Squad

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Squad for current discussions. Content is subject to change.

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The future is subject to change.

This article is for an unreleased piece of media. Any screenshots used are from official Trailers and sources. Content is subject to change.


Squad
Squadlogo black hires.jpg
Release Date: December 15, 2015 (Early Access)
Developer: Offworld Industries
Publisher: Offworld Industries
Platforms: PC
Genre: First-Person Shooter


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 game 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).

Most weapon-related actions in Squad are fully animated, 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.


The following weapons were used in the videogame Squad:

Contents


Pistols

SIG-Sauer P320

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.

SIG-Sauer P320 (full size) - 9x19mm
XM17 MHS with 21-round magazine for comparison - 9x19mm
The SIG-Sauer P320 in first person - the two-tone finish and lack of a manual safety ominously warns the player that the US Army may have accidentally messed up their Amazon order.
Aiming down the sights as the player coaxes a target into giving him lunch money.
Having brutally killed said target and his two friends, he reloads his empty P320 - Note the tilted barrel, a nice touch that often goes unnoticed in many titles.

Beretta M9A1

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. The marksman, crewman and lead crewman get an extra magazine each. Note that the M9A1 is not adopted by the US Army, but is adopted in small numbers by the US Marine Corps.

Trivia: Before animations were changed, 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).

Beretta M9A1 - 9x19mm
The Beretta M9A1 in first person.
Aiming down the sights.
Reloading the M9A1.

MP-443

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.

MP-443 Grach - 9x19mm
The MP-443 in first person.
Aiming down the sights.
Reloading the MP-443.

Glock 17

The Glock 17 appears in Squad under the British Designation of "L131A1 General Service Pistol". It is available to all classes less the rifleman, light and heavy anti-tank and grenadier kits, and feeds from 17-round box magazines. Unlike the M9A1 and MP-443 Grach, only the marksman gets an extra magazine.

Glock 17 Gen 4, the variant adopted by the British Armed Forces - 9x19mm
Holding the L131A1.
Aiming down the sights.
Reloading the L131A1 - the barrel does not tilt upward even though it should, just like with the P320.

Tokarev TT-33

The Tokarev TT-33 appears in Squad as the "TT33 Tokarev". It is available to the Insurgent and Militia 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.

Tokarev TT-33 - 7.62x25mm Tokarev
The Tokarev TT-33 in first person.
Aiming down the sights.
Reloading the TT-33 - note the painted star on the grips.
Releasing the slide.

Makarov PM

The Makarov PM appears in Squad as the "PM Makarov", following OWI's glorious tradition of naming pistols backwards. It is available to all Insurgent and Militia classes less the 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.

Makarov PM - 9x18mm Makarov
The Makarov PM in first person.
Aiming down the sights.
Reloading the PM.
Releasing the slide.

Submachine Guns

PPSh-41

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 (via the scroll wheel) 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 drew it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.

PPSh-41 with stick magazine - 7.62x25mm Tokarev
The PPSh-41 in first person.
Aiming down the sights.
Reloading the PPSh-41.
Pulling the bolt back after inserting a fresh magazine.
PPSh-41 with drum magazine - 7.62x25mm Tokarev
The PPSh-41, with 71-round drum equipped, in first person.
Inserting a drum - As with the stick magazine, after the magazine insertion, the player checks that the magazine catch is secure.
Holstering the PPSh-41 - the player character releases the charging handle so that the bolt goes forward; most weapons have their safeties engaged/disengaged when the player draws or holsters them.

Assault Rifles/Battle Rifles/Carbines

Colt M4A1

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 like all squad leader primary weapons, 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 M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm
The M4A1 in first-person.
Aiming down the sights - the M4-type sights use the ghost ring for zeroing 100m and 200m, and is flipped down to the peep sight when zeroing from 300m beyond, which is further raised, up to 600m zeroing.
Aiming with the over-sized M68 CCO.
Reloading the M4A1 - the rifleman first checks the chamber, in a very Project Reality-ish manner...
...switches magazines, revealing the M4 Carbine markings in the process...
...and finishes by slapping the bolt release - The bolt release juts out when a magazine is emptied.

