350 (Armor 7)
+150 armor and 70% damage reduction on hull down.
Repair Technician Upgrade: 4 Technicians

Teleforce Halftrack
HP: 400 (Armor 11)
Damage: 45 (Upgrade +50%)

Tesla Tank
HP: 640 (Armor 234)
Damage: 63 (Upgrade +50%)
Secondary Weapon: 20

Mechanized Knights
HP: 350 (Armor 230)
Damage: 59
Secondary Weapon: 24 (With upgrade)

Dreadnought
HP: 1500 (Armor 450)
Damage: 100+50
Secondary Weapon: 160 (With upgrade)

Automaton
HP: 400 (Armor 300)
Damage: 9*6*3
Secondary Weapon: 12*4 (With upgrade)
Airship Units
Airship Units require hydrogen fuel in order to move. These units have powerful AoE weapons and are highly maneuverable but drain munitions. They also have fiery deaths.

Airship Refueling Station
HP: 500
Specialist Sniper: 65 range, only targets special zombies.
Built by Technicians. Highly flammable.

Auto Turret
HP: 40
Damage: 14 * 5
Idle Fuel Time: 90 seconds
Built by Technicians.

Rocketeer
HP: 100 (Armor 10)
Evasion: 40% (+20 with upgrade)
Damage: 20
Flame Missile Upgrade: 12 x2
Idle Fuel Time: 180 seconds (270 with upgrade)

Hover Tank
HP: 600 (Armor 100)
Evasion: 40% (+20 with upgrade)
Damage: 40
Secondary Weapon: 20 * 2
Molotov Mortar Upgrade: 15 * 3 +10 DoT/s
Idle Fuel Time: 180 seconds (270 with upgrade)

Landkreuzer
HP: 2500 (Armor 250)
Evasion: 10% (+20 with upgrade)
Damage: A lot
Secondary Weapon: 8 DoT/s
Idle Fuel Time: 300 Seconds (450 with upgrade)

Barricades
These can be attacked but block all movement.

Steel Barricade
HP: 3000 (Armor 100)

Last Stand Units
Standard Infantry
Standard infantry are available from the commander call-in ability once the upgrade has been researched. They maintain the base stats of the parent race's frontline infantry. All squads have 5 members and cost roughly 1/2 of the frontline infantry, pop cost is 0.5 per man.
  • UK: Infantry Section
  • US: Rifleman
  • SOV: Conscript
  • OST: Grenadier
  • OKW: Volksgrenadier

Millitia
Millitia spawn every 45 seconds and come with a random assortment of weapons. They are generally weaker both defensively and offensively.
HP: 60
Weapon CD: -25%
Weapon DMG: -25%
Weapon Reload: +100%
Weapon ACC: -50%

Special Forces
All special forces share roughly the same values in stats and cost.
HP: 160 (Armor 35)
Speed: +20%
Vision: +30%
Rifle DMG: 30
SMG DMG: 7*10

Weapon Rack Trucks
Weapons from Weapon Rack Trucks are stronger than other slot item weapons.
Rifle Grenade DMG: 80
Marksman Rifle DMG: 35
Flamethrower DMG: 22
LMG DMG: 9*14

Interwar Tanks
All interwar tanks share the same defensive properties. Weapons are different.
HP: 400 (Armor 55)
Maingun DMG: 80
BT-7 DMG: 40 (AoE)
Mk VI DMG: 5*12

