The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes have access to white smoke variant, less the grenadier, green smoke is only available to the medic and squad leader, with yellow smoke only being available to the squad leader.
The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All factions and their classes, except the grenadiers, have access to white smoke. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow.
Squad is a tactical first-person shooter video game set in a current-day conflict involving US Army, Russian Ground Forces, Insurgents and Irregular Militia Forces (to be referred to as "Militia" later on for brevity), and draws inspiration from the Middle East, Southern Asia and Eastern Europe. It is a spiritual successor to the award-winning Project Reality modification for Battlefield 2. The goal of Squad is to create a "tactical first person shooter built around teamwork and cooperation". The development was announced in October 2014 and it is currently available exclusively on Steam (PC). It is still in development.
The following weapons appear in the video game Squad:
The SIG-Sauer P320 appears in game disguised as the newly adopted sidearm of the US Army, the "M17 Modular Handgun System". It is available to the US Army squad leader kits, and feeds from 17-round box magazines. Note that the real M17 Modular Handgun System comes in Coyote Brown finish (slide included), has a manual safety, and also has 3 rail-slots in its accessory rail, similar to the compact P320 and M18 pistol fashioned after it. As such, this is really a full length P320 in two-tone Flat Dark Earth (FDE). As the game's variant does not have the manual safety, it is also noticeably the only sidearm in the game that is holstered and drawn without turning on or off the safety.
Beretta M9A1
The Beretta M9A1 is available to the US Army medic, automatic rifleman, machine gunner and marksman as the "M9A1 Beretta" and feeds from 16-round box magazines. The marksman gets an extra magazine. A point to note is that the M9A1 is not adopted by the US Army, and is actually a pistol that is designed to be marketed to the US Marine Corps.
Trivia: Before animations were changed, the magazine markings read MAS CAL 9 PARA / FABRIQUE SOUS LICENSE BERETTA ("manufactured under a Beretta license"), making it a PAMAS G1 magazine (French copy of the Beretta 92FS).
MP-443 "Grach"
The MP-443 is the available to the Russian Ground Forces squad leader, medic, automatic rifleman, machine gunner and marksman classes, and feeds from 18-round box magazines. As with the M9A1, the marksman gets an extra magazine.
Tokarev TT-33
The Tokarev TT-33 appears in game as the "TT33 Tokarev" and is available to the Insurgent and Militia squad leader, medic and marksman, and feeds from 8-round box magazines. Like the PM, it and comes with twice the number of magazines as the P320, M9A1 and MP-443 to make up for its smaller magazine capacity. As with the other factions, the marksman gets more magazines. It packs the biggest punch out of all the pistols in the game. It is textured to have painted grips on both sides.
Makarov PM
The Makarov PM is available to all Insurgent and Militia classes less the squad leader, medic, marksman, light and heavy anti-tank kits, and feeds from 8-round box magazines. Itnd appears in game as the "PM Makarov", following OWI's tradition of naming pistols with their manufacturers' names at the back. Like the TT-33, it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.
Glock 17
The Glock 17 is in development for the game. It is designated the "L131A1 pistol", and is therefore most likely to be the main sidearm of the British Army faction.
Submachine Guns
PPSh-41
The PPSh-41 is available to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has 4 stick magazines and two drums, and may switch between them at his own discretion.
Switching to the drum magazine (via the scroll wheel) will have the player remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and drew it again by equipping the one with the drum magazine option, the character will already have done the switch magically beforehand.
Assault Rifles and Battle Rifles
M4A1
The M4A1 is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. It it equipped with a KAC railed handguard, and may come with either an M68 CCO alone, with a carry handle and KAC foregrip, or with an M68 CCO and KAC foregrip. The last configuration is only available to the squad leader class and, like all squad leader primary weapons, is loaded with tracer rounds.
A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and the marking "M4 Carbine" on the lower receiver.
M4 Carbine
The M4 carbine is available to the US Army squad leader, rifleman, medic, grenadier and light anti-tank, and the Militia squad leader and rifleman. It feeds from 30-round box magazines like the M4A1. The US Army's M4 Carbine is equipped with a KAC railed handguard, and comes with a M150 RCO (for the squad leader and rifleman, the latter being a limited kit), an M68 CCO (for the medic) or a M203A1 (for the grenadier).
The M4 Carbine used by the Militia comes with a round handguard, and is only available in that configuration. The rifleman class with the M4 Carbine is a limited kit.
Like every other squad leader primary weapon, the respective squad leaders' M4 Carbine is loaded with tracer rounds.