Colt M4 Carbine

The Colt M4 Carbine is available to the Militia squad leader and rifleman, as well as all US Army classes less the automatic rifleman, machine gunner and marksman. It feeds from 30-round box magazines like the M4A1. The Militia M4 Carbine comes with a round handguard, and no other configuration. On the other hand, like the M4A1, the US Army's M4 Carbine is equipped with a KAC railed handguard. The squad leader and rifleman's M4 Carbine has a Trijicon TA31RCO (designated "M150 RCO"), the medic, grenadier, light and heavy anti-tank's have M68 CCOs, and the crewman and lead crewman uses carry handle sights. Additionally, the grenadier's M4 Carbine has a M203A1 mounted.

Like every other squad leader primary weapon, the respective squad leaders' M4 Carbine is loaded with tracer rounds.

Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm
Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm
The Militia's M4 Carbine in first person.
The US Army's M4 Carbine, with a M150 RCO equipped, in first person.
Aiming with the M150 RCO - note the honeycomb pattern of the killflash as well as the blurred front sight.

Enfield SA80A2

The Enfield SA80A2 appears in Squad under its better-known British designation "L85A2", and is available to all British Army classes except the marksman, automatic rifleman and machine gunner. It feeds from 30-round box magazines, and comes with a Daniel Defence railed handguard. Only the rifleman and squad leader have Grip Pods mounted to their L85A2s, and they have the option to use Trijicon TA31-CHs (simply named "ACOG"). The grenadier's L85A2 comes with an ACOG and has a L123A2 UGL mounted. Like every other squad leader primary weapon, the squad leader's L85A2 is loaded with tracer rounds. 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.

L85A2 - 5.56x45mm
The L85A2 in first person.
Aiming down the sights - this default rear sight is used at the default 100m zeroing. Zeroing the weapon to 200m will flip it down to the smaller aperture sight. When not aiming down sights, weapons always show their default zeroed position, and will automatically move to resume to their last zeroing when returning to aiming down sights.
Reloading the L85A2 - The rifleman checks the empty chamber...
...switches magazines...
...presses the bolt release to chamber a round...
...and chops the charging handle as a forward assist.
The L85A2, with TA31-CH mounted, in first person.
Aiming down the TA31-CH - note the different reticle that distinguishes it from the TA31RCO above.

AK-74

The AK-74 is available to the Militia squad leader, rifleman and grenadier, as well as the Insurgent fighter as a limited kit. It feeds from 30-round box magazines. This is to mimic the relative prevalence of 5.45x39mm weapons in Eastern Europe theatre over the Middle Eastern and Southwestern Asian theatre. The Militia grenadier's AK-74 has a GP-25 mounted, and the Militia squad leader's, like every other squad leader primary weapon, is loaded with tracer rounds.

AK-74 - 5.45x39mm
The AK-74 in first person.
Aiming down the sights - the AK-74-type sights zero up to 1000m.
Reloading the AK-74 - The militant checks the new magazine...
...rocks the magazine in...
...and racks the charging handle with his dominant arm - this reload pattern is shared among all the 5.45mm AK rifles.
Engaging the safety.

AKS-74

The AKS-74 is available to the Militia medic, light anti-tank and 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.

AKS-74 - 5.45x39mm
The AKS-74 in first person - one may faintly make out the lack of a wooden stock.
Reloading the AKS-74 - the skeletal folding stock is particularly prominent in this frame.

AKS-74N

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.

AKS-74N with NSPU mounted - 5.45x39mm
The AKS-74N, with 1P29 mounted, in first person.
Choosing to ignore the target right in front of him, the militant targets the one behind it, but of course aims a bit higher so that the photographer can capture the reticle perfectly on camera - the 1P29 zeroes up to 400m.

AK-74M

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 class has access to a stock rifle, the squad leader and rifleman have exclusive access to either a 1P63 Obzor or a 1P78-1 Kashtan, while the grenadier's AK-74M has a GP-25 mounted. Like every other squad leader primary weapon, 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, probably in the name of gameplay.

