Squad

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 main game was developed from 2015 and finally released in 2020. It was originally available as a Steam Early Access title. The developers intend on continuing support and development of the game with additional factions, weapons, vehicles, and levels.
There are two historical set titles derived from Squad's "OWI Core" UE4 framework, the WWII-set Squad 44 (released in 2018, then known as Post Scriptum) and the WWI-set Beyond The Wire, released in Early Access in 2021.
 
__TOC__
=Overview=
Squad simulates engagements across many different theaters involving the US Army, Ground Forces of the Russian Federation, British Army, Canadian Army, Insurgents, and the Irregular Militia Forces (referred to as "Militia" for brevity). The official V1.0 release in 2020 introduced the Middle Eastern Alliance (MEA), a spiritual successor to PR's MEC, based on the Iranian and Turkish armed forces. The Australian Defence Force has also been brought into the game with the V2.15 update. The V3.0 update brought the United States Marine Corps into the mix, along with new amphibious gameplay elements. Update V4.0 has introduced the People's Liberation Army of China, and V5.0 has added PLA Navy Marine Corps and Russian VDV airborne sub-factions to Squad. In a match 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-defense, 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 armored vehicles.
*Marksman, who is issued a marksman rifle equipped with a medium or high powered optic for medium to long range direct fire support.
*Raider, who is equipped with a submachine gun and grenades for close quarter combat.
*Sapper (formerly Scout), who is equipped with binoculars, mines, TNTs and IEDs for scouting enemy positions and explosives for setting up ambushes.
*Combat Engineer, who is equipped with anti-tank mines and C4 for sabotage behind enemy lines.
Reserve ammunition is tracked in individual magazines, and reloading while partially empty will return the magazine to the player's inventory. 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, with animated zeroing adjustments and ranging options that reflect the ranging options on the sights of the real weapons. 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.
To better demonstrate the weapons, many screenshots on this page are taken while looking downwards using freelook, which rotates the first-person camera (i.e. the player character's head) without moving or rotating the player character's body.
=Pistols=
==Beretta M9A1== 
The Beretta M9A1 appears in Squad as the "M9A1 Beretta". It feeds from 15-round box magazines and was available to all US Army classes save for the squad leader, rifleman, grenadier, light anti-tank, heavy anti-tank and combat engineer. As of the V3.0 update, it is now only issued to the USMC and is no longer available to the Army. It's also available to some kits of V8.1's PMC faction.
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).
	
	
==SIG-Sauer P320-M17==
The SIG-Sauer P320-M17 (the commercial version of the M17 MHS) has replaced the P320 model that was masquerading as an M17 as of the v4.2 update. It is available to all US Army kits and feeds from 17-round box magazines. 
The M17 also came with an animation overhaul; the character now performs the retention reload taught as part of the M17's manual-of-arms as opposed to the more conventional style seen on other pistols in the game.
==MP-443==
The MP-443 Grach is the standard side-arm of the Russian Ground Forces. It is available to all classes except 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.
 
 
==Glock 17==
The Glock 17 appears in Squad under the British Designation of "L131A1 General Service Pistol". It is available to all classes except 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 PMC faction also uses it, simply labeled as the "Glock 17 pistol" in-game. 
 
