Work In Progress
Squad is a PC exclusive tactical team-based first-person shooter video game set in the modern day, developed by Offworld Industries. The stated goal of Squad is to create a "tactical first person shooter built around teamwork and cooperation". It is a spiritual successor to the award-winning Project Reality modification for Battlefield 2, with many of the former mod creators forming Offworld Industries. Development of the game was announced in October 2014; the game is currently in development and is available as an Early Access title.
The following weapons appear in the video game Squad:
Squad simulates engagements across many different theatres involving the US Army, Ground Forces of the Russian Federation, British Army, Insurgents, and the Irregular Militia Forces (to be referred to as "Militia" later on for brevity). In a game of Squad, players select their squads and their roles, with each role receiving a specific kit of weapons and equipment. Specialist kits may either have squad-level or team-wide role limitations, and may only be made available when the squad (and team) has reached a minimum size. The roles in Squad are:
- Squad/Cell Leader, the head of the squad with the ability to place rally points, forward operating bases (FOBs) and deployables.
- Rifleman/Fighter, who is equipped with a standard loadout for general purpose combat.
- Automatic Rifleman, who is equipped with a light machine gun for providing direct fire support and suppression.
- Machine Gunner, who is equipped with a medium machine gun to provide sustained medium to long range direct fire support and suppression.
- Medic, who is capable of reviving and healing incapacitated/wounded teammates.
- Lead Crewman, who is almost similar to the crewman below, but is also capable of deploying rally points, FOBs and deployables.
- Crewman, who is given a stripped-down loadout for self-defence, and is capable of operating heavier vehicles.
- Grenadier, who is capable of providing indirect fire support with launched grenades and marking targets with smoke grenades.
- Light Anti Tank, who is equipped with rocket launchers to eliminate light vehicles and entrenched enemies.
- Heavy Anti-Tank, who is equipped with anti-tank rocket launchers to eliminate heavily armoured vehicles.
- Marksman, who is issued a marksman rifle equipped with a medium or high powered optic for medium to long range direct fire support.
- Scout, who is equipped with binoculars for scouting enemy positions and explosives for setting up ambushes.
- Raider, who is equipped with a submachine gun and grenades for close quarter combat.
The player's lower body is fully visible in first person by looking down. Most weapon-related actions in Squad are fully animated with full arm animations, such as reloading, zeroing, switching fire mode, etc, though currently weapons only have one idle state form. This results in the animated zeroing immediately moving back to the default zeroing form when not aiming down sights, and having the fire mode switch animation be largely for show; one animation will be used for all setting changes, and the selector will pop back to default setting after the end of the animation, returning the weapon to its idle state form, regardless of the actual setting in gameplay.
Zeroing in Squad closely simulates reality; it is only available for select weapons that have ranging features in real life, and the available distances depend on what ranges are available for the weapon's ranging feature. Changing the zeroing (or ranging) is done via holding down the ranging button (default: X) and using the scroll wheel to change the range. Once the ranging button is released at the desired distance, the game will follow suit and adjust the weapon's sights to the selected range.
The SIG-Sauer P320 appears in Squad disguised as the newly adopted sidearm of the US Army, the "M17 Modular Handgun System". It is available to the US Army squad leader, and feeds from 17-round box magazines. Note that the real M17 Modular Handgun System comes in Coyote Brown finish (slide included), has a manual safety, and also has 3 rail-slots in its accessory rail, similar to the compact P320 and M18 pistol fashioned after it. As such, this is really a full length P320 in two-tone Flat Dark Earth (FDE). As the game's variant does not have the manual safety, it is also noticeably the only sidearm in the game that is holstered and drawn without turning on or off the safety.
The Beretta M9A1 appears in Squad as the "M9A1 Beretta". It is available to all US Army classes less the squad leader, rifleman, grenadier, light and heavy anti-tank, and feeds from 16-round box magazines when it should be 15. The marksman, crewman and lead crewman get an extra magazine each. Note that the M9A1 is not adopted by the US Army, but rather by the US Marine Corps in small numbers.
While not visible in the current reload animations, the magazine markings read MAS CAL 9 PARA / FABRIQUE SOUS LICENSE BERETTA ("manufactured under a Beretta license"), making it a PAMAS G1 magazine (French copy of the Beretta 92FS).
