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Squad

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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.


Squad
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Release Date: December 15, 2015 (Early Access)
Developer: Offworld Industries
Publisher: Offworld Industries
Platforms: PC
Genre: First-Person Shooter


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 following weapons appear in the video game Squad:


Overview

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). In a game of Squad, players select their squads and their roles, with each role receiving a specific kit of weapons and equipment. The roles in Squad are:

  • Squad/Cell/Group Leader, who are responsible for deploying deployables and communicating on a team scale. Their weapons are loaded with tracers and have access to colored smoke grenades.
  • Rifleman/Fighter, who are equipped with a standard loadout for general combat.
  • Automatic Rifleman, who are equipped with light machine guns for suppressive fire.
  • Medic, who are capable of reviving and healing incapacitated/wounded teammates. They are equipped with a standard loadout.
  • Grenadier, who provide indirect fire support or marking targets with grenades or smoke grenades. They are equipped with a standard loadout with an additional underbarrel grenade launcher.
  • Light Anti Tank, who are equipped with rocket launchers to eliminate light vehicles and entrenched enemies.
  • Heavy Anti-Tank, who are equipped with anti-tank rocket launchers that can easily defeat heavily armored vehicles.
  • Marksman, who are equipped sniper rifles with high-power optics for long range engagement.
  • Scout, who are equipped with a semi-automatic rifle and binoculars for scouting enemy positions.
  • Machine Gunner, who are equipped with a GPMG to provide suppressive fire on long ranges.
  • Raider, who are equipped with SMGs to perform mobile hit-and-run tactics.
  • Crewman, who are responsible for operating vehicles. They are equipped with a carbine for self-defense.

Most weapon-related actions in Squad are fully animated, such as reloading, zeroing, switching fire mode, etc, though currently weapons only have one idle state form. This results in the animated zeroing immediately moving back to the default zeroing form when not aiming down sights, and having the fire mode switch animation be largely for show; one animation will be used for all setting changes, and the selector will pop back to default setting after the end of the animation, returning the weapon to its idle state form, regardless of the actual setting in gameplay.

Zeroing in Squad closely simulates reality; 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. 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.

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.

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SIG-Sauer P320 (full size) - 9x19mm
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XM17 MHS with 21-round magazine for comparison - 9x19mm
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The SIG-Sauer P320 in first person - the two-tone finish and lack of a manual safety ominously warns the player that the US Army may have accidentally messed up their Amazon order.
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Aiming down the sights as the player coaxes a target into giving him lunch money.
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Having brutally killed said target and his two friends, he reloads his empty P320 - Note the tilted barrel, a nice touch that often goes unnoticed in many titles.

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 when it should be 15. The marksman, crewman and lead crewman get an extra magazine each. Note that the M9A1 is not adopted by the US Army, but rather by the US Marine Corps in small numbers.

While not visible in the current reload animations, the magazine markings read MAS CAL 9 PARA / FABRIQUE SOUS LICENSE BERETTA ("manufactured under a Beretta license"), making it a PAMAS G1 magazine (French copy of the Beretta 92FS).

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Beretta M9A1 - 9x19mm
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The Beretta M9A1 in first person.
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Aiming down the sights.
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Reloading the M9A1.

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.

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MP-443 Grach - 9x19mm
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The MP-443 in first person.
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Aiming down the sights.
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Reloading the MP-443.

Glock 17

The Glock 17 appears in Squad under the British Designation of "L131A1 General Service Pistol". It is available to all classes less the rifleman, grenadier, light and heavy anti-tank, and feeds from 17-round box magazines. Like the M9A1 and MP-443 Grach, the marksman, crewman and lead crewman each get an extra magazine.

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Glock 17 Gen 4, the variant adopted by the British Armed Forces - 9x19mm
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Holding the L131A1.
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Aiming down the sights.
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Reloading the L131A1 - the barrel does not tilt upward even though it should.

Tokarev TT-33

The Tokarev TT-33 appears in Squad as the "TT33 Tokarev". It is available to the Insurgent and Militia cell/squad leaders, medics and marksmen, and feeds from 8-round box magazines. Like the PM, it comes with more magazines than the other pistols to compensate for its smaller magazine capacity. It packs the biggest punch of all the pistols in the game, owing to its calibre. It is textured with painted stars on both grips.

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Tokarev TT-33 - 7.62x25mm Tokarev
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The Tokarev TT-33 in first person.
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Aiming down the sights.
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Reloading the TT-33 - note the painted star on the grips.
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Releasing the slide.