==Tokarev TT-33==
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 markings on the TT-33 erroneously claim a production year of 1938, despite being modeled after the post-1947 variant.
==Makarov PM== 
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 except 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.
==Browning Hi-Power==
The Inglis Hi-Power is available to all classes of the Canadian Army (except for the Combat Engineer) added in the Alpha 15.3 update. It appears as the "Hi-Power Pistol". An older model Browning Hi-Power with wood grips and a tangent rear sight appears as the standard sidearm of the MEA (Middle Eastern Alliance) faction added in the v1.0 update. The Australian Defence Force with the V2.15 update also uses the Hi-Power, this time the Mark III variant, under the "Hi-Power MK3" moniker. The BHP is used by most kits of the Wormpool PMC faction.
thumb|none|350px|Inglis Hi-Power - 9x19mm
==QSZ-92==
V4.0's update introduces the QSZ-92 as the People's Liberation Army standard sidearm.
==Sarsılmaz SAR-9==
The Sarsılmaz SAR-9 (in-game named "SOR-9" likely due to copyright) pistol appears as sidearm for the Turkish Land Forces, introduced in Update 7.0. 
=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 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.
==Sa vz. 61 Skorpion==
The Sa vz. 61 Skorpion is made available for Insurgent and Militia crewmen, lead crewmen, and as an option for the Insurgent Light Anti-Tank in Alpha 13.
==Sarsılmaz SAR 109T==
The Sarsılmaz SAR 109T is used by the Lead Crewman, Lead Pilot, Crewman, Pilot, and Jandarma (Gendermarie) classes of the Turkish Land Forces, having the distinction of being the first 9mm SMG in Squad after eight years.
==Heckler & Koch MP5A3==
The Heckler & Koch MP5A3 is available to crewman, pilot, squad leader, and raider classes of the Western Private Military Contractors. In the current build has little to no recoil, making it a CQB Powerhouse for the faction.
=Assault Rifles and Carbines=
==M16A2==
As of the V4.5 update, the classic M16A2 is available to the Militia faction. It has Colt Scope and M203 variants. 
==M16A4==
The USMC faction of the V3.0 update has the M16A4 rifle as standard for riflemen, squad leaders, Corpsmen, engineers, and AT kits. The USMC grenadier has an M16A4 equipped with a M203.
===Colt Model 901===
WPMC has access to full auto 20" M16s, akin to the Colt Model 901/flat topped M16A3. These include standard rifle variations, a scoped marksman model, and a C-Magged version for the contractor automatic rifleman. 
==M4A1==
The 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 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.
The Alpha of the V14 Update introduced a modified version of the M4 and M4A1 for the US Army, using MaTech 300m sights rather than the classic carry handle and adding PEQ-15 laser modules for both rifles. The LE stocks have also been changed to Crane/BCM B5 SOPMOD stocks.
A version of the M4A1 in after-market furniture is used by the WPMC as the "M4 Wormpool". And can equip the M150 ACOG, T800 Red-dot, or Eotech sight. 
==M4==
The 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, the M4 Carbine is available to all US Army classes save for the automatic rifleman, machine gunner, and marksman, and comes with a KAC railed handguard. The US Army squad leader, rifleman, and grenadier's M4 Carbines have Trijicon TA31RCOs (designated "M150 RCO") mounted. The squad leaders M4's come loaded with tracer rounds while the grenadiers come with an additional M203A1 mounted. The combat engineers have an M68 CCO mounted. The medic and light anti-tank may choose either the M150 RCO or the M68 CCO. In the case of the medic, choosing the former means losing his M67 Frag Grenade and red M18 Smoke Grenades. For the light anti-tank, choosing the former means losing both his M67s and one white M18. The lead crewman and crewman use stock rifles with carry handle iron sights. The heavy anti-tank may choose either the M68 CCO or carry handle iron sights (with a KAC foregrip), with the latter losing access to his M67.
For the Militia, their M4 is only available to the Militia squad leader and rifleman and comes with the older round handguard. 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 USMC faction has M4 Carbines as an option for some roles such as the Heavy AT kit and vehicle crewman. It still uses the carry handle rear sight and has a PEQ equipped. 
 