The MP-443 Grach is the standard side-arm of the Russian Ground Forces. It is available to all classes less the rifleman, grenadier, light and heavy anti-tank, and feeds from 18-round box magazines. As with the M9A1, the marksman, crewman and lead crewman get an extra magazine each.
The Glock 17 appears in Squad under the British Designation of "L131A1 General Service Pistol". It is available to all classes less the rifleman, grenadier, light and heavy anti-tank, and feeds from 17-round box magazines. Like the M9A1 and MP-443 Grach, the marksman, crewman and lead crewman each get an extra magazine.
The Tokarev TT-33 appears in Squad as the "TT33 Tokarev". It is available to the Insurgent and Militia cell/squad leaders, medics and marksmen, and feeds from 8-round box magazines. Like the PM, it comes with more magazines than the other pistols to compensate for its smaller magazine capacity. It packs the biggest punch of all the pistols in the game, owing to its calibre. It is textured with painted stars on both grips.
The Makarov PM appears in Squad as the "PM Makarov", following OWI's tradition of naming pistols backwards. It is available to all Insurgent and Militia classes less the cell/squad leader, medic, marksman, light and heavy anti-tank. Like the TT-33, it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.
The PPSh-41 is available exclusively to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has access to 4 of the former and 2 of the latter, and may switch between them at his own discretion (using the scroll wheel).
Switching to the drum magazine will have the player character remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player character will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and draw it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.
The SKS is available to the Insurgent and Militia scouts and cell/squad leaders, as well as the Insurgent light and heavy anti-tank. It feeds from a 10-round internal magazine loaded by stripper clips and, bizarrely, can be reloaded mid-clip. The SKS is also the only rifle in the game with a usable bayonet. The squad leaders and scouts' rifles come with a PU mounted, but there is no cut-out on the stock that indicates the presence of the PU mounting bracket.
Note that to reload an SKS partially, one needs to hold the bolt open while doing so as the bolt only locks back on an empty magazine. An easier alternative would be to first empty the magazine by releasing the floor plate first, before pulling the bolt back to lock it open. The way it works in game was apparently a deliberate decision for balance purposes. Additionally, a point worth noting is that the SKS in Squad can hold an extra round in the chamber when reloading mid-clip, despite a single round being ejected when the bolt is first pulled back.
Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again.
The Colt M4A1 is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. The rifleman's M4A1 may either have an Aimpoint CompM4 (designated "M68 CCO") alone, or a carry handle rear sight and KAC foregrip. The squad leader's M4A1 on the other hand uses the M68 CCO with a KAC foregrip and is loaded with tracer rounds.
A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and M4 Carbine markings, implying it shares the same models and textures with the latter rifle.
Colt M4 Carbine
The Colt M4 Carbine in a few different configurations is used by the US Army and the Militia in Squad. All configurations use 30-round box magazines and have a six-position stock.
For the US Army, their M4 comes with a KAC railed handguard, and is available to all US Army classes less the automatic rifleman, machine gunner and marksman. The US Army squad leader and rifleman's M4 Carbines has a Trijicon TA31RCO (designated "M150 RCO") mounted, and the former's is loaded with tracer rounds. The medic, grenadier, light and heavy anti-tank's have M68 CCOs mounted, with the grenadier's having an additional M203A1 mounted. The crewman and lead crewman use stock rifles with stock carry handle iron sights.
For the Militia, their M4 comes with the older round handguard, and is only available to Militia squad leader and rifleman. The squad leader's M4 comes with an M68 mounted onto the rear sight (i.e. the carry handle), while the rifleman's M4 only has stock iron sights.
The L85A2 is available to all British Army classes except the crewman, lead crewman, marksman, automatic rifleman and machine gunner. It feeds from 30-round box magazines, and comes equipped with a Daniel Defence railed handguard. The rifleman's L85A2 may either have a Grip Pod or a Trijicon TA31-CH (simply named "ACOG") mounted, the medic's comes exclusively with a SUSAT, the grenadier's comes with an ACOG and a L123A2 UGL mounted. Finally, the squad leader's is loaded with tracer rounds, and may either have a Grip Pod alone or a Grip Pod and ACOG mounted simultaneously.
