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Squad

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Nice, but where's the trigger?

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Squad (2016)


Squad is a tactical first-person shooter video game set in a current-day conflict involving US Army, Russian Ground Forces, Insurgents and Irregular Militia Forces (to be referred to as "Militia" later on for brevity), and draws inspiration from the Middle East, Southern Asia and Eastern Europe. It is a spiritual successor to the award-winning Project Reality modification for Battlefield 2. The goal of Squad is to create a "tactical first person shooter built around teamwork and cooperation". The development was announced in October 2014 and it is currently available exclusively on Steam (PC). It is still in development.


The following weapons appear in the video game Squad:


Pistols

SIG-Sauer P320

The SIG-Sauer P320 appears in game disguised as the newly adopted sidearm of the US Army, the "M17 Modular Handgun System". It is available to the Squad Leader kits, and holds 17 rounds in its magazine. It comes with one extra spare magazine. 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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SIG-Sauer M17(above) and M18(below) - 9x19mm
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Holding the SIG-Sauer P320 - 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 is the standard sidearm for the US Army. It is available to the Medic, Automatic Rifleman, Machine Gunner and Marksman kits as the "M9A1 Beretta" and holds 16 rounds in its magazine. Like the P320, it comes with a single spare magazine, with the Marksman kit getting two. A point to note is that the M9A1 is not adopted by the US Army, and is actually a pistol that is designed to be marketed to the US Marine Corps.

Trivia: Before animations were changed, the magazine markings read MAS CAL 9 PARA / FABRIQUE SOUS LICENSE BERETTA ("manufactured under a Beretta license"), making it a PAMAS G1 magazine (French copy of the Beretta 92FS).

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Beretta M9A1 - 9x19mm
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Aiming down the sights
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Reloading the Beretta M9A1
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The Beretta M9A1 in third-person view

MP-443 "Grach"

The MP-443 is the standard sidearm for the Russian Ground Forces. It holds 18 rounds in its magazine and is available to the Russian Squad Leader, Medic, Automatic Rifleman, Machine Gunner and Marksman kits, with the Marksman getting an extra magazine like his American counterpart.

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MP-443 Grach - 9x19mm
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Aiming down the sights
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Reloading the MP-443

Tokarev TT-33

The Tokarev TT-33 appears in game as the "TT33 Tokarev" and is available to the Squad Leader, Medic and Marksman kits of the Insurgents and Militia. It holds 8 rounds in its magazine, and comes with 3 spare magazines, to make up for its smaller magazine capacity relative to the P320, M9A1 and MP-443, while the Marksman gets 5. It packs the biggest punch out of all the pistols in the game. It is textured to have painted grips on both sides.

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Tokarev TT-33 - 7.62x25mm Tokarev
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Aiming down the sights
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Reloading an empty TT-33, showing off the painted star on the grips in the process
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Releasing the slide stop after inserting a fresh magazine

Makarov PM

The Makarov PM is the sidearm of choice for the Insurgents and Militia, and appears in game as the "PM Makarov", following OWI's tradition of naming pistols with their manufacturers' names at the back. It is available to the Rifleman, Scout, Automatic Rifleman, Machine Gunner and Raider kits, with the Raider kit being only available to the Insurgents. It holds 8 rounds in its magazine, and comes with 3 spare magazines.

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Makarov PM - 9x18mm Makarov
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Aiming down the sights
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Inserting a new magazine
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Releasing the slide

Glock 17

The Glock 17 is in development for the game. It is designated the "L131A1 pistol", and is therefore most likely to be the main sidearm of the British Army faction.

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4th Generation Glock 17 - 9x19mm.
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A 3D render of the pistol
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A 3D render of the pistol

Submachine Guns

PPSh-41

The PPSh-41 is usable by the Insurgent Raider class and comes equipped with 35-round stick magazines, but the player has the option of switching to the 71-round drum.