AK-74
The AK-74 is available to the Insurgent rifleman, as a limited kit, and the Militia squad leader, rifleman and grenadier classes. It feeds from 30-round box magazines. This is to mimic the prevalence of 5.45x39mm weapons in the Eastern Europe theater over the Middle East and Asian theater. It may be fitted with a GP-25 for use by the grenadier class, which also comes with a recoil pad. Like every other squad leader primary weapon, the Militia squad leader's AK-74 is loaded with tracers.
AKS-74
The AKS-74 is available to the Militia medic and light anti-tank classes, and feeds from 30-round box magazines. Like the AKMS, it was originally planned to be a random spawn for Riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.
AKS-74N
The AKS-74N is available to the Militia and Insurgent rifleman classes as limited kits, and comes mounted with a 1P78 Kashtan. While the dovetail rail for mounting night-vision optics is not visible from any angle, there would be no other way you would be able to mount such an optic, unless you were to use superglue. It goes by "AKS-74 + 1P78" in game.
AK-74M
The AK-74M is the available to all Russian Ground Forces classes except the marksman, automatic rifleman and machine gunner. It holds 30 rounds in its magazine, and may come as a stock rifle, with a 1P78 Kashtan mounted (for the squad leader and rifleman, the latter being a limited kit), or with a GP-25 and recoil pad (for the grenadier). Like every other squad leader primary weapon, the squad leader's AK-74M is loaded with tracers.
AKS-74U
The AKS-74U is available to the Insurgent and Militia heavy anti-tank classes, and holds 30 rounds in its magazine. It has the highest rate of fire among the AK rifles in the game.
AKM
The AKM is available to the Insurgent rifleman and grenadier, and the Militia rifleman as a limited kit. It feeds from 30-round box magazines, and like the other 7.62mm AK rifles, is capable of knocking out a target at close range with 2 shots to the chest. It come with aGP-25 and recoil pad for the grenadier.
AKMS
The AKMS is available to the Insurgent light anti-tank, just as the AKS-74 is to the Militia counterpart. It feeds from 30-round box magazines, and like the AKS-74, was originally planned to be a random spawn for Riflemen using the AKM in order to increase the aesthetic variety in the arsenal of the irregular forces.
PM md. 63
The PM.md.63 (AIM) is the one of two weapons available to the Insurgent squad leader, with the other being the G3A4. It feeds from 30-round box magazines. Like all squad leader primary weapons, it is loaded with tracer rounds.
AMD-65
The AMD-65 is available to the Insurgent Medic kit, and feeds from 30-round box magazines. It is likely to be the shortest 7.62mm AK rifle, and coupled with the recoil reduction from the foregrip, makes it a comfortable rifle for close combat.
G3A3
The G3A3 is available to the Insurgent rifleman as a limited kit, and feeds from 20-round box magazines. It comes with slimline handguards.
G3A4
The G3A4 is one of two weapons available to the Insurgent squad leader, with the other being the PM md. 63. It feeds from 20-round box magazines and comes with wide handguards. Like all other squad leader primary weapons, it comes loaded with tracer rounds.
SKS-45
The SKS-45 is available to the Insurgent and Militia scout classes and feeds from its 10-round internal magazine. Its folding bayonet is currently unusable. It is reloaded with stripper clips and, bizarrely, can be reloaded mid-clip by pulling the bolt back first to lock it and partially loading the rounds into the magazine.
Note that while it is possible to reload an SKS mid-clip, one needs to manually hold as the bolt only locks back on an empty magazine. The other alternative would be to flip open the magazine floor by engaging a latch so as to drop all loose rounds, then pull the bolt back to lock it. The way it works in game was a deliberate decision allegedly for balance purposes. Additionally, a point worth noting is that the SKS in game can hold an extra round in the chamber when reloading mid-clip, despite a single round having been ejected when the bolt is first pulled back.
Finally, while it looks like the player is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again.
Machine Guns
Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.
The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.
Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.
M249 SAW
The M249 is one of two light machine guns available to the Militia automatic rifleman, with the other being the RPK-74. It comes equipped with a full length barrel, heat shield and synthetic stock, and feeds from 200-round ammo boxes. It is unlocked later than the kit with the RPK-74.
M249 Paratrooper
The M249 Paratrooper is available to the US Army automatic rifleman, and feeds from 100-round cloth ammo bags. It comes with the distinct short barrel of the Paratrooper variant, and contains parts from the Product Improvement Package (PIP) kit, including a upgraded heat shield, RIS handguard and telescoping buttstock. It can either be equipped with an M68 CCO or M145 MGO, with the latter unlcosk later than the former.
RPK
The RPK is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter.