Note that the model of ACOG adopted by the British Army is actually the TA31F rather than the -CH variant, with an RMR mounted on top.
The L22A2 is available to the British Army crewman and lead crewman, and feeds from 30-round box magazines. The crewman's rifle uses the L85A2's carry handle sights, but the lead crewman's comes with a SUSAT mounted.
Note that the L22A2 was never designed to accept iron sights due to the impractically short sight radius, and is only ever issued with a SUSAT attached. In game, the front sight post and mounting base are simply pasted onto the weapon body.
The AKS-74 is available to the Militia heavy anti-tank, and feeds from 30-round box magazines. Like the AKMS, it was originally a random spawn for riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.
The AKS-74N is available to the Militia squad leader and rifleman, as well as the Insurgent fighter. It feeds from 30-round box magazines, and comes with a 1P29 mounted. While the side-rail for mounting night-vision optics is not visible from any angle, there is no other way you would be able to mount such an optic other than with superglue.
The AK-74M is the available to all Russian Ground Forces classes less the lead crewman, crewman, marksman, automatic rifleman and machine gunner, and feeds from 30-round box magazines. While every applicable class has access to a stock rifle, the squad leader and rifleman's AK-74Ms may also have a 1P63 Obzor or a 1P78-1 Kashtan mounted, while the grenadier's has a GP-25 mounted. The squad leader's AK-74M is loaded with tracer rounds. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the RPK-74M.
Note that the 1P63 Obzor originated from a mod, and when it was officially added to the game, the pink tint on the lens was removed due to the lens shader affecting performance.
The AKS-74U is available to the Militia and Russian Ground Forces crewmen and lead crewmen, and feeds from 30-round box magazines.
The AKM is available to the Insurgent fighter and grenadier, as well as the Militia rifleman as a limited kit. It feeds from 30-round box magazines. The Insurgent grenadier's AKM comes with a GP-25 mounted.
The AKMS is available to the Insurgent crewman, lead crewman and fighter, and feeds from 30-round box magazines. As with the AKS-74, it was originally planned to be a random spawn for fighters using the AKM.
PM md. 63
The PM.md.63 (AIM) is available to the Insurgent cell leader and feeds from 30-round box magazines.
The AMD-65 is available to the Insurgent medic, and feeds from 30-round box magazines.
Heckler & Koch G3A3
The Heckler & Koch G3A3 is available to the Insurgent fighter as a limited kit, and feeds from 20-round box magazines. It comes with slimline handguards.
The StG 58 is available to the Militia squad leader and medic, as well as the Insurgent fighter as a limited kit. It feeds from 20-round box magazines and is recognisable by the ribbed stamped metal handguard and its unique combination muzzle device, although it lacks the bipods.
Light Machine Guns
Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.
The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.
Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.
The M249 Paratrooper appears in Squad as the "M249 PIP". It is available to the US Army automatic rifleman, and feeds from 100-round cloth ammo bags. Aside its distinctive short barrel, it comes with the heat shield, railed handguard and telescoping buttstock of the Rapid Fielding Initiative (RFI). The PIP in its in-game designation likely comes from the M249 Product Improvement Program, the contents of which are are commonly confused with those of the RFI. The automatic rifleman has a choice between the M68 CCO and M145 MGO, the latter unlocking later than the former.
FN Minimi Para
The FN Minimi Para, posing as the British L110A2, appears in Squad as the "L110A2 Minimi", an apt name to describe the blend of the two variants. It is available to the British Army automatic rifleman, and feeds from 100-round cloth ammo bags similar to those of the M249 Paratrooper. The automatic rifleman has the choice between iron sights or a SUSAT optic.
Note that while the actual L110A2 LMG may come with picatinny rails, those are built on top of the L85-style base rail designed to fit the SUSAT. Additionally, the sights on the L110A2 are also unique in order to accommodate the aforementioned base rail.
The L86A2 LSW is unique in that it is available to the British Army marksman rather than the automatic rifleman, accurately portraying its usage as an interim marksman rifle. It feeds from 30-round box magazines, and comes with a SUSAT mounted. It unlocks earlier than the other British Army marksman option, the L129A1.
