recursal/Fanatic-Fandom huggingface dataset:
Al Basrah/fr

Theater
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**Al Basrah** (En Arabe: البصرة; *al-Baṣrah*), aussi connue sous le nom de **Basra**, est l'une des Cartes disponilbes dans Squad. La carte est constituée d'une ville en Irak au long de la rivière Shatt al-Arab avec le canal Qamat Ali se séparant de la rivière pour rejoindre un petit village.

## Manches

### AAS v1

**Drapeaux**

* Village
* Outskirts (Faubourgs)
* Courtyard (Cour)
* Suburbs (Banlieues)
* Mosque (Mosquée)
* Refinery (Raffinerie)
* Alleys (Ruelles)

 M939 Logistics Truck | 2 | 3.0min

 Technical Logistics | 2 | 3.0min

### PAAS v1

**Drapeaux**

* Village
* Apartments (Appartements)
* Gas Station (Station Service)
* Suburbs (Banlieues)
* Refinery (Raffinerie)
* Alleys (Ruelles)

 M939 Logistics Truck | 2 | 3.0min

 Minsk 400 | 8 | 2.0min

## Détails

* La carte était originellement une carte créé par un membre de la communauté (ChanceBrahh) basé sur une carte du mod Project Reality. La carte a été intégrée dans Squad à l'Alpha 9.2.

* Al Basrah ou Basra est une ville située dans le Sud de l'Irak près du Golfe Persique. C'est la deuxième plus grande ville en Irak avec Baghdad étant la plus grande. L'économie de la ville est surtout basée sur les champs pétroliers alentours. Pendant la guerre d'Irak en 2003, les Etats-Unis et le Royaume-Uni ont envahi la ville. En 2007, la ville a finalement été rendue à la police Irakienne. L'aéroport a été endommagé durant la guerre du Golfe et seulement détruit après l'invasion de 2003.

## Voir aussi

* Sumari Bala
* Kohat Toi
* La vallée de Logar
* Kokan
* Cartes
* Distances de Carte
G3A3

*For the other variants, see G3A4 and G3KA4.*

 Cartridge
 Fire Mode

The **G3A3** is a battle rifle featured in *Squad*. It is available to multiple factions and features different sights and attachments.

## Statistics

* G3A3
* G3A3 Drum

## Variants

* G3A3 is available to two factions, the Middle Eastern Alliance and Insurgents.
* G3A3 has many variants, including G3A4, G3KA4, G3SG/1, and HK51.

## Gameplay

* G3A3 magazine holds 20 or 50 rounds, depending on the variant.
	+ The Middle Eastern Alliance Automatic Rifleman kits feature a G3A3 with 50-round drum magazines.
* Can be fired on automatic and semi-automatic.
* The sights for the AKM include iron sights, Z-Point reflex sight, and ZF1 (4×) optics.
	+ The iron sight allows the user to zero the rifle for different ranges (from 100m to 400m).
	+ The Z-Point reflex sight allows a relatively clear sight picture for close-range combat, but it doesn't allow zeroing, limiting long-range effectiveness.
	+ The ZF1 (4×) optical sight allows the user to see enemies from long distances easily and engage enemies at longer ranges without the need to zero the weapon. The zeroing of the ZF1 can be adjusted from 100 meters to 600 meters, further enhancing its long-range precision.
* G3A3 shares its damage model and ballistic performance with FN FAL, G3A4, and G3KA4.
	+ They have one of the highest damage for light weapons in-game, at 165. This damage offers devastating firepower, enabling one-shot kill capability at close to medium range.
	+ The 599 rounds per minute rate of fire is on the lowest end for an automatic weapon.
* G3A3 is classified in-game as the Battle Rifle. Battle Rifles have handling characteristics in between Full-Length Rifles and Medium Machine Guns. They have dreadful sway, relatively low point fire responsiveness, and excessive recoil, especially when standing up.
	+ They output suppression effects akin to Medium Machine Guns and are effective at all ranges when aimed carefully.

## History

The G3A3 is a selective fire, roller-delayed, blowback action battle rifle and a well-known variant of the G3 battle rifle. The G3 was designed by the German company Heckler & Koch in 1956 and adopted by the German Army as the standard service rifle from 1959 to the mid-1990s. Many variants have been created out of the G3, most famously the G3A3 and the G3 is used by many countries worldwide. The G3A3 has drum sights, a fixed plastic buttstock, a plastic slim, ventilated version, and a wide handguard that does not contact the barrel. The G3A3 is mainly made out of metal, steel, and plastic. The G3A3 uses 7.62x51mm NATO cartridges.

## Trivia

* The G in G3A3 stands for *Gewehr* which is German for "rifle". The A in G3A3 stands for *Ausführung*, which is German for "version". The literal meaning of G3A3 in English is "Rifle 3 Version 3".
* G3A3 has identical damage model, ballistic performance, and handling characteristics as FN FAL. The only differences between the two weapons are the reload speed and available ranging options for the iron sight.
G3 Bayonet/de

Das **G3 Bayonett**  ist ein Kampfmesser, welches in Squad als Teil der Version 1.0 Updates eingeführt wurde. Es wird von der Middle Eastern Alliance und Turkish Land Forces verwendet.

## Beschreibung

Diese wurden in den 1970er Jahren zusammen mit dem von Heckler & Koch hergestellten HK33 exportiert. Jetzt ist es als Hauptkampfmesser des MEA und TLF im Spiel. Es ist in allen Klassen enthalten.

## Siehe auch

* Middle Eastern Alliance
* Turkish Land Forces
* Waffen
Getting Started/br

Squad pode parecer muito complicado para um iniciante, seja pelas armas, veiculos, controles, comandos ou comunicação. Pode parecer dificil no começo, mas tudo isto pode ser aprendido e dominado ao ler os seguintes guias para deixá-lo pronto para o jogo. Você pode escolher os diferentes tópicos e níveis de entrada aqui!

## Iniciando como um Soldado

* **Iniciando como Soldado** - nosso **guia do iniciante** oficial. Todos os novos jogadores de Squad deveriam ler isto! Este é a principal porta de entrada para sua carreira no Squad.
* **Erros comuns de novos jogadores** - fique atento à eles e tente evitá-los.
* Dicas para iniciantes e resolução de problemas - dicas úteis e essenciais para os novos jogadores.

