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Squad: Difference between revisions
OngYingGao (talk | contribs) |
OngYingGao (talk | contribs) (A few consistency fixes) |
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[[file:ColtM4.jpg|thumb|none|400px|Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]] | [[file:ColtM4.jpg|thumb|none|400px|Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm]] | ||
[[file:Squad m4a1 hold.jpg|thumb|none|600px|The M4A1 in first-person.]] | [[file:Squad m4a1 hold.jpg|thumb|none|600px|The M4A1 in first-person.]] | ||
[[file:Squad m4a1 aim1.jpg|thumb|none|600px|Aiming down the sights | [[file:Squad m4a1 aim1.jpg|thumb|none|600px|Aiming down the sights - the M4A1's sights use the ghost ring for zeroing 100m and 200m, and is flipped down to the peep sight when zeroing from 300m beyond, which is further raised, up to 600m zeroing.]] | ||
[[file:Squad m4a1 aim2.jpg|thumb|none|600px|Aiming with the over-sized M68 CCO.]] | [[file:Squad m4a1 aim2.jpg|thumb|none|600px|Aiming with the over-sized M68 CCO.]] | ||
[[file:Squad m4a1 reload1.jpg|thumb|none|600px|Reloading the M4A1 - the rifleman first checks the chamber, in a very [[Project_Reality#M4.2FM4A1_Carbine|Project Reality-ish]] manner...]] | [[file:Squad m4a1 reload1.jpg|thumb|none|600px|Reloading the M4A1 - the rifleman first checks the chamber, in a very [[Project_Reality#M4.2FM4A1_Carbine|Project Reality-ish]] manner...]] | ||
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[[file:L85A2 upgraded.jpg|thumb|none|400px|L85A2 - 5.56x45mm]] | [[file:L85A2 upgraded.jpg|thumb|none|400px|L85A2 - 5.56x45mm]] | ||
[[file:Squad l85a2 hold.jpg|thumb|none|600px|The L85A2 in first person.]] | [[file:Squad l85a2 hold.jpg|thumb|none|600px|The L85A2 in first person.]] | ||
[[file:Squad l85a2 aim.jpg|thumb|none|600px|Aiming down the sights | [[file:Squad l85a2 aim.jpg|thumb|none|600px|Aiming down the sights - this default rear sight is used at the default 100m zeroing. Zeroing the weapon to 200m will flip it down to the smaller aperture sight. When not aiming down sights, weapons always show their default zeroed position, and will automatically move to resume to their last zeroing when returning to aiming down sights.]] | ||
[[file:Squad l85a2 reload 1.jpg|thumb|none|600px|Reloading the L85A2 - The rifleman checks the empty chamber...]] | [[file:Squad l85a2 reload 1.jpg|thumb|none|600px|Reloading the L85A2 - The rifleman checks the empty chamber...]] | ||
[[file:Squad l85a2 reload 2.jpg|thumb|none|600px|...switches magazines...]] | [[file:Squad l85a2 reload 2.jpg|thumb|none|600px|...switches magazines...]] | ||
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[[file:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]] | [[file:AK-74_NTW_12_92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]] | ||
[[file:Squad ak74 hold.jpg|thumb|none|600px|The AK-74 in first person.]] | [[file:Squad ak74 hold.jpg|thumb|none|600px|The AK-74 in first person.]] | ||
[[file:Squad ak74 aim.jpg|thumb|none|600px|Aiming down the sights | [[file:Squad ak74 aim.jpg|thumb|none|600px|Aiming down the sights - the AK-74-type sights zero up to 1000m.]] | ||
[[file:Squad ak74 reload3.jpg|thumb|none|600px|Reloading the AK-74 - The militant checks the new magazine...]] | [[file:Squad ak74 reload3.jpg|thumb|none|600px|Reloading the AK-74 - The militant checks the new magazine...]] | ||
[[file:Squad ak74 reload1.jpg|thumb|none|600px|...rocks the magazine in...]] | [[file:Squad ak74 reload1.jpg|thumb|none|600px|...rocks the magazine in...]] | ||
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[[file:AK74 with NSPU scope.jpg|thumb|none|400px|AKS-74N with NSPU mounted - 5.45x39mm]] | [[file:AK74 with NSPU scope.jpg|thumb|none|400px|AKS-74N with NSPU mounted - 5.45x39mm]] | ||
[[file:Squad aks74n hold.jpg|thumb|none|600px|The AKS-74N, with 1P29 mounted, in first person.]] | [[file:Squad aks74n hold.jpg|thumb|none|600px|The AKS-74N, with 1P29 mounted, in first person.]] | ||
[[file:Squad aks74n aim.jpg|thumb|none|600px|Choosing to ignore the target right in front of him, the militant targets the one behind it, but of course aims a bit higher so that the photographer can capture the reticle perfectly on camera | [[file:Squad aks74n aim.jpg|thumb|none|600px|Choosing to ignore the target right in front of him, the militant targets the one behind it, but of course aims a bit higher so that the photographer can capture the reticle perfectly on camera - the 1P29 zeroes up to 400m.]] | ||
== AK-74M == | == AK-74M == | ||
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[[file:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]] | [[file:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]] | ||
[[file:Squad aks74u hold.jpg|thumb|none|600px|The AKS-74U in first person.]] | [[file:Squad aks74u hold.jpg|thumb|none|600px|The AKS-74U in first person.]] | ||
[[file:Squad aks74u aim.jpg|thumb|none|600px|Aiming down the sights | [[file:Squad aks74u aim.jpg|thumb|none|600px|Aiming down the sights - the only two zeroing options are 100m and 400m.]] | ||
[[file:Squad aks74u reload.jpg|thumb|none|600px|Reloading the AKS-74U.]] | [[file:Squad aks74u reload.jpg|thumb|none|600px|Reloading the AKS-74U.]] | ||
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[[file:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]] | [[file:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]] | ||
[[file:Squad akm hold.jpg|thumb|none|600px|The AKM in first person, as the militant threatens yet another target.]] | [[file:Squad akm hold.jpg|thumb|none|600px|The AKM in first person, as the militant threatens yet another target.]] | ||
[[file:Squad_akm_sights.jpg|thumb|none|600px|Aiming down the sights | [[file:Squad_akm_sights.jpg|thumb|none|600px|Aiming down the sights - the AKM-type sights only zero up to 800m.]] | ||
[[file:Squad_akm_reload.jpg|thumb|none|600px|Reloading the AKM.]] | [[file:Squad_akm_reload.jpg|thumb|none|600px|Reloading the AKM.]] | ||