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PPSh-41 with stick magazine - 7.62x25mm Tokarev
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Aiming down the sights - The "10" marking signifies the gun is zeroed out to 100m; there is a 200m option available
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Reloading the PPSh-41
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Pulling the bolt back after inserting a fresh magazine

PPSh-41 with 71-round drum

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

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PPSh-41 with drum magazine - 7.62x25mm Tokarev
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Inserting a drum - As with the stick magazine, after the magazine insertion, the player will check that the magazine catch is secure
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Holstering the PPSh-41 - The player releases the charging handle so that the bolt goes foward; most weapons require their safeties engaged/disengaged when the player draws or holsters them

Assault Rifles and Battle Rifles

M4A1

The M4A1 is one of the available primary weapons for the US Army. It is available to the Squad Leader and Rifleman kits and holds 30 rounds in its magazine. The rifle comes equipped with a KAC railed handguard, and may come with either an Aimpoint CompM4 alone (goes by "M68" after the designation "M68 CCO"), with a carry handle and KAC foregrip, or with an Aimpoint CompM4 and KAC foregrip. The last configuration is only available to the Squad Leader kit, and like all Squad Leader primary weapons, it is loaded with tracer rounds.

A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and the marking "M4 Carbine" on the magwell.

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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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Aiming down the sights
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Aiming through an over-sized CompM4
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Reloading the M4A1 - The player first checks the chamber...
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... Switches magazines...
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... And finishing by slapping the bolt release - The bolt release juts out when a magazine is emptied, just like the M110 SASS
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A closer inspection upon reloading the Squad Leader's M4A1 reveals the markings of the M4 Carbine, despite the former having been added well before the latter

M4 Carbine

The M4 carbine is one of the primary weapons for the US Army and Militia. It is available to the Squad Leader, Rifleman, Medic, Grenadier and Light Anti-Tank kits for the US Army, and Squad Leader and Rifleman kits for the Irregular Militia Forces. Like the M4A1 above, it holds 30 rounds in its magazine. The M4 Carbine in the US Army comes equipped with a KAC railed handguard, and may come equipped with either a Trijicon TA31RCO (goes by M150 in game after the designation "M150 RCO"), Aimpoint CompM4 or M203 Under-barrel Grenade Launcher. It shares the same model as the US Army's M4A1. For now, the grenadier's M4 Carbine uses iron sights in lieu of the added ability to zero weapons such as the M203.

The M4 Carbine used by the Militia comes with a round handguard, and is only available in that configuration. Like every other Squad Leader primary weapon, the Militia Squad Leader's M4 Carbine is loaded with tracer rounds.

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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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Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm
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The Militia's M4 Carbine in first person
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The US Army's M4 Carbine, with a TA31RCO equipped
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Aiming with the TA31RCO - Note the honeycomb of the killflash as well as the blurred front sight (faded to simulate focus)

AK-74

The AK-74 is one of the available primary weapons for the Insurgents and Militia. It is available to the Squad Leader, Rifleman and Grenadier kits for the Militia, and the Squad Leader and Rifleman kits for the Insurgents. This is to mimic the prevalence of 5.45x39mm weapons in the Eastern Europe theater over the Middle East and Asian theater. It holds 30 rounds in its magazine, and may be fitted with a GP-25 for use by the Grenadier kit, which also comes with a recoil pad. Like every other Squad Leader primary weapon, the Insurgent and Militia Squad Leader's AK-74 is loaded with tracers.

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AK-74 - 5.45x39mm
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Aiming down the adjustable sights
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Reloading the AK-74 - The player rocks the magazine in...
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And racking the charging handle with the strong arm - This reload pattern is shared among all the 5.45mm AK rifles

AKS-74

The AKS-74 is one of the primary weapons of the Militia, and is available to the Medic and Light Anti Tank kits. Like the AKMS, it was originally planned to be a random spawn for Riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.

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AKS-74 - 5.45x39mm
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Reloading the AKS-74 - The skeletal folding stock is particularly prominent in this frame

AKS-74N with 1P78 Kashtan

The AKS-74N is available to both the Militia and Insurgents as alternate Rifleman kits, and comes mounted with a 1P78 Kashtan. While the dovetail rail for mounting night-vision optics is not visible from any angle, there would be no other way you would be able to mount such an optic, unless you were to use superglue. It goes by "AKS-74 + 1P78" in game.