AK-74M - 5.45x39mm
The AK-74M in first person - note the grip of the left hand on the magazine.
Aiming down the sights.
Reloading the AK-74M - the polymer furniture, folding stock (indicated by the trunnion at the end of the receiver), smooth upper receiver and side-rail, all often neglected features in other titles, are all visible here.
The AK-74M, with 1P63 Obzor mounted, in first person.
Aiming down the 1P63 Obzor - ah, gameplay, the magical word that spirits away small harmless details like tinted optic lens.
The AK-74M, with 1P78-1 Kashtan mounted, in first person.
Aiming down the 1P78-1 Kashtan.

AKS-74U

The AKS-74U is available to the Militia and Russian Ground Forces crewmen and lead crewmen, and feeds from 30-round box magazines.

AKS-74U - 5.45x39mm
The AKS-74U in first person.
Aiming down the sights - the only two zeroing options are 100m and 400m.
Reloading the AKS-74U.

AKM

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, and like the other 7.62mm AK rifles, is capable of knocking out a target at close range with 2 shots to the chest. The Insurgent grenadier's AKM has a GP-25 mounted.

AKM - 7.62x39mm
The AKM in first person, as the militant threatens yet another target.
Aiming down the sights - the AKM-type sights only zero up to 800m.
Reloading the AKM.
Pulling the charging handle.

AKMS

The AKMS is available to the Insurgent crewman and lead crewman, and feeds from 30-round box magazines. As with the AKS-74, it was originally planned to be a random spawn for Riflemen using the AKM in order to increase the aesthetic variety in the arsenal of the irregular forces.

AKMS - 7.62x39mm
The AKMS in first person - one can faintly make out the folding stock at the end of the receiver.
Vaulting with the AKMS - part of the folding stock is revealed.

PM md. 63

The PM.md.63 (AIM) is the one of two weapons available to the Insurgent squad leader, the other being the G3A4. It feeds from 30-round box magazines. Like all squad leader primary weapons, it is loaded with tracer rounds.

PM md. 63 - 7.62x39mm
The PM md. 63 in first person.
Aiming down the sights.
Reloading the PM md. 63 - with the "donkey dong" foregrip in the way, the insurgent inserts the magazine at an angle...
...and pulls the charging handle with the strong hand.

AMD-65

The AMD-65 is available to the Insurgent Medic kit, and feeds from 30-round box magazines.

AMD-65 with wood furniture - 7.62x39mm
The AMD-65 in first person.
Aiming down the sights.
Reloading the AMD-65 - it has a similar animation to the md. 63.

Heckler & Koch G3A3

The Heckler & Koch G3A3 is available to the Insurgent rifleman as a limited kit, and feeds from 20-round box magazines. It comes with slimline handguards.

Heckler & Koch G3A3 with "slimline" handguard - 7.62x51mm
The G3A3 in first person.
Aiming down the sights.
Reloading the G3A3 - the fighter pulls the charging handle back to lock it...
...inserts a fresh magazine after the obligatory magazine check...
...and ends it with the classic HK slap.

Heckler & Koch G3A4

The Heckler & Koch G3A4 is one of two weapons available to the Insurgent squad leader, the other being the PM md. 63. It feeds from 20-round box magazines and comes with wide handguards. Like all other squad leader primary weapons, it is loaded with tracer rounds.

Heckler & Koch G3A4 with "wide" handguard - 7.62x51mm
The G3A4 in first person.
Aiming down the sights, which have been zeroed to 400m - why anyone would find this setting useful is up to anyone's guess.
Vaulting with the G3A4 gives a clearer view of the retractable stock and wide handguard.

SKS-45

The SKS-45 is available to the Insurgent and Militia scouts, as well as the Insurgent light and heavy anti-tank. It feeds from its 10-round internal magazine loaded by stripper clips. Its folding bayonet is currently unusable, and it, bizarrely, can be reloaded mid-clip by pulling the bolt back first to lock it and partially loading the rounds into the magazine.