Veja também:

* Guia rápido para novos jogadores do SgtHerhi
* Como não ser ruim no Squad, por SgtHerhi
* O guia tático do Cheesy para o SQUAD - talvez um material um pouco avançado, mas ainda assim uma leitura útil para iniciantes.
* Vários guias podem ser encontrados também na Steam.

## Iniciando com os Veículos

Main article: Getting Started with Vehicles
Novo no Squad e não sabe como operar veículos no jogo? Leia este guia para começar!

Falta atualizar.... coloquem o guia!!!

## Iniciando com Líder de Esquadrão

* **Iniciando como Líder de Esquadrão** - the beginner's guide to squad leading. You think you have what it takes to become a Squad Leader? Then this guide is for you to get started!
* **Erros comuns de novos Líderes de Esquadrão**

Veja também:

* Guia Tático Do Cheesy para SQUAD
* Arrebanhando Gatos - Conceitos e Teorias sobre Líder de Esquadrão do DocEast.
Hull-down Position/de

Hull-Down-Positions sind defensive Stellungen, die Ihren Fahrzeugen als statische Stellung oder Ihrer Infanterie als Kampfstellung Deckung bieten. Sie können von einem Squad Leader in der Nähe einer FOB platziert werden. Die Färbung der Position wird teilweise durch das Terrain der Karte bestimmt (Wüste, Schnee, Wald,..)
Die Hull-down Position ist nur für eine Fraktion verfügbar, die Irreguläre Miliz.

Baukosten:  200

## Siehe auch

* Forward Operating Base
* deployables
Creating a Custom Map Layer

# REQUIREMENTS

* The Squad SDK
* Completion of the Creating a Mod guide
* A Custom Map or an Official Map you wish to add a gamemode layer to

# GUIDE

## Safely Duplicating A Map

Unreal Assets use a reference system to link assets, blueprints, and actors, that rely on one another. Blindly copying a file can result in these reference links being broken, causing a massive workload to fix.

To safely copy a map, load the map into the editor via File -> Open Level (remember to select <map\_name>\_master, NOT a layer), then File -> Save Current As..., select your "<mod\_name> Content" directory, then click "Save". Rename the now duplicated map file in your "<mod\_name> Content" folder to the desired name (normal format is `MapName_GAMEMODE_versionnum_EXTRAINFO`, i.e. `OPFirstLight_AAS_v3_HELI`).

## Copying a Gamemode Layer

Building a gamemode layer from scratch is a long, complex process. A far easier and faster method is to copy a gamemode layer from an preexisting OWI map.

To begin, load an OWI map. For this example, we are using `Content/Maps/Forest/forest_aas_v1/OPFirstLight_AAS_v1`.

On the right side of the SDK is the World Outliner. To prevent accidental editing of Master Actors, we will need to filter so only the current level actors are listed. Left click on the "View Options" button in the World Outliner and enable "Only in Current Level".

Scroll to the very top of the World Outliner, and expand each folder. Select all actors in the level. Right click on one of your selected actors, `Edit -> Copy` (or CTRL-C).

Then load your duplicated map, left click on the World actor at the top of the list in the World Outliner to select it, then hold the CONTROL button and hit the V key once. (There is no other way to do this.) Wait while the actors copy over and update their references.

You now have a complete gamemode actor set. You can move and edit these actors to create different layers and layouts.

# Next Steps

Now that your layer is complete, you should consider releasing your mod.
Creating a Minimap

# Requirements

* The Squad SDK
* Completion of the Creating a Mod guide
* Completion of the Creating a Custom Map guide

# GUIDE

To begin, left click on "World settings" tab panel on the right hand side of the SDK. Scroll down and find the "Minimap" tab.

First select 2 actors. These actors MUST be on opposite ends of your map you created. If not, your minimap will be out of place or only show a portion of the map.

*(These "actors" can consist of having a table on the edge of the map, building, etc)*

Replace the minimap settings with these basic settings:

```
  Title Resolution: 4096
  Title count: 1
  Minimap FOV: 70

```

*(If you don't meet the above 8 GB Minimum requirement, you can do render up to 4 titles count, anything more than that the SDK will crash)*

Once inputted, click on "Generate Minimap."

After it renders, your minimap file name should be "<mapname>\_minimap." It can be followed with "0-0 through 3-3 or more depending how many tiles you rendered.

*(If you choose to go the multiple titles route, you'll need to use a program like imagemagick to stitch the images)*

Finally, find "Map Texture," locate your minimap and click it.

Congratulations! You have a minimap.

## CAUTION

If your computer has "Minimum requirements" to run the SDK, you may experience crashes and errors. If you have only 8 GB, close any programs you have that take RAM; Discord, Steam, web browsers, etc. If not, the SDK will have 'Fatal Errors' due to lack of RAM and force quit/crash itself. These errors and crashes can happen when you try to render 8 titles or more.

## COMMON MISTAKES

If your Minimap is not working as intended one of the following Reasons could be the cause:

* The Actors that mark the 2 opposing corners of your Map have to create a Square (not a rectangle), otherwise the Minimap Icons might be offset by a few meters or kilometers
* If you cant Place the Actors in your World settings, those actors are not in the Same level as the level of the world settings you are looking at
* If you use the SQMap Boundaries Blueprint to create the Map boundaries and your loading time to generate the boundaries exceed 2-3 Minutes you should turn of "real time" in the Unreal Editor this speeds up the process significantly
* If buildings or roads are missing on your Minimap check if you disabled all distance culling before you created the Minimap, and turn it back on afterwards!
Frag Grenades/de

Splittergranaten sind eine Art von Wurfgeschossen. Sie sind für den Einsatz gegen feindliche Truppen gedacht. Sie können auch leichten Schaden an einsetzbaren Gegenständen und leicht gepanzerten Fahrzeugen anrichten.

## Insurgents

Die Insurgents verwenden die F1 und die RKG-3. Erstere hat ein deutliches "Pop"-Geräusch, wenn sie geworfen wird.

## Irregular Militia

Die Irregular Militia verwenden die RGD-5. Sie hat ein deutliches "Pop"-Geräusch, wenn sie geworfen wird.