[[file:Squad akm reload2.jpg|thumb|none|600px|Pulling the charging handle.]] | [[file:Squad akm reload2.jpg|thumb|none|600px|Pulling the charging handle.]] | ||
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[[file:Squad md63 hold.jpg|thumb|none|600px|The PM md. 63 in first person.]] | [[file:Squad md63 hold.jpg|thumb|none|600px|The PM md. 63 in first person.]] | ||
[[file:Squad md63 aim.jpg|thumb|none|600px|Aiming down the sights.]] | [[file:Squad md63 aim.jpg|thumb|none|600px|Aiming down the sights.]] | ||
[[file:Squad md63 reload1.jpg|thumb|none|600px|Reloading the PM md. 63 - | [[file:Squad md63 reload1.jpg|thumb|none|600px|Reloading the PM md. 63 - with the "donkey dong" foregrip in the way, the insurgent inserts the magazine at an angle...]] | ||
[[file:Squad md63 reload2.jpg|thumb|none|600px|...and pulls the charging handle with the strong hand.]] | [[file:Squad md63 reload2.jpg|thumb|none|600px|...and pulls the charging handle with the strong hand.]] | ||
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[[file:Squad sks draw.jpg|thumb|none|600px|The player character turns off the safety, as he prepares to assert his dominance over a group of targets.]] | [[file:Squad sks draw.jpg|thumb|none|600px|The player character turns off the safety, as he prepares to assert his dominance over a group of targets.]] | ||
[[file:Squad sks hold.jpg|thumb|none|600px|The SKS in first person.]] | [[file:Squad sks hold.jpg|thumb|none|600px|The SKS in first person.]] | ||
[[file:Squad sks aim.jpg|thumb|none|600px|Getting a sight picture on a metal delinquent that need punishing | [[file:Squad sks aim.jpg|thumb|none|600px|Getting a sight picture on a metal delinquent that need punishing - the SKS sights zero up to 1000m.]] | ||
[[file:Squad sks reload1.jpg|thumb|none|600px|Reloading the SKS mid-clip - Note that the magazine was already full.]] | [[file:Squad sks reload1.jpg|thumb|none|600px|Reloading the SKS mid-clip - Note that the magazine was already full.]] | ||
[[file:Squad_sks_loading.jpg|thumb|none|600px|Loading a stripper clip - | [[file:Squad_sks_loading.jpg|thumb|none|600px|Loading a stripper clip - on an empty reload, the bolt automatically locks back, and the player character empties the stripper clip into the magazine.]] | ||
[[file:Squad_sks_reload2.jpg|thumb|none|600px|Removing a partly-used stripper clip - no matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The partly-used clip will be retained, and will always come back later on as a fully loaded clip, but will still hold the same number of rounds as earlier left off.]] | [[file:Squad_sks_reload2.jpg|thumb|none|600px|Removing a partly-used stripper clip - no matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The partly-used clip will be retained, and will always come back later on as a fully loaded clip, but will still hold the same number of rounds as earlier left off.]] | ||
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[[file:Squad_m249_idle.jpg|thumb|none|600px|The M249 in first person.]] | [[file:Squad_m249_idle.jpg|thumb|none|600px|The M249 in first person.]] | ||
[[file:Squad m249 deploy.jpg|thumb|none|600px|Deploying bipods, the next best thing since sliced bread - note the full length barrel and heat shield.]] | [[file:Squad m249 deploy.jpg|thumb|none|600px|Deploying bipods, the next best thing since sliced bread - note the full length barrel and heat shield.]] | ||
[[file:Squad m249 reload1.jpg|thumb|none|600px|Reloading the M249 SAW - | [[file:Squad m249 reload1.jpg|thumb|none|600px|Reloading the M249 SAW - the militant automatic rifleman first racks the charging handle before reloading...]] | ||
[[file:Squad_m249_chamber_check.jpg|thumb|none|600px|...flips the feed tray up and down for a chamber inspection...]] | [[file:Squad_m249_chamber_check.jpg|thumb|none|600px|...flips the feed tray up and down for a chamber inspection...]] | ||
[[file:Squad m249 reload box.jpg|thumb|none|600px|...loads a new 200-round ammo box...]] | [[file:Squad m249 reload box.jpg|thumb|none|600px|...loads a new 200-round ammo box...]] | ||
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[[file:Squad l110a2 deploy.jpg|thumb|none|600px|Deploying the Minimi Para - note the exposed short barrel and original [[FN Minimi|Minimi]] handguards.]] | [[file:Squad l110a2 deploy.jpg|thumb|none|600px|Deploying the Minimi Para - note the exposed short barrel and original [[FN Minimi|Minimi]] handguards.]] | ||
[[file:Squad l110a2 aim.jpg|thumb|none|600px|Aiming down the sights - it shares the same sights as the [[Squad#M249 SAW|M249 SAW]]. The default sights are zeroed at 200 meters (note the number 2 markings). Changing the zeroing adjusts the knob, increasing the zeroing in increments of 200 meters, up to 1200 meters. The M249 SAW zeroes in the same way.]] | [[file:Squad l110a2 aim.jpg|thumb|none|600px|Aiming down the sights - it shares the same sights as the [[Squad#M249 SAW|M249 SAW]]. The default sights are zeroed at 200 meters (note the number 2 markings). Changing the zeroing adjusts the knob, increasing the zeroing in increments of 200 meters, up to 1200 meters. The M249 SAW zeroes in the same way.]] | ||
[[file:Squad l110a2 reload 3.jpg|thumb|none|600px|Reloading the Minimi Para | [[file:Squad l110a2 reload 3.jpg|thumb|none|600px|Reloading the Minimi Para - it shares the same reload pattern as the [[Squad#M249 SAW|M249 SAW]] and [[Squad#M249 Paratrooper|M249 Paratrooper]].]] | ||
[[file:Squad l110a2 susat hold.jpg|thumb|none|600px|The Minimi Para, with SUSAT mounted, in first person.]] | [[file:Squad l110a2 susat hold.jpg|thumb|none|600px|The Minimi Para, with SUSAT mounted, in first person.]] | ||
[[file:Squad l110a2 susat aim.jpg|thumb|none|600px|Aiming with the SUSAT.]] | [[file:Squad l110a2 susat aim.jpg|thumb|none|600px|Aiming with the SUSAT.]] | ||
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[[file:Squad rpk74m reload.jpg|thumb|none|600px|Reloading the RPK-74M while undeployed.]] | [[file:Squad rpk74m reload.jpg|thumb|none|600px|Reloading the RPK-74M while undeployed.]] | ||