Note that while it is possible to reload an SKS mid-clip, one needs to manually hold as the bolt only locks back on an empty magazine. The other alternative would be to flip open the magazine floor by engaging a latch so as to drop all loose rounds, then pull the bolt back to lock it. The way it works in game was a deliberate decision allegedly for balance purposes. Additionally, a point worth noting is that the SKS in game can hold an extra round in the chamber when reloading mid-clip, despite a single round having been 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.

SKS-45 - 7.62x39mm
The player character turns off the safety, as he prepares to assert his dominance over a group of targets.
The SKS in first person.
Getting a sight picture on a metal delinquent that need punishing - the SKS sights zero up to 1000m.
Reloading the SKS mid-clip - Note that the magazine was already full.
Loading a stripper clip - on an empty reload, the bolt automatically locks back, and the player character empties the stripper clip into the magazine.
Removing a partly-used stripper clip - no matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The partly-used clip will be retained, and will always come back later on as a fully loaded clip, but will still hold the same number of rounds as earlier left off.

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.

M249 SAW

The M249 SAW is one of two light machine guns available to the Militia automatic rifleman, the other being the RPK-74. It comes equipped with a full length barrel, heat shield and synthetic stock, and feeds from 200-round ammo boxes. It is unlocked later than the kit with the RPK-74.

M249-E2 SAW - 5.56x45mm NATO
The M249 in first person.
Deploying bipods, the next best thing since sliced bread - note the full length barrel and heat shield.
Reloading the M249 SAW - the militant automatic rifleman first racks the charging handle before reloading...
...flips the feed tray up and down for a chamber inspection...
...loads a new 200-round ammo box...
...loads a new belt onto the feed tray...
...and closes the feed cover when done.

M249 Paratrooper

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 Product Improvement Package (PIP), which is likely to be the basis for its in-game designation. The automatic rifleman has a choice between the M68 CCO and M145 MGO, the latter unlocking later than the former.

M249 Paratrooper - 5.56x45mm NATO
The M249 Paratrooper in first person.
Deploying the M249 Paratrooper - note the different railed handguard and short barrel.
Aiming with the M68 CCO.
Reloading the M249 Paratrooper - note the smaller 100-round cloth ammo bag
The M249 Paratrooper, with M145 MGO mounted, in first person.
Aiming with the M145 MGO.

FN Minimi Para

The FN Minimi Para, posing as the British L110A2, appears in Squad as the "L110A2 Minimi", the perfect 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.

Fires a tracer every fourth shot.

FN Minimi Para - 5.56x45mm NATO
Actual L110A2, for comparison - 5.56x45mm NATO
The FN Minimi Para in first person.
Deploying the Minimi Para - note the exposed short barrel and original Minimi handguards.
Aiming down the sights - it shares the same sights as the M249 SAW. The default sights are zeroed at 200 meters (note the number 2 markings). Changing the zeroing adjusts the knob, increasing the zeroing in increments of 200 meters, up to 1200 meters. The M249 SAW zeroes in the same way.
Reloading the Minimi Para - it shares the same reload pattern as the M249 SAW and M249 Paratrooper.
The Minimi Para, with SUSAT mounted, in first person.
Aiming with the SUSAT - the SUSAT zeroes from 100m to 600m in 100m increments.

L86A2 LSW

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 optic mounted. It unlocks earlier than the other British Army marksman option, the L129A1.

L86A2 LSW - 5.56x45mm NATO
The L86A2 LSW in first person.
Aiming with the SUSAT - sorry to disappoint if you were somehow expecting a different reticle.
Reloading the L86A2 - the animation is similar to that of the L85A2.

RPK

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.

RPK with 40-round magazine - 7.62x39mm
The RPK in first person.
Aiming down the sights.
Reloading the RPK while deployed - the insurgent automatic rifleman switches magazines...
...and pulls the charging handle.
Reloading the RPK while undeployed - the animation is similar to that of the AKM.
RPK with 75-round drum - 7.62x39mm
The RPK, with a 75-round drum, in first person.
Reloading the RPK while deployed.
Reloading the RPK undeployed - the Insurgent automatic rifleman wrestles with the weight of the drum and RPK, and eventually finishes by yanking the charging handle back while still gripping the drum magazine.