## Russian Ground Forces

Die Russian Ground Forces verwenden die RGD-5. Sie hat ein deutliches "Pop"-Geräusch, wenn sie geworfen wird.

## U.S. Army, United States Marine Corps, Canadian Army und Turkish Land Forces

Folgende Fraktionen  US Army, United States Marine Corps, Canadian Army und Turkish Land Forces verwenden die M67. Die Canadian Army bezeichnete sie als C13 Splittergranate.

## Middle Eastern Alliance

Die Middle Eastern Alliance verwenden die F1.

## Australian Defence Force

Die Australian Defence Force verwenden die F1 Splittergranate.

## People’s Liberation Army

Die People’s Liberation Army verwenden die Type 86P.

## Gallerie

 Cartridge

 Cartridge

 Cartridge

 Cartridge

 Cartridge

 Cartridge
 Fire Mode

 Fire Mode
Ammo Crate

**Ammo Crates** are emplacements that can be placed by the squad leader within the 150 meter build vicinity of a Forward Operating Base. They can also be found in each team's Main Base. Ammo Crates allow players to rearm their equipment individually or all-at-once, or switch kits. With the introduction of persistent ammo, infantrymen now need to resupply their spent ammo after dying, meaning Ammo Crates are even more important to a team's success. Ammo Crates cost 100 construction points to place and then need to be constructed by fellow team members with the Entrenching tool. When a player rearms or changes kits at an Ammo Crate, this action will draw ammo points from the Forward Operating Base it was constructed on. There is no limit to how many Ammo Crates can be placed at a single Forward Operating Base.

In general, Ammo Crates are constructed near a Spawn Bunker so players can quickly resupply after spawning. Ammo Crates placed near the perimeter of the 150 meter Forward Operating Base build radius or near the front line will allow infantrymen to resupply more readily. Resupplying a Forward Operating Base with ammo points to allow players to rearm with Ammo Crates should be a priority for the team. See Logistic System for more information. Without the ability to rearm their equipment, players will find themselves out-gunned by the other team and lacking vital equipment. Ammo Crates can be destroyed by digging them down (right-click with the Entrenching tool) or when damaged by explosive munitions.

## Rearm Menu

To use an Ammo Crate, move near it then press the interact key (`F` by default) to open the radial menu. Right click to exit the menu or left click the back arrow.

The top right option (three bullets/clip) opens up the rearm menu.

Once this window is open, all items can be reloaded with a single click (if the ammo points are available) or individually (granularly). Left-click to add an item to rearm, then click on the center button to rearm just what you have selected. To rearm all your equipment, click the center button without selecting individual. See below for specific rearm costs for every piece of equipment in-game.

## Changing Kits

Besides rearming, the ammo crate also allows players to switch kits. The other icons correspond to the four role types; Command and Support, Direct Combat, Fire Support, and Specialist. To change kits, select the role type the respective kit falls under, then select which kit you would like to switch to. Note that you can only switch to kits that are available and if the ammo points required to change kits are available. See Kit Role Selection for details on kit restrictions. The cost to switch kits is the total sum of all the ammo points it would cost to fully resupply that kit. For instance, the cost to switch to the Insurgents secondary Light Anti-Tank kit (with Skorpion) is 212 ammo points. This is the same cost of resupplying this kit if it had no ammo.

## Rearm Costs

Resupplying at an ammo crate will cost Ammo Points as of alpha 13:
Factions/de

Dies is eine Liste aller spielbaren Fraktionen in *Squad*. Die meisten Fraktionen im Spiel basieren auf Armeen, welche es auch in wirklichkeit gibt, während andere entweder Verschmelzungen von Armeen (wie z.B. Middle Eastern Alliance) oder eine allgemeine representation von paramilitärischen Gruppen (wie z.B. Insurgents und Irregular Militia) sind.

Jede spielbare Fraktion hat ihre eigene Zusammenstellung von Waffen und Fahrzeugen. Des weiteren hat jede Fraktion eine eigene Auswahl an Karten auf denen sie spielen können. Die Fraktionen Middle Eastern Alliance und Insurgents werden zum Beispiel hauptsächlich im Mittleren Osten und Süd-Asien angetroffen.

## BLUFOR Fraktionen

Bestehend aus NATO Mitgliedern und westlich angelehnten Ländern, konventionelle BLUFOR Fraktionen zeichnen sich aus moderner Ausrüstung und westlicher Waffentechnik aus.

## REDFOR Fraktionen

Bestehend aus direkten Gegnern der NATO Allianz, militärischen-, geopolitischen-, und technologischen Rivalen von westlich orientierten Ländern nutzen diese Fraktionen eine breite Pallette von Waffentechnik.

## Unabhängige Fraktionen

Militärische Organisationen ohne einer Zuordnung. Diese Fraktionen können sowohl gegen BLUFOR, als auch REDFOR kämpfen.

## Siehe Auch

* Waffen
* Fahrzeuge
* Karten
F1 Fragmentation Grenade/de

Cartridge
 Fire Mode

Die **F1** ist eine Splittergranate featured in *Squad*.

## Beschreibung

Die F1 ist eine Splittergranate aus den späten 90er Jahren, die von Thales Australia exklusiv für die Australian Defence Force hergestellt wurde. Die Granate wiegt 375 g und besteht aus einem 62 g schweren RDX-Füllstoff, der mit 32 g Paraffinwachs phlegmatisiert ist, und einem Kunststoffgehäuse mit 4000 2,5 mm Kugellagern. Der tödliche Radius liegt bei 6 Metern, weitere Schäden treten etwa 15 Meter vom Detonationsort entfernt auf. Die Zündzeit liegt zwischen 4,5 und 5,5 Sekunden.

## Siehe auch

* Waffen
* Splittergranaten
* RKG-3
* RDG-5
* F1
* L109A1
* M67
* Type 86P
Destruction

**Destruction** is a game mode in *Squad* introduced in Alpha 13. Maps known to have a destruction layer are currently Fool’s Road, Gorodok, Narva, and Yehorivka.

