recursal/Fanatic-Fandom huggingface dataset:
Dilophosaurus

*This article is a stub. You can help Primal Carnage: Extinction Wiki by expanding it.*

* **Melee Attack**: Poisonous Bite - the Dilo’s bite deals minimal damage but delivers poison that is exponentially more damaging with every progressive bite.
* **Special Attack**: Blinding Spit – the Dilo’s can launch a wad of purple spit blinding its target for a few second. Using the spit attack draws from the dino’s stamina.
* **Roar**: Provides an increase of Stamina
Creating a Custom Map

# REQUIREMENTS

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

# GUIDE

To begin, left click on "File" at the top left of the Squad SDK, then left click on "New Level". Select the "Default" level.

Once the level has finished loading, left click on "File" again, select "Save Current As" and select the "<mod\_name> Content" folder as your save directory.

Your level file name should be "<mapname>\_master", as all other map layers will refer to this file.

Congratulations! You have a level file inside your mod.

## Tools & Tutorials

Unfortunately, the creative process of building an entire in-game world (and making it look good) is beyond the scope of this guide. However, there are several other guides that can help you get started:

### Terrain

Free method to transfer real world terrain into UE4: Youtube Tutorial "USGS to Unreal"

World Machine is the most popular terrain generation tool in the Squad Modding community. It allows you to create realistic terrain without having to hand sculpt everything. Guide to import into Unreal Engine

Another method is using real world terrain data to generate maps, as detailed here.

#### Video Tutorials

How To Create A Squad Map (by warmaster) - https://www.youtube.com/watch?v=\_VabpWOog-k

Creating Terrain for UE4 - https://www.youtube.com/watch?v=6X4BfUrFdEI&index=1&list=PLhn8HxtWs4QjH5yhdWjn8JmFsXGqLwulT

World Machine (Basic Shapes) - https://www.youtube.com/watch?v=nlWssphJMkY

Landscape Materials - https://www.youtube.com/watch?v=Kh8F3uUdiRA&list=PL2G\_ecHWhZBmEQih1qfe4yIzY49tKxST6&index=1

Maya + Mudbox + World Machine Terrain Creation - https://www.youtube.com/watch?v=p0o3bqoM0Qg

Advanced Terrain Generation Techniques - https://www.youtube.com/watch?v=40glxZCyPeY

World Creator 2.0 + UE4 Master Landscape Material - https://www.youtube.com/watch?v=O6jqLx10hxI

And more will follow soon.

### Complete Process

Axton created a wonderful guide on the creation of Squad maps from start to finish located here.

### Actors

Actors are the objects that reside within a map. They are the buildings, walls, spawn points, and gameplay logic that you encounter during gameplay. Unreal Engine has a very detailed guide on their use.

## Next Steps

Once your map is complete, you need to go about Creating a Custom Map Layer for it to work in-game.
Pteranodon

The scout class; the **Pteranodon** is both an eye in the sky and a winged death from above. Though fairly vulnerable, its attacks are rarely anticipated.

* **Melee**: Basic Bite - not the primary attack from the Ptera, but 4-5 good bites can still do the job.
* **Special Attack**: Grab - The Ptera can lock its claws onto a target and pull them out of the action. The grab is stamina draining, but even at half stamina a Ptera may be able to fly high enough with its prey that the fall is usually deadly. Though the human in its clutches can do nothing to escape, damage delivered by team mates can set them free (hopefully before they’re high in the sky).
* **Roar**: Mark human targets below for your team with the Ptera’s roar. And if you hear the deafening screech of a Pteranodon, run because dinosaurs are coming.
The Falls

*This article is a stub. You can help Primal Carnage: Extinction Wiki by expanding it.*

**The Falls** - This atrium was designed and built to keep pterosaurs from escaping. When they got out, they let other things in. The Atrium dominates the center of the map and overlooks the ocean.

TDM uses a map set in the evening while the GTTC version of this map is set at sunset.
Season Three

**Season Three** is a competitive time frame that *Identity V*  began hosting on on November 15, 2018.

## Features

* Can save up to 100 4-Sided Dice
* Memory spheres from last season

## Rules

1. Points: A players' EXP is composed of survivor's EXP and hunter's EXP
2. Playing: Players receive survivors' EXP or hunter's EXP when they play either Quick Matches or Ranked Matches as a survivor or hunter.
3. EXP Level: The EXP level increases when a player's EXP reaches a certain amount. Each time a player's level increases, they will receive a corresponding reward for that level.
4. Calculation: When playing as a survivor, the survivor's EXP will be calculated according to the players' current survivor's EXP and their expected performance in the battle; the same applies when playing as the hunter.
5. Season Rules: There's a limit for both survivor's EXP and hunter's EXP and the speed at which one receives EXP decreases greatly after the limit has been reached; the EXP limit and EXP level are reset when the new season begins.
6. Supplemental Rules: Players cannot earn EXP if they don't have enough deduction points.