Makarov PM

The Makarov PM appears in Squad as the "PM Makarov", following OWI's tradition of naming pistols backwards. It is available to all Insurgent and Militia classes less the cell/squad leader, medic, marksman, light and heavy anti-tank. Like the TT-33, it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.

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Makarov PM - 9x18mm Makarov
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The Makarov PM in first person.
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Aiming down the sights.
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Reloading the PM.
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Releasing the slide.

Submachine Guns

PPSh-41

The PPSh-41 is available exclusively to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has access to 4 of the former and 2 of the latter, and may switch between them at his own discretion (using the scroll wheel).

Switching to the drum magazine will have the player character remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player character will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and draw it again by equipping the one with the drum magazine option, the character would already have done the switch magically beforehand.

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PPSh-41 with stick magazine - 7.62x25mm Tokarev
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The PPSh-41 in first person.
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Aiming down the sights.
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Reloading the PPSh-41.
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Pulling the bolt back after inserting a fresh magazine.
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PPSh-41 with drum magazine - 7.62x25mm Tokarev
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The PPSh-41, with 71-round drum equipped, in first person.
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Inserting a drum - As with the stick magazine, after the magazine insertion, the player checks that the magazine catch is secure.
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Holstering the PPSh-41 - the player character releases the charging handle so that the bolt goes forward; most weapons have their safeties engaged/disengaged when the player draws or holsters them.

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 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, implying it shares the same models and textures with the latter rifle.

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Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm
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The M4A1 in first-person.
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Aiming down the sights - the M4-type 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.
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Aiming with the over-sized M68 CCO.
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Reloading the M4A1 - the rifleman first checks the chamber, in a very Project Reality-ish manner...
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...switches magazines, revealing the M4 Carbine markings in the process...
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...and finishes by slapping the bolt release - The bolt release juts out when a magazine is emptied.

Colt M4 Carbine

The Colt M4 Carbine feeds from 30-round box magazines, and may either come equipped with either a round handguard or a KAC railed handguard. The former configuration is available to the Militia squad leader and rifleman, and the latter is available to all US Army classes less the automatic rifleman, machine gunner and marksman.

The Militia rifleman's M4 Carbine only has a carry handle rear sight, but his squad leader's comes with a M68 mounted onto the rear sight. The US Army squad leader and rifleman's M4 Carbines has a Trijicon TA31RCO (designated "M150 RCO") mounted, and the former's is loaded with tracer rounds. The medic, grenadier, light and heavy anti-tank's have M68 CCOs mounted, with the grenadier's having an additional M203A1 mounted. The crewman and lead crewman use stock rifles.

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Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm
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Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm
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The Militia's M4 Carbine in first person.
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The M4 Carbine, with M68 CCO mounted, in first person.
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Aiming with the M68 CCO.
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The US Army's M4 Carbine, with a M150 RCO equipped, in first person.
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Aiming with the M150 RCO - note the honeycomb pattern of the killflash as well as the blurred front sight.

L85A2

The L85A2 appears in Squad under its British military designation, and is available to all British Army classes except the crewman, lead crewman, marksman, automatic rifleman and machine gunner. It feeds from 30-round box magazines, and is equipped with a Daniel Defence railed handguard. The rifleman's L85A2 may either have a Grip Pod or a Trijicon TA31-CH (simply named "ACOG") mounted, the medic's comes exclusively with a SUSAT, the grenadier's comes with an ACOG and a L123A2 UGL mounted. Finally, the squad leader's is loaded with tracer rounds, and may either have a Grip Pod alone or a Grip Pod and ACOG mounted simultaneously.

Note that the model of ACOG adopted by the British Army is actually the TA31F rather than the -CH variant, with an RMR mounted on top.

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L85A2 in the Theatre Entry Standard (TES) - 5.56x45mm
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The L85A2 in first person.
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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.
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Reloading the L85A2 - The rifleman checks the empty chamber...
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...switches magazines...
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...presses the bolt release to chamber a round...
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...and karate chops the charging handle as a forward assist.
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The L85A2, with SUSAT mounted, in first person.
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Aiming with the SUSAT.
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Vaulting with the L85A2 - we now have a nice view of the SUSAT.
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The L85A2, with TA31-CH mounted, in first person.
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Aiming with the TA31-CH - note the different reticle that distinguishes it from the TA31RCO above.

L22A2

The L22A2 is available to the British Army crewman and lead crewman, and feeds from 30-round box magazines. The crewman's rifle uses the L85A2's carry handle sights, but the lead crewman's comes with a SUSAT mounted.

