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ENDEESPT-BRFR
Loadout Network // Active Dossier: Technical Teams
Loadout Network // 02 Of 04
01 Medical Care 02 Technical Teams 03 Crew Training 04 Heavy Equipment
[ Loadout Network ] // 02 Technical Teams ▼
01 // Medical Care LIVE 02 // Technical Teams CURRENT 03 // Crew Training RESEARCH 04 // Heavy Equipment RESEARCH
[ SYSTEM DOSSIER // LOADOUT // LOAD-02 OF 04 ] // ARMORED SUPPORT

TECHNICAL TEAMS

Technical Teams support armored forces with temporary attack reinforcement and timed field repairs. The branch uses Ground Munitions as its core consumable, while the strongest Level 3 effects also require Medicines.

View Progression ↓ Return to Units
// TECHNICAL TEAMS DOSSIER
Archive Loadout
Dossier LOAD-02 / 04
Research 3 Levels
Research Days 2 / 10 / 18
Doctrines Shared
Category
Loadout
Doctrines
Shared
Armored Attack
+10% → +35%
Armored Healing
+4 → +8 HP / Day
[ ARMORED SUPPORT READ ]
Technical Support
Attack Boost
Armored attack reinforcement scales +10% → +20% → +35%. One bonus charge is consumed for each attack.
Field Repair
Armored healing scales +4 → +6 → +8 HP/day. Level 3 extends repair duration to 3 days.
Consumables
Ground Munitions power the branch. Modern Technical Teams additionally consume Medicines.
Shared Doctrine Research Timing
Eastern, European and Western doctrines all unlock Technical Teams Level 1 on Day 2, Level 2 on Day 10 and Level 3 on Day 18. No doctrine selector is required.
[ TECHNICAL TEAMS CONFIGURATOR ]

Select Research Level

Select Basic, Advanced or Modern Technical Teams. Armored attack reinforcement, field repair, duration and per-unit consumable costs update from the supplied progression.
[ ACTIVE TECHNICAL TEAMS PROFILE ]
BASIC TECHNICAL TEAMS // LEVEL 1
DAY 2 // ATTACK +10% // ATTACK COST 1 GROUND MUNITION // HEAL +4 HP/DAY // DURATION 2 DAYS // HEAL COST 5 GROUND MUNITIONS
RESEARCH L1
Research Day
2
2 → 10 → 18
Armored Attack
+10%
+10% → +20% → +35%
Field Repair
+4
HP per day
Repair Duration
2
Days
Repair Cost
5
Ground Munitions at L1
[ TECHNICAL TEAMS PROGRESSION ]

Research & Effect Scaling

Level Research Day Armored Attack Attack Cost / Unit Armored Healing Healing Duration Healing Cost / Unit
Lvl 1 Basic Technical Teams 2 +10% 1 Ground Munition +4 HP / day 2 days 5 Ground Munitions
Lvl 2 Advanced Technical Teams 10 +20% 2 Ground Munitions +6 HP / day 2 days 7 Ground Munitions
Lvl 3 Modern Technical Teams 18 +35% 1 Medicine + 3 Ground Munitions +8 HP / day 3 days 5 Medicines + 10 Ground Munitions
[ EFFECT ARCHITECTURE ]

Attack Boost & Field Repair

Armored Attack Enhancement
The attack effect scales +10% → +20% → +35%. The enhancement lasts for one combat round, and each attack consumes one charge of the bonus.
Armored Field Repair
Repair scales 4 → 6 → 8 HP/day. Duration is 2 → 2 → 3 days, with a separate per-unit consumable cost.
[ CONSUMABLE PRODUCTION ]

Ground Munitions Production

Produced Item Requirements Production Cost Production Time Batch
Ground Munitions Army Base Lv1 · Arms Industry Lv1 · Basic Technical Teams Lv1 200 Supplies · 300 Fuel · 150 Electronics · 750 Money 1 day 20 Ground Munitions
Level 3 Dependency // Medicines
Modern Technical Teams links back to Medical Care. Level 3 attack reinforcement costs 1 Medicine + 3 Ground Munitions per unit, while Level 3 field repair costs 5 Medicines + 10 Ground Munitions per unit. Medicines and Ground Munitions remain separate consumables.
[ EFFECT RULES ]

Charges, Repairs & Production

Attack Charges
The armored attack enhancement lasts for one combat round. Each attack uses one charge of the bonus, and charges can be stacked.
Healing Duration
Field repair is applied per affected armored unit: 4 HP/day for 2 days at Level 1, 6 HP/day for 2 days at Level 2, and 8 HP/day for 3 days at Level 3.
Ground Munitions
Ground Munitions are produced in cities in batches of 20 after Basic Technical Teams is researched and the required Army Base and Arms Industry are available.
Level 3 Link
Modern Technical Teams links back to Medical Care: its strongest attack and healing enhancements require Medicines in addition to Ground Munitions.
[ APPLICABLE UNITS ]

Armored-Family Loadout

Armored Loadout
The supplied in-game panels show Technical Teams enhancements as applicable to the displayed armored-unit family. Unverified unit names from icons are intentionally not assigned.
Per-Unit Cost
The displayed loadout cost is charged per affected unit. Supporting a larger armored force therefore consumes proportionally more Ground Munitions and, at Level 3, Medicines.
Data Separation // Research ≠ Munitions ≠ Attack ≠ Repair
Research day determines when each Technical Teams level becomes available. Ground Munitions production is a separate consumable layer. Armored attack reinforcement and field repair are independent effects with their own per-unit costs. Medicines enter only the supplied Level 3 costs. Attack charges, repair duration and per-unit scaling are effect rules and are not baked into the displayed percentage or HP/day values.
[ LOADOUT ARCHITECTURE ]

Five Independent Layers

01
Research L1–L3
02
Ground Munitions Production
03
Armored Attack Boost
04
Timed Field Repair
05
Charges / Medicines Link
[ LOADOUT // 02 OF 04 ]
Next Dossier // Crew Training
Technical Teams is documented. Continue with the third Loadout branch.
Open Crew Training →
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