## Overview

In the Destruction game mode, the attacking team must destroy multiple caches before they run out of tickets or the timer runs out. Attackers start out with 200 tickets and defenders start with 1000 tickets. Layers have either 2 or 3 phases and each phase has two zones, each of which has a cache. Attackers must search both zones, denoted by Question Marks (?) on the map (see image on right). The Question Marks indicate a location where the randomized cache might be located. Once an infantryman enters this area, the Question Mark either disappears if the cache is not at that location or the marker will turn into a sword, indicating a confirmed cache location. Once a cache has been located, it must be destroyed by either the Combat Engineer's or Sapper's demolition charge. These charges explode in 30 seconds once placed. No other weapon or explosive can destroy the cache. When both caches of a phase are destroyed, the attacking team gets a 50 ticket bonus plus additional time. The defending team loses 10 tickets. When both caches of a phase are destroyed, a new phase begins. The next phase is on a three-minute delay to prevent rushing. Also, during this time the defending team is given temporary spawning locations at the new phase. Attackers win by completing all phases within the allocated time. Either team loses if they run out of tickets.

## Tips

* Given that the attacking team can only have two Combat Engineers it is recommended that the role be split between two Squads to allow for more flexibility in which objective to attack.
* When defending, if both caches are destroyed, it is critical that your team has a way to get to the new phase. Either a spawn bunker or the temporary spawning points can be used to quickly get to the new objective. Defenders generally don't have to worry about ticket counts, so purposely respawning to use the temporary spawns is recommended.

## See also

* Game Modes
* Combat Engineer
* Sapper
* Maps
Hasco

The single Hasco (also known as Hasco block) is a defence deployable which provide cover for your team. It can be placed by a squad leader near a FOB.

A single Hasco block is about 1 m long and 1 m wide, if and only if the M1126 and M939 Truck have in-game measurements that match their Squad Wiki pages at the time of writing (6.95 m and 7.80 m, respectively).
Controls

The following is a list of Controls in the game Squad.

## List of Keyboard Controls

* `1`+`2`+`3`+`4`+`5`+`6`+`7`+`8`+`9`+`0`: Weapon hotkeys.
* `Tab ↹`: Scoreboard.

* `Q`: Lean Left. In vehicles, it switches between the zoom levels of the main gun.
* `W`: Up
* `E`: Lean right.
* `F`: Use; enter/leave vehicle
* `R`: Reload.
* `T`: Menu.
* `A`: Left.
* `S`: Down.
* `D`: Right.
* `G`: Command.
* `J`: Chat all
* `K`: Chat team
* `L`: Chat squad
* `↵ Enter`: Spawn screen.
* `⇧ Shift`: Sprint; focus aim.
* `Z`: Prone.
* `V`: Local voice.
* `B`: Squad channel.
* `N`: Map zoom.
* `M`: Map.
* `Ctrl`: Crouch (Hold)
* `⇪ Caps Lock`: Walk (Hold)
* `Space`: Jump
* KEYPAD 1-9 allows Squad Leaders to direct chat with 1 other Squad Lead at a time.

## List of mouse controls

* Left: Fire/overhand throw
* Middle: Fire selector
* Right: Aim down sights/underhand throw.
Getting Started/zh

战术小队 对于新手来说，无论是武器、载具、面板、命令还是语音频道，似乎都比较难上手。开始有一个较难的学习过程，但可以通过阅读下面的指南来学习并掌握它。在这里你可以选择不同的主题入门

## 基础入门

* 基础入门 - 我们的官方初学者指南，建议所有新的小队玩家都应该看看！这是开始您的小队生涯的起点
* 新玩家常见错误 - 注意：尽量不要出现这些错误，否则您很有可能被管理员踢出服务器。
* 初学者知识与故障排除 - 对新玩家非常有用的知识

更多:

* 在 Steam社区 可以找到更多指南。

## 载具入门

点击查看 **全部载具列表**

刚刚购买 战术小队，不知道如何驾驶游戏中的载具？从阅读本指南开始！

更多:

* Chris\_afae 的坦克指南

## 队长入门

* 小队长 - 入门指南，你认为你有能力成为队长吗？那么，这本指南就是你队长生涯的起点！
* 小队长 - 详细信息

更多:

* 小队长 101 - 完整的小队长入门手册（Steam指南）
Entrenching tool/de

**Entrenching Tool** ist eine gewöhnliche Ausrüstung, die allen Fraktionen zur Verfügung steht, und kann sich auf verschiedene Grabausrüstungen in *Squad* entfalten.

* **Entrenching Tool** - Bekannt für seinen Symplen Aufbau wird diese Schaufel von vielen Fraktionen benutzt.
	+ Es wird von folgenden Fraktionen verwendet: Australian Defence Force, British Armed Forces, Canadian Army, United States Army, United States Marine Corps und Middle Eastern Alliance.

* **MPL50 Spaten** - Sowjetisches Schaufeldesign, das häufig von russischen Streitkräften und militärischen Organisationen mit sowjetischem Einfluss verwendet wird.
	+ Er wird von folgenden Fraktionen verwendet: Russian Airborne Forces, Russian Ground Forces, Insurgents, und Irregular Militia Forces.

* **WJQ-308 Schaufel** - Chinesische Multifunktionsschaufe.
	+ Sie wird von folgenden Fraktionen verwendet: People’s Liberation Army und PLA Navy Marine Corps.
Hesco Wall

The HASCO Wall is a defense deployable which provide cover to your team. It can be placed by a squad leader near a FOB. Two HASCO Walls placed side-by-side are the same length as the M939 Truck: 7.80 m.

On level ground, HASCO walls can only be scaled by a single infantryman from the side that is only one block tall. This provides players on one side with both a means of egress and a platform from which to stand to fire at enemies on the other side from partial cover. On the front side there is a razor-wire installed to prevent enemy infantry to climb over.

Supply-points:  150

The Hesco Wall is available for following factions:

* US Army
* United States Marine Corps
* Australian Defence Force
* British Army
* Canadian Army
* Middle Eastern Alliance
* People’s Liberation Army
* PLA Navy Marine Corps
* Turkish Land Forces
* Russian Ground Forces
* Russian Airborne Forces

## See Also

* Forward Operating Base
* deployables
DZJ08/de

Cartridge

Der **DZJ-08**  ist eine Panzerabwehr-Raketenwerfer in Squad, eingeführt in der Version 4.0 als Teil des Red Star Rising Updates für die People’s Liberation Army.