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The AKS-74N with 1P78 Kashtan as it appears in first person
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Choosing to ignore the target right in front of him, the player aims for the one behind it.

AK-74M

The AK-74M is the standard primary weapon for the Russian Ground Forces. It is available to the Squad Leader, Medic, Rifleman, Grenadier, Light and Heavy Anti Tank kits and holds 30 rounds in its magazine. It may come as a stock rifle, with a 1P78 Kashtan mounted, or with a GP-25 and recoil pad for use by the Grenadier classes. Like every other Squad Leader primary weapon, the Squad Leader's AK-74M is loaded with tracers. Earlier, there had been a fictional AKS-74M variant for the Russian Medic, but this has since been removed in line with realism. For a while, the 1P63 Obzor, the standard Russian optic adopted in 2014, was considered, but it has since been rejected by the developers.

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AK-74M - 5.45x39mm
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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 dovetail rail, all features that many titles leave out, are all visible here

AK-74M with 1P78 Kashtan

The AK-74M with a 1P78 Kashtan mounted is available as a Rifleman kit for the Russian Ground Forces

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The AK-74M, with 1P78 Kashtan mounted, in first person
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Aiming down the Kashtan - Obviously, the reticle and view is the same as that for the AKS-74N earlier

AKS-74U

The AKS-74U is one of the primary weapons of the Militia and Insurgents, and is available to their Heavy Anti-Tank kits. It holds 30 rounds in its magazine, and has the highest rate of fire among the AK rifles in the game.

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AKS-74U - 5.45x39mm
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Aiming down the sights
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Reloading the AKS-74U - As with all weapons with detachable magazines, the player checks the magazine first prior to inserting it
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Rocking the magazine into place

AKM

The AKM is one of the primary weapons of the Insurgents and Militia, and is available to the Insurgent Rifleman and Grenadier, and the Militia Rifleman kits. It holds 30 rounds in its magazine and like the other 7.62mm AK rifles, is capable of knocking out a target at close range with 2 shots to the chest.

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AKM - 7.62x39mm
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Aiming down the sights
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Reloading the AKM
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Pulling the charging handle
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Engaging the safety

AKMS

The AKMS is available only to the Insurgent Light Anti-Tank kit, just as the AKS-74 is to the Militia counterpart. It holds 30 rounds, and like the AKS-74, was originally planned to be a random spawn for Riflemen using the AKM in order to increase the aesthetic variety in the arsenal of the irregular forces.

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AKMS - 7.62x39mm
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From the crouched position, one can faintly make out the lack of a wooden stock
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Reloading the AKMS - A part of folding stock is only visible with the help of freelook

PM md. 63

The PM.md.63 (AIM) is the one of the weapons available to the Insurgent Squad Leader. It holds 30 rounds in its magazine.

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AIM - 7.62x39mm
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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 player rocks the magazine at an angle instead
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Pulling the charging handle with the strong hand

AMD-65

The AMD-65 is only available to the Insurgent Medic kit. It holds 30 rounds in its magazine and comes with a wooden foregrip.

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AMD-65 with wood furniture - 7.62x39mm
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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

G3A3

The G3A3 is one of the primary weapons for the Insurgent Rifleman alone. It has 20 rounds in its magazine and comes with slimline handguards.

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G3A3 with "slimline" handguard - 7.62x51mm
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Aiming down the sights
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Reloading the G3A3 - The player 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 HK slap

G3A4

The G3A4 is one of the primary weapons available to the Insurgent Squad Leader kit, and comes with wide handguards. Like all other Squad Leader primary weapons, it comes loaded with tracer rounds.