## Characters Released

#### Survivors

Eli

Aesop

## Rank Treasure

[Accessories] Seer - White Feather
[Accessories] Doctor - Nicholas' Will
[Accessories] Smiley Face - Tambourine
[Accessories] Cowboy - Dry Pipe
[Accessories] Dancer - Golden Bell
[Accessories] Gamekeeper - Forester's Bow
[Standby Motion] Thief - Look
[Standby Motion] Explorer - Look
[Standby Motion] Mercenary - Look
[Standby Motion] Forward - Look
[Portrait Frame] Champion (S3)
[Portrait Frame] Evil Dragon (S3)
[Portrait] Cute Hell Ember
[Emote] Gardener - Provoke
[Emote] Mercenary - Provoke
[Emote] Magician - Lie Down
[Emote] Magician - Shout
[Emote] Lawyer - Shout
[Costume] Lawyer - Sakura Pink
[Costume] Explorer - Autumn Orange
[Costume] Hell Ember - Orange
[Accessories] Survivor - Expert Detective
[Standby Motion] Gardener - Wait
[Standby Motion] Mercenary - Wait
[Standby Motion] Explorer - Wait
[Standby Motion] Coordinator - Wait
[Standby Motion] Thief - Wait
[Standby Motion] Doctor - Wait
[Graffiti] Explorer - Cartoon
[Graffiti] Magician - Cartoon
[Graffiti] Gardener - Cartoon
[Graffiti] Hell Ember - Cartoon
[Graffiti] Chainsaw - Grayed
[Graffiti] Armguard - Grayed
[Graffiti] Claw - Grayed
[Graffiti] Flashlight - Grayed
[Graffiti] Travels - Grayed
[Graffiti] Patroller - Grayed
[Graffiti] Map - Grayed
[Emote] Confused
[Portrait] Thief
[Portrait] Explorer
[Portrait] Mercenary
[Portrait] Smiley Face
[Portrait] Stranger B
[Portrait] Magician
[Mark] Tranquility
[Mark] Bravery
[Mark] Persistence
[Mark] Friendliness
[Mark] Tough
[Mark] Deceit
[Mark] Vigilance
[Mark] Dread
Primal Carnage: Extinction Wiki

About Primal Carnage
“*Primal Carnage: Extinction* is a class-based online multiplayer shooter unlike any other, featuring fast-paced combat, diverse environments, and over-the-top action. On a mysterious island overrun with prehistoric monsters, you can choose to fight as a variety of legendary dinosaurs or to join the human mercenary team armed with a unique, distinctive, and destructive arsenal aimed at making these bloodthirsty beasts extinct once and for all. Will you use a sniper rifle or flaming chainsaw to bring these hulking creatures to their knees? Will you swoop, stomp, or chew through the puny human intruders? The only real question is can you survive?”

Featured images
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Hunter

**Hunters** began with training hunting dogs and have evolved to training various monsters to help them in combat. Hunter Masters are well learned in both the weaponry used in hunting and the beasts that they must learn to tame.
**Hunters** are trainers who hunt enemies using companions. Companions use skills which require cooperation with their owners, such as biting and holding onto enemies, or finding hidden targets.

## Companions

**Hunter** is a Companion basaed class and requires them to use any skill.

## Skills

The following skills were removed from **Hunter**.

* Pointing
* Snatching

## Attributes

*Duration increases by 6 when maxed*
 Companion Mastery - Tenacity | None
 Train - Ground Companion | None
 Retrieve - Expand | None
*Physical defense reduction increases by 10% when maxed*​
*Increases SP consumption by 10%*​

## Compatible Classes

All classes in the archer tree are compatible with **Hunter**.

Special Interactions

## Gallery

* A Hunter.
* A Huntress.

## External links

* Official Class Page
* ToS Guru
Contingency

*This article is a stub. You can help Primal Carnage: Extinction Wiki by expanding it.*

**Contingency**, also known as Atrium C, was constructed to house dangerous pterosaurs and theropods. Unlike the other holding facilities, this one was built with a failsafe that will kill any living creature inside the facility.
Realm Grinder

*This article is a stub. You can help Realm Grinder Wiki by expanding it.*

**Realm Grinder** is a free to play, strategy role playing game created by **Divine Games** and published by **Kongregate**. It was released on 15th June, 2017.

## Languages

The game supports several languages - interface only:

* English
* French
* Italian
* German
* Spanish
* Portuguese-Brazil
* Russian

## Official Sites

* Kongregate
* Divine Games
Upgrades

**Upgrades** are purchased throughout the game using coins and faction coins. They improve various aspects of your realm, most importantly the rate at which new coins are generated.

The availability of upgrades depends on which factions you align yourself with.

*This article is a stub. You can help Realm Grinder Wiki by expanding it.*
Realm Grinder Wiki/Section 4

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Humans

*This article is a stub. You can help Primal Carnage: Extinction Wiki by expanding it.*

**Humans** - Survive the island as one of five distinct human classes featuring an arsenal of diverse equipment. Obtain and equip new weapons and items via achievement unlocks and item drops earned during play.

## Development notes

New Weapons - Ideally we would like to create a strategy that targets having 3 or more weapons available, per weapon slot, for each human character class. The mechanic variables being considered for prototyping new weapons primarily include stat adjustment and mechanic combinations

General Weapon Stats for Consideration for Weapons:

* Damage per shot or attack
* Clip Size or # off droppables
* Time between shots
* Trigger radius Accuracy/Distance
* Fire and Reload Rate
* Trigger Radius, duration factors for traps and other placed weapons)
* Self-damage or friendly fire
* Tradeoffs between High Ammo and Secondary weapon functions

Special Buff, Debuff, Impact and other Weapons Effects and Variable Elements

* Immediate Impact Effects - knockback, capture
* Sustained Debuff Effects - Poison, Blindness, Immolation, Marking)
* Duration of Sustained Damage or Debuff Effect
* Stat Buffs for 3rd slot droppable - Speed, damage reduction stamina, stamina regen, debuff resistance
* Variable impact or damage exclusions of weapons and effects for different dinosaurs
* Secondary Functions or attachments - limited ammo functions (like the Commando’s assault rifle/grenade launcher), melee features (like the pyro’s Chainsaw), dual fire features, adjustable power/damage (set Stun to 1 vs. 10)

Character Perks - Presently there is no differentiation between the different classes.