## Beschreibung

Das DZJ08 oder Typ 08 Individual Multipurpose Assault Munition System (chinesisch: 08式单兵多用途攻坚弹系统) ist eine tragbare, ungelenkte, schultergestützte, rückstoßfreie Mehrzweckwaffe. Die Waffe ist als Mehrzweck-Angriffswaffe konzipiert, die gegen Panzer, Befestigungen und Personen eingesetzt werden kann. Der von Norinco für die Volksbefreiungsarmee entwickelte und hergestellte Typ 08 ist der Nachfolger des älteren Mehrzweckraketenwerfers Typ 89A.

Im Vergleich zum Vorgängersystem nutzt der Typ 08 die Gegenmasse, um Rückstoß, Lärm, Mündungsfeuer, Druckwelle und Rückstoß zu reduzieren. Außerdem hat die Mehrzweckmunition des Typs 08 einen relativ kleinen Explosionsradius von 7 Metern, wodurch das Waffensystem eine Mindestreichweite von 25 Metern hat. So kann ein Soldat die Waffe auch in engen Räumen sicher abfeuern.

## Gameplay

* Der DZJ08 ist ein Einweg-Raketenwerfer, der einen Schuss abgibt und dann entsorgt wird.
* Die DZJ08 hat mit 20 Metern die geringste Reichweite von allen Raketenwerfern.
	+ Wenn Sie sich zu nahe an Ihrem Ziel befinden, wird die Rakete nicht detonieren und keinen Schaden anrichten.
* Die DZJ08 hat eine relativ kurze Reichweite und verwendet ein einfaches Zielfernrohr mit Vergrößerung.
	+ Das Zielfernrohr bietet ein klares und leicht verständliches Sichtbild.
* Die DZJ08 verschießt Mehrzweck-Angriffsmunition. Im Spiel hat sie ihr eigenes einzigartiges Schadensmodell und ballistisches Verhalten.
	+ Dies ist ein Alleskönner. Der Spritzschaden, der tödliche Radius, die Mündungsgeschwindigkeit und die Durchschlagskraft der Waffe liegen im Vergleich zu anderen LAT-Werfern im Spiel auf einem anständigen Niveau; allerdings ist keine ihrer Eigenschaften besonders herausragend.
	+ Die DZJ08 hat einen Schwerkraftmodifikator von 1,3, wodurch das Projektil härter fällt als bei anderen Raketenwerfern im Spiel.
* Wenn Sie Ihre Munition aus einer Munitionskiste nachladen, ist Ihr Raketenwerfer nicht automatisch schussbereit, wenn Sie das nächste Mal zu ihm wechseln. Sie müssen zum Raketenwerfer wechseln, die Animation zum Ablegen des alten Raketenwerfers abschließen und dann den neuen Raketenwerfer scharf machen.
* Bei der Berechnung der Panzerung spielen viele Faktoren eine Rolle, die sich nicht auf den einfachen Grundschaden und die Durchschlagskraft beschränken. Die Neigung der Panzerung, ihre Dicke, der Trefferwinkel - all das spielt eine Rolle, wenn die Spiel-Engine entscheidet, ob das Ziel Schaden erlitten hat. Untersuchen Sie die Fahrzeugpanzerungsmodelle auf Jensen's Range, um zu erfahren, wo Ihre Schüsse Schaden anrichten werden.

## Gallery

* Idle
* Aim Down Sight

## Siehe auch

* People’s Liberation Army
* PLA Navy Marine Corps
* Light Anti-Tank
* Waffen

## Referenzen

1. ↑ 4.0 Patch notes
2. ↑ 5.0 Patch notes
F88

*For the standard variant, see EF88.*

 Cartridge
 Rate of fire
 Fire Mode

The **F88** is an assault rifle featured in *Squad*.

## Variants

* The F88 is available for one faction, the Australian Defence Force.
* F88 is limited to certain map layers, and replaces the EF88 for the first Rifleman kit.

## Gameplay

* The EF88 magazine holds 30 rounds.
* Can be fired on automatic and semi-automatic.
* The sights for the EF88 include integrated carrying handle optic (1.5×) only.
	+ The carrying handle optic (1.5×) allows a clear sight picture for close- and medium-range combat, but it doesn't allow zeroing.
* F88 shares its damage model and ballistic performance with EF88 and EF88C.
	+ The 833 rounds per minute rate of fire sits above average for most automatic weapons. It can output serious firepower in close-quarter combat but makes the gun more difficult to control.
	+ F88, just like EF88 and EF88C, currently has the fastest muzzle velocity out of all light weapons in-game, at 970 m/s.
* F88 is classified in-game as Bullpup. Bullpups offer better moving sway control and pointing responsiveness in handling at the expense of slightly higher recoil.
	+ They output regular suppression effects and are effective at all ranges.
* F88 rifles have a Foregrip attached. However, the Foregrip attachment is cosmetic and does not improve the gun handling as of Version 6.0.

## History

The F88 Austeyr is an Australian variant of the Austrian Steyr AUG A1 (a gas-operated rotating-bolt bullpup) license built by Lithgow Arms. Some modifications were made to suit Australian service. In 1985, it was selected by the ADF as the standard-issue rifle. The weapon notably features a 1.5x optic with a “donut-of-death” reticle, a foldable foregrip, and a single-shot lock-out button beneath the trigger.

## Trivia

* On certain layers, such as Chora RAAS v3, F88 replaces the standard EF88 rifles.
Game Modes/de

Am Beginn einer neuen Runde wird der Name des Spielmodus am oberen Rand angezeigt. Dies ist nützlich, da nach jeder Runde mit dem Kartenwechsel auch ein Wechsel des Spielmodus möglich ist.

Bei manchen Spielmodi läuft ein Countdown vor dem eigentlichen Spielstart (siehe HUD (Head-Up-Display)). Man kann erst spawnen wenn dieser abgelaufen ist. Diese Vorbereitungszeit (Briefing-Zeit) ist zur Organisation innerhalb der eigenen Mannschaft gedacht. Währenddessen können Gruppen (Squads) erstellt und diesen beigetreten werden, Gruppenführer/-kommandanten (Squadleader) sollten Strategien entwerfen und diskutieren und diese im Anschluss mit ihren Gruppen zu besprechen.

