diff --git a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
index eab2a6ecd5..cacb933d83 100644
--- a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
+++ b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
@@ -811,6 +811,7 @@
+
diff --git a/OpenRA.Mods.Common/Traits/Render/ReloadArmamentsBar.cs b/OpenRA.Mods.Common/Traits/Render/ReloadArmamentsBar.cs
new file mode 100644
index 0000000000..204f11e546
--- /dev/null
+++ b/OpenRA.Mods.Common/Traits/Render/ReloadArmamentsBar.cs
@@ -0,0 +1,60 @@
+#region Copyright & License Information
+/*
+ * Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
+ * This file is part of OpenRA, which is free software. It is made
+ * available to you under the terms of the GNU General Public License
+ * as published by the Free Software Foundation, either version 3 of
+ * the License, or (at your option) any later version. For more
+ * information, see COPYING.
+ */
+#endregion
+
+using System;
+using System.Collections.Generic;
+using System.Drawing;
+using System.Linq;
+using OpenRA.Traits;
+
+namespace OpenRA.Mods.Common.Traits.Render
+{
+ [Desc("Visualizes the minimum remaining time for reloading the armaments.")]
+ class ReloadArmamentsBarInfo : ITraitInfo
+ {
+ [Desc("Armament names")]
+ public readonly string[] Armaments = { "primary", "secondary" };
+
+ public readonly Color Color = Color.Red;
+
+ public object Create(ActorInitializer init) { return new ReloadArmamentsBar(init.Self, this); }
+ }
+
+ class ReloadArmamentsBar : ISelectionBar, INotifyCreated
+ {
+ readonly ReloadArmamentsBarInfo info;
+ readonly Actor self;
+ IEnumerable armaments;
+
+ public ReloadArmamentsBar(Actor self, ReloadArmamentsBarInfo info)
+ {
+ this.self = self;
+ this.info = info;
+ }
+
+ void INotifyCreated.Created(Actor self)
+ {
+ // Name check can be cached but enabled check can't.
+ armaments = self.TraitsImplementing().Where(a => info.Armaments.Contains(a.Info.Name)).ToArray().Where(Exts.IsTraitEnabled);
+ }
+
+ float ISelectionBar.GetValue()
+ {
+ if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
+ return 0;
+
+ return armaments.Min(a => a.FireDelay / (float)a.Weapon.ReloadDelay);
+ }
+
+ Color ISelectionBar.GetColor() { return info.Color; }
+ bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
+ }
+}