The RPK is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter.
The RPK-74M is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round polymer box magazines, unlike the bakelite ones used by the RPK-74. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan, the latter unlocking later than the former. Like the AK-74M above, the player holds the weapon by the magazine rather than by the handguard.
Medium Machine Guns
The M240B is available to the US Army machine gunner, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be a balance consideration. It comes with an M145 MGO mounted.
FN MAG 58
The FN MAG 58 appears in Squad posing as the British L7A2 GPMG. It is available to the British Army machine gunner, and feeds from enchanted cloth ammo bags, similar to the M240B above. It also has a railed feed cover similar to that of the M240B, which the actual L7A2 GPMG does not have. Rather, the actual L7A2 has a distinct bracket screwed to the left side of the receiver for mounting optics. It also has a unique and distinctly-shaped carry handle.
The PKM is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture.
The PKP Pecheneg is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the PKM above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg.
The M110 SASS is available to the US Army marksman, and feeds from 20-round box magazines. It comes with a Leupold Mk 4 scope mounted.
The L129A1 Sharpshooter is one of two weapons available to the British Army marksman, the other being the L86A2 LSW. It feeds from 20-round box magazines, and comes with a Trijicon TA648-RMR-UKS mounted (less the RMR). It unlocks later than the latter.
The SVD is the available to the Russian Ground Forces, Insurgents and Militia marksman classes, and feeds from 10-round box magazines. It comes with a PSO-1 mounted, and its backup iron sights are unusable. It comes with more spare magazines than the M110 SASS and L129A1 to compensate for its smaller magazine capacity.
The Russian Ground Forces marksman uses a SVD kitted out with what seems to be wooden furniture that has been painted black to be disguised as polymer in an attempt to mimic the post-1994 model with polymer furniture currently in service. It also does not use the correct stock, receiver and handguard model. It goes by "SVDM" in game, even though it does not look remotely like its namesake, which is in fact a modernised variant with a folding stock and a railed upper receiver. It also noticeably uses the original PSO-1 model, distinguishable by its infrared (IR) switch, which is absent in the PSO-1M2, the current variant in service.
Grenade Launchers are available to the grenadier class. They all have arming distances to mirror those in real life.
All grenade launchers come with 10 high explosive rounds and 2 white, red and blue smoke marker rounds each.
The GP-25 Kostyor is the available to the Russian Ground Forces, Insurgent and Militia grenadiers, and is mounted to their AK-74M, AKM and AK-74 respectively. Like its real life counterpart, the grenadier's primary weapon is also issued with a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe and loads a round into his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.
Knight's Armament M203A1
The KAC M203A1 is available to the US Army grenadier, mounted to his M4 Carbine. It is able to fire M433 HEDP rounds or, similar to the GP-25, red, blue and white smoke rounds. Upon selecting the M203A1, the player flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down. As of the current build, the M203A1 uses the same smoke grenade models for all 3 colours.
Note that there are no blue smoke rounds for the M203 in reality; there are only M714 white smoke rounds, M713 red smoke rounds, M715 green smoke rounds, and M716 yellow smoke rounds.
The Heckler & Koch AG-SA80 appears in game under the better-known British designation "L123A2", and is available to the British Army grenadier, mounted to his L85A2. Like the M203A1, it can fire M433 HEDP rounds or red, blue and white smoke rounds.
Rocket Launchers are available for the anti-tank classes. They are single-shot weapons that are primarily for taking down vehicles, and have backblast modelled. Care must be taken to avoid accidentally hurting or flat out incapacitating friendlies behind the user when firing. Like Grenade Launchers, all rocket launchers have arming distances for gameplay purposes, regardless of whether the weapon has them in real life or not.
The M72A7 LAW is available to the US Army and British Army light anti-tank as a disposable launcher. The light anti-tank carries only one launcher instead of two as of the current build, but is now equipped with a M67 or L109A1 respectively to make up for the reduced firepower.
Note that the British Army does not use M72A7s, but rather the further upgraded M72A9 variant (though the two variants are visually very similar), designated as the "L72A9 Light Anti-Structure Munition (LASM)". As its designation implies, it is meant to be used for bunker-busting rather than for anti-tank applications. Additionally, this launcher is an interim launcher to make up for the shortfall of L2A1 ASMs.