RPK-74

The RPK-74 is one of two light machine guns available to the Militia automatic rifleman, the other being the M249 SAW. It feeds from 45-round box magazines, and unlocks earlier than the M249 SAW.

RPK-74 with 45-round magazine - 5.45x39mm
The RPK-74 in first person.
"CURSE THE SUN" he screams, as he (somewhat pointlessly) threatens it with his RPK-74.
Reloading the RPK-74 while deployed.
Reloading the RPK-74 while undeployed.

RPK-74M

The RPK-74M is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round box magazines, and unlike the RPK-74 above, uses polymer magazines instead of bakelite ones. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan (calibrated for the RPK-74M and RPK-74N), 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.

RPK-74M with 45-round magazine - 5.45x39mm
The RPK-74M in first person - note the grip of the left hand on the magazine.
Aiming down the sights.
Reloading the RPK-74M while undeployed.
The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.
Aiming with the 1P78-2 Kashtan - it was never explicitly stated that it was the 1P78-2 variant (in fact it's likely the same 3D model as the 1P78-1 used on the AK-74M), but it can be inferred since it is built for the RPK-74M after all.

M240B

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.

M240B - 7.62x51mm NATO
The M240B in first person.
Aiming with the M145 MGO.
Reloading the M240B - the gunner racks the charging handle, then lifts the feed cover and feed tray for a quick inspection...
...attaches a new enchanted ammo bag with extra capacity...
...closes the tray and loads the new belt on top...
...and closes the feed cover at last.

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.

Fires a tracer every fourth shot.

FN MAG 58 - 7.62x51mm NATO
Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO
The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.
Aiming down the sights, zeroed at 100m by default - zeroing up to 800 meters adjusts the slide and raises the tangent rear sight, and zeroing beyond 800m flips up the rear sight and uses the alternate rear sights, which is raised when the zeroing continues to go up, up to 1800m.
Reloading the FN MAG 58 - the animation is similar to that of the M240B, just without the optic on top.
Closing the feed cover - note the railed feed cover and the exposed barrel.
Taking a closer look at the left side of the receiver with free look - note the absence of the mounting bracket, a distinct feature of the L7A2 GPMG. While it is detachable, doing so would leave 4 noticeable screw holes.

PKM

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.

PKM - 7.62x54mmR
Drawing the PKM - as with the other medium machine guns, the weapon is lowered immediately upon drawing.
Aiming down the sights - using the slider, the sights zero up to 1500m.
Reloading the PKM - the Insurgent gunner opens the feed cover...
...flips the feed tray up and down...
...tilts the PKM to the right to load a new 100-round box...
...loads the new belt onto the feed tray...
...and pulls the charging handle after closing the feed cover.

PKP Pecheneg

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.

PKP Pecheneg - 7.62x54mmR
Drawing the PKP Pecheneg - note the markings on the feed cover, which are similar to those of the PKM, and the in-game designation for "1p78".
Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.
Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...
...loads a new box after inspecting the feed tray...
...closes the feed cover after loading a new belt, giving a good view of the handle on the barrel...
...pulls the charging handle...
...and flips the scope back up.

Marksman Rifles

M110 SASS

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.

M110 SASS with Leupold Mk4 scope - 7.62x51mm
The M110 SASS in first person.
Aiming with the Leupold Mk 4.
As with the M4A1, the marksman checks the chamber before reloading.
Inserting a new magazine - note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.
Hitting the bolt release to chamber a round.

L129A1 SSW

The L129A1 SSW appears in Squad under the British designation of "L129A1 Sharpshooter Rifle", and 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.

L129A1 with Trijicon ACOG TA648-RMR-UKS and Harris bipod - 7.62x51mm NATO
The L129A1 in first person.
Aiming with the TA648-RMR-UKS.
As with the M110 SASS, the marksman checks the chamber before reloading.
Inserting a new magazine - note both the LMT logo and the protruding bolt catch, the latter indicating that the bolt is locked open.
Hitting the bolt release to chamber a round.

SVD

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, and 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.