==Daniel Defense DDM4 PDW==
The Daniel Defense DDM4 PDW with a Colt lower appears in-game as an option for WPMC riflemen, heavy and light anti-tank, along with the raider kit. It is rechambered in 5.56x45mm NATO though the DDM4 PDW is normally chambered in .300 BLK. It uses a Daniel Defense collapsible stock and 6 position buffer tube instead of the standard PDW stock.
==Colt Canada C7A2==
The Colt Canada C7A2 is available to the Canadian Army rifleman, light anti-tank and Combat Engineer classes. It originally came with a C79A2 mounted; later updates introduced iron sight and foregrip variants. AN/PEQ-2s have also been added to the front sight RIS section.
==Colt Canada C8A3==
The Colt Canada C8A3 is available to the Canadian Army squad leader, lead crewman, medic, crewman, and heavy anti-tank. The squad leader's C8A3 may either have a C79A2 optical sight, or a EOTech 552 (designated "ET552" or "ET"). The EOTech comes default with the medic and both crewman classes. Earlier versions of the game featured the C8A3 with the M203 for the Canadian Grenadier; however, this has been replaced with the C7A2 + M203 combo.
thumb|none|400px|Colt Canada C8A3 with C79A2 optical sight and Thermold polymer magazine - 5.56x45mm
==L85A2==
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 Defense 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 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 V2.0 update introduced another variant using an ELCAN 4x scope as the "L85A2 LDS." As of the V2.15 update, all the ACOG variants have been replaced with ELCAN scopes.
==L22A2==
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.
==EF88==
The EF88 was introduced as the standard assault rifle/carbine for the ADF with the V2.15 update. It has both normal and "EF88C" carbine variants, and comes in a wide latitude of configurations. It has folding BUIS in its most default configurations, and the "ET552" holographic sight for the rifle-length variant, and ELCan Specter scopes for both versions. Squad Leaders have usable Grippods that allow them to deploy the EF88 for added accuracy bonuses. It also has a usable fire selector for semi/full-auto functionality.
==F88 Austeyr==
The Chora RAAS v3 engagement includes somewhat more historic loadouts for the ADF - namely, all the EF-88 variants are replaced with classic F88 Austeyr rifles, complete with the classic A1 scopes. As with the EF-88, these have usable fire selectors, which is actually technically accurate for the F88 as the Australians outfitted it with a modified selector that can block the two-stage trigger's full travel without engaging the auto sear. Update V8.2 has the same rifle as the "AUG" for the WPMC rifleman.
==Heckler & Koch HK416==
===Heckler & Koch M27 IAR===
Introduced with the USMC as part of the V3.0 update, the Heckler & Koch M27 IAR is issued to the Marine automatic riflemen subclass and is available to squad leader roles. All versions are equipped with Harris bipods, and the automatic rifleman has the ACOG SDO scope.
===Heckler & Koch M38 SDMR===
The M38 SDMR the primary rifle used by the USMC Marskman roles. It features a Leupold Mark 4 MR/T scope similar the M110 SASS and has a bipod, but lacks the KAC QDSS-NT4 suppressor. It also is locked to semi-auto despite being the same base 416 rifle as the M27 IAR.
==AK-74==
The AK-74 is available to the Militia rifleman, light anti-tank and grenadier, and feeds from 30-round box magazines. The Militia grenadier's AK-74 comes with a GP-25 mounted.
==AKS-74==
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.
==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.
==AK-74M==
The AK-74M is the available to all Russian Ground Forces classes except 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.
==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. 45-round RPK magazines are available to some roles.
==AK-101==
A ZenitCo-kitted AK-101 is one of the many primaries available to the Wormpool PMC faction.
==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. The Insurgent grenadier's AKM comes with a GP-25 mounted.
==AKMS==
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.
==AK-12==
As of the V5.0 Update, the VDV sub-faction of the Russian Armed Forces is equipped with the 2017/2018 spec Kalashnikov Concern AK-12. Airborne grunts get a bog standard version with no attachments, and other roles mix between vertical grips, 1P78 scopes, 1P87 Valday holographic sights, and it has grenadier versions with the GP-25.