[[file:Squad rpk74m 1p78 deploy.jpg|thumb|none|600px|The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.]] | [[file:Squad rpk74m 1p78 deploy.jpg|thumb|none|600px|The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.]] | ||
[[file:Squad rpk74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-2 Kashtan - | [[file:Squad rpk74m 1p78 aim.jpg|thumb|none|600px|Aiming with the 1P78-2 Kashtan - it was never explicitly stated that it was the 1P78-2 variant (in fact it's likely the same 3D model as the 1P78-1 used on the AK-74M), but it can be inferred since it is built for the RPK-74M after all.]] | ||
== M240B == | == M240B == | ||
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[[file:L7a2 gpmg left.jpg|thumb|none|400px|Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO]] | [[file:L7a2 gpmg left.jpg|thumb|none|400px|Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO]] | ||
[[File:Squad l7a2 hold.jpg|thumb|none|600px|The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.]] | [[File:Squad l7a2 hold.jpg|thumb|none|600px|The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.]] | ||
[[File:Squad l7a2 aim.jpg|thumb|none|600px|Aiming down the sights, zeroed at 100m by default | [[File:Squad l7a2 aim.jpg|thumb|none|600px|Aiming down the sights, zeroed at 100m by default - zeroing up to 800 meters adjusts the slide and raises the tangent rear sight, and zeroing beyond 800m flips up the rear sight and uses the alternate rear sights, which is raised when the zeroing continues to go up, up to 1800m.<!--Please help with terminology fixing-->]] | ||
[[File:Squad l7a2 reload 1.jpg|thumb|none|600px|Reloading the FN MAG 58 - | [[File:Squad l7a2 reload 1.jpg|thumb|none|600px|Reloading the FN MAG 58 - the animation is similar to that of the [[Squad#M240B|M240B]], just without the optic on top.]] | ||
[[File:Squad l7a2 reload 2.jpg|thumb|none|600px|Closing the feed cover - note the railed feed cover and the exposed barrel.]] | [[File:Squad l7a2 reload 2.jpg|thumb|none|600px|Closing the feed cover - note the railed feed cover and the exposed barrel.]] | ||
[[File:Squad l7a2 receiver.jpg|thumb|none|600px|Taking a closer look at the left side of the receiver with free look - note the absence of the mounting bracket, a distinct feature of the L7A2 GPMG. While it is detachable, doing so would leave 4 noticeable screw holes.]] | [[File:Squad l7a2 receiver.jpg|thumb|none|600px|Taking a closer look at the left side of the receiver with free look - note the absence of the mounting bracket, a distinct feature of the L7A2 GPMG. While it is detachable, doing so would leave 4 noticeable screw holes.]] | ||
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The [[PKM]] is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. | The [[PKM]] is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. | ||
[[File:HungarianPKM.jpg|thumb|none|400px|PKM - 7.62x54mmR]] | [[File:HungarianPKM.jpg|thumb|none|400px|PKM - 7.62x54mmR]] | ||
[[File:Squad pkm draw.jpg|thumb|none|600px|Drawing the PKM - | [[File:Squad pkm draw.jpg|thumb|none|600px|Drawing the PKM - as with the other medium machine guns, the weapon is lowered immediately upon drawing.]] | ||
[[File:Squad pkm aim.jpg|thumb|none|600px|Aiming down the sights | [[File:Squad pkm aim.jpg|thumb|none|600px|Aiming down the sights - using the slider, the sights zero up to 1500m.]] | ||
[[File:Squad pkm reload1.jpg|thumb|none|600px|Reloading the PKM - the Insurgent gunner opens the feed cover...]] | [[File:Squad pkm reload1.jpg|thumb|none|600px|Reloading the PKM - the Insurgent gunner opens the feed cover...]] | ||
[[File:Squad pkm reload2.jpg|thumb|none|600px|...flips the feed tray up and down...]] | [[File:Squad pkm reload2.jpg|thumb|none|600px|...flips the feed tray up and down...]] | ||
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The [[PKP Pecheneg]] is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the [[Squad#PKM|PKM]] above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg. | The [[PKP Pecheneg]] is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the [[Squad#PKM|PKM]] above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg. | ||
[[File:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]] | [[File:Pecheneg.jpg|thumb|none|400px|PKP Pecheneg - 7.62x54mmR]] | ||
[[File:Squad pkp draw.jpg|thumb|none|600px|Drawing the PKP Pecheneg - | [[File:Squad pkp draw.jpg|thumb|none|600px|Drawing the PKP Pecheneg - note the markings on the feed cover, which are similar to those of the PKM, and the in-game designation for "1p78".]] | ||
[[File:Squad pkp aim.jpg|thumb|none|600px|Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.]] | [[File:Squad pkp aim.jpg|thumb|none|600px|Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.]] | ||
[[File:Squad pkp reload 1.jpg|thumb|none|600px|Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...]] | [[File:Squad pkp reload 1.jpg|thumb|none|600px|Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...]] | ||
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[[file:Squad_m110_scope.jpg|thumb|none|600px|Aiming with the Leupold Mk 4.]] | [[file:Squad_m110_scope.jpg|thumb|none|600px|Aiming with the Leupold Mk 4.]] | ||
[[file:Squad_m110_chamber_check.jpg|thumb|none|600px|As with the [[Squad#M4A1|M4A1]], the marksman checks the chamber before reloading.]] | [[file:Squad_m110_chamber_check.jpg|thumb|none|600px|As with the [[Squad#M4A1|M4A1]], the marksman checks the chamber before reloading.]] | ||
[[file:Squad_m110_reload.jpg|thumb|none|600px|Inserting a new magazine - | [[file:Squad_m110_reload.jpg|thumb|none|600px|Inserting a new magazine - note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.]] | ||
[[file:Squad m110 reload3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]] | [[file:Squad m110 reload3.jpg|thumb|none|600px|Hitting the bolt release to chamber a round.]] | ||