Note that the L22A2 was never designed to accept iron sights due to the impractically short sight radius, and is only ever issued with a SUSAT attached. In game, the front sight post and mounting base are simply pasted onto the weapon body.

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L22A2 with a 20-round magazine - 5.56x45mm
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The L22A2 in first person.
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Aiming down the sights - it naturally shares the same sight picture as its bigger brother above.
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Reloading the L22A2 - it shares the same reload pattern as the L85A2 and the L86A2 below.
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The L22A2, with SUSAT mounted, in first person.
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Aiming with the SUSAT to reveal *gasp* a SUSAT reticle.

AK-74

The AK-74 is available to the Militia rifleman, light anti-tank and grenadier, and feeds from 30-round box magazines. The Militia grenadier's AK-74 comes with a GP-25 mounted.

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AK-74 - 5.45x39mm
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The AK-74 in first person.
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Aiming down the sights - the AK-74-type sights zero up to 1000m.
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Reloading the AK-74 - The militant checks the new magazine...
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...rocks the magazine in...
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...and racks the charging handle with his dominant arm - this reload pattern is shared among all the 5.45mm AK rifles.
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Engaging the safety.

AKS-74

The AKS-74 is available to the Militia heavy anti-tank, and feeds from 30-round box magazines. Like the AKMS, it was originally a random spawn for riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.

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AKS-74 - 5.45x39mm
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The AKS-74 in first person - one may faintly make out the lack of a wooden stock.
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Reloading the AKS-74 - the skeletal folding stock is particularly prominent in this frame.

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.

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AKS-74N with NSPU mounted - 5.45x39mm
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The AKS-74N, with 1P29 mounted, in first person.
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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

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 applicable class has access to a stock rifle, the squad leader and rifleman's AK-74Ms may also have a 1P63 Obzor or a 1P78-1 Kashtan mounted, while the grenadier's has a GP-25 mounted. The squad leader's AK-74M is loaded with tracer rounds. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the RPK-74M.

Note that the 1P63 Obzor originated from a mod, and when it was officially added to the game, the pink tint on the lens was removed due to the lens shader affecting performance.

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AK-74M - 5.45x39mm
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The AK-74M in first person - note the grip of the left hand on the magazine.
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Aiming down the sights.
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Reloading the AK-74M - the polymer furniture, folding stock (indicated by the trunnion at the end of the receiver), smooth upper receiver and side-rail, all often neglected features in other titles, are all visible here.
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The AK-74M, with 1P63 Obzor mounted, in first person.
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Aiming with the 1P63 Obzor.
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The AK-74M, with 1P78-1 Kashtan mounted, in first person.
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Aiming with the 1P78-1 Kashtan.

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.

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AKS-74U - 5.45x39mm
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The AKS-74U in first person.
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Aiming down the sights - the only two zeroing options are 100m and 400m.
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Reloading the AKS-74U.

AKM

The AKM is available to the Insurgent fighter and grenadier, as well as the Militia rifleman as a limited kit. It feeds from 30-round box magazines. The Insurgent grenadier's AKM comes with a GP-25 mounted.

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AKM - 7.62x39mm
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The AKM in first person, as the militant threatens yet another target.
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Aiming down the sights - the AKM-type sights only zero up to 800m.
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Reloading the AKM.
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Pulling the charging handle.

AKMS

The AKMS is available to the Insurgent crewman, lead crewman and fighter, and feeds from 30-round box magazines. As with the AKS-74, it was originally planned to be a random spawn for fighters using the AKM.

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AKMS - 7.62x39mm
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The AKMS in first person - one can faintly make out the folding stock at the end of the receiver.
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Vaulting with the AKMS - part of the folding stock is revealed.

PM md. 63

The PM.md.63 (AIM) is available to the Insurgent cell leader and feeds from 30-round box magazines.

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PM md. 63 - 7.62x39mm
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The PM md. 63 in first person.
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Aiming down the sights.
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Reloading the PM md. 63 - with the "donkey dong" foregrip in the way, the insurgent inserts the magazine at an angle...
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...and pulls the charging handle with the strong hand.

AMD-65

The AMD-65 is available to the Insurgent medic, and feeds from 30-round box magazines.

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AMD-65 with wood furniture - 7.62x39mm
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The AMD-65 in first person.
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Aiming down the sights.
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Reloading the AMD-65 - it has a similar animation to the md. 63.