==AS Val==
Also part of V5.0, the VDV has a Scout role that is unusually issued with the AS Val, including an OKP-7 reflex sight.
==PM md. 63== 
The PM.md.63 (AIM) is available to the Insurgent cell leader and feeds from 30-round box magazines.
==AMD-65== 
The AMD-65 is available to the Insurgent medic, and feeds from 30-round box magazines.
==SKS== 
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 also features 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. This was changed in the V2.0 update; the partial reload animation now shows the user manually holding the bolt back with his left hand and loading single rounds into the magazine in a much more mechanically correct way - though the +1 in the chamber still incorrectly occurs. 
==QBZ-95-1==
QBZ-95-1 rifles are the standard service rifle for the PLA with the V4.0 Update, and the PLA Navy Marine Corps in V5.0.
===QBZ-95B-1===
The QBZ-95B-1 carbine is issued to China's HAT, Engineer, and vehicle crew kits. 
=Battle Rifles=
==Mosin-Nagant M91/30==
Added in V2.0, the classic Mosin Nagant M91/30 enters the arsenals of the Insurgents in three specific variants. The classic full-length M91/30 appears as an optional kit for the Fighter class. It reloads from empty with a five-round stripper clip and can be topped off with loose rounds, although as with the V2.0 SKS reload revision, this allows for an incorrect +1 in the chamber which is not possible with Mosin rifles.
===Mosin-Nagant M38 Carbine===
The shorter Mosin Nagant Model 1938 Carbine appears as the new main arm of the Sapper class.
===Mosin Nagant M91/30 Sniper Rifle===
Along side the other Mosin variants, the Mosin Nagant M91/30 rifle fitted with a PU scope is added to the Insurgents' new Sniper class.
==Heckler & Koch G3A3== 
The Heckler & Koch G3A3 is available to the Insurgent fighter as a limited kit, feeding from 20 round magazines and being equipped with slim line handguards. The G3A3 is also the standard issue rifle of the MEA, who have both the standard iron sight only version as well as the option for a Hensoldt ZF-1 scope or a Zeiss Z-Point red dot. There's also the option for a G3A3 equipped with an HK79 grenade launcher for the MEA Grenadier.
Rather bizarrely, the G3A3 also serves as the MEA's Automatic Rifle. Known as the "G3A3 + Drum Mag", this version uses the wide handguards and equips a bipod as well as X-Product 50 round drum mags, fittingly loaded with tracers as part of this battle rifle's transformation into a lightweight support weapon.
===Heckler & Koch G3A4===
Originally added in the game as an optional rifle kit for the Insurgent Cell Leader, the Heckler & Koch G3A4 returns with the addition of the MEA as the standard issue rifle for MEA Squad Leaders. It comes in the same three variants of the other MEA G3s, iron sight only/Zeiss Z-Point or ZF-1 scope but with the SL standard of running tracer rounds.
===Heckler & Koch G3KA4===
The carbine of the MEA, the short Heckler & Koch G3KA4 appears with the group's Light Anti-Tank and Combat Engineer classes, with the same options of optical/digital or iron sights.
===Heckler & Koch G3SG/1===
MEA Marksman are issued the Heckler & Koch G3SG/1 as a sniper rifle. It is limited to semi-automatic fire only.
thumb|none|400px|Heckler & Koch G3SG/1 - 7.62x51mm NATO
===HK51===
The last of the G3s on offer for the MEA, the shortie HK51 appears as the compact carbine of the MEA. Given its short length, it only comes with iron sights or the Z-Point, and only for the Pilot, Lead Crewman and Heavy Anti-Tank Classes.
thumb|400px|none|HK51 - 7.62x51mm
==StG 58==
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 recognizable by the ribbed stamped metal handguard and its unique combination muzzle device, although it lacks the bipods.
==M14==
The M14 is available to squad leaders, riflemen, and sappers, for the Western Private Military Contractors. It can use bare iron sights or a M68 red-dot sight.
==MKEK MPT-76==
The MKEK MPT-76 rifle is used by the Turkish Land Forces by the Squad Leaders, Medic, Grenadier, Light Anti-Tank, Combat Engineers and Recruits classes.
=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.
==M249 SAW== 
The M249 SAW is featured in Squad disguised as the "Minimi," for the Milita. It is one of two light machine guns available to the Militia automatic rifleman, and is unlocked later than the RPK-74.
An RFI updated M249 is included with the USMC faction with the V3.0 update. It uses the Trijicon SDO scope.
 