SVD Dragunov - 7.62x54mmR
The SVD in first person.
Aiming with the PSO-1 - the PSO-1 zeroes up to 1km.
Reloading the SVD - note the bolt accurately locking back on an empty magazine.
Releasing the bolt to chamber a round.
The Russian Marksman's SVD, in first person.
A quick glance at the right of the Russian Marksman's SVD reveals that it was but a prank, it was really just recoloured wood instead of polymer.

Launchers

GP-25

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.

GP-25 - 40mm
The GP-25, mounted to a AK-74, in first person.
The GP-25, mounted to an AKM, in first person.
The GP-25, mounted to an AK-74M, in first person.
Aiming down the sights - the GP-25 sights by default zero at 50m, and can be adjusted to 100m, 200m, 300m, 400m, and 500m in direct fire mode. It can also switch to indirect fire (high fire) mode by scrolling beyond the 500m zeroing, in which case the two distances available are 200m and 300m.
Loading a VOG-25 frag grenade.
Loading a white smoke grenade...
...a blue smoke grenade...
...and a red smoke grenade.

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 is no blue smoke round 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.

KAC M203A1 mounted on an M4A1- 40mm
The M203A1, mounted on the M4 Carbine, in first person view.
Aiming with the leaf sight.
Loading a M433 HEDP round.
Loading a M714 Ground Marker round.

Hecker & Koch AG-SA80

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. The grenades have a minimum arming distance of around 10m.

Heckler & Koch AG-SA80 mounted on a L85A2 - 40mm
The L123A2, mounted on the L85A2, in first person view.
Aiming with the leaf sight, zeroed at 50 meters - 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. Zeroing 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.
Loading a M433 HEDP round.
Once more, same as before - loading in white smoke round...
...a blue smoke round....
...and a red smoke round.

M72A7 LAW

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 M72A9s designated as the "M72 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 fill in for the current shortfall of L2A1 ASMs.

These launchers have a minimum arming distance of around 10m.

M72 LAW - 66mm
The M72A7 LAW in first person.
Deploying the M72 LAW.
Aiming down the sights. The sights can be zeroed up to 400m.

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 fill in for the current shortfall of NLAWs as the British Army replaces its legacy and ineffective LAW 80 launchers.

Its minimum arming distance is around 20 meters.

Saab Bofors Dynamics AT4 - 84mm
Deploying the AT4-CS - the player deploys the front sight by pushing the lid open...
...then flips up the rear sight...
...and turns off the safety.
The AT4-CS in first person.
Aiming down the sights - the sights zero up to 500m, turning the knob in the process.

RPG-7V2

The RPG-7V2 is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. Both classes are armed with two OG-7V fragmentation warheads and a PG-7VM high-explosive anti-tank (HEAT) warhead, however the heavy anti-tank has an additional PG-7VR tandem charge warhead. When switching between warheads, the player character removes the existing warhead before loading the warhead of choice. Additionally, the Russian Ground Forces light anti-tank has the option of picking the RPG-26 instead. Watch for the backblast.

RPG-7 - 40mm
The RPG-7V2 in first person.
Aiming down the sights - the sights can be zeroed up to 500m, raising the rear sight in the process.
Loading a PG-7VM warhead...
...an OG-7V warhead...
...and a PG-7VR warhead.
In a nice display of weapons knowledge, the player character cocks the launcher after each reload.

RPG-26

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.

RPG-26 - 72.5mm
Deploying the RPG-26 - the anti-tank soldier flips up the front sight...
...and the rear sight...
...and pulls out the safety pin.
The RPG-26 in first person.
Aiming the RPG-26.

Hand Grenades & Other Munitions

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, you could see the spoon fly off when throwing it.

M67 frag grenade
The M67 in first person.
Pulling the pin on the M67.

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.

RGD-5 frag grenade
The RGD-5 in first person.
Pulling the pin on the RGD-5 before throwing.
The RGD-5 in the hands of a Russian conscript who is unsure of whether the seed in his hands is suitable for planting among the crops before him.

L109A1 Frag Grenade

The L109A1 is the standard fragmentation grenade for the British Army, and is available to all classes less the lead crewman, crewman, machine gunner, grenadier and heavy anti-tank.