Heckler & Koch G3A3

The Heckler & Koch G3A3 is available to the Insurgent fighter as a limited kit, and feeds from 20-round box magazines. It comes with slimline handguards.

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Heckler & Koch G3A3 with "slimline" handguard - 7.62x51mm
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The G3A3 in first person.
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Aiming down the sights.
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Reloading the G3A3 - the fighter pulls the charging handle back to lock it...
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...inserts a fresh magazine after the obligatory magazine check...
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...and ends it with the classic HK slap.

StG 58

The StG 58 variant of the FN FAL is available to the Militia squad leader and medic, as well as the Insurgent fighter as a limited kit. It feeds from 20-round box magazines and is recognisable by the ribbed stamped metal handguard and its unique combination muzzle device, although it lacks the bipods.

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FN FAL - 7.62x51mm
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The FN FAL in first person.
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Aiming down the sights.
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Reloading the FN FAL - the insurgent inspects the chamber...
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...rocks a fresh magazine in...
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...and ends it by pulling the charging handle when he could have easily gone for the bolt release.

SKS

The SKS is available to the Insurgent and Militia scouts and cell/squad leaders, as well as the Insurgent light and heavy anti-tank. It feeds from a 10-round internal magazine loaded by stripper clips and, bizarrely, can be reloaded mid-clip. The SKS is also the only rifle in the game with a usable bayonet. The squad leaders and scouts' rifles come with a PU mounted, but there is no cut-out on the stock that indicates the presence of the PU mounting bracket.

Note that to reload an SKS partially, one needs to hold the bolt open while doing so as the bolt only locks back on an empty magazine. An easier alternative would be to first empty the magazine by releasing the floor plate first, before pulling the bolt back to lock it open. The way it works in game was apparently a deliberate decision for balance purposes. Additionally, a point worth noting is that the SKS in Squad can hold an extra round in the chamber when reloading mid-clip, despite a single round being ejected when the bolt is first pulled back.

Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again.

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SKS - 7.62x39mm
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The player character turns off the safety, as he prepares to assert his dominance over a group of targets.
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The SKS in first person.
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Getting a sight picture on a metal delinquent that need punishing - the SKS sights zero up to 1000m.
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Reloading the SKS mid-clip - note that the magazine was already full.
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Loading a stripper clip - on an empty reload, the bolt automatically locks back, and the player character empties the stripper clip into the magazine.
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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, despite holding the same number of rounds from earlier.
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The SKS, with PU mounted, in first person.
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Aiming with the PU.
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Reloading the SKS to get a nice view of the PU - note that the PU seems to be pasted onto the receiver; in the real SKS, the stock has to be partially cut to make room for the scope mount.

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.

FN Minimi

The FN Minimi is one of two light machine guns available to the Militia automatic rifleman, and is unlocked later than the RPK-74. It is a mix of different variants, sporting a solid stock, STANAG magwell and an exposed long barrel.

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M249-E2 SAW - 5.56x45mm NATO
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The FN Minimi in first person - note the feed cover which does not have any rails.
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Deploying bipods - note the exposed long barrel.
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Aiming down the sights.
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Reloading the Minimi - the militant automatic rifleman first racks the charging handle before reloading...
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...flips the feed tray up and down for a chamber inspection...
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...loads a new 200-round ammo box...
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...loads a new belt onto the feed tray...
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...and closes the feed cover when done.

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.

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M249 Paratrooper - 5.56x45mm NATO
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The M249 Paratrooper in first person.
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Deploying the M249 Paratrooper - note the different railed handguard and short barrel.
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Aiming with the M68 CCO.
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Reloading the M249 Paratrooper - note the smaller 100-round cloth ammo bag
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The M249 Paratrooper, with M145 MGO mounted, in first person.
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Aiming with the M145 MGO.

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.

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FN Minimi Para - 5.56x45mm NATO
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Actual L110A2, for comparison - 5.56x45mm NATO
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The FN Minimi Para in first person.
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Deploying the Minimi Para - note the exposed short barrel and original Minimi handguards.
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Aiming down the sights - it shares the same sights as the 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.
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Reloading the Minimi Para - it shares the same reload pattern as the M249 SAW and M249 Paratrooper.
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The Minimi Para, with SUSAT mounted, in first person.
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Aiming with the SUSAT - the SUSAT zeroes from 100m to 600m in 100m increments.

L86A2 LSW

The L86A2 LSW is unique in that it is available to the British Army marksman rather than the automatic rifleman, accurately portraying its usage as an interim marksman rifle. It feeds from 30-round box magazines, and comes with a SUSAT mounted. It unlocks earlier than the other British Army marksman option, the L129A1.