## Liste der Spielmodi

* Vorrücken und Sichern (AAS, Advance and Secure)
* Aufstand (INS, Insurgency)
* Gebietskontrolle (Territory Control)
* Schießplatz (Firing range)
FGM-148 Javelin

Cartridge
 Fire Mode

The FGM-148 Javelin is an upcoming anti-tank weapon featured in Squad.

## General Information

In 1996, the FGM-148 Javelin was bought by the US Military to replace the M47 Dragon as an Anti-Tank, Anti-Helicopter, and Anti-Personnel missile. After its success in US operations in Iraq and Afghanistan, other countries, including the United Kingdom and Australia, began to start their own contracts with Raytheon and Lockheed Martin, the designers, and producers of the Javelin.

The Javelin is a fire-and-forget weapon system. The missile uses heat to track its target. The weapon system has two modes of attack - direct attack and a top-down attack. The top-down attack allows the missile to hit the top of the vehicle, where the armor is often the softest. The fire-and-forget feature allows the person firing the missile to displace right after firing so they can get out of the enemy's line of sight quickly.

## External links

* Javelin on Wikipedia and Wikimedia
* Javelin on Army Technology
Camouflage Netting/de

Camouflage Nettings (zu deutsch: Tarnnetze) sind ein Strukturen, dass Ihrem Team Deckung bieten. Sie können von einem Squad Leader in der Nähe einer FOB platziert werden.
Die Tarnnetze gibt es in drei Formen:

* Camo net wall (Tarnnetzwand): Sie kann einen Sichtschutz bieten, der fast so groß ist wie die Hasco wall.
* Camo net Lean-to (Tarnnetz Lean-to): Wird für Hinterhalte in Bauchlage verwendet.
* Camo canopy (Tarnhaube): Kann zur Abdeckung von Strukturen, stationären Waffen oder sogar kleinen Fahrzeugen verwendet werden.

Alle Tarnnetze versperren dem Feind die Sicht und sind gut für Hinterhalte geeignet. Die Tarnung wird durch das Terrain der Karte definiert (Wüste, Schnee, Wald,...) Die Tarnnetze sind im Radialmenü bei Tech-Strukturen zu finden, nicht wie üblich bei Fortifications.

Die Tarnnetze sind nur für eine Fraktion verfügbar, die Irregular Militia.

 Bilder vom Spiel

## Siehe auch

* Forward Operating Base
* deployables
Getting Started/de

Willkommen im deutschen Squad Gamepedia.

Hier werden die Grundlegenden Squad Anfänge erklärt.

## Einführung in Squad

"*Das ist Tom. Tom spielt viele Egoshooter. Das wird leicht in Squad, denkt sich Tom. Tom wurde eines besseren belehrt. Schnell im Wiki lesen wie alles funktioniert !"*

### Einführungsvideos

* Smart Tactics' "Deutscher Einsteiger- Guide"

## Wie fängt man in Squad an ?

Zuerst is es wichtig, zu verstehen dass Squad ein teambasiertes Spiel ist. Alleingänge bringen dich und dein Team nicht weit.

Nur, wie funktioniert das Spiel ? Dazu leiten wird dich durch das Wiki:

* Hauptmenü (Klick mich)
* Server-Browser
* Spawnen und Einstieg
* Klassenauswahl
* Managen des Squads
* HUD des Spielers
* Benutzen der Minimap
* Bewegung
* Waffen und Equipment
* Kommunikation
* Lebens Management
* Aufbaubare Objekte
* Logistik Systeme
* Spiel Modus
* Spiel Tickets
* Punkte
Indirect Fire-shelter

Fireshelters are defense deployables which provide cover to your team for mortars etc. It can be placed by a squad leader near a FOB. The color of the bunker and the camouflage will be defined by terrain of the map (desert, snow, woodland,..)

Supply-points:  300

The fireshelter is available for following factions:

* US Army
* United States Marine Corps
* Australian Defence Force
* British Army
* Canadian Army
* Middle Eastern Alliance
* People’s Liberation Army
* PLA Navy Marine Corps
* Turkish Land Forces
* Russian Ground Forces
* Russian Airborne Forces
* Irregular Militia

## See Also

* Forward Operating Base
* deployables
Crewman

The **Crewman** is a Command and Support role available in Squad. Selecting the Crewman kit is necessary to gain access to many of the vehicle crew positions (driver, gunner, commander, loader) in the game.

## Description

With the introduction of Main Battle Tanks in Alpha 12 came the Crewman class. Equipping the Crewman kit grants access to many of the heavier vehicles in Squad. Infantry Fighting Vehicles and Main Battle Tanks require every crew position to be manned by a Crewman. Armored Personnel Carriers generally require a Crewman to drive the vehicle. Please see the Vehicles page for a complete overview of which vehicles require a Crewman to crew (number next to steering wheel).

* There is also a crewman kit available for Squad Leaders.
* Like other kits, the crewman can be sourced from Ammo Crates and now Vehicles.

## Loadouts

1. Carbine or Machine Pistol
2. Pistol, Knife
3. No Explosives
4. 2 Smoke Grenades
5. 2 Field Dressings
6. Entrenching Tool, Field Binoculars, Vehicle Repair Tools

## Gameplay

* Players can change to a crewman kit from a vehicle.
	+ This means that as long as a vehicle has the necessary ammo points, a player can switch to a crewman kit in order to crew a vehicle.
	+ Note that light vehicles and Main Battle Tanks only allow the Crewman kit to be selected, while other vehicles allow players to switch to any role.

## Gallery

* From left to right: US Army, Irregular Militia, Russian Ground Forces, British Army, Insurgents
Group Retaliation

**Group Retaliation** is an ability in Elemental Kingdoms.

## Summary

All of your cards are equipped with Retaliation: Upon receiving damage, immediately counterattacks and deals 20 damage per rank to the attacker and both of its adjacent cards.