==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 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 and having no M67s.
 
 
==L110A2==
The L110A2, an FN Minimi Para variant with an L85-style dovetail rail, appears in Squad as the "L110A2 Minimi". 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. 
At release, the in-game L110A2 is in fact a basic FN Minimi Para with Picatinny rails and original rear sight instead of the L110's unique rear sight. These issues have been fixed in an update, and the in-game L110A2 now more closely resembles the proper British military variant.
 
 
==C9A2==
The C9A2 light machine gun is available to the Canadian Army automatic rifleman. It comes with an C79A2 optical sight mounted.
==FN Minimi F89==
As part of the V2.15 update, the FN Minimi is issued to the ADF Automatic Rifleman as the F89 Minimi. It mounts the EOTech 552 holographic sight.
==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 mounted. It unlocks earlier than the other British Army marksman option, the L129A1.
==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-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 latter.
==RPK-74M==
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 character holds the weapon by the magazine rather than by the handguard.
==RPD==
Added in V2.0, the RPD light machine gun appears as a replacement for the RPK in the Fire Support role Automatic Rifleman class.
==QJB-95-1==
The QJB-95-1 is issued to regular PLA Automatic Riflemen kits.
==QJY-88==
In addition, the QJY-88 is used by the PLA's Machinegunner role. 
=Medium Machine Guns=
==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. 
==M240G==
The V3.0 update introduced the M240G for the Marines. It is issued to the USMC machine gunner kit, and is mounted on most of the Marines' vehicles. It mounts a Trijicon TA11H-308 Machine Gun Optic. 
==FN MAG 58==
The FN MAG 58 appears in Squad posing as the British L7A2 GPMG and as the Canadian C6 GPMG (appearing originally as the "C6A2," now as the "C6 FLEX"). It is available to the British and Canadian machine gunners, 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 or C6 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.
It also appears for the Aussies as the Mag58 and normally is only found on the Defence Force's vehicles, though it appears as a replacement for the Maximi on the Chora RAAS v3 map alongside the classic F88 Austeyr. 
 
===MKEK PMT-76===
The MKEK PMT-76 machine gun is issued to the fire support level Machine Gunner class of the Turkish Land Forces. It comes with the A940 4x optic.
==FN Maximi==
The ADF-designated Maximi is the 7.62 variant of the FN Minimi Mk3 is the MMG/GPMG normally issued to the ADF Machine Gunner kit.
==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. The Militia gets a PKM with a 1P29 scope affixed on the same side-swinging mount as the PKP as of the V4.5 update. 
==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. The VDV sub-faction uses PKPs without the scope, iron sights only.
==MG3==
Added in V1.0 with the MEA, the MG3 appears as the faction's GPMG of choice. It's used by the Machine Gunner class, fitted with a ELCAN scope and it's also fitted to a variety of the faction's vehicles. An iron sighted infantry version is usable with the Turkish Army's squad-level Automatic Rifleman role.
=Sniper Rifles=
==M39 EMR==
Update V8.2 brought in the M39 EMR as an option for USMC marksman, offering a caliber boost in comparison to the M38 SDMR. It has a bipod and M8541 scope. 
==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. Usable bipods were added to the M110 (and the L129A1 below) in Alpha 14, and the M110 received a AN/PEQ-15 device mounted on the three-o'clock rail position.
 
==L129A1 Sharpshooter==
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 (minus the RMR). It unlocks later than the latter.
 