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L86A2 LSW - 5.56x45mm NATO
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The L86A2 LSW in first person.
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Aiming with the SUSAT - sorry to disappoint if you were somehow expecting a different reticle.
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Reloading the L86A2 - the animation is similar to that of the L85A2.

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.

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RPK with 40-round magazine - 7.62x39mm
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The RPK in first person.
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Aiming down the sights.
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Reloading the RPK while deployed - the insurgent automatic rifleman switches magazines...
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...and pulls the charging handle.
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Reloading the RPK while undeployed - the animation is similar to that of the AKM.
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RPK with 75-round drum - 7.62x39mm
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The RPK, with a 75-round drum, in first person.
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Reloading the RPK while deployed.
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Reloading the RPK undeployed - the Insurgent automatic rifleman wrestles with the weight of the drum and RPK, and eventually finishes by yanking the charging handle back while still gripping the drum magazine.

RPK-74

The RPK-74 is one of two light machine guns available to the Militia automatic rifleman, the other being the M249 SAW. It feeds from 45-round box magazines, and unlocks earlier than the latter.

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RPK-74 with 45-round magazine - 5.45x39mm
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The RPK-74 in first person.
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"CURSE THE SUN" he screams, as he (somewhat pointlessly) threatens it with his RPK-74.
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Reloading the RPK-74 while deployed.
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Reloading the RPK-74 while undeployed.

RPK-74M

The RPK-74M is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round polymer box magazines, unlike the bakelite ones used by the RPK-74. The automatic rifleman may choose between iron sights or a 1P78-2 Kashtan, the latter unlocking later than the former. Like the AK-74M above, the player holds the weapon by the magazine rather than by the handguard.

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RPK-74M with 45-round magazine - 5.45x39mm
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The RPK-74M in first person - note the grip of the left hand on the magazine.
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Aiming down the sights.
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Reloading the RPK-74M while undeployed.
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The RPK-74M, with a 1P78-2 Kashtan mounted, in first person.
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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 calibrated for the RPK-74M after all.

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.

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M240B - 7.62x51mm NATO
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The M240B in first person.
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Aiming with the M145 MGO.
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Reloading the M240B - the gunner racks the charging handle, then lifts the feed cover and feed tray for a quick inspection...
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...attaches a new enchanted ammo bag with extra capacity...
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...closes the tray and loads the new belt on top...
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...and closes the feed cover at last.

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.

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FN MAG 58 - 7.62x51mm NATO
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Actual L7A2 General Purpose Machine Gun, for comparison. - 7.62x51mm NATO
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The FN MAG 58 in first person - note the carry handle; the one on the L7A2 has a different shape.
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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.
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Reloading the FN MAG 58 - the animation is similar to that of the M240B, just without the optic on top.
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Closing the feed cover - note the railed feed cover and the exposed barrel.
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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.

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.

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PKM - 7.62x54mmR
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Drawing the PKM - as with the other medium machine guns, the weapon is lowered immediately upon drawing.
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Aiming down the sights - using the slider, the sights zero up to 1500m.
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Reloading the PKM - the Insurgent gunner opens the feed cover...
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...flips the feed tray up and down...
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...tilts the PKM to the right to load a new 100-round box...
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...loads the new belt onto the feed tray...
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...and pulls the charging handle after closing the feed cover.

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.

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PKP Pecheneg - 7.62x54mmR
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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" where it should be "+ 1P78".
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Aiming with the 1P78 Kashtan - I'd be impressed if you still expected anything different.
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Reloading the PKP Pecheneg - the gunner flips the scope down and opens the feed cover...
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...loads a new box after inspecting the feed tray...
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...closes the feed cover after loading a new belt, giving a good view of the handle on the barrel...
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...pulls the charging handle...
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...and flips the scope back up.

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.

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M110 SASS with Leupold Mk4 scope - 7.62x51mm
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The M110 SASS in first person.
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Aiming with the Leupold Mk 4.
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As with the M4A1, the marksman checks the chamber before reloading.
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Inserting a new magazine - note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.
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Hitting the bolt release to chamber a round.

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.

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L129A1 with Trijicon ACOG TA648-RMR-UKS and Harris bipod - 7.62x51mm NATO
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The L129A1 in first person.
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Aiming with the TA648-RMR-UKS.
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As with the M110 SASS, the marksman checks the chamber before reloading.
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Inserting a new magazine - note both the LMT logo and the protruding bolt catch, the latter indicating that the bolt is locked open.
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Hitting the bolt release to chamber a round.