## Effect

**Ability Type** - Damage

**Target** - Enemy

**Number of Targets** - 3

**Effect Type** - Attack

**Occurs Once** - No

**Stacks Each Round** - No
Fool's Road/fr

Theater
  Location
  More

**Fool's Road** (La Route des Imbéciles), (En Russe: Дурацкая дорога; *duratskaya doroga*) est l'une des Cartes disponibles dans le jeu Squad. Fool's Road est une carte basée en Europe de l'Est, avec de grandes étendues recouvertes d'immenses forêts et de bâtiments espacés.

## AAS INF v1

**Drapeaux**

* East Village(Village Est)
* Hilltop Encampment (Campement du Sommet de la Colline)
* West Village (Village Ouest)

## AAS v1

**Drapeaux**

* Ammo Hill (Colline aux Munitions)
* Fortress (Forteresse)
* Hilltop Encampment (Campement du Sommet de la Colline)
* Mine Entrance (Entrée de la Mine)
* Train Station (Gare) (Gare)

## AAS v2

**Drapeaux**

* Fortress (Forteresse)
* Mine Entrance (Entrée de la Mine)
* Hilltop Encampment (Campement du Sommet de la Colline)
* Village

## AAS v3

**Drapeaux**

* Ammo Depot (Dépôt de Munitions)
* FOB Papanov (Base avancée Papanov)
* North Village (Village Nord)
* OP Fortress (Poste d'Observation de la Forteresse)
* Hill 123 (Colline 123)
* Hilltop Encampment (Campement du Sommet de la Colline)
* Village

## escarmouche v1

**Flags**

* OP Fortress (Poste d'Observation de la Forteresse)
* Train Station (Gare)
* Mine Entrance (Entrée de la Mine)

## voir aussi

* Cartes
* Gorodok
* Yehorivka
* Operation First Light

* Distance de Cartes
Equipment

**Equipment** is a gameplay mechanics available in Squad.

Different numbers of equipment are available for each kits, typically accessible by pressing `5` and `6` while as infantry. The following is a list of equipment available in the game Squad.

## List of equipment

* Ammo bag
* Binoculars
* Decoy Rock
* Entrenching Tool
* Field Dressing
* First Aid Kit
* Infantry Camo Netting
* Vehicle Repair Tools
* Rally point
* Razor Wire
* Sandbags

## See also

* Weapons
* Deployables
Hell Cannon

Cartridge
 Fire Mode

**Hell Cannon** are emplacements that allow squad's to provide indirect fire support. They are exclusive to the Insurgents.

## General information

The Hell Cannon (Arabic: مدفع جهنم) is a general term used to describe a class of mortar-like improvised firearms in-use by insurgent forces during the Syrian Civil War.

## Gameplay

The Hell Cannon can be angled from 20° (600m range at flat ground) to 85° (150m) and has a max range of 925m (at 45°).

## See also

* Insurgents
* Deployables
* Weapons
2A70

Cartridge
 Fire Mode

The **2A70** is a low-pressure rifled gun featured in Squad as vehicle armament for various vehicles.

## General Information

The 2A70 is the main armament of the BMD-4M and ZBD04A. It is capable of launching high-explosive fragmentation (HE-FRAG) projectiles, as well as gun-launched anti-tank guided missiles (ATGM), including 9M117 Bastion and APS03.

## Statistics

* DTB02 HE
* APS03

**DTB02 HE**

**APS03**

## Variants

* 2A70 is available as vehicle-mounted armament for various vehicles.
	+ It is mounted on ZBD04A for People’s Liberation Army.
	+ It is mounted on BMD-4M for Russian Airborne Forces.

## Gameplay

* The 2A70 has two types of ammunition available: DTB02 HE rounds and APS03 gun-launched guided missiles.
	+ The 2A70 low-pressure rifled gun provides higher muzzle velocity than other anti-tank rockets and missiles but is significantly weaker than tank cannons or autocannons. Fragmentation rounds are fired at 355 m/s.
	+ The DTB02 Fragmentation rounds are effective against infantry.
	+ The APS03 shares its damage, penetration, and overall ballistic performance with 9M119M Refleks.
		- The APS03 missile is launched from the gun barrel, thus sharing its reload time with the DTB02 HE.
	+ The DTB02 Fragmentation has a very large blast radius of 35 meters, giving it a devasting lethal radius of 10.1 meters.
* The DTB02 Fragmentation rounds share their damage model, penetration, and a large part of the ballistic performance with OF-11 used by 2A20 tank cannon.
* Armour calculation involves many factors that are not limited to simple base damage and penetration. The slope of the armor, its thickness, the angle of hit, all of that matter when the game engine decides if damage has been dealt to the target. Examine the vehicle armor models on Jensen's Range to learn where your shots will do damage.

## See Also

* BMP-1
* Weapons
GP-25

Cartridge
 Fire Mode

The **GP-25** is a grenade launcher featured in *Squad*.

## General Description

The GP-25 is an under-barrel single-shot grenade launcher for the famous Kalashnikov rifle series. It is designed by the Sporting and Hunting Arms Central Design and Research Bureau (TsKIB SOO) of the Soviet Union and took 12 years for a finalized design (1966-1978). The GP-25 was later adopted by the Soviet Army in 1978 and saw its first action in the Soviet-Afghan War in 1984. The GP-25 was later used by the Russian Ground Forces as the standard under-barrel grenade launcher in 1991 when the Soviet Army dissolved. The GP-25 is used by 10 countries (including Russia); mainly in Eastern European and Asian regions.

The GP-25 fires a 40 mm explosive round, which is highly effective against infantry targets. The GP-25 uses the World War II-era German High-Low system to keep recoil forces low without a recoilless weapon back blast.

## Variants

* The GP-25 is used by the Insurgents, Irregular Militia, the Russian Ground Forces and the Russian Airborne Forces. It is issued to the Grenadier class.

## Gameplay

* All under-barrel grenade launchers in-game have the same damage models and ballistic performance.
* GP-25 has a Kalashnikov-like sight on the left of it, just like in real life, which makes it a tad harder to adjust for drop for newer players, although drop usually is insignificant, and you should aim just at the top of where you want to hit.
* Minimum arming range for the GP-25 is 10 meters.
	+ If a player does attempt to fire the GP-25 within close proximity, the round will not explode.
* Grenade launchers have a smaller base damage radius than hand grenades, meaning anyone near the point of impact will die, and those further away will be damaged, possibly causing them to bleed.