Saab Bofors Dynamics AT4-CS
The Saab Bofors Dynamics AT4-CS is available to the US Army and British Army heavy anti-tank class under their respective designations, the "M136 AT4-CS" and "ILAW AT4-CS". Note that the AT4-CS is usually used in a light anti-tank capacity, but this may be a placeholder for the US Army's FGM-148 Javelin.
At the same time, it is worth noting that "ILAW" is an incomplete designation; the proper designation is "L2A1 Interim Light Anti-tank Weapon (ILAW)". As its name suggests, it is an interim solution to make up for the shortfall of NLAWs as the British Army replaces its obsolete LAW 80 launchers.
The RPG-7V2 is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. The Russian Ground Forces and Militia anti-tank classes are each armed with 2 OG-7V fragmentation warheads and a single PG-7VM high-explosive anti-tank (HEAT) warhead, with the heavy anti-tank having an additional PG-7VR tandem charge warhead. The Insurgent anti-tank classes have one extra less OG-7V warhead to make compensate for their weaker primary rifle. When switching between warheads, the player character removes the previous warhead before loading the warhead of choice.
Additionally, the Russian Ground Forces anti-tank's RPG-7V2 also comes equipped with a PGO-7 (likely the V3 variant), which is regrettably plagued with incorrect or missing markings. It also does not come with the UP-7V sighting device designed to be used in tandem with it, despite the combination of the two being the defining features of the RPG-7V2 over the older variants. Finally, production of the PG-7VM had long ceased since the 70s, and it would be unlikely to see such warheads in the Russian arsenal. Rather, they would have been replaced by the PG-7VL instead.
The RPG-26 Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the M72A7 LAW, the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a RGD-5.
The RPG-29 Vampir is available to the Insurgent heavy anti-tank, and grants the user access to 2 PG-29V tandem charge warheads. Compared to the other loadout featuring the RPG-7V2, the extra tandem charge warhead provides extra firepower against armoured vehicles at the cost of versatility since the former does not have fragmentation warheads.
M67 Frag Grenade
The M67 is the standard fragmentation grenade for the US Army, and is available to all classes less the lead crewman, crewman, grenadier and heavy anti-tank. Previously, as with the other hand grenades, the player could see the spoon fly off when throwing it.
RGD-5 Frag Grenade
The RGD-5 is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to the squad leader, medic, rifleman, automatic rifleman and marksman. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.
L109A1 Frag Grenade
The L109A1 is the standard fragmentation grenade for the British Army, and is available to the squad leader, rifleman, automatic rifleman, marksman and light anti-tank.
F-1 Frag Grenade
The F-1 is the standard fragmentation grenade for the Insurgents, and is available to the squad leader, medic, rifleman, automatic rifleman, raider and marksman. The F-1 portrayed in game is the post-war variant with yellow paint.
M18 Smoke Grenade
The M18 is the standard smoke grenade for the US Army, and is available to all classes less the grenadier. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, with blue being exclusive to the latter. Note that M18s are not available in white, and a better alternative for white smoke would be the AN/M8 or M83 Smoke Grenade. Additionally, M18s come in red, yellow, green or violet but not blue.
RDG-2 Smoke Grenade
The RDG-2 is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes less the grenadier has access to the white smoke variant. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. It is worth noting that Russian RGD-2s only come in white or black, the latter being for training purposes.
L132A1 Smoke Grenade
The L132A1 is the white smoke grenade of choice for the British Army, and is available to all classes less the grenadier.
L152A1 Smoke Grenade
The L152A1 is available to the British Army squad leader and medic in two colours. Both classes have access to orange smoke, but yellow is exclusive to the former. Despite their in-game designation, L152A1 refers to the green smoke variant in real life; orange and yellow smoke variants are designated L153A1 and L155A1 respectively.
The L152A1 markings are almost similar to those in real life, but lack the colour indication and serial number. In addition, the coloured Cs are the bottom are in red, green and blue individually, but in the actual grenades the Cs are coloured the same as the grenade's smoke.