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.

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SVD Dragunov - 7.62x54mmR
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The SVD in first person.
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Aiming with the PSO-1 - the PSO-1 zeroes up to 1km.
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Reloading the SVD - note the bolt accurately locking back on an empty magazine.
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Releasing the bolt to chamber a round.
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The Russian Marksman's SVD, in first person.
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A quick glance at the right of the Russian Marksman's SVD reveals that it was but a prank, it was really just recoloured wood instead of polymer.

Grenade Launchers

Grenade Launchers are available to the grenadier class. All have arming distances for gameplay purposes, regardless of whether the weapon has them in real life or not.

Both grenade launchers come with 10 high explosive rounds and 2 white, red and blue smoke marker rounds each.

GP-25

The GP-25 Kostyor is the available to the Russian Ground Forces, Insurgent and Militia grenadiers, and is mounted to their AK-74M, AKM and AK-74 respectively. Like its real life counterpart, the grenadier's primary weapon is also issued with a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe and loads a round into his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.

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GP-25 - 40mm
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The GP-25, mounted to a AK-74, in first person.
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The GP-25, mounted to an AKM, in first person.
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The GP-25, mounted to an AK-74M, in first person.
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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.
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Loading a VOG-25 frag grenade.
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Loading a white smoke grenade...
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...a blue smoke grenade...
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...and a red smoke grenade. - The real Russian 40mm caseless grenades generally only produce white smoke, and most of them, like the GDM-40, GD-40, or the GRD-40, look very different from the VOG-25.

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 are no blue smoke rounds 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.

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KAC M203A1 mounted on an M4A1- 40mm
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The M203A1, mounted on the M4 Carbine, in first person view.
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Aiming with the leaf sight.
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Loading a M433 HEDP round.
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Loading a M714 Ground Marker round.

Hecker & Koch AG-SA80

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.

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Heckler & Koch AG-SA80 mounted on a L85A2 - 40mm
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The L123A2, mounted on the L85A2, in first person view.
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Aiming with the leaf sight.
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Loading a M433 HEDP round.
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Once more, same as before - loading in white smoke round...
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...a blue smoke round....
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...and a red smoke round.

Rocket Launchers

Rocket Launchers are available for the anti-tank classes. They are single-shot weapons that are primarily for taking down vehicles, and have backblast modelled. Care must be taken to avoid accidentally hurting or flat out incapacitating friendlies behind the user when firing.

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 "L72A9 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 make up for the shortfall of L2A1 ASMs.

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M72 LAW - 66mm
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The M72A7 LAW in first person.
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Deploying the M72 LAW.
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Aiming down the sights. The sights can be zeroed up to 400m.

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 make up for the shortfall of NLAWs as the British Army replaces its legacy and ineffective LAW 80 launchers.

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Saab Bofors Dynamics AT4 - 84mm
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Deploying the AT4-CS - the player deploys the front sight by pushing the lid open...
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...then flips up the rear sight...
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...and turns off the safety.
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The AT4-CS in first person.
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Aiming down the sights - the sights zero up to 500m, turning the knob in the process.

RPG-7V2

The RPG-7V2 is available to the Russian Ground Forces, Insurgent and Militia light and heavy anti-tanks. The Russian Ground Forces and Militia anti-tank classes are each armed with 2 OG-7V fragmentation warheads and a single PG-7VM high-explosive anti-tank (HEAT) warhead, with the heavy anti-tank having an additional PG-7VR tandem charge warhead. The Insurgent anti-tank classes have one extra less OG-7V warhead to make compensate for their weaker primary rifle. When switching between warheads, the player character removes the previous warhead before loading the warhead of choice.

Note that the Russian Ground Forces anti-tank' RPG-7V2 also comes with a PGO-7V mounted, but oddly does not have the UP-7V sighting device to be used in tandem with it. Additionally, production of the PG-7VM had ceased since the 70s, and it would be unlikely to see such warheads in the Russian arsenal. Rather, they would have been replaced by the PG-7VL instead.

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RPG-7 - 40mm
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The RPG-7V2 in first person.
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Aiming down the sights - the sights can be zeroed up to 500m, raising the rear sight in the process.
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Loading a PG-7VM warhead...
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...an OG-7V warhead...
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...and a PG-7VR warhead.
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In a nice display of weapons knowledge, the player character cocks the launcher after each reload.
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The RPG-7V2, with PGO-7V mounted, in first person.
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Aiming with the PGO-7V.