==C14 Timberwolf==
The C14 Timberwolf is available to the Canadian Army sniper, and feeds from 5-round box magazines. It comes with a Schmidt & Bender PMII scope mounted and has a deployable bipod. The WPMC faction's sniper uses the commercial Timberwolf 338 variant, which is mostly the same aside from having no camouflage livery and lacks the front rail.
==Heckler & Koch HK417==
Introduced with the V2.15 update, the Heckler & Koch HK417 is issued to the Australian sharpshooter. It is fitted with the same Trijicon TA648-308 scope as the UK's L129A1, and has a vertical grip and usable Harris bipod. The magwell has "F 417" inscribed on it despite the in-game menu name being "HK417," and the ADF officially refers to it by the commercial HK name without the "F" prefix.
==SVD==
The SVD is available to the 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.
===SVDM===
The Russian Ground Forces marksman uses a modern Kalashnikov Concern SVDM. The SVDM features a usable bipod and uses the 1P88 scope.
==SV-98M==
The V5.0 Update includes the SV-98 as the issued sniper rifle to the VDV sub-faction, the second modern bolt action sniper in Squad since the Canadian C-14 Timberwolf. It uses a 1P69 scope, and loads with 10-round magazines of 7.62x45mmR.
==QBU-88==
As part of the V4.0 Update, the Chinese Marksman kit uses the QBU-88 semiautomatic sniper rifle.
==MKEK KNT-76==
The MKEK KNT-76 rifle is used by the Turkish Land Forces by the Marksman class.
=Grenade Launchers=
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.
==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.
 
==M203A2==
The M203A2 is available to US Army and USMC Grenadiers as well as (erroneously) Canadian grenadiers, mounted on the M4 Carbine and the C7A2 respectively. It is able to fire M433 HEDP rounds or, similar to the GP-25, red, blue and white smoke rounds. Upon selecting the M203A2, 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. 
Note that there are no blue smoke rounds for the M203 in reality; there are only M713 red, M714 white, M715 greens, and M716 yellow smoke rounds.
==L123A2 UGL==
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.
==Heckler & Koch HK79==
MEA Grenadiers use G3 battle rifles with underslung Heckler & Koch HK79 40mm launchers.
==Heckler & Koch M320==
The Heckler & Koch M320 in its standalone configuration is used exclusively by the Western Private Military Contractors primary grenadier role. As of Update v8.2, it is used by both Army and Marines' grenadiers. It has HEDP and smoke rounds.
==Thales SL40==
The ADF's Grenadier is issued with the EF88 + SL40 grenade launcher. It is paired with a Trijicon RMR for its sighting system.
==Energa Rifle Grenade==
Update 4.3 introduced the Energa Rifle Grenade for some Irregular Militia kits outfitted with the Stg 58 FAL. Their LAT is issued AT warheads, while the Ambusher gets fragmentation rounds.
==QLG-10A==
For the PLA, the QLG-10A caseless grenade launcher is used in conjunction with the QBZ-95-1 for their Grenadier kits.
==AK-40GL==
The AK-40GL, which is a licensed copy of the M203 grenade launcher, is issued to the Grenadier class of the Turkish Land Forces as a secondary. 
==AK-40MGL==
The AK-40MGL is issued to the Grenadier class of the Turkish Land Forces as a secondary. It is designated the "MKE MGL", likely to avoid confusion with the AK-40GL.
=Rocket Launchers=
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.
==Carl Gustaf M2==
The Carl Gustaf M2 appears in Squad as the "Carl Gustav M2 + No78Mk1". It is available to the Canadian Army heavy anti-tank class and comes with 2 high-explosive anti-tank (HEAT) warheads and a single tandem charge warhead. It is also used by the Australian HAT kit.
==Carl Gustaf M3==
The Carl Gustaf M3 appears in Squad under the US Army designation "M3 MAAWS", available to the US heavy anti-tank class. It comes with 2 HEAT warheads (although the AT tandem is another choice) plus 2 smoke rounds. 
==M72A7 LAW==
The M72A7 LAW is available to the US Army and British Army light and heavy anti-tank as a disposable launcher. The light anti-tank carries only one launcher instead of two as of the current build, but may be equipped with a M67 or L109A1 respectively to make up for the reduced firepower. Bizarrely, the heavy anti-tank use them as a secondary launcher to their AT4-CS launchers.
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, its warhead is designed 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. The LAW is also issued to the Canadian and Australian forces and is also used by Turkish Land Forces, under the designation of "HAR-66 LAW" which is a Turkish copy made by MKEK.
==Mk 153 SMAW==
The Mk 153 SMAW is issued to the USMC HAT class. It has both HEAT and AP warheads, and as with Project Reality, the spotting rifle is also usable.
==Saab Bofors Dynamics AT4-CS==
The Saab Bofors Dynamics AT4-CS is available to the US Army light anti-tank class and British Army heavy anti-tank class under their respective designations, the "M136 AT4-CS" and "ILAW AT4-CS".
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.
==Saab Bofors Dynamics MBT-LAW==
The V2.0 update introduced the NLAW as a replacement for the ILAW AT4-CS for the British Army. It features a Predicted-Line-Of-Sight (PLOS) mode that allows the user to track moving targets and fire a guided projectile. 
==RPG-7V2==
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 has an extra OG-7V warhead to 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. It is also used by Turkish Land Forces.
 