## See Also

* Grenadier
* Insurgents
* Irregular Militia
* Russian Airborne Forces
* Weapons
* M203
* SL40
* HK79
* L123A2
* QLG10
GP-25/de

Cartridge
 Fire Mode

Der **GP-25** ist ein Unterlauf-Granatwerfer in *Squad*.

## Beschreibung

Das GP-25 ist ein unter dem Lauf angebrachter Einzelschuss-Granatwerfer für die berühmte Kalaschnikow-Gewehrserie. Er wurde vom Zentralen Konstruktions- und Forschungsbüro für Sport- und Jagdwaffen (TsKIB SOO) der Sowjetunion entwickelt und es dauerte 12 Jahre bis zur Fertigstellung des Entwurfs (1966-1978). Das GP-25 wurde 1978 von der sowjetischen Armee übernommen und kam erstmals 1984 im sowjetisch-afghanischen Krieg zum Einsatz. Die GP-25 wurde später von den Russian Ground Forces als Standard-Granatwerfer unter dem Lauf verwendet, als die Sowjetarmee 1991 aufgelöst wurde. Die GP-25 wird von 10 Ländern (einschließlich Russland) verwendet, hauptsächlich in Osteuropa und Asien.

Das GP-25 verschießt eine 40-mm-Sprengstoffpatrone, die gegen Infanterieziele sehr wirksam ist. Das GP-25 nutzt das deutsche High-Low-System aus dem Zweiten Weltkrieg, um die Rückstoßkräfte ohne Waffenrückstoß gering zu halten.

## Varianten

* Das GP-25 wird von den Insurgents, der Irregular Militia, den Russian Ground Forces und den Russian Airborne Forces verwendet. Sie wird an die Grenadier-Klasse ausgegeben.

## Gameplay

* Alle Granatwerfer im Spiel haben die gleichen Schadensmodelle und ballistischen Eigenschaften.
* Die GP-25 hat ein Kalaschnikow-ähnliches Visier auf der linken Seite, genau wie im echten Leben, was es für neue Spieler etwas schwieriger macht, den Abwurf einzustellen, obwohl der Abwurf in der Regel unbedeutend ist und man genau auf die Spitze des Ziels zielen sollte.
* Die Mindestreichweite für den GP-25 beträgt 10 Meter.
	+ Versucht ein Spieler, den GP-25 aus nächster Nähe abzufeuern, explodiert das Geschoss nicht.
* Granatwerfer haben einen kleineren Schadensradius als Splittergranaten. Jeder in der Nähe des Einschlagpunktes innerhalb des tödlichen Bereiches stirbt, jene die sich außerhalb des tödlichen Bereiches werden verwundet und möglicherweise bluten.

## Siehe auch

* Grenadier
* Waffen
* Insurgents
* Irregular Militia
* Russian Airborne Forces
* HK79
* M203
* QLG10
* SL40
* L123A2
* AK-40GL
* MKE MGL
Achievements

currently there are 2 hidden achievements but there is no way to earn them yet.
These achievements are just placeholders and it's likely that when the game gets to full release a plethora of new achievements will be added.

names of current two achievements (check global achievement stats on steam)

Placeholder Achievement

FireRangeTime Test
DSF161/de

Cartridge
 Fire Mode

Die **DSF161** ist eine Rauchgranate in *Squad*, wurde in der Version 4.0 als Teil des "Red Star Rising updates" für die  Chinesische Volksarmee eingeführt.

## Siehe auch

* People’s Liberation Army
* PLA Navy Marine Corps
* Waffen
* Rauchgranate
* M18
* RDG-2
* L132A1

## External links

* Chinese Infantry Equipment on Wikipedia
2A28

Cartridge
 Fire Mode

The **Template:STOP ALL YOUR BULLSHIT OR THE DECISION WILL BE MADE WITHOUT YOU** **Grom** is a low-pressure smoothbore gun featured in Squad as vehicle armament for various vehicles.

## General Information

The 2A28 Grom is the main armament of the BMP-1 and BMD-1 infantry fighting vehicles. It is a 73 mm low-pressure smoothbore semi-automatic gun with a wedge breech block. Development of the 2A28 Grom was directly linked to that of the SPG-9 recoilless gun; both fired projectiles similar to rocket-propelled grenades.

## Statistics

* PG-15V HEAT
* OG-15V Fragmentation

**PG-15V HEAT**

**OG-15V Fragmentation**

## Variants

* 2A28 is available as vehicle-mounted armament for two unconventional factions; Insurgents and Irregular Militia.
* The 2A28 is mounted on several vehicles, including BMP-1 and Technical.

## Gameplay

* The 2A28 has two types of ammunition available: PG-15V HEAT and OG-15V HE rounds.
	+ The 2A28 low-pressure smoothbore gun provides higher muzzle velocity than other anti-tank rockets and missiles but is significantly weaker than tank cannons or autocannons. HEAT rounds at 435 m/s; Fragmentation rounds at 290 m/s.
	+ HEAT rounds are effective against vehicles, whereas fragmentation rounds are more effective against infantry.
	+ 2A28 HEAT has a very high base damage similar to guided missiles at 1800, despite being classified as Light HEAT. However, the penetration value is only 400 mm, the same as other Light HEAT, as they lack Tandem warheads.
	+ 2A28 Fragmentation has a very large blast radius of 16 meters, giving it a devasting lethal radius of 10.5 meters.
* 2A28 HEAT and Fragmentation rounds share their damage model, penetration, and a large part of the ballistic performance with SPG-9 recoilless gun. The only difference being the 2A28 HEAT is more accurate, while the 2A28 HE has a slower muzzle velocity.
* Minimum arming range for the 2A28 is 6 meters, which is the shortest for any weapon emplacement.
	+ If you are hitting less than 6 meters, the rocket will not detonate or deal any damage.
	+ Both HEAT and Fragmentation rounds have a larger splash damage radius than 6 meters, which means the player could severely damage themselves if hitting targets too close.
* Armour calculation involves many factors that are not limited to simple base damage and penetration. The slope of the armor, its thickness, the angle of hit, all of that matter when the game engine decides if damage has been dealt to the target. Examine the vehicle armor models on Jensen's Range to learn where your shots will do damage.

## See Also

* BMP-1
* Weapons