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G3A4 with "wide" handguard - 7.62x51mm
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The G3A4 in first person - The only distinguishing factor from the G3A3 from this screen is the lack of the green solid stock, and wider profile of the handguard
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Turning off the G3A4's safety - The sliding stock is now partially visible

SKS-45

The SKS is usable by the Insurgent and Militia's Scout class and comes in a single, bare, configuration. Its folding bayonet is currently unusable. It is fed by 10 round stripper clips, and bizarrely, can be reloaded mid-clip by pulling the bolt back first to lock it and partially loading the rounds into the magazine.

Note that while it is possible to reload an SKS mid-clip, one needs to manually hold as the bolt only locks back on an empty magazine. The other alternative would be to flip open the magazine floor by engaging a latch so as to drop all loose rounds, then pull the bolt back to lock it. However, this is deemed too time consuming, and is a reason for the weapon's falling popularity among irregular forces. The way it works in game was a deliberate decision allegedly for balance purposes. Additionally, a point worth noting is that the SKS in game can hold an extra round in the chamber when reloading mid-clip, despite a single round having been ejected when the bolt is first pulled back.

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

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Simonov Type 45 - 7.62x39mm
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Turning off the safety as the player prepares to exert dominance over a group of targets
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Leaning to the right to get a sight picture on a pair of metal delinquents that need punishing
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Fearing that having only 8 rounds in a 10-round magazine might get him killed, the player whips out a clip with his right hand and uses it to lock the bolt open with the power of prayers and enchantment
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Satisfied, he stuffs some rounds into the magazine - On an empty reload, the player doesn't need to open the bolt beforehand
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Removing a half-used stripper clip that somehow has lost 2 more rounds - No matter how many rounds you fire beforehand, the player will always load 4 rounds into the magazine. The half-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

Machine Guns

M240B

The M240B is available for use with the US Army's Machine Gunner class. It is fed using 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be another balance consideration. Most M240Bs are usually carried without ammo bags, and are usually fed from loose belts.

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M240B - 7.62x51mm NATO
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Aiming down the sights
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Reloading the M240B - The player first racks the charging handle...
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Lifts the feed cover and feed tray for a quick inspection...
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Attach a new ammo bag that has received a "+50% capacity" blessing...
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Closing the tray and loading the new belt on top...
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And closing the feed cover at last

M249 SAW

The M249 is one of the two light machine guns of choice for the Militia Automatic Rifleman, with the other being the RPK-74. It comes equipped with a full length barrel, heat shield and synthetic stock, and feeds from 200-round ammo boxes. Like every other machine gun in the game, it is loaded with tracers.

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M249-E2 SAW - 5.56x45mm
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The M249 in first person
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Deploying bipods, the next best thing since sliced bread - Note the full length barrel and heat shield
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Similar to the M240B, the player first racks the charging handle before reloading
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Inspecting the M249's chamber during a reload
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Loading a new belt
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Closing the feed cover
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Note the old 200-round box, the M249 Paratrooper below uses a 100-round box instead

M249 Paratrooper with CompM4

The M249 Paratrooper is the light machine gun of choice for the US Army, usable by the Automatic Rifleman. It comes with the distinct short barrel of the Paratrooper variant, and contains parts from the Product Improvement Package (PIP) kit, including a upgraded heat shield, RIS handguard and telescoping buttstock. It can either be equipped with an Aimpoint CompM4 or Elcan M145 MGO, and feeds from 100-round cloth ammo bags.

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M249 Paratrooper - 5.56x45mm
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Deploying the M249 Paratrooper reveals the heat shield and short barrel
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Aiming with the CompM4
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Note the smaller 100-round box

M249 Paratrooper with M145 MGO

As earlier mentioned, the alternate Automatic Rifleman kit for the US Army has a M249 Paratrooper, but with an Elcan M145 MGO instead of the Aimpoint CompM4.

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The M249 Paratrooper, with M145 MGO, in first person
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Aiming with the M145

PKM

The PKM is the medium machine gun of choice for the Insurgents, Militia and Russian Ground Forces, and is available to the Machine Gunner kit. The PKM in game seems to be built from a mix of both polymer and wooden furniture. It fires from non-disintegrating belts and feeds from a 100-round ammo box. Like all other machine guns in game, it is loaded with tracer rounds. Note that the PKM in the Russian Ground Forces arsenal is just a placeholder, and will be replaced by the PKP Pecheneg in a later build.