==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-28==
Introduced with the V2.0 update, the RPG-28 is a new option for the Russian Army HAT kit. It fires a large 125mm projectile with a flat trajectory, and can be zeroed out to 500m. 
==RPG-29==
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 armored vehicles at the cost of versatility since the former does not have fragmentation warheads.
==DJZ-08==
The PLA's standard LAT launcher is the DJZ-08, a single-shot disposable 80mm recoilless launcher. It fires a high-explosive warhead.
==PF-98==
Added with the PLA in the V4.0 Update, the PF-98 is used by the Chinese HAT role. It comes with an anti-armor and a high explosive round. 
=Frag Grenades= 
==M67 Frag Grenade==
The M67 is the standard fragmentation grenade for the US Army, and is available to all classes except for the lead crewman, crewman, grenadier, combat engineer and machine gunner. Canadian Army forces use it as the under the C13 Grenade designation. Is also used by Turkish Land Forces.
 
==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.
==F1 Grenade==
The Australian F1 Grenade is issued to the ADF faction as its standard fragmentation grenade with the V2.15 update.
==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.
==Type 86P Frag Grenade==
China's standard hand grenade is the Type 86P.
=Smoke Grenades=
==M18 Smoke Grenade==
The M18 is the standard smoke grenade for the US Army, and is available to all classes save the grenadier, coming in white, red, or blue. All classes who can use it have 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 real M18s are not available in white or blue, and a better alternative for white smoke would be the AN/M8 or M83 smoke grenade. Is also used by Turkish Land Forces.
 