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[[file:SVD_Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mmR]] | [[file:SVD_Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mmR]] | ||
[[file:Squad svd hold.jpg|thumb|none|600px|The SVD in first person.]] | [[file:Squad svd hold.jpg|thumb|none|600px|The SVD in first person.]] | ||
[[file:Squad svd aim.jpg|thumb|none|600px|Aiming with the PSO-1 | [[file:Squad svd aim.jpg|thumb|none|600px|Aiming with the PSO-1 - the PSO-1 zeroes up to 1km.]] | ||
[[file:Squad svd reload1.jpg|thumb|none|600px|Reloading the SVD - | [[file:Squad svd reload1.jpg|thumb|none|600px|Reloading the SVD - note the bolt accurately locking back on an empty magazine.]] | ||
[[file:Squad svd reload2.jpg|thumb|none|600px|Releasing the bolt to chamber a round.]] | [[file:Squad svd reload2.jpg|thumb|none|600px|Releasing the bolt to chamber a round.]] | ||
[[file:Squad svd ru hold.jpg|thumb|none|600px|The Russian Marksman's SVD, in first person.]] | [[file:Squad svd ru hold.jpg|thumb|none|600px|The Russian Marksman's SVD, in first person.]] | ||
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[[file:Squad gp25 akm hold.jpg|thumb|none|600px|The GP-25, mounted to an AKM, in first person.]] | [[file:Squad gp25 akm hold.jpg|thumb|none|600px|The GP-25, mounted to an AKM, in first person.]] | ||
[[file:Squad gp25 ak74m hold.jpg|thumb|none|600px|The GP-25, mounted to an AK-74M, in first person.]] | [[file:Squad gp25 ak74m hold.jpg|thumb|none|600px|The GP-25, mounted to an AK-74M, in first person.]] | ||
[[file:Squad_gp25_sights.jpg|thumb|none|600px|Aiming down the sights | [[file:Squad_gp25_sights.jpg|thumb|none|600px|Aiming down the sights - the GP-25 sights by default zero at 50m, and can be adjusted to 100m, 200m, 300m, 400m, and 500m in direct fire mode. It can also switch to indirect fire (high fire) mode by scrolling beyond the 500m zeroing, in which case the two distances available are 200m and 300m.]] | ||
[[file:Squad_gp25_reload.jpg|thumb|none|600px|Loading a VOG-25 frag grenade.]] | [[file:Squad_gp25_reload.jpg|thumb|none|600px|Loading a VOG-25 frag grenade.]] | ||
[[file:Squad gp25 white.jpg|thumb|none|600px|Loading a white smoke grenade...]] | [[file:Squad gp25 white.jpg|thumb|none|600px|Loading a white smoke grenade...]] | ||
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[[file:L85A2 with UGL.jpg|thumb|none|400px|L123A2 mounted on a L85A2 - 40mm]] | [[file:L85A2 with UGL.jpg|thumb|none|400px|L123A2 mounted on a L85A2 - 40mm]] | ||
[[file:Squad l123a2 hold.jpg|thumb|none|600px|The L123A2, mounted on the L85A2, in first person view.]] | [[file:Squad l123a2 hold.jpg|thumb|none|600px|The L123A2, mounted on the L85A2, in first person view.]] | ||
[[file:Squad l123a2 aim.jpg|thumb|none|600px|Aiming with the leaf sight, zeroed at 50 meters | [[file:Squad l123a2 aim.jpg|thumb|none|600px|Aiming with the leaf sight, zeroed at 50 meters - changing the zeroing (or ranging) is done via holding down the ranging button (default: X) and using the scroll wheel to change the range. Once the ranging button is released at the desired distance, the game will follow suit and adjust the weapon's sights to the selected range. Zeroing closely simulates reality; it is only available for select weapons that have ranging features in real life, and the available distances depend on what ranges are available for the weapon's ranging feature.]] | ||
[[file:Squad l123a2 exp.jpg|thumb|none|600px|Loading a M433 HEDP round.]] | [[file:Squad l123a2 exp.jpg|thumb|none|600px|Loading a M433 HEDP round.]] | ||
[[file:Squad l123a2 white.jpg|thumb|none|600px|Once more, same as before - loading in white smoke round...]] | [[file:Squad l123a2 white.jpg|thumb|none|600px|Once more, same as before - loading in white smoke round...]] | ||
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[[file:Squad at4 draw 3.jpg|thumb|none|600px|...and turns off the safety.]] | [[file:Squad at4 draw 3.jpg|thumb|none|600px|...and turns off the safety.]] | ||
[[file:Squad at4 hold.jpg|thumb|none|600px|The AT4-CS in first person.]] | [[file:Squad at4 hold.jpg|thumb|none|600px|The AT4-CS in first person.]] | ||
[[file:Squad at4 aim.jpg|thumb|none|600px|Aiming down the sights | [[file:Squad at4 aim.jpg|thumb|none|600px|Aiming down the sights - the sights zero up to 500m, turning the knob in the process.]] | ||
== RPG-7V2 == | == RPG-7V2 == | ||
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[[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] | [[file:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]] | ||
[[file:01 squad rpg7v2 hold.jpg|thumb|none|600px|The RPG-7V2 in first person.]] | [[file:01 squad rpg7v2 hold.jpg|thumb|none|600px|The RPG-7V2 in first person.]] | ||
[[file:squad_rpg7_sights.jpg|thumb|none|600px|Aiming down the sights | [[file:squad_rpg7_sights.jpg|thumb|none|600px|Aiming down the sights - the sights can be zeroed up to 500m, raising the rear sight in the process.]] | ||
[[file:Squad rpg7 pg7vl.jpg|thumb|none|600px|Loading a PG-7VM warhead...]] | [[file:Squad rpg7 pg7vl.jpg|thumb|none|600px|Loading a PG-7VM warhead...]] | ||
[[file:squad_rpg7_reload.jpg|thumb|none|600px|...an OG-7V warhead...]] | [[file:squad_rpg7_reload.jpg|thumb|none|600px|...an OG-7V warhead...]] | ||
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The [[RPG-26]] Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the [[Squad#M72A7 LAW|M72A7 LAW]], the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a [[Squad#RGD-5 Frag Grenade|RGD-5]]. | The [[RPG-26]] Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the [[Squad#M72A7 LAW|M72A7 LAW]], the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a [[Squad#RGD-5 Frag Grenade|RGD-5]]. | ||
[[file:Rpg26-1.jpg|thumb|none|400px|RPG-26 - 72.5mm]] | [[file:Rpg26-1.jpg|thumb|none|400px|RPG-26 - 72.5mm]] | ||
[[file:Squad rpg26 draw1.jpg|thumb|none|600px|Deploying the RPG-26 - | [[file:Squad rpg26 draw1.jpg|thumb|none|600px|Deploying the RPG-26 - the anti-tank soldier flips up the front sight...]] | ||