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.

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RPG-26 - 72.5mm
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Deploying the RPG-26 - the anti-tank soldier flips up the front sight...
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...and the rear sight...
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...and pulls out the safety pin.
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The RPG-26 in first person.
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Aiming the RPG-26.

RPG-29

The RPG-29 Vampir is available to the Insurgent heavy anti-tank, and grants the user access to 2 PG-29V tandem charge warheads. Compared to the other loadout featuring the RPG-7V2, the extra tandem charge warhead provides extra firepower against armoured vehicles at the cost of versatility since the former does not have fragmentation warheads.

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RPG-29 - 105mm
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Deploying the RPG-29 - the anti-tank soldier flips up the front sight...
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...and the rear sight...
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...and loads a PG-29V warhead - the loading sequence of the deploying animation is the same as the reloading animation.
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The RPG-29 in first person.
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Aiming the RPG-29.

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, the player could see the spoon fly off when throwing it.

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M67 frag grenade
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The M67 in first person.
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Pulling the pin on the M67.

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.

RGD-5 frag grenade
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The RGD-5 in first person.
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Pulling the pin on the RGD-5 before throwing.
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The RGD-5 in the hands of a Russian conscript who is unsure of whether the seed in his hands is suitable for planting among the crops before him.

L109A1 Frag Grenade

The L109A1 is the standard fragmentation grenade for the British Army, and is available to the squad leader, rifleman, automatic rifleman, marksman and light anti-tank.

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L109A1 frag grenade
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The L109A1 in first person.
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Pulling the pin on the L109A1 before throwing.

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.

F-1 frag grenade
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The F-1 in first person.
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Pulling out the F-1's pin.

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.

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A red M18 smoke grenade
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The M18 in first person.
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Pulling the pin on the M18 prior to throwing.
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Of note are the smoke's interesting visual effects - the smoke billows out in one direction, and is also blocked by obstacles such as the mud wall here.
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Holding a white M18, as the player character enjoys a moment of patriotic fervor.

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.

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RDG-2 smoke grenade
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The RDG-2 in first person.
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Preparing to throw the RDG-2 - the player character pulls off the cap on one end...
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...pulls off the cap on the other end...
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...and ignites the grenade.
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The smoke's visual effects for the RDG-2 - the smoke billows out from both ends of the grenade.

L132A1 Smoke Grenade

The L132A1 is the white smoke grenade of choice for the British Army, and is available to all classes less the grenadier.

L132A1 smoke grenade
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The L132A1 in first person.
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Preparing to throw the L132A1.

L152A1 Smoke Grenade

The L152A1 is available to the British Army squad leader and medic in two colours. Both classes have access to orange smoke, but yellow is exclusive to the former. Despite their in-game designation, L152A1 refers to the green smoke variant in real life; orange and yellow smoke variants are designated L153A1 and L155A1 respectively.

The L152A1 markings are almost similar to those in real life, but lack the colour indication and serial number. In addition, the coloured Cs are the bottom are in red, green and blue individually, but in the actual grenades the Cs are coloured the same as the grenade's smoke.

L152A1 smoke grenade
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The L152A1 in first person - the yellow body, while not not awfully visible here, can be clearly seen if one were to use freelook.
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Preparing to throw the L132A1.
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A good look at the markings on the grenade body.

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.

AN/M14 incendiary grenade
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The AN/M14 in first person,
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Pulling the pin on the AN/M14,
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Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - sadly, the blast radius of the resulting explosion is so great it usually kills the player character, making it difficult to get a complete image of it.

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.

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The IED in first person.
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Priming the IED before deployment.
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A deployed IED when buried fully with a shovel - this is a two-way street, seeing as the IED can also be dug up by anyone with a shovel.
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Making the deadliest phone call - the phone makes a short ringtone.
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Initial stage of detonation (and grief for your foes)
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Second stage - note the brilliant ray of light bursting through the cloud.
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Third stage - note the fragment that had landed next to the player character at the bottom left of the screenshot, kicking up a dust cloud.
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Fourth stage
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Final stage - grieving is a long process, that has to be handled with love, care, counseling, and heavy medication.

TM-62M Anti-tank Mine

The TM-62M appears in game simply as "TM-62", and is available to the Insurgent and Militia scouts.

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TM-62M anti-tank mine
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The TM-62M in first person.
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Setting up the mine - the scout attaches the pressure fuze, the metal base indicating that the mine is the TM-62M variant...
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...screws it in place...
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...and arms the mine.
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An sloppily dumped TM-62M on the left, and a properly-buried buried TM-62M on the right.