* As a class-based game this might be a mechanic set worth exploring
* Health/defense modifiers and variation
* Resistances to debuff attacks (Trapper)
* Crouch Accuracy Modifier (Sniper)
* Dino detection (Pathfinder)
* Speed(s), Stamina, Stam. drain and regen
* Jump height, distance, stam drain (+ Sniper)

Taunts - Another mechanic we would like to implement (both for humans and dinosaurs) would be a taunt system that adds character and humor into the game, because Dinosaurs taunting…..
Disk Write Failure

This issue was introduced in June 2021 by Valve and is an issue with Steam CMD not being able to create folders that are necessary in new installs.

This problem can be diagnosed via the following symptoms:

* Attempting to create a fresh install fails

This problem has one cause:

## Cause 1

A recent Steam CMD update change the folder requirements before installing a server. Not having the required folders created can result in this error.

### Fix

To fix this issue you must create two folders. The first folder you must create is your server install directory. The second folder you must create is a `\steamapps` within your squad server install directory.

For example a user wanting to create a server located at `C:\SquadServer` must first create a folder at `C:\SquadServer`.

Then the user would need to create a folder at `C:\SquadServer\steamapps`.
Rubies

**Rubies** is a resource in *Realm Grinder*.

## Overview

Rubies are a rare resource, which allows you to increase all aspects of your production. Accumulating them will unlock new upgrades and trophies, providing both a permanent passive bonus and the ability to spend them to purchase new perks. Rubies persist through Abdications and Reincarnations.

*This article is a stub. You can help Realm Grinder Wiki by expanding it.*
Realm Grinder Wiki

Welcome to the Realm Grinder WikiWelcome to the Realm Grinder Wiki
The Realm Grinder guide for buildings, assistants, sweet, sweet coins, and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Realm Grinder*
An idle RPG from Divine Games and published by Kongregate, the *Grinder* is an expansive game where you expand and grow your kingdom through hundreds of upgrades, aligning it with twelve different factions, and gradually unlocking incredible amounts of content. Perhaps the most unique feature of *Realm Grinder* is that no game is the same, with exclusive upgrades and options becoming available depending on your choice of alignment and faction.[Read more...]

Basing Realming

Coins

Mana

Buildings

Assistants

Upgrades

Spells

Factions

Advanced Grinding

Gems

Rubies

Research

Excavation

Reincarnation
Progression

Heritages

Bloodlines

Lineages
Special

Trophies

Challenges

Events

Guides
* How to play guide for Realm Grinder
* System requirements
* Release date

Videos

Twitter
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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Factions

*This article is a stub. You can help Realm Grinder Wiki by expanding it.*

**Factions** (and different races) are part of Realm Grinder and players can choose between:

## Original Factions

*The first versions of the game only had six factions:*

**Good**

* Fairy
* Elf
* Angel

**Evil**

* Goblin
* Undead
* Demon

## Neutral Factions

*Those three factions came with the Ancient Races expansion*

* Titan - *Related to the Angel and Goblins Factions.*
* Druid - *Related to the Elven and Demon Factions.*
* Faceless - *Related to the Fairy and Undead Factions.*

## Prestige Factions

Part of the Underworld and Ancient Eternals

**Good**

* Dwarf

**Evil**

* Drow

**Neutral**

* Dragon

## Mercenary Faction

Added with the Afterlife expansion

* Mercenary

## Related

* Alignment
* Faction Bloodlines
Creating a topographical map image

The following instructions explain how to create a topographical map image from a Squad map. Topographical map images have been added to most Squad maps on the wiki - see Category:Topographical maps. Credits for this process go to Zylfrax791.

## Step by step guide

First you need to buy/own the program called World Creator 2 Standard Edition.

You then export the heightmap from the Squad SDK.

You then load the vanilla heightmap into World Creator.

You then toggle "show topographic", change it all to a light green then export it.

You then export a relief map from the same window.

Then you open up Gimp/Photoshop, import the relief map first then the topo and set topo at 50% opacity then save it as a new image file.
How to play guide for Default Loadout

*This article is a stub. You can help Realm Grinder Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Realm Grinder***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Hunter

The most well rounded dinosaur class, this class provides the footsoldiers for the dinosaurs team. These dinos have the speed and stamina to move around the map quickly, to leap onto building, and the overall ability to sneak up on their opponents and deliver deadly mauling attacks. They definitely fall into the category of easy/fun to pick up, challenging to master.

* Nova Raptor
* Oviraptor
Dirt-filled Oil Barrels/de

Dirt-filled Oil Barrels sind platzierbare Strukturen zur Verteidigung, die Ihrem Team Deckung bieten. Sie können von einem Squad Leader in der Nähe einer FOB platziert werden. Die mit dirt-filled Oil Barrels sind nur für eine Fraktion, die Insurgents, verfügbar.

Baupunkte:  60

## Siehe auch

* Forward Operating Base
* deployables
CH-4A UAV

The **CH-4A UAV** is an air support vehicle in Squad.

## General information

The **CH-4A UAV** is an unmanned aerial vehicle (UAV) capable of remotely controlled or autonomous flight operations.

### Gameplay

Once called in, the CH-4A is en-route for 30 seconds. After 30 seconds, the CH-4A becomes active, and the commander can enter its camera.

The CH-4A is active for 5 minutes, then returns to the base.

### Usage

If the **CH-4A UAV** is active, the Commander can enter and exit the camera as many times until the **CH-4A UAV** returns to base.

Once in the camera, the Commander can use the Radial Menu to mark enemy positions with tactical markers on the Map.

## Trivia

* Since version 4.0, MQ-9 has standed in for the CH-4A UAV, as the latter has no dedicated 3D model yet.
Goose Bay/de

Theater
  Location
  More

Goose Bay ist eine der Karten, die in Squad verfügbar sind. Die Karte wurde in v2.0 als Zusatz zum CAF DLC eingeführt.