Other Grenades & Munitions
AN/M14 Incendiary Grenade
The AN/M14 appears in Squad simply as "ANM14 Incendiary Grenade" and is only available to the US Army, British Army and Russian Ground Forces squad leader on the Insurgency game mode, where they must hunt down and destroy Insurgent weapon caches.
Improvised Explosive Device
The Improvised Explosive Device (IED) is available to the Insurgent and Militia scouts, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.
TM-62M Anti-tank Mine
The TM-62M appears in game simply as "TM-62", and is available to the Insurgent and Militia scouts.
Mortars are deployable weapons requiring setup by a squad.
The M252 is available to the US Army as an emplacement.
The 2B14 Podnos is available to the Russian Ground Forces as an emplacement.
The BM-37 appears in game as the "M1937" and is available to the Insurgent and Militia forces as an emplacement.
Heavy Machine Guns
Heavy Machine Guns in Squad are either deployable weapons requiring setup, or vehicle-mounted weapons.
The Browning M2A1 is available to the US Army as both an emplacement and a vehicle-mounted weapon. Like the DShKM and NSV, its high-caliber rounds are capable of incapacitating hostiles instantly. On tripods it may either come alone or built within a machine gun bunker, while on vehicles, it may either be mounted in a Gunner Protection Kit (GPK) on a MAT-V or as a Common Remotely Operated Weapon Station (CROWS) on a MAT-V or M1126 Stryker ICV. In its tripod configuration, it comes with a mock-up of the TA648MGO-M2 mounted, but with a red reticle instead of the actual green one.
The NSV is available to the Russian Ground Forces as an emplacement, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.
Note that the NSV has been slated for replacement by the Kord, but as of now it is still issued to units, so its appearance in Squad is not anachronistic.
The DShKM is available to Militia and Insurgent forces as both an emplacement and a vehicle-mounted weapon. It may come with or without shields to protect its gunner.
Other Mounted Weapons
This section covers all the rest of the emplacements or vehicle-mounted weapons, with mortars and HMGs covered in the above sections.
The PKT can be found on multiple vehicles, mostly as coaxial machine guns. It can be found on the turret of the Insurgent MT-LB, and found as a coaxial machine gun on the BRDM-2, BTR-80, BTR-82A, MT-LBM (6MA), MT-LBM (6MB) and MT-LB with a mounted ZU-23-2.
The NSVT can be found mounted on MT-LBMs belonging to the Russian Ground Forces and Militia.
Note that MT-LBMs do not exist in this configuration, and the only variant of the MT-LB to sport a NSVT turret would be the MT-LBVM, which is identifiable by its wider tracks and mudguards.
The KPVT can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armour-piercing incendiary tracer (API-T) rounds. The turret also has a visible PKT coaxial machine gun and 81mm smoke grenade launchers.
The 2A72 autocannon can be found mounted on the turrets of the BTR-82A and MT-LBM (6MB), and fires either 3UBR6 armour-piercing ballistic cap tracer (APBC-T) rounds or 3UOR6 high explosive tracer (HE-T) fragmentation rounds. Like the KPVT above, its turret comes with a PKT coaxial machine gun and 81mm smoke grenade launchers.
The SPG-9 Kopye is available to Insurgents and Militia forces as both an emplacement and a vehicle-mounted weapon. It may fire either OG-9V high-explosive fragmentation (HE-FRAG) rounds or PG-9V high-explosve anti-tank fin-stabilizing (HEAT-FS) rounds, and must be reloaded after every shot.
The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents and Militia. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria. It holds 32 rockets and is inaccurate, best used for raining down widespread explosive ordnance from a hilltop.
The ZU-23-2 is available to Insurgents and Militia forces either as an emplacement or a vehicle-mounted weapon. It fires OFZT high-explosive incendiary tracer (HEI-T) fragmentation rounds, and feeds from 2 50-round boxes. Both the Militia and Insurgents have access to a MT-LB with a mounted ZU-23-2, but only the Insurgents have access to a Ural 375D with a mounted ZU-23-2.
While the ZU-23-2 is primarily an anti-aircraft cannon, its current use in Squad is for destroying infantry with rapid volumes of HE fire.