RPK-74
The RPK-74 is one of the two light machine guns available to the Militia automatic rifleman, the other being the M249 SAW. It has 45 rounds in its bakelite magazine and unlocks earlier than the M249 SAW.
RPK-74M
The RPK-74M is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round bakelite magazines. The Russian automatic rifleman may choose between iron sights or a mounted 1P78 Kashtan, with the latter only being unlocked when the enough players join the squad.
M240B
The M240B is available to the US Army's machine gunner class, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be another balance consideration.
PKM
The PKM is available to the Insurgents, Militia and Russian Ground Forces and their respective machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. Note that the PKM in the Russian Ground Forces arsenal is just a placeholder, and will be replaced by the PKP Pecheneg in a later build.
Sniper Rifles
M110 SASS
The M110 SASS is the designated marksman rifle of choice for the US Army, and is available to the Marksman kit. It has 20 rounds in its magazine, and comes equipped with a Leupold Mk 4 scope.
SVD Dragunov
The SVD Dragunov is the designated marksman rifle of choice for the Russian Ground Forces, Insurgents and Militia, and is available to their respective Marksman kits. It has 10 rounds in its magazine, and has a PSO-1 mounted on it, with their backup iron sights being unusable. It comes with 4 more spare magazines than the M110 SASS to compensate for the smaller magazine capacity.
The Russian Ground Forces Marksman uses a SVD kitted out with what seems to be wood furniture that has been painted black to be disguised as polymer, and does not use the correct stock, receiver and handguard model. It goes by "SVDM" in game, even though it does not look remotely like its namesake.
Launchers
GP-25 Grenade Launcher
The GP-25 is the available to the Russian Ground Forces, Insurgent and Militia grenadier classes, and is mounted on their AK-74M, AKM and AK-74 respectively. The grenadier's primary weapon also has a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe, loads a round and turns off the safety on his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.
M203A1 Grenade Launcher
The M203A1 grenade launcher is available to the US Army grenadier, mounted to his M4 Carbine. It is able to fire M433 HEDP rounds or, similar to the GP-25, red, blue and white M713 smoke rounds. Upon selecting the M203A1, the player flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down.
M72A7 LAW
The M72A7 LAW is available to the US Army light anti-tank as a disposable launcher.
RPG-7V2
The RPG-7V2 is the rocket launcher available to the Insurgent and Militia light and heavy anti-tank classes, and Russian Ground Forces heavy anti-tank. The Heavy Anti-Tank kits are armed with 2 PG-7VM HEAT warheads, and a PG-7VR tandem HEAT warhead. The Insurgent and Militia Light Anti-Tank kits on the other hand are equipped with 2 OG-7V frag warheads and a PG-7VM warhead. When switching between rockets, the player removes the existing warhead and loads the warhead of choice.
RPG-26
The RPG-26 is available to the Russian Ground Forces light anti-tank as a disposable launcher, and replacing the RPG-7V2 with OG-7V and PG-7VM warheads. Similar to the M72A7 LAW for the US Army, the player is issued with 2 tubes, that are thrown away upon use.
Mounted Weapons
Browning M2A1
The Browning M2A1 is usable by the US Army, either mounted on tripods or HMMWVs. The Humvee-mounted M2 comes in the standard version, and as part of the CROWS remote weapon system.
DShKM
The DShKM is usable by Insurgent and Militia forces, either mounted on tripods or technicals.
NSV
The NSV heavy machine gun is usable by the Russian Ground Forces, mounted on tripods.
UB-32 rocket pod
The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria.
Hand Grenades
M67 Frag Grenade
The M67 is the standard fragmentation grenade for the US Army.
RGD-5 Frag Grenade
The RGD-5 is the standard fragmentation grenade for the Russian Ground Forces and Militia.
F-1 Frag Grenade
The F-1 is the standard fragmentation grenade for the Insurgents.
M18 Smoke Grenade
The M18 is the standard smoke grenade for the US Army. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, and blue is only available to the squad leader. It can be used for masking and signaling purposes. Note that M18 Smoke Grenades are not available in white, and a better alternative for white smoke would be the AN/M8 or M83 Smoke Grenade.
RDG-2 Smoke Grenade
The RDG-2 is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All factions and their classes, except the grenadiers, have access to white smoke. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow.
RKG-3 Anti-Tank Grenade
The RKG-3 is revealed to be a work in progress in the April 2015 update.
IED
The IED (Improvised Explosive Device) is available to the Insurgent and Militia Scout kits, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.
TM-62M Anti-tank Mine
The TM-62M appears in game simply as "TM-62", and is available to the Insurgent and Miltia Scout kits. It can be buried in the ground with a shovel like the IED to make it less conspicuous.