L109A1 frag grenade
The L109A1 in first person.
Pulling the pin on the L109A1 before throwing.

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.

F-1 frag grenade
The F-1 in first person.
Pulling out the F-1's pin.

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.

A red M18 smoke grenade
The M18 in first person.
Pulling the pin on the M18 prior to throwing.
Of note are the smoke's interesting visual effects - the smoke billows out in one direction, and is also blocked by obstacles such as the mud wall here.
Holding a white M18, as the player character enjoys a moment of patriotic fervor.

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.

RDG-2 smoke grenade
The RDG-2 in first person.
Preparing to throw the RDG-2 - the player character pulls off the cap on one end...
...pulls off the cap on the other end...
...and ignites the grenade.
The smoke's visual effects for the RDG-2 - the smoke billows out from both ends of the grenade.

L132A1 Smoke Grenade

The L132A1 is the smoke grenade of choice for the British Army. All classes less the grenadier has access to white smoke. All classes less the grenadier has access to the white smoke variant, but orange smoke is only available to the medic and squad leader, with yellow being exclusive to the latter. The two coloured smoke variants are both designated "L152A1 Smoke Grenade" (their colours following the designation), which in real life is the designation of the green smoke variant of the model; orange and yellow smoke variants of the model are designated L153A1 and L155A1 respectively.

In terms of textures, the L132A1 smoke grenade markings are identical to real life (sans the serial numbers), while the coloured smokes say "Grenade Hand Signal Smoke L152A1", similar to the real markings of the L152A1 smoke grenade, just without the word "Green" (and sans the serial numbers too). They also have three coloured Cs marked at the bottom; on the real grenades, they have colours that match the smoke's colour, while on the in-game grenades they are colored red, green, and blue individually.

L132A1 smoke grenade
The L132A1 in first person. The two coloured "L152A1" smoke grenades have a yellow body.
Preparing to throw the L132A1.

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.

AN/M14 incendiary grenade
The AN/M14 in first person,
Pulling the pin on the AN/M14,
Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - sadly, the blast radius of the resulting explosion is so great it usually kills the player character, making it difficult to get a complete image of it.

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.

The IED in first person.
Priming the IED before deployment.
A deployed IED when buried fully with a shovel - this is a two-way street, seeing as the IED can also be dug up by anyone with a shovel.
Making the deadliest phone call - the phone makes a short ringtone.
Initial stage of detonation (and grief for your foes)
Second stage - note the brilliant ray of light bursting through the cloud.
Third stage - note the fragment that had landed next to the player character at the bottom left of the screenshot, kicking up a dust cloud.
Fourth stage
Final stage - grieving is a long process, that has to be handled with love, care, counseling, and heavy medication.

TM-62M Anti-tank Mine

The TM-62M appears in game simply as "TM-62", and is available to the Insurgent and Militia scouts.

TM-62M anti-tank mine
The TM-62M in first person.
Setting up the mine - the scout attaches the pressure fuze, the metal base indicating that the mine is the TM-62M variant...
...screws it in place...
...and arms the mine.
An sloppily dumped TM-62M on the left, and a properly-buried buried TM-62M on the right.

Mounted Weapons

Browning M2A1

The Browning M2A1 is available to the US Army as both a deployable 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.

Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG - this is more or less the same as the US military's M2A1, but lacks the slotted flash hider.
The M2A1 mounted on an M3 tripod, as a deployable.
The M2A1 in a machine gun bunker.
The M2A1 in first person.
Aiming with what seems to be a TA648MGO-M2.
The M2A1 as mounted on MAT-Vs - the one on the left is in a GPK, the other is a CROWS variant.
The M2A1 in a GPK, in first person - when performing an empty reload on a MAT-V mounted M2A1, the player reaches out and flings the empty box out of the turret.
Aiming down the sights atop a MAT-V.
The M2A1 CROWS mounted on a M1126 Stryker ICV.
Aiming with the CROWS.
Reloading the M2A1.

NSV

The NSV heavy machine gun is available to the Russian Ground Forces as a deployable, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.