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.

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Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG - this is more or less the same as the US military's M2A1, but lacks the slotted flash hider.
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The M2A1 mounted on an M3 tripod, as a deployable.
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The M2A1 in a machine gun bunker.
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The M2A1 in first person.
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Aiming with what seems to be a TA648MGO-M2.
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The M2A1 as mounted on MAT-Vs - the one on the left is in a GPK, the other is a CROWS variant.
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The M2A1 in a GPK, in first person - when performing an empty reload on a MAT-V mounted M2A1, the player reaches out and flings the empty box out of the turret.
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Aiming down the sights atop a MAT-V.
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The M2A1 CROWS mounted on a M1126 Stryker ICV.
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Aiming with the CROWS.
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Reloading the M2A1.

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.

NSV machine gun - 12.7x108mm
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The NSV as a deployable.
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The NSV in a machine gun bunker.
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The NSV in first person.
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Aiming down the sights - unlike the infantry-carried small arms, heavy machine gun sights cannot be zeroed yet.
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Reloading the NSV.

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.

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DShKM machine gun - 12.7x108mm
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A DShKM mounted on a tripod.
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A DShKM, with shield mounted on a tripod, at the same time showing off its right side.
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From right to left - an Militia technical with a DShKM, and its Insurgent counterpart.
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From right to left - an Insurgent technical with a shielded DShKM, and its Militia counterpart.
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An Insurgent technical, fitted with improvised armour, with a shielded DShKM.
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The DShKM in first person.
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Aiming down the sights.
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Reloading the DShKM.

M252

The M252 Mortar is available to the US Army as a deployable.

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M252 - 81mm
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The M252 as a deployable.
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The M252 in first person.
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Aiming the M252 - the developers were nice enough to add a range guide.

2B14 Podnos

The 2B14 Podnos is available to the Russian Ground Forces as a deployable.

2B14 Podnos - 82mm
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The 2B14 Podnos as a deployable.
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The 2B14 Podnos in first person.
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Aiming the 2B14 Podnos.

BM-37

The BM-37 appears in game as the "M1937" and is available to the Insurgent and Militia forces as a deployable.

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BM-37 - 82mm
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The BM-37 as a deployable.
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The BM-37 in first person.
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Aiming the BM-37 - it shares the same reticle and range guide as the other mortars.

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.

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PKT - 7.62x54mmR
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The PKT mounted on an Insurgent MT-LB - Insurgent vehicles tend to have tan paint jobs for desert camouflage.
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Aiming the PKT.

NSVT

The NSVT can be found mounted on the turrets of MT-LBM belonging to the Russian Ground Forces and Militia.

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NSVT mounted on a T-84 - 12.7x108mm
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From right to left - a Russian MT-LBM with a mounted NSVT, its Militia counterpart, and a Russian version with desert camouflage - Militia vehicles have camouflage paint jobs, while Russian vehicles have flat green paint, and tan for desert maps.
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A closer look at the NSVT.
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Aiming the NSVT.

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.

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KPVT - 14.5x114mm
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The KPVT mounted on a Russian Ground Forces MT-LBM (6MA) - note the PKT on the left, and the 6 smoke grenade launchers.
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The KPVT mounted on a Militia BTR-80.
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The KPVT mounted on an Insurgent BRDM-2.
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Aiming the KPVT.

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.

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The 2A72 mounted on a Russian Ground Forces BTR-82A - again, note the PKT on the left, and the 6 smoke grenade launchers.
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The 2A72 mounted on a Militia MT-LBM (6MB).
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Aiming the 2A72.

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.

SPG-9 - 73mm
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The SPG-9 as a deployable.
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The SPG-9 in first person.
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Aiming down the sights.
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SPG-9 recoilless rifle jeep mount - 73mm
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An Insurgent technical with a mounted SPG-9 (right) and its Militia counterpart (left).

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.

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On the right, a Militia technical with a mounted UB-32 rocket pod, and on the left, its Insurgent counterpart

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.

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ZU-23-2 - 23x152mm
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Front view of the ZU-23-2...
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...and a view from behind.
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The ZU-23-2 in first person.
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A ZU-23-2 turret mounted on an Insurgent Ural 375D.
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A closer look at the truck-mounted ZU-23-2 turret.
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An Insurgent MT-LB with a ZU-23-2 turret (right) and its Militia counterpart (left) - note the PKT turrets mounted at the front.