[[file:Squad rpg26 draw3.jpg|thumb|none|600px|...and the rear sight...]] | [[file:Squad rpg26 draw3.jpg|thumb|none|600px|...and the rear sight...]] | ||
[[file:Squad rpg26 draw2.jpg|thumb|none|600px|...and pulls out the safety pin.]] | [[file:Squad rpg26 draw2.jpg|thumb|none|600px|...and pulls out the safety pin.]] |
Revision as of 06:03, 4 August 2018
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Squad for current discussions. Content is subject to change. |
Error creating thumbnail: File missing The future is subject to change. This article is for an unreleased piece of media. Any screenshots used are from official Trailers and sources. Content is subject to change. |
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Squad is a PC exclusive tactical team-based first-person shooter video game set in the modern day, developed by Offworld Industries. The stated goal of Squad is to create a "tactical first person shooter built around teamwork and cooperation". It is a spiritual successor to the award-winning Project Reality modification for Battlefield 2, with many of the former mod creators forming Offworld Industries. Development of the game was announced in October 2014; the game is currently in development and is available as an Early Access title.
The game simulates engagements across many different theatres involving the US Army, Ground Forces of the Russian Federation, British Army, Insurgents, and the Irregular Militia Forces (to be referred to as "Militia" later on for brevity).
The following weapons appear in the video game Squad:
Pistols
SIG-Sauer P320
The SIG-Sauer P320 appears in Squad disguised as the newly adopted sidearm of the US Army, the "M17 Modular Handgun System". It is available to the US Army squad leader, and feeds from 17-round box magazines. Note that the real M17 Modular Handgun System comes in Coyote Brown finish (slide included), has a manual safety, and also has 3 rail-slots in its accessory rail, similar to the compact P320 and M18 pistol fashioned after it. As such, this is really a full length P320 in two-tone Flat Dark Earth (FDE). As the game's variant does not have the manual safety, it is also noticeably the only sidearm in the game that is holstered and drawn without turning on or off the safety.
Beretta M9A1
The Beretta M9A1 appears in Squad as the "M9A1 Beretta". It is available to all US Army classes less the squad leader, rifleman, grenadier, light and heavy anti-tank, and feeds from 16-round box magazines. The marksman, crewman and lead crewman get an extra magazine each. Note that the M9A1 is not adopted by the US Army, but is adopted in small numbers by the US Marine Corps.
Trivia: Before animations were changed, the magazine markings read MAS CAL 9 PARA / FABRIQUE SOUS LICENSE BERETTA ("manufactured under a Beretta license"), making it a PAMAS G1 magazine (French copy of the Beretta 92FS).
MP-443
The MP-443 Grach is the standard side-arm of the Russian Ground Forces. It is available to all classes less the rifleman, grenadier, light and heavy anti-tank, and feeds from 18-round box magazines. As with the M9A1, the marksman, crewman and lead crewman get an extra magazine each.
L131A1
The Glock 17 appears in Squad under the British Designation of "L131A1 General Service Pistol". It is available to all classes less the rifleman, light and heavy anti-tank and grenadier kits, and feeds from 17-round box magazines. Unlike the M9A1 and MP-443 Grach, only the marksman gets an extra magazine.
Tokarev TT-33
The Tokarev TT-33 appears in Squad as the "TT33 Tokarev". It is available to the Insurgent and Militia squad leaders, medics and marksmen, and feeds from 8-round box magazines. Like the PM, it comes with more magazines than the other pistols to compensate for its smaller magazine capacity. It packs the biggest punch of all the pistols in the game, owing to its calibre. It is textured with painted stars on both grips.
Makarov PM
The Makarov PM appears in Squad as the "PM Makarov", following OWI's glorious tradition of naming pistols backwards. It is available to all Insurgent and Militia classes less the squad leader, medic, marksman, light and heavy anti-tank. Like the TT-33, it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.
Submachine Guns
PPSh-41
The PPSh-41 is available exclusively to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has access to 4 of the former and 2 of the latter, and may switch between them at his own discretion, using the scroll wheel.
Switching to the drum magazine (via the scroll wheel) will have the player character remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player character will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and drew it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.
Assault Rifles/Battle Rifles/Carbines
Colt M4A1
The Colt M4A1 is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. The rifleman's M4A1 may either have an Aimpoint CompM4 (designated "M68 CCO") alone, or a carry handle rear sight and KAC foregrip. The squad leader's M4A1 on the other hand uses the M68 CCO with a KAC foregrip, and like all squad leader primary weapons, is loaded with tracer rounds.
A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and M4 Carbine markings.
Colt M4 Carbine
The Colt M4 Carbine is available to the Militia squad leader and rifleman, as well as all US Army classes less the automatic rifleman, machine gunner and marksman. It feeds from 30-round box magazines like the M4A1. The Militia M4 Carbine comes with a round handguard, and no other configuration. On the other hand, like the M4A1, the US Army's M4 Carbine is equipped with a KAC railed handguard. The squad leader and rifleman's M4 Carbine has a Trijicon TA31RCO (designated "M150 RCO"), the medic, grenadier, light and heavy anti-tank's have M68 CCOs, and the crewman and lead crewman uses carry handle sights. Additionally, the grenadier's M4 Carbine has a M203A1 mounted.