NSV machine gun - 12.7x108mm
The NSV as a deployable.
The NSV in a machine gun bunker.
The NSV in first person.
Aiming down the sights - unlike the infantry-carried small arms, heavy machine gun sights cannot be zeroed yet.
Reloading the NSV.

DShKM

The DShKM is available to Militia and Insurgent forces as deployables or vehicle-mounted weapons. It may come with or without shields to protect its gunner.

DShKM machine gun - 12.7x108mm
A DShKM mounted on a tripod.
A DShKM, with shield mounted on a tripod, at the same time showing off its right side.
From right to left - an Militia technical with a DShKM, and its Insurgent counterpart.
From right to left - an Insurgent technical with a shielded DShKM, and its Militia counterpart.
An Insurgent technical, fitted with improvised armour, with a shielded DShKM.
The DShKM in first person.
Aiming down the sights.
Reloading the DShKM.

M252

The M252 Mortar is available to the US Army as a deployable.

M252 - 81mm
The M252 as a deployable.
The M252 in first person.
Aiming the M252 - the developers were nice enough to add a range guide.

2B14 Podnos

The 2B14 Podnos is available to the Russian Ground Forces as a deployable.

2B14 Podnos - 82mm
The 2B14 Podnos as a deployable.
The 2B14 Podnos in first person.
Aiming the 2B14 Podnos.

BM-37

The BM-37 appears in game as the "M1937" and is available to the Insurgent and Militia forces as a deployable.

BM-37 - 82mm
The BM-37 as a deployable.
The BM-37 in first person.
Aiming the BM-37 - it shares the same reticle and range guide as the other mortars.

PKT

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 ZU-23-2.

PKT - 7.62x54mmR
The PKT mounted on an Insurgent MT-LB - Insurgent vehicles tend to have tan paint jobs for desert camouflage.
Aiming the PKT.

NSVT

The NSVT can be found mounted on the turrets of MT-LBM belonging to the Russian Ground Forces and Militia.

NSVT mounted on a T-84 - 12.7x108mm
From right to left - a Russian MT-LBM with a mounted NSVT, its Militia counterpart, and a Russian version with desert camouflage - Militia vehicles have camouflage paint jobs, while Russian vehicles have flat green paint, and tan for desert maps.
A closer look at the NSVT.
Aiming the NSVT.

KPVT

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.

KPVT - 14.5x114mm
The KPVT mounted on a Russian Ground Forces MT-LBM (6MA) - note the PKT on the left, and the 6 smoke grenade launchers.
The KPVT mounted on a Militia BTR-80.
The KPVT mounted on an Insurgent BRDM-2.
Aiming the KPVT.

2A72

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, it comes with a PKT coaxial machine gun and 81mm smoke grenade launchers.

The 2A72 mounted on a Russian Ground Forces BTR-82A - again, note the PKT on the left, and the 6 smoke grenade launchers.
The 2A72 mounted on a Militia MT-LBM (6MB).
Aiming the 2A72.

SPG-9

The SPG-9 recoilless rifle is available to Insurgents and Militia forces as deployables or vehicle-mounted weapons. It may choose between 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.

SPG-9 - 73mm
The SPG-9 as a deployable.
The SPG-9 in first person.
Aiming down the sights.
SPG-9 recoilless rifle jeep mount - 73mm
An Insurgent technical with a mounted SPG-9 (right) and its Militia counterpart (left).

UB-32

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.

On the right, a Militia technical with a mounted UB-32 rocket pod, and on the left, its Insurgent counterpart

ZU-23-2

The ZU-23-2 anti-aircraft cannon is available to Insurgents and Militia forces as deployables or vehicle-mounted weapons. 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.

ZU-23-2 - 23x152mm
Front view of the ZU-23-2...
...and a view from behind.
The ZU-23-2 in first person.
A ZU-23-2 turret mounted on an Insurgent Ural 375D.
A closer look at the truck-mounted ZU-23-2 turret.
An Insurgent MT-LB with a ZU-23-2 turret (right) and its Militia counterpart (left) - note the PKT turrets mounted at the front.



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