An der Labrador-Küste zwischen dem Lake Melville und dem Churchill River gelegen, ist Happy Valley-Goose Bay das größte Bevölkerungszentrum in der Region. Die Canadian Forces Base Goose Bay beherbergt das 5 Wing der Royal Canadian Air Force, dessen Flugzeuge den Luftraum eines großen Teils von Kanadas nordöstlichem Territorium verteidigen.

## AAS v1 CAF

3x LAV 6.0
1x LAV III C6 RWS
1x Leopard 2A6M
1x Leopard 2A6M Caged
3x MSVS Truck Logistics
2x TAPV
2x UH-60M
Delayed Spawn
1x MSVS Truck Transport [6 mins]

2x BMP-2
2x BTR-82A
3x Kamaz 5350 Truck Logistics
2x Mi-8
2x T-72
1x Tigr-M Kord Open Top
1x Tigr-M Kord RWS
Delayed Spawn
1x Kamaz 5350 Truck Transport [10 mins]

## AAS v2 CAF

3x LAV 6.0
1x LAV III C6 RWS
1x Leopard 2A6M
1x Leopard 2A6M Caged
3x MSVS Truck Logistics
2x TAPV
2x UH-60M
Delayed Spawn
1x MSVS Truck Transport [6 mins]

2x BMP-2
2x BTR-82A
3x Kamaz 5350 Truck Logistics
2x Mi-8
2x T-72
1x Tigr-M Kord Open Top
1x Tigr-M Kord RWS
Delayed Spawn
1x Kamaz 5350 Truck Transport [10 mins]

## Invasion v1 CAF

2x LAV III M2 RWS
3x MSVS Truck Logistics
2x TAPV
Delayed Spawn
1x LAV 6.0 [10 mins]
1x Leopard 2A6M [20 mins]
1x MSVS Truck Transport [6 mins]
1x UH-60M [20 mins]

1x BRDM-2
2x BTR-82A
3x Kamaz 5350 Truck Logistics
1x Mi-8
1x T-72
2x Tigr-M Kord RWS
Delayed Spawn
1x BTR-80 [6 mins]

## Invasion v2 CAF

2x LAV 6.0
1x LAV III C6 RWS
1x Leopard 2A6M Caged
3x MSVS Truck Logistics
2x TAPV
1x UH-60M
Delayed Spawn
1x MSVS Truck Transport [6 mins]

1x Pickup Truck Logistics
2x Technical Shielded DShK-M
5x Ural 375-D Truck Logistics
Delayed Spawn
2x BMP-1 [10 mins]
1x T-62 [15 mins]
2x Technical SPG [5 mins]
1x Ural 375-D Truck Transport [6 mins]

## RAAS v1 CAF

3x LAV 6.0
2x MSVS Truck Logistics
1x TAPV
2x UH-60M
Delayed Spawn
2x Leopard 2A6M [9 mins]
1x MSVS Truck Transport [6 mins]

1x BRDM-2
4x BTR-82A
2x Kamaz 5350 Truck Logistics
2x Mi-8
Delayed Spawn
1x Kamaz 5350 Truck Transport [6 mins]
2x T-72 [9 mins]

## Skirmish v1 CAF

3x MSVS Truck Logistics
3x MSVS Truck Transport
1x TAPV

3x Kamaz 5350 Truck Logistics
3x Kamaz 5350 Truck Transport
1x Tigr-M Kord Open Top

## Trivia

* Die Karte ist eine Überarbeitung der Karte Nanisivik und ist inspiriert von Yamalia, einer alten Project Reality Karte.
* Die Karte wurde hauptsächlich von BaronVonBoyce (vom CAF-Fraktionsteam) mit Hilfe von Gunslinger, Axton und Tim entwickelt.
* Mit dem letzten Patch hat OWI eine Menge Nebel auf dem RAASv1-Layout hinzugefügt, was dem Squad ein ganz neues Spielerlebnis beschert.
Game Modes/ko

새로운 게임이 시작될 때, 화면 상단에 게임모드의 이름이 표시됩니다. 이 부분은 아주 유용하게 사용할 수 있는데 그 다음에 이어질 맵과 게임모드들을 확인 할 수 있기 때문입니다.
몇몇 게임모드는 매치가 시작되기 전 준비시간이 존재합니다.(참고 HUD (Head-Up-Display)) 준비시간이 끝나기 전에는 부활할 수 없습니다. 이 준비시간동안은 분대를 만들거나 분대에 참여하고, 분대장들 간에 작전회의를 하고, 분대원들에게 작전에 대해 알려줄 수 있습니다.

## 게임모드 목록

* Advance and Secure
* Insurgency
* Territory Control
* Firing Range
Control Point

**Control Point (CP)**, often just called as "flag" or "cap", is a certain limited area of the battlefield. It is marked by a distinct "CP icon" on the map, which indicates it's status. The capping radius (or even shape) of a CP may differ for each CP on the map. CPs can be either neutral or belong to one of the factions.

## Capturing a Control Point

When you are inside the capping radius of a CP, a CP indicator appears in the top right of the Head-up display (HUD). The indicator, represented by a flag and progress bar, shows the status of the CP along with cap speed. Additionally in case of a capture, lost or neutralization of your teams most front CP a message is shown in the top center of the HUD, independently of your current location.

**Neutral CPs** can be capped by a single player. If only one team is able to capture a control point such as during the beginning of the round or during a **double neutral**, it's not possible for enemies to block the capping process (ex. 1 player can cap against 9 players).

On points where both teams can cap a point, blocking is possible as cap speed is based on difference in numbers between players (ex. 8v0 caps faster than 8v4). If capturing a **Non-Neutral CP**, teams will require at least three more players on the point. Cap speed also varies by gamemode.