Like every other squad leader primary weapon, the respective squad leaders' M4 Carbine is loaded with tracer rounds.
L85A2
The L85A2 is available to all British Army classes except the marksman, automatic rifleman and machine gunner, and feeds from 30-round box magazines. It comes with a Daniel Defence railed handguard. Only the rifleman and squad leader have Grip Pods mounted to their L85A2s, and they have the option to use Trijicon TA31-CHs (simply named "ACOG"). The grenadier's L85A2 comes with an ACOG and has a L123A2 mounted. Like every other squad leader primary weapon, the squad leader's L85A2 is loaded with tracer rounds. Note that the model of ACOG adopted by the British Army is actually the TA31F rather than the -CH variant, with an RMR mounted on top.
The weapon's selector switch (along with some others) currently always points to one position regardless if set to single or auto in gameplay, and the game currently has one animation for both switching from single to auto and vice versa, showing the selector switch being moved downwards, before the selector switch immediately pops back up, returning the weapon to its idle state form.
AK-74
The AK-74 is available to the Militia squad leader, rifleman and grenadier, as well as the Insurgent fighter as a limited kit. It feeds from 30-round box magazines. This is to mimic the relative prevalence of 5.45x39mm weapons in Eastern Europe theatre over the Middle Eastern and Southwestern Asian theatre. The Militia grenadier's AK-74 has a GP-25 mounted, and the Militia squad leader's, like every other squad leader primary weapon, is loaded with tracer rounds.
AKS-74
The AKS-74 is available to the Militia medic, light anti-tank and heavy anti-tank, and feeds from 30-round box magazines. Like the AKMS, it was originally a random spawn for Riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.
AKS-74N
The AKS-74N is available to the Militia squad leader and rifleman, as well as the Insurgent fighter. It feeds from 30-round box magazines, and comes with a 1P29 mounted. While the side-rail for mounting night-vision optics is not visible from any angle, there is no other way you would be able to mount such an optic other than with superglue.
AK-74M
The AK-74M is the available to all Russian Ground Forces classes less the lead crewman, crewman, marksman, automatic rifleman and machine gunner, and feeds from 30-round box magazines. While every class has access to a stock rifle, the squad leader and rifleman have exclusive access to either a 1P63 Obzor or a 1P78-1 Kashtan, while the grenadier's AK-74M has a GP-25 mounted. Like every other squad leader primary weapon, the squad leader's AK-74M is loaded with tracer rounds. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the RPK-74M. Note that the 1P63 Obzor originated from a mod, and when it was officially added to the game, the pink tint on the lens was removed, probably in the name of gameplay.
AKS-74U
The AKS-74U is available to the Militia and Russian Ground Forces crewmen and lead crewmen, and feeds from 30-round box magazines.
AKM
The AKM is available to the Insurgent fighter and grenadier, as well as the Militia rifleman as a limited kit. It feeds from 30-round box magazines, and like the other 7.62mm AK rifles, is capable of knocking out a target at close range with 2 shots to the chest. The Insurgent grenadier's AKM has a GP-25 mounted.
AKMS
The AKMS is available to the Insurgent crewman and lead crewman, and feeds from 30-round box magazines. As with the AKS-74, it was originally planned to be a random spawn for Riflemen using the AKM in order to increase the aesthetic variety in the arsenal of the irregular forces.
PM md. 63
The PM.md.63 (AIM) is the one of two weapons available to the Insurgent squad leader, the other being the G3A4. It feeds from 30-round box magazines. Like all squad leader primary weapons, it is loaded with tracer rounds.
AMD-65
The AMD-65 is available to the Insurgent Medic kit, and feeds from 30-round box magazines.
Heckler & Koch G3A3
The Heckler & Koch G3A3 is available to the Insurgent rifleman as a limited kit, and feeds from 20-round box magazines. It comes with slimline handguards.
Heckler & Koch G3A4
The Heckler & Koch G3A4 is one of two weapons available to the Insurgent squad leader, the other being the PM md. 63. It feeds from 20-round box magazines and comes with wide handguards. Like all other squad leader primary weapons, it is loaded with tracer rounds.
SKS-45
The SKS-45 is available to the Insurgent and Militia scouts, as well as the Insurgent light and heavy anti-tank. It feeds from its 10-round internal magazine loaded by stripper clips. Its folding bayonet is currently unusable, and it, bizarrely, can be reloaded mid-clip by pulling the bolt back first to lock it and partially loading the rounds into the magazine.
Note that while it is possible to reload an SKS mid-clip, one needs to manually hold as the bolt only locks back on an empty magazine. The other alternative would be to flip open the magazine floor by engaging a latch so as to drop all loose rounds, then pull the bolt back to lock it. The way it works in game was a deliberate decision allegedly for balance purposes. Additionally, a point worth noting is that the SKS in game can hold an extra round in the chamber when reloading mid-clip, despite a single round having been ejected when the bolt is first pulled back.
Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again.
Machine Guns
Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.
The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.
Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.
M249 SAW
The M249 SAW is one of two light machine guns available to the Militia automatic rifleman, the other being the RPK-74. It comes equipped with a full length barrel, heat shield and synthetic stock, and feeds from 200-round ammo boxes. It is unlocked later than the kit with the RPK-74.
M249 Paratrooper
The M249 Paratrooper appears in Squad as the "M249 PIP". It is available to the US Army automatic rifleman, and feeds from 100-round cloth ammo bags. Aside its distinctive short barrel, it comes with the heat shield, railed handguard and telescoping buttstock of the Product Improvement Package (PIP), which is likely to be the basis for its in-game designation. The automatic rifleman has a choice between the M68 CCO and M145 MGO, the latter unlocking later than the former.