===DSF-121 Smoke Grenade===
The PLA's DSF-161 smoke grenade appears to be a clone of the M18.
==RDG-2 Smoke Grenade==
The RDG-2 is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes except 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 save for 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 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.
== M15 Anti-Tank Mine ==
The M15 Anti-Tank Mine was added to the game in Update 13, available for the NATO and Australian Combat Engineers.
==TM-62M Anti-tank Mine==
The TM-62M appears in game simply as "TM-62", and is available to the Insurgent and Militia scouts.
==Type 72 Anti-tank Mine==
The Type 72 anti-tank is used by the PLA with the V4.0 Update. 
=Mortars=
Mortars are deployable weapons requiring setup by a squad.
==M252==
The M252 is available to the US Army as an emplacement.
thumb|none|400px|M252 - 81mm
==2B14 Podnos==
The 2B14 Podnos is available to the Russian Ground Forces as an emplacement.
==BM-37==
The BM-37 appears in game as the "M1937" and is available to the Insurgent and Militia forces as an emplacement.
==PP-87==
The PP-87 is the light mortar used by the PLA faction.
=Heavy Machine Guns=
Heavy Machine Guns in Squad are either deployable weapons requiring setup, or vehicle-mounted weapons.
==Browning M2A1==
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.
==M85 heavy machine gun==
The Turkish Army's M60T MBT still retains the series' distinct commander's cupola with the M85 heavy machine gun, which is usable in that position. It has a modernized gunsight.
==NSV==
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.
==DShKM==
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.
==QJZ-89==
The standard HMG introduced for China is the QJZ-89, available both as an emplacement and on numerous PLA vehicles. A scoped version is unique as an emplaced variant. 
=Missile Launchers=
Anti-tank missile launchers are currently available in Squad as deployables. Some vehicles are also equipped with missiles.
==9M113 Konkurs==
BMP variants have the 9M113 Konkurs ATGM launchers.
==9M133 Kornet==
The 9M133 Kornet anti-tank missile was added to the game in Alpha 12. It is only available to the Russian Ground Forces.
thumb|none|400px|9K135 Kornet missile launcher system with 9M133 Kornet missile - 152mm
==BGM-71 TOW==
The BGM-71 TOW anti-tank missile was added to the game in Alpha 11. It is only available to U.S. Army and the British Army. The M2A3 Bradley IFV is also equipped with 2 TOW missiles.
==HJ-8 Red Arrow==
With the V4.0 update, the HJ-8 is the PLA's antitank guided missile emplacement. 
=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.
==M240C==
US Army M1A2 Abrams and M2A3 Bradleys, and the USMC M1A1, LAV-25, and AAVP-7A1 have M240C coaxial machine guns. Similar FN MAG GPMG/C6 FLEX variants are used on British, Canadian, and Australian armor.
==M240H==
The M240H, the US Army Aviation designation for the M240D, is mounted in both of the of gunners' windows of the UH-60M "Grouse" Blackhawk utility helicopter and the Marine's UH-1Y. It is also used in the RAF SA 330 Puma HC2 transport helicopter that is part of the V2.0 update. The ADF's UH-60 uses the same M240H, and their MRH90 (NH90) has a spade-gripped MAG 58. The Canadian CH-146 also has a spade gripped MAG/C6.
==M242 Bushmaster chaingun==
M242 Bushmaster chainguns are used on the American M2A3 Bradleys, Canadian LAV III 6.0, and the Coyote, ADF ASLAV-25 and USMC LAV-25 armored fighting vehicles.
==Mk 19 Grenade Launcher==
The AAVP7A1 amphibious transport is available for the USMC faction and has a Mk 19 grenade launcher alongside a Browning M2 mounted in its turret. Emplaced and open-turret vehicle versions have been added as of the V8.0 patch. It is used by all the NATO nations and the ADF, though it is noted as a stand-in for the Heckler & Koch GMG for the BAF and CAF for the moment.
==General Dynamics GAU-17/A==
The Wormpool PMC has both technicals and operator SUVs equipped with GAU-17/A Miniguns.
==General Electric M61 Vulcan==
The USS Essex included as part of the V3.0 content has unused Phalanx CIWS installations with M61 Vulcan autocannons. The CAF, ADF, and USMC commanders can call for a Hydra rocket strike launched from legacy F/A-18 Hornets, which also feature M61s (though these too go unused in-game).
==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 a mounted ZU-23-2.
==NSVT==
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.
==KPVT==
The KPVT can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armor-piercing incendiary tracer (API-T) rounds. The turret also has a visible PKT coaxial machine gun and 81mm smoke grenade launchers.
==Shipunov 2A42==
The BMP-2 and BMP-3 IFVs have Shipunov 2A42 30mm autocannons.
===Shipunov 2A72===
The Shipunov 2A72 variant can be found mounted on the turrets of the BTR-82A and MT-LBM (6MB), and fires either 3UBR6 armor-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.
==SPG-9==
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.
==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.
==ZU-23-2==
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.
Category:Video Game
Category:War
Category:First-Person Shooter