## CP capturing states on the map and HUD

The CP indicator in the top right of the HUD will be visible only, if you're within cap range.

The layout of the CPs on the map may change for the same map from game to game. In some game modes CPs can only be capped in a specific sequence. See Game Modes for more information.

## See Also

* Head-up display (HUD)
* Game Modes
* Advance and Secure
DZJ08

Cartridge

The **DZJ08** is an anti-tank weapon featured in Squad, introduced in the version 4.0 as part of the Red Star Rising update for the People’s Liberation Army.

## General Information

The DZJ08 or Type 08 Individual Multipurpose Assault Munition System (Chinese: 08式单兵多用途攻坚弹系统) is a portable, disposable, unguided, shoulder-launched, multipurpose recoilless weapon. The weapon is designed as a multi-role assault weapon aiming to provide anti-armor, anti-fortification, and anti-personnel capability. Designed and manufactured by Norinco for the People's Liberation Army, Type 08 is the successor to the older Type 89A multipurpose rocket launcher.

Compared to the previous system, Type 08 utilizes the countermass to reduce the recoil, noise, muzzle flash, pressure wave, and back blast. Moreover, Type 08's multipurpose ammunition has a relatively small blast radius of 7 meters, which gives the weapon system a minimum range of 25 meters. Thus, a soldier can fire the weapon more safely inside confined spaces.

## Gameplay

* The DZJ08 is a single-shot, disposable launcher that fires one round and is then discarded.
* The DZJ08 has the lowest arming distance out of all rocket launchers, at 20 meters.
	+ If you are too close to your target, the rocket will not detonate or deal any damage.
* The DZJ08 is relatively short-ranged and uses a simple magnified scope.
	+ The scope provides a clear and easy-to-understand sight picture.
* The DZJ08 fires multipurpose assault munition. In-game, it has its own unique damage model and ballistic performance.
	+ This is a jack of all trades. The weapon's splash damage, lethal radius, muzzle velocity, and penetration are all at decent levels compared to other LAT launchers in the game; however, none of its properties are particularly outstanding.
	+ The DZJ08 has a gravity modifier of 1.3, which makes the projectile falls harder than other rocket launchers in-game.
* When you reload your ammunition from an ammo crate, your launcher is not automatically ready to fire the next time you switch to it. You must switch to the launcher, finish the animation of discarding the old launcher, and then arm the new one.
* 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.

## Gallery

* Idle
* Aim Down Sight

## See also

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

## References

1. ↑ 4.0 Patch notes
2. ↑ 5.0 Patch notes
Head-up display (HUD)/de

## Immer im Bild

### Munitionsanzeige

Die **Munitionsanzeige** zeigt unten rechts verschiedene wichtige Informationen zur jeweiligen weapon:

* Die **Munitionsanzeige** zeigt deinen Magazinstand an.
* Die **Patronenkammer** zeigt an, ob sich eine Patrone in der Kammer befindet. Ist dieses nicht vorhanden, ist die Patronenkammer komplett leer.
* Der **Feuermodus** zeigt an, ob die Waffe auf vollautomatisch (angezeigt als "A"), Dreier-Salve (angezeigt als "3") oder Einzelschuss (angezeigt als "1") gestellt ist.
* Die **Entfernung** zeigt an, auf welche Entfernung das Visier eingestellt ist (Standard: 100 m). Dies kannst du ändern, wenn du während des Zielens "X" drückst und das Mausrad hoch / runter bewegst.

### Kompass

Der Kompass befindet sich unten mittig in deinem HUD. Dieser ist für die Kommunikation und die Ortung wichtig.

### Ticket und Timer Anzeige

Die kombinierte **Ticket**- und Timer-Anzeige befindet sich oben rechts auf der Minimap.

## Nicht im Bild

* Genaue Anzahl an Patronen im Magazin
* Genauer Lebensstatus
* Virtuelle Kartenmarkierungen auf der Benutzeroberfläche

## Siehe außerdem

* Spawning
* Using weapons and equipment
* Using the map
* Communication
* Health Management
Coyote

The **Coyote Reconnaissance Vehicle** is a Recon Vehicle featured in Squad. It was introduced in the 3.0 update for the Canadian Army.

It is a non-amphibious APC that has a strong resemblence to the LAV-25 and the other four LAV variants featured in Squad. The LAV-25 and ASLAV-25 are the only two amphibious variants.

## General Info

Based on the LAV 6.0, the Coyote is modified with additional fuel tanks in place of the LAV-25's amphibious equipment. Besides having slightly less HE-IT ammo and the commander optics lacking stabilization, the Coyote is nearly identical to the LAV 6.0 in all other aspects.
CH-146

The **CH-146** is a helicopter in Squad. It is one of two helicopters available to the Canadian Army, the second being the CH-178. It was added in update Alpha 15.3 as part of the Canadian Army DLC.

## General information

Manufactured by Bell Helicopter the CH-146 is the military version of the Bell 412. It is a single-engine, medium lift, multirole helicopter first purchased in 1992 to replace four existing helicopters in Canadian service. However, whether the CH-146 successfully fills the roles of the helicopters is has replaced is a topic of some controversy,

The CH-146 weighs 11,900 lb (5,983 kg), is 56 ft (17 m) long, 46 ft (14 m) wide (rotorspan), and 15 ft (4 m) tall. Its top speed is 160 mph (260 kph).