FN Minimi Para
The FN Minimi Para, posing as the British L110A2, appears in Squad as the "L110A2 Minimi", the perfect name to describe the blend of the two variants. It is available to the British Army automatic rifleman, and feeds from 100-round cloth ammo bags similar to those of the M249 Paratrooper. The automatic rifleman has the choice between iron sights or a SUSAT optic. Note that while the actual L110A2 LMG may come with picatinny rails, those are built on top of the L85-style base rail designed to fit the SUSAT. Additionally, the sights on the L110A2 are also unique in order to accommodate the aforementioned base rail.
Fires a tracer every fourth shot.
L86A2 LSW
The L86A2 LSW is unique in that it is available to the British Army marksman rather than the automatic rifleman, accurately portraying its usage as an interim marksman rifle. It feeds from 30-round box magazines, and comes with a SUSAT optic mounted. It unlocks earlier than the other British Army marksman option, the L129A1.
RPK
The RPK is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter.
RPK-74
The RPK-74 is one of two light machine guns available to the Militia automatic rifleman, the other being the M249 SAW. It feeds from 45-round box magazines, and unlocks earlier than the M249 SAW.
RPK-74M
The RPK-74M is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round box magazines, and unlike the RPK-74 above, uses polymer magazines instead of bakelite ones. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan (calibrated for the RPK-74M and RPK-74N), the latter unlocking later than the former. Like the AK-74M above, the player holds the weapon by the magazine rather than by the handguard.
M240B
The M240B is available to the US Army machine gunner, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be a balance consideration. It comes with an M145 MGO mounted.
FN MAG 58
The FN MAG 58 appears in Squad posing as the British L7A2 GPMG. It is available to the British Army machine gunner, and feeds from enchanted cloth ammo bags, similar to the M240B above. It also has a railed feed cover similar to that of the M240B, which the actual L7A2 GPMG does not have. Rather, the actual L7A2 has a distinct bracket screwed to the left side of the receiver for mounting optics. It also has a unique and distinctly-shaped carry handle.
Fires a tracer every fourth shot.
PKM
The PKM is available to the Insurgents and Militia machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture.
PKP Pecheneg
The PKP Pecheneg is available to the Russian Ground Forces machine gunner, and feeds from 100-round ammo boxes with non-disintegrating links, similar to the PKM above. It comes with a 1P78 Kashtan mounted, but in reality the 1P78 Kashtans are calibrated for 5.45x39mm and 7.62x39mm rifles and machine guns. A better and more likely scenario would be a 1P77 scope, designed to be mounted on the PKMN and PKP Pecheneg.
Marksman Rifles
M110 SASS
The M110 SASS is available to the US Army marksman, and feeds from 20-round box magazines. It comes with a Leupold Mk 4 scope mounted.
L129A1 SSW
The L129A1 SSW appears in Squad under the British designation of "L129A1 Sharpshooter Rifle", and is one of two weapons available to the British Army marksman, the other being the L86A2 LSW. It feeds from 20-round box magazines, and comes with a Trijicon TA648-RMR-UKS mounted (less the RMR). It unlocks later than the latter.
SVD
The SVD is the available to the Russian Ground Forces, Insurgents and Militia marksman classes, and feeds from 10-round box magazines. It comes with a PSO-1 mounted, and its backup iron sights are unusable. It comes with more spare magazines than the M110 SASS and L129A1 to compensate for its smaller magazine capacity.
The Russian Ground Forces marksman uses a SVD kitted out with what seems to be wooden furniture that has been painted black to be disguised as polymer, and does not use the correct stock, receiver and handguard model. It goes by "SVDM" in game, even though it does not look remotely like its namesake.
Launchers
GP-25
The GP-25 Kostyor is the available to the Russian Ground Forces, Insurgent and Militia grenadiers, and is mounted to their AK-74M, AKM and AK-74 respectively. Like its real life counterpart, the grenadier's primary weapon is also issued with a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe and loads a round into his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.
Knight's Armament M203A1
The KAC M203A1 is available to the US Army grenadier, mounted to his M4 Carbine. It is able to fire M433 HEDP rounds or, similar to the GP-25, red, blue and white smoke rounds. Upon selecting the M203A1, the player flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down. As of the current build, the M203A1 uses the same smoke grenade models for all 3 colours.
Note that there is no blue smoke round for the M203 in reality; there are only M714 white smoke rounds, M713 red smoke rounds, M715 green smoke rounds, and M716 yellow smoke rounds.
L123A2 UGL
The Heckler & Koch AG-SA80 appears in game under the better-known British designation "L123A2", and is available to the British Army grenadier, mounted to his L85A2. Like the M203A1, it can fire M433 HEDP rounds or red, blue and white smoke rounds. The grenades have a minimum arming distance of around 10m.
M72A7 LAW
The M72A7 LAW is available to the US Army and British Army light anti-tank as a disposable launcher. The light anti-tank carries only one launcher instead of two as of the current build, but is now equipped with a M67 or L109A1 respectively to make up for the reduced firepower.
Note that the British Army does not use M72A7s, but rather M72A9s designated as the "M72 Light Anti-Structure Munition (LASM)". As its designation implies, it is meant to be used for bunker-busting rather than for anti-tank applications. Additionally, this launcher is an interim launcher to fill in for the current shortfall of L2A1 ASMs.
These launchers have a minimum arming distance of around 10m.
Saab Bofors Dynamics AT4-CS
The Saab Bofors Dynamics AT4-CS is available to the US Army and British Army heavy anti-tank class under their respective designations, the "M136 AT4-CS" and "ILAW AT4-CS". Note that the AT4-CS is usually used in a light anti-tank capacity, but this may be a placeholder for the US Army's FGM-148 Javelin.
At the same time, it is worth noting that "ILAW" is an incomplete designation; the proper designation is "L2A1 Interim Light Anti-tank Weapon (ILAW)". As its name suggests, it is an interim solution to fill in for the current shortfall of NLAWs as the British Army replaces its legacy and ineffective LAW 80 launchers.
Its minimum arming distance is around 20 meters.
RPG-7V2
The RPG-7V2 is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. Both classes are armed with two OG-7V fragmentation warheads and a PG-7VM high-explosive anti-tank (HEAT) warhead, however the heavy anti-tank has an additional PG-7VR tandem charge warhead. When switching between warheads, the player character removes the existing warhead before loading the warhead of choice. Additionally, the Russian Ground Forces light anti-tank has the option of picking the RPG-26 instead. Watch for the backblast.