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PKM - 7.62x54mm R
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Drawing the PKM - As with the M240B (and probably PKP Pecheneg and L7A2 to come), the weapon is lowered immediately upon drawing
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Aiming down the sights
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Flipping open the feed cover
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Lifting the feed tray to check the chamber
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Loading a 100 round box
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Loading the new belt onto the feed tray
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Pulling the charging handle after closing the feed cover

RPK

The RPK is the weapon of choice for the Insurgent's Automatic Rifleman, and may either feed from 40-round box magazines or 75-round drum magazines. Like all other machine guns in game, it is loaded with tracer rounds.

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RPK 40 round magazine - 7.62x39mm
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Aiming down the sights
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Reloading the RPK while deployed
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Reloading the RPK while undeployed by performing an overhand charging technique

RPK with 75-round drum

The RPK with a 75-round drum magazine is available as an alternate loadout for the Insurgent Automatic Rifleman, similar to how the US Army Automatic Rifleman may choose between the M249 Paratrooper variants.

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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 player wrestles with the weight of the drum and RPK, and eventually finishes by tugging on the charging handle while still gripping the drum magazine

RPK-74

The RPK-74 is one of the two light machine guns of choice for the Militia Automatic Rifleman, the other being the M249 SAW. It has 45 rounds in its bakelite magazine and like all other machine guns in game, is loaded with tracer rounds.

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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 points his machine gun threateningly at the sun
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Reloading the RPK-74 while deployed - The animation is similar to that of the RPK and the RPK-74M below
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Charging the light machine gun
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The player performs an overhand charging technique if reloading while undeployed

RPK-74M

The RPK-74M is available for use by the Russian Ground Forces Automatic Rifleman. It has 45 rounds in its polymer magazine and may be equipped with a 1P78 Kashtan.

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RPK-74M with 45-round magazine - 5.45x39mm
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The RPK-74M in first person
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Aiming down the sights
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Reloading the RPK-74M while undeployed

RPK-74M with 1P78 Kashtan

Similar to the M249 Paratrooper options for the US Army Automatic Rifleman and RPK options for the Insurgent Automatic Rifleman, the Russian Automatic Rifleman may choose between either iron sights or a mounted 1P78 Kashtan.

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The RPK-74M, with a mounted 1P78 Kashtan and bipods deployed, in first person
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Aiming with the Kashtan - Naturally, the reticle would be the same

Sniper Rifles

M110 SASS

The M110 SASS is the designated marksman rifle of choice for the US Army, and is available to the Marksman kit. It has 20 rounds in its magazine, and comes equipped with a Leupold Mk 4 scope.

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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 player character 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

SVD Dragunov

The SVD Dragunov is the designated marksman rifle of choice for the Russian Ground Forces, Insurgents and Militia, and is available to their respective Marksman kits. It has 10 rounds in its magazine, and has a PSO-1 mounted on it, with their backup iron sights being unusable. It comes with 4 more spare magazines than the M110 SASS to compensate for the smaller magazine capacity.

The Russian Ground Forces Marksman uses a SVD kitted out with what seems to be wood furniture that has been painted black to be disguised as polymer, and does not use the correct stock, receiver and handguard model. It goes by "SVDM" in game, even though it does not look remotely like its namesake.

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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
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Reloading the SVD - Note the bolt that locks 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

Launchers

GP-25 Grenade Launcher

The GP-25 is the standard grenade launcher for the Russian Ground Forces, Insurgents and Militia. It is seen mounted on the AK-74 and AK-74M, and is able to fire high explosives and a variety of smoke grenades.

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GP-25 grenade launcher - 40mm
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3D renders of the AK-74, GP-25 and 40mm grenade models
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Aiming down the GP-25's sights, giving us a good view of the AK-74M
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Loading a high-explosive grenade in the tube

M203 Grenade Launcher

The M203 grenade launcher is the standard grenade launcher for the US Army. It is seen mounted on the M4A1 Carbine, and is able to fire high explosives and a variety of smoke grenades.