## Gameplay

* The CH-146 posses a flight model that is most similar to the UH-1, with an increased pitch, yaw and roll rate compared to aircraft like the UH-60M. In addition, the CH-146's weight to power ratio makes handling feel significantly more "floaty." These aspects combined make for one of the most maneuverable aircraft in Squad.
* The CH-146 has reduced passenger and supply carry capacity. With only 800 supply points between construction and ammo the CH-146 carries the least supplies of any helicopter currently in Squad.
* Like the UH-1Y and the Z-8J, the CH-146 also has a scout camera, able to rotate 360° for the co-pilot's position. It allows for impressive long range reconnaissance from the air.

* With these elements the CH-146 is better suited for initial, quick, FOBs and then assisting the team with reconnaissance with the help of a co-pilot and the scout camera. Particularly helpful is communicating with ground based armor squads and providing them with the location of enemy armor, such as Main Battle Tanks.
CTM131

The **CTM131** is a transport and logistics vehicle featured in Squad. Introduced in the version 4.0 as part of the Red Star Rising update for the People’s Liberation Army.

## General information

FAW MV3 is the third-generation universal tactical truck developed by the Shanghai First Automobile Works for the People’s Liberation Army.

## Gameplay

* The Transport variant is best for carrying large numbers of players around the map. It also features pintle-mounted QJY88 and QJZ89 machine guns for self-defense.
* The Logistics variant gives up some passenger carrying capacity in order to carry more supplies for FOBs. For more information, see the "Loading and Unloading Supplies" section of Logistic System.
* CTM-131 has a double cabin, allowing 5 individuals to sit inside the vehicle. However, it has the same weak armour comparable to other transport tucks. Anti-Armour weapons will do serious damage, and mass small arms fire will kill all those aboard. The Engine can also be disabled by dumping a machine gun belt into the front grill.
* The machine gunner should provide cover when infantry dismount. The QJZ89 heavy machine gun can be used to attack helicopters, recon vehicles, and enemy transport trucks.
* Driver could park the vehicle behind a wall of typical height to protect the truck body while the machine gunner can overwatch the hostile area.

## Trivia

* Introduced in version 4.0, CTM-131 was the first transport truck in the game featuring machine guns as self-defence weapons.
Insurgents/fr

Les Insurgés sont une faction de Squad. Cette faction est la première armée non conventionnelle a être introduite dans le jeu. Ils sont déployés dans les lieux d'opération du Moyen-Orient contre les factions plus conventionnelles.

## Histoire

Fatigués des invasions et des occupations constantes, ces guerriers ont décidé de prendre les armes et de défendre leurs terres natales contre la tyrannie des étrangers. Ayant passé des centaines d'années en conflits avec les nations extérieures et avec peu d'équipement et des fonds restreints, ce groupe de combattants est devenu hautement entraîné dans l'art de la guérilla. L'insurrection continuera jusqu'à ce que tous les étrangers aient été conduits en dehors de leurs terres, comme ils l'ont fait pendant des siècles.

## Drapeau

Su le drapeau insurgé, une bande diagonale jaune divise en deux parties égales un fond rouge et noir. Un fusil Kalachnikov (probablement un AK-74) est représenté tout en blanc dans le coin supérieur gauche.

## Equipement en jeu

Les forces insurgées utilisent surtout des armes Soviétiques. Contrairement aux Forces Terrestres Russes, les Insurgés utilisent des armes des années 1940 à 1980, car ils manquent de logistique pour avoir accès à des armes plus modernes. Pour identifier un Insurgé, il suffit de s'assurer qu'ils portent un habit long civil.

### Armes

#### Armes principales

* AK-74 - Fusil d'assaut
* AKS-74U - Carabine
* AMD-65 - Fusil d'assaut
* PMD-63 - Fusil d'assaut
* AKM - Fusil d'assaut
* RPK - Mitrailleuse légère
* RPK-74 - Mitrailleuse légère
* PPSh-41 - Mitraillete
* SKS - Fusil semi-automatique
* G3A3 - Fusil de combat
* SVD Sniper - Fusil de sniper
* Makarov Pistol - Pistolet

#### Grenades et lanceurs

* RGD-5 - Grenade à fragmentation
* RDG-2 - Grenade fumigène
* GP-25 Grenade Launcher - Lance grenade monté sous le canon
* RPG-7 - Lance roquette

### Vehicules

#### Transport

* Minsk 400
* Technical

#### Soutien

* Armed Technical
	+ Technical avec artillerie
	+ Technical avec mitrailleuse montée
* BRDM-2
* MT-LB

## Galerie

* Nouveaux véhicules Insurgés de l'Alpha v9

## ANECDOTES

* Durant la Pre-Alpha du jeun cette faction était appelée "Talibans", qui est un vrai groupe islamiste radical et reconnu comme groupe terroriste, qui mène actuellement une campagne de guerre contre l'Afghanistan.
* La faction des Insurgés utilise la plus grande variété d'armes dans Squad, meilleures que beaucoup d'autres factions. Son arsenal va des très connues Kalachnikov au G3A3.

* Les modèles de joueur actuels sont des modèles par défaut, ils seront remplacés par des modèles plus génériques.

## Voir aussi

* Factions
* Weapons

## RÉFÉRENCES

1. ↑ https://www.reddit.com/r/joinsquad/comments/66p7wn/what\_is\_militia/dgk9v8f/
Entrenching tool

**Entrenching tool** is a common equipment available to all factions, and can refer to various entrenching equipment in *Squad*.

* **Entrenching Tool** - also known as the E-Tool.
	+ It is used by Australian Defence Force, British Armed Forces, Canadian Army, United States Army, United States Marine Corps, and Middle Eastern Alliance.

* **MPL50 Spade** - Soviet shovel design commonly used by Russian forces and military organizations with Soviet influence.
	+ It is used by Russian Airborne Forces, Russian Ground Forces, Insurgents, and Irregular Militia Forces.