Pack & Mountain Guns
All pack and mountain guns share the same damage values.
DMG: 50 - 100
Range: 20 - 120
Last edited by Sie_Sayoka; 4 Dec, 2022 @ 9:34pm
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Sie_Sayoka  [developer] 13 Jul, 2021 @ 1:28pm 
Ver 1.7 Name Changes
  • Combat Engineer → The Ashen
  • Conscripts → Zombie
  • Sniper → Spectre
  • Scout Car → The Writhing
  • Penal Battalion → Undead
  • Maxim HMG → The Burned
  • Mortar → The Volatile
  • AT Gun → Sledge
  • M5 Halftrack → Wraith
  • T-70 → Undying
  • SU-76 → Firebrand
  • Katyusha → Indrik
  • T-34 → Revenant
  • SU-85 → Maul
  • HQ → Outbreak Source
  • Repair Station → Guardian Grave
Sie_Sayoka  [developer] 8 Oct, 2021 @ 11:14pm 
Ver 1.7.3 Weapon Changes
  • AT guns, RPGs, and TD weapons have been reworked. Previously these units were pretty much useless against zombies due to their reduced infantry damage and low AoE. They now fulfill a support role applying powerful debuffs against zombies. You shouldn't need more than a couple of them to make full use of their abilities.
    • AT guns now apply a 5 second debuff named 'Shredded' on zombies that increase damage taken by 30% and lower damage dealt by 50%.
    • Tank Destroyers now apply a 5 second debuff named 'Concussed' on zombies that increase damage taken by 30% and lower movement speed by 30%.
    • RPGs now apply a 5 second debuff named 'Jolted' on zombies that increase damage taken by 30%.
    • AoE has been increased proportionally to their damage. The calculation is damage*0.02. For example a Pak40 does 160 damage so its new AoE will be 160*0.02 or 3.2.
    • Damage has been reduced to 10% of the previous values. Between the increased AoE and damage debuff this will be an overall increase in possible damage dealt.
    • Damage taken debuffs do not stack. A zombie can have all types of debuffs active on it but it will still only receive 30% increased damage.
  • Descriptions explaining these changes will be added to these units.
  • Added critical icons for these debuffs.

Last edited by Sie_Sayoka; 8 Oct, 2021 @ 11:14pm
Sie_Sayoka  [developer] 15 Nov, 2021 @ 9:26am 
Ver 1.9 Player Changes
  • Made annihilation conditions only for HQ buildings. For USF, the Barracks is the annihilation condition.
  • Barracks HP increased from 1500 to 3000.
  • Once a HQ building has been destroyed, it will permanently lose its flag. If a team loses all flags the game will be lost. HQ descriptions have been updated accordingly.
  • HQ buildings now have healing, repair, fuel, and power auras with a radius of 30.
  • Infantry are now immune while garrisoned. The buildings, of course, can still be destroyed.
  • Airbourne Commandos are a new unit for British. They are identical to regular commandos but can be paradropped.
  • Added paratrooper type units for all races that are available in the commander ability UI.
    • AEF: Paratroopers
    • OKW/OST: Fallschirmjaegars
    • Brit: Airbourne Commandos
    • Sov: Guards Airbourne
  • Shock Trooper armor increased from 1.5 to 18. Overall buff which will make them deflect 62% of low-tier zombie hits and 33% of mid-tier.
  • Urban Panzergrenadier armor upgrade increased from +2 to +35.
  • Increased effectiveness of SMG type weapons. They now use mid values for far range.
  • Anti-tank Rifle damage increased against zombies as if they were vehicles. For example most have 40 damage to vehicles but only 27 against infantry, now it will deal 40 damage to zombies.
  • All defensive type structures now have the scuttle ability.
  • Resource caches now have the scuttle ability.
Last edited by Sie_Sayoka; 16 Nov, 2021 @ 7:18am
Sie_Sayoka  [developer] 31 Oct, 2022 @ 3:50pm 
Ver 1.11 Player Changes
  • Sturmtiger/Firefly/AVRE attack abilities removed and replaced with normal attacks.
  • All vehicles have 30% faster reload times.
  • All vehicles have 25% faster turret traverse.
  • All vehicles have 20% less main gun scatter. This makes them shoot in a tighter grouping.
  • SMGs have 30 range. Uses medium stats for long range.
  • Rifles have 40 range. Uses medium stats for long range.
  • LMGs have 40 range. Uses medium stats for long range.
  • HMG aim time reduced.
  • Flamethrowers have 25 range.
  • Grenade range increased by 50%.
  • Grenade timer duration reduced by 50%
  • AT type abilities can now target zombies.
  • All types of mines can be set off by zombies.
Exfilton 5 Nov, 2024 @ 8:20am 
damn
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