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M4A1 Carbine (5.56x45mm) with M203A1 grenade launcher (40mm)
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The CompM4's red dot is aligned with the leaf sight
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Firing the 203. Notice the realistic explosion : no giant fireball
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Ejecting the spent casing...
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...and loading a fresh HE round

M72 LAW

The M72A7 LAW is available to the US Army Light Anti-Tank kit as a disposable launcher.

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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

RPG-7

The RPG-7 is the rocket launcher available to the Russian Ground Forces, Insurgents and Militia, and is available to the Russian Heavy Anti-Tank, as well as Insurgent and Militia Light and Heavy Anti-Tank kits. The Heavy Anti-Tank kits are armed with 2 PG-7VM HEAT warheads, and a PG-7VR tandem HEAT warhead. The Insurgent and Militia Light Anti-Tank kits on the other hand are equipped with 2 OG-7V frag warheads and a PG-7VM warhead. When switching between rockets, the player removes the existing warhead and loads the warhead of choice.

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RPG-7 - 40mm
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Aiming down the sights
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Loading an PG-7VM warhead
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Loading an OG-7V warhead
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Loading an PG-7VR warhead
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The player character cocks the launcher after each reload, a nice detail

Mounted Weapons

Browning M2A1

The Browning M2A1 is usable by the US Army, either mounted on tripods or HMMWVs. The Humvee-mounted M2 comes in the standard version, and as part of the CROWS remote weapon system.

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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. The M2A2 pictured here is manufactured by FN Herstal.
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A Browning M2A1 mounted on an M3 tripod in the firing range. The same M2s can be deployed in the field
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The HMMWV-mounted CROWS M2A1.
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Opening fire on an unsuspecting pickup with the Humvee-mounted M2A1.

DShKM

The DShKM is usable by Insurgent and Militia forces, either mounted on tripods or technicals.

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DShKM machine gun - 12.7x108mm
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A DShKM mounted on a tripod in the firing range. The same DShK's can be deployed in the field
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The technical-mounted DShKM
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Avenging a fallen brother. Note the realistically gigantic muzzle flash

NSV

The NSV heavy machine gun is usable by the Russian Ground Forces, mounted on tripods.

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NSV machine gun - 12.7x108mm
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The NSV mounted on a tripod

UB-32 rocket pod

The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria.

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The 32-shot UB-32 rocket pod mounted on an Insurgent's truck

Hand Grenades

M67 Frag Grenade

The M67 is the standard fragmentation grenade for the US Army.

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M67 frag grenade
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The M67 in the hand of a US Army rifleman
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The throw animation
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BANG! Then I was all like... Pew pew pew, 'merica !
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Third-person throw

RGD-5 Frag Grenade

The RGD-5 is the standard fragmentation grenade for the Russian Ground Forces and Militia.

RGD-5 frag grenade
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The RGD-5 as used by the Militia

F-1 Frag Grenade

The F-1 is the standard fragmentation grenade for the Insurgents.

F-1 frag grenade
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F-1 Grenade on the left
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F-1 Grenade as seen in first person view

M18 Smoke Grenade

The M18 is the standard smoke grenade for the US Army, it comes in three smoke colors : blue, white and red. It can be used for masking and signaling purposes.

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A red M18 smoke grenade
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Demonstrating the three grenade types with a white M18 in hand

RDG-2 Smoke Grenade

The RDG-2 is the standard smoke grenade for the Russian Ground Forces, Insurgents and Militia and comes in blue, white and red.

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RDG-2 smoke grenade
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The grenade has a very detailed animation. Here, the player character removes the caps...
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...and ignites the grenade.

RKG-3 Anti-Tank Grenade

The RKG-3 is revealed to be a work in progress in the April 2015 update.

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RKG-3 anti-tank grenade
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RKG-3 anti-tank grenade on the right