* **WJQ-308 Entrenching Tool** - Chinese multi-function shovel, a popular survivor tool.
	+ It is used by People’s Liberation Army and PLA Navy Marine Corps.
Hesco/de

Der einzelne Hesco (auch als Hesco-Block bekannt) ist eine defensive Struktur zur Verteidigung, das Ihrem Team Deckung bietet. Er kann von einem Squad Leader in der Nähe einer FOB platziert werden.

Baukosten:  50

Der einzelne Hesco ist für folgende Fraktionen verfügbar:

* 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

## Siehe auch

* Forward Operating Base
* deployables
AMD-65

Cartridge
 Fire Mode

The **AMD-65** is an assault rifle featured in *Squad*.

## Variants

* The AMD-65 is available to one faction, the Insurgents.

## Gameplay

* The AMD-65 magazine holds 30 rounds.
* Can be fired on automatic and semi-automatic.
* The sights for the AMD-65 include iron sights only.
	+ The iron sight allows the user to zero the rifle for different ranges (from 100-800m).
* AMD-65 shares its damage model and ballistic performance with PM md. 63.
	+ The 599 rounds per minute rate of fire is one the lowest end for an automatic weapon.
	+ Both weapons have 2 less damage and shorter effective range than standard AKM with everything else unchanged.
	+ Compared to other small caliber rifles, 7.62×39mm rifles have higher close-range damage but a shorter effective range.
* AMD-65 is classified in-game as Short Rifle. Short rifles and Carbines are well-balanced in handling.
	+ Compared to smaller caliber Short Rifles, 7.62×39mm rifles have slightly more moving sway and ADS sway, and marginally higher randomized hip fire recoil. But their overall point firing responsiveness and ADS recoil are the same.
	+ They also output more suppression effects akin to Light Machine Guns.

## History

The AMD-65 is a Hungarian gas-operated licensed variant of the Soviet AKM assault rifle. It was designed in 1965 by Fegyver és Gépgyár (FÉG, Hungarian for "Arms and Machine Factory") and was adopted as the standard service rifle of the Hungarian People's Army in 1967. The AMD-65 is mainly made out of only metal (mainly sheet metal) and plastic and not wood, which is quite rare for a Soviet-influenced firearm during this time. The AMD-65 basically retains all the features that come from the AKM. The only differences are that the AMD-65 comes with a foregrip, side-folding stock, a shorter gas tube, and a shorter barrel. The AMD-65 uses 7.62x39mm cartridges.

## Trivia

* The abbreviation AMD from AMD-65 stands for *Automata Módosított Deszant[fegyver]*, which means in English from Hungarian, "Automatic Modified Paratrooper [weapon]". 65 stands for the year the AMD-65 was designed, which is 1965.

## See also

* AKM
* AKMS
* PM md. 63
* Weapons
Binoculars/de

**Ferngläser** sind ein optisches Gerät, welches von allen Fraktionen in Squad als Teil ihrer Squad Leader, Scout und Marksman Klassemaisrüstung verwendet wird.

* US Fernglas
* Russian Fernglas
* Soviettisches Fernglas (MEA; Irregular; Insurgent)

Das Fernglas bietet eine starke Vergrößerung des Sichtfeldes und verfügt über ein Fadenkreuz und einen stadiametrischen Entfernungsmesser. Der Entfernungsmesser zeigt an, wie groß ein stehender Spieler (1,7 Meter) bei den jeweiligen Entfernungen in Hundertmetern ist, so dass der Spieler Entfernungen einschätzen kann. Er kann auch, weniger zuverlässig, zur Abschätzung der Entfernung von gepanzerten Fahrzeugen verwendet werden, indem die Linien am Boden und an der Oberseite des Fahrzeugs ohne Turm ausgerichtet werden.

Die Fadenkreuze unterscheiden sich nach Fraktionen:

* Das US-Fadenkreuz zeigt eine Gittermarkierung in der Einheit Mil. Das Mil ist ein Maß für die Winkelgröße oder dafür, wie groß ein Objekt erscheint, und kann auch zur Abschätzung der Entfernung verwendet werden. Ein ähnliches Mil-Dot-System findet sich bei einigen Visieren.
* Die russischen und sowjetischen Fadenkreuze zeigen ein Raster in der Einheit Bogenminuten. Dies ist auch ein Maß für die Winkelgröße.

* Binoculars not zoomed in.
* US Field binoculars zoomed in. Marking in unit of mils (milliradians).
* Russian field binoculars zoomed in.
* Soviet field binoculars zoomed in.

## Siehe auch

* Equipment
* Squad Leader
* Crewman
* Marksman

## Externe Links

* The Comprehensive guide to Rangefinding, for reference on using mils for rangefinding.
AK-40GL/de

Cartridge
 Fire Mode

Der **AK-40GL** ist ein Unterlauf-Granatwerfer in *Squad*.

## General Information

Der AK-40GL ist ein Unterlauf-Granatwerfer für die MPT-76. Die AK-40GL verschießt eine 40-mm-Sprenggranate, die sehr effektiv gegen Infanterieziele ist und mit einem Schuss verschossen werden kann. Die AK-40GL ist für die Feuerunterstützung im Nahbereich gegen Flächenziele vorgesehen. Die für die AK-40GL verwendeten Geschosse sind sehr effektiv, wenn es darum geht, Feinde hinter Deckungen zu treffen.

## Varianten

* Das AK-40GL wird von einer Fraktion, den Turkish Land Forces, verwendet. Sie wird an die Grenadier-Rolle ausgegeben.