RPG-26
The RPG-26 Aglen is available to the Russian Ground Forces light anti-tank as a disposable launcher. As with the M72A7 LAW, the light anti-tank now only has one disposable launcher instead of two, but instead he is now equipped with a RGD-5.
Hand Grenades & Other Munitions
M67 Frag Grenade
The M67 is the standard fragmentation grenade for the US Army, and is available to all classes less the lead crewman, crewman, grenadier and heavy anti-tank. Previously, as with the other hand grenades, you could see the spoon fly off when throwing it.
RGD-5 Frag Grenade
The RGD-5 is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to the squad leader, medic, rifleman, automatic rifleman and marksman. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.
L109A1 Frag Grenade
The L109A1 is the standard fragmentation grenade for the British Army, and is available to all classes less the lead crewman, crewman, machine gunner, grenadier and heavy anti-tank.
F-1 Frag Grenade
The F-1 is the standard fragmentation grenade for the Insurgents, and is available to the squad leader, medic, rifleman, automatic rifleman, raider and marksman. The F-1 portrayed in game is the post-war variant with yellow paint.
M18 Smoke Grenade
The M18 is the standard smoke grenade for the US Army, and is available to all classes less the grenadier. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, with blue being exclusive to the latter. Note that M18s are not available in white, and a better alternative for white smoke would be the AN/M8 or M83 Smoke Grenade. Additionally, M18s come in red, yellow, green or violet but not blue.
RDG-2 Smoke Grenade
The RDG-2 is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All classes less the grenadier has access to the white smoke variant. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. It is worth noting that Russian RGD-2s only come in white or black, the latter being for training purposes.
L132A1 Smoke Grenade
The L132A1 is the smoke grenade of choice for the British Army. All classes less the grenadier has access to white smoke. All classes less the grenadier has access to the white smoke variant, but orange smoke is only available to the medic and squad leader, with yellow being exclusive to the latter. The two coloured smoke variants are both designated "L152A1 Smoke Grenade" (their colours following the designation), which in real life is the designation of the green smoke variant of the model; orange and yellow smoke variants of the model are designated L153A1 and L155A1 respectively.
In terms of textures, the L132A1 smoke grenade markings are identical to real life (sans the serial numbers), while the coloured smokes say "Grenade Hand Signal Smoke L152A1", similar to the real markings of the L152A1 smoke grenade, just without the word "Green" (and sans the serial numbers too). They also have three coloured Cs marked at the bottom; on the real grenades, they have colours that match the smoke's colour, while on the in-game grenades they are colored red, green, and blue individually.
AN/M14 Incendiary Grenade
The AN/M14 appears in Squad simply as "ANM14 Incendiary Grenade" and is only available to the US Army, British Army and Russian Ground Forces squad leader on the Insurgency game mode, where they must hunt down and destroy Insurgent weapon caches.
Improvised Explosive Device
The Improvised Explosive Device (IED) is available to the Insurgent and Militia scouts, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.
TM-62M Anti-tank Mine
The TM-62M appears in game simply as "TM-62", and is available to the Insurgent and Militia scouts.
Mounted Weapons
Browning M2A1
The Browning M2A1 is available to the US Army as both a deployable and a vehicle mounted weapon. Like the DShKM and NSV, its high-caliber rounds are capable of incapacitating hostiles instantly. On tripods it may either come alone or built within a machine gun bunker, while on vehicles, it may either be mounted in a Gunner Protection Kit (GPK) on a MAT-V or as a Common Remotely Operated Weapon Station (CROWS) on a MAT-V or M1126 Stryker ICV. In its tripod configuration, it comes with a mock-up of the TA648MGO-M2 mounted, but with a red reticle instead of the actual green one.
NSV
The NSV heavy machine gun is available to the Russian Ground Forces as a deployable, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.
DShKM
The DShKM is available to Militia and Insurgent forces as deployables or vehicle-mounted weapons. It may come with or without shields to protect its gunner.
M252
The M252 Mortar is available to the US Army as a deployable.
2B14 Podnos
The 2B14 Podnos is available to the Russian Ground Forces as a deployable.
BM-37
The BM-37 appears in game as the "M1937" and is available to the Insurgent and Militia forces as a deployable.
PKT
The PKT can be found on multiple vehicles, mostly as coaxial machine guns. It can be found on the turret of the Insurgent MT-LB, and found as a coaxial machine gun on the BRDM-2, BTR-80, BTR-82A, MT-LBM (6MA), MT-LBM (6MB) and MT-LB with ZU-23-2.
NSVT
The NSVT can be found mounted on the turrets of MT-LBM belonging to the Russian Ground Forces and Militia.
KPVT
The KPVT can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armour-piercing incendiary tracer (API-T) rounds. The turret also has a visible PKT coaxial machine gun and 81mm smoke grenade launchers.
2A72
The 2A72 autocannon can be found mounted on the turrets of the BTR-82A and MT-LBM 6MB, and fires either 3UBR6 armour-piercing ballistic cap tracer (APBC-T) rounds or 3UOR6 high explosive tracer (HE-T) fragmentation rounds. Like the KPVT above, it comes with a PKT coaxial machine gun and 81mm smoke grenade launchers.
SPG-9
The SPG-9 recoilless rifle is available to Insurgents and Militia forces as deployables or vehicle-mounted weapons. It may choose between OG-9V high-explosive fragmentation (HE-FRAG) rounds or PG-9V high-explosve anti-tank fin-stabilizing (HEAT-FS) rounds, and must be reloaded after every shot.
UB-32
The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents and Militia. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria. It holds 32 rockets and is inaccurate, best used for raining down widespread explosive ordnance from a hilltop.
ZU-23-2
The ZU-23-2 anti-aircraft cannon is available to Insurgents and Militia forces as deployables or vehicle-mounted weapons. It fires OFZT high-explosive incendiary tracer (HEI-T) fragmentation rounds, and feeds from 2 50-round boxes. Both the Militia and Insurgents have access to a MT-LB with a mounted ZU-23-2, but only the Insurgents have access to a Ural 375D with a mounted ZU-23-2.