## Gameplay

* Alle Granatwerfer im Spiel haben die gleichen Schadensmodelle und ballistischen Eigenschaften.
* Die Mindestreichweite für den AK-40GL beträgt 10 Meter.
	+ Versucht ein Spieler, den AK-40GL 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
* GP-25
* HK79
* M203
* QLG10
* SL40
* L123A2
AKS-74M

*For a list of other variants, see AK.*

 Cartridge
 Fire Mode

The **AKS-74M** is a Short Rifle featured in *Squad*.

## Variants

* The AKS-74M is available to one faction, the.

## Gameplay

* The AKS-74M magazine holds 30 rounds.
* Can be fired on automatic or semi-automatic.
* When the AKS-74M is equipped by a Lead Crewman or Lead Pilot, every 4th round is a tracer round.
* The sights for the AKS-74M include iron sights, and 1P78 (2.8×) optical sight.
	+ The iron sight allows the user to zero the rifle for different ranges (from 100m to 1000m).
	+ The 1P78 (2.8×) 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 reticle is illuminated.
* Arguably one of the weaker assault rifles in-game, AK74 and its variants have slightly less damage at 60 and an overall much shorter effective range, as well as a below-average bullet dispersion performance at 4 MOA.
* AK-74M shares its damage model and ballistic performance with AK-12, AK-74, AKS-74 and AK-74M.
	+ The 652 rounds per minute rate of fire is below average for an automatic weapon but makes the gun more controllable in close and medium range.
* AKS-74M is classified in-game as Short Rifle. Short rifles and Carbines are well-balanced in handling.
	+ They output regular suppression effects, are relatively easy to point fire, and are effective at all ranges.

## History

The AKS-74M is a variant of AK-74M with folding stock.

## See also

* AK - A list of all AK variants
* AK74 Bayonet
* Weapons
AAVP

The **AAVP** is an armored personnel carriers featured in Squad. Introduced in the version 3.0 for United States Marine Corps.

## Gameplay

* The AAVP is operated by two crewmen, the driver and gunner. But unlike many other APCs in-game, AAVP does NOT require a Crewman kit role to operate.

## Variants

 Secondary Armament
 Countermeasure
Emote

**Emotes** are animations that players can use in addition to VOIP communications. Emotes are divided into two categories: Emotes (only usable in mainbase) and Gestures (usable anywhere). To access the emotes radial menu, press and hold the `X` key during the game session.

## Emote Types

Emotes are divided into two categories:

**Emotes** are full-body animations, when players use them, a 3rd person view of the player character will appear. Doing actions such as moving, aiming down sight, jumping, crouching or going prone, switching gear, etc, will interrupt the emote. Emotes can only be used in the Main Base or anywhere during the staging phase o avoid the 3rd person's view impacting gameplay.

**Gestures** are an upper body hand sign animation that players can trigger at any location, any time. Unlike Emotes, it only involves movement of the hands and arms. Gestures will show up in 1st person only, without obstructing your movement or triggering the third-person camera. Common actions such as moving and changing stances will not interrupt the Gestures. However, aiming down sight, jumping, going prone, firing your weapon, switching gear, and any action that involves hand movements will stop the Gestures.

## Usage

### Customization

Emotes can be purchased via the Steam store page. Acquired Emotes can be equipped on the Customize tab, which can be accessed from the Main menu. In the Customize tab, players can select which emote to equip by simply clicking on it. The menu will display a preview of the emote, and a checkmark on the emote will also inform you of which one you currently have equipped.

### Use

In-game, players can use the Emotes and Gestures via the Emote wheel, similar to the Squad Leader interactive radial menu. The default keybind to activate emotes is `X` and can be changed in Settings. Note the default keybinding only works while unscoped as the `X` is used for zeroing when aiming down the sight. Hold the Emote key to open the emote wheel and click on an emote of your choice to activate it.

## Trivia

* Emote was added in Version 4.2 by Offworld Industries to explore monetization options.

## References

1. ↑ Squad 4.2 - Emotes and Future Monetization In Squad
Insurgency

## Description

**Insurgency** is one of the Game Modes in the game Squad.

The Objective of **Insurgency** is to destroy randomly spawned Caches of the Insurgents team.

## Mechanics

At the beginning of each round, there are two large weapon caches that will appear to the The OPFOR after a short time. After a period of 4-6 minutes the Coalition will be notified of the first caches.

The game mode is slightly modified if playing on a "small" map, (Al Basrah, Sumari, Kokan, Logar Valley)

Coalition forces must gain "Intelligence points" gained by successfully killing insurgents. Once a threshold is reached 50, for small maps, or 60 for larger maps, a new cache will be revealed if 2 are not already active. Each new cache must be a minimum distance away from other caches, 300m for small maps, 400m for large. It will then find a valid cache spawn location that fits these conditions if possible, and then spawn the cache.

The OPFOR team has 250 tickets (depending on the map), while the BLUFOR team will start with 200 tickets. For BLUFOR to win the game, they must destroy 2 or 3 caches depending on the map, while the Insurgents needs to deplete the tickets of the BLUFOR team or run down the in-game round timer.

Destruction of the cache decreases the ticket count by 1 for the defending side, and increases the attacking side by 100 tickets.

The Insurgents must drain the BLUFOR team's tickets or wait out the clock to win.

### How to destroy the cache

Only Squad Leader and Combat Engineer can destroy the cache.

The Squad Leader uses incendiary grenades to destroy the cache.

The Combat Engineer uses the c4 charge to destroy the cache. Note that teams can only have 2 Combat Engineers maximum.

**NOTE:** When you get close to the cache, it will advise that the object is destroyable with Engineer Explosives.

## Tips

If you do not see any weapon caches, you can wait for one to appear instead of spawning at the BCP. This can save a great deal of walking, better still speak to your squad leader to find what his plan is before spawning. With maps that don't have a BCP, place down extra FOBs and Rally Points (Spawn Points).

## See also

* Game Modes
* Maps