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Squad

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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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 (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 US Army squad leader kits, and feeds from 17-round box magazines. Note that the real M17 Modular Handgun System comes in Coyote Brown finish (slide included), has a manual safety, and also has 3 rail-slots in its accessory rail, similar to the compact P320 and M18 pistol fashioned after it. As such, this is really a full length P320 in two-tone Flat Dark Earth (FDE). As the game's variant does not have the manual safety, it is also noticeably the only sidearm in the game that is holstered and drawn without turning on or off the safety.

File:SIGP320.jpg
SIG-Sauer P320 (full size) - 9x19mm
File:M17MHS.jpeg
SIG-Sauer M17(above) and M18(below) - 9x19mm
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
Aiming down the sights as the player coaxes a target into giving him lunch money
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 available to the US Army medic, automatic rifleman, machine gunner and marksman as the "M9A1 Beretta" and feeds from 16-round box magazines. The marksman gets an extra magazine. A point to note is that the M9A1 is not adopted by the US Army, and is actually a pistol that is designed to be marketed to the US Marine Corps.

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

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

MP-443 "Grach"

The MP-443 is the available to the Russian Ground Forces squad leader, medic, automatic rifleman, machine gunner and marksman classes, and feeds from 18-round box magazines. As with the M9A1, the marksman gets an extra magazine.

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

Tokarev TT-33

The Tokarev TT-33 appears in game as the "TT33 Tokarev" and is available to the Insurgent and Militia squad leader, medic and marksman, and feeds from 8-round box magazines. Like the PM, it and comes with twice the number of magazines as the P320, M9A1 and MP-443 to make up for its smaller magazine capacity. As with the other factions, the marksman gets more magazines. It packs the biggest punch out of all the pistols in the game. It is textured to have painted grips on both sides.

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

Makarov PM

The Makarov PM is available to all Insurgent and Militia classes less the squad leader, medic, marksman, light and heavy anti-tank kits, and feeds from 8-round box magazines. Itnd appears in game as the "PM Makarov", following OWI's tradition of naming pistols with their manufacturers' names at the back. Like the TT-33, it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.

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

Submachine Guns

PPSh-41

The PPSh-41 is available to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has 4 stick magazines and two drums, and may switch between them at his own discretion.

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

PPSh-41 with stick magazine - 7.62x25mm Tokarev
The PPSh-41 in first person
Aiming down the sights - The "10" marking signifies the gun is zeroed out to 100m; there is a 200m option available
Reloading the PPSh-41
Pulling the bolt back after inserting a fresh magazine
PPSh-41 with drum magazine - 7.62x25mm Tokarev
The PPSh-41, with 71-round drum equipped, in first person
Inserting a drum - As with the stick magazine, after the magazine insertion, the player will check that the magazine catch is secure
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 available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. It it equipped with a KAC railed handguard, and may come with either an M68 CCO alone, with a carry handle and KAC foregrip, or with an M68 CCO and KAC foregrip. The last configuration is only available to the squad leader class and, like all squad leader primary weapons, is loaded with tracer rounds.

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

Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm
The M4A1 in first-person
Aiming down the sights
Aiming through an over-sized CompM4
Reloading the M4A1 - The player first checks the chamber...
Switches magazines...
And finishing by slapping the bolt release - The bolt release juts out when a magazine is emptied, just like the M110 SASS
Reloading the squad leader's M4A1 - Note the M4 Carbine markings

M4 Carbine

The M4 carbine is available to the US Army squad leader, rifleman, medic, grenadier and light anti-tank, and the Militia squad leader and rifleman. It feeds from 30-round box magazines like the M4A1. The US Army's M4 Carbine is equipped with a KAC railed handguard, and comes with a M150 RCO (for the squad leader and rifleman, the latter being a limited kit), an M68 CCO (for the medic) or a M203A1 (for the grenadier).

The M4 Carbine used by the Militia comes with a round handguard, and is only available in that configuration. The rifleman class with the M4 Carbine is a limited kit.

Like every other squad leader primary weapon, the respective squad leaders' M4 Carbine is loaded with tracer rounds.

Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm
Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm
The Militia's M4 Carbine in first person
The US Army's M4 Carbine, with a TA31RCO equipped
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 available to the Insurgent rifleman, as a limited kit, and the Militia squad leader, rifleman and grenadier classes. It feeds from 30-round box magazines. This is to mimic the prevalence of 5.45x39mm weapons in the Eastern Europe theater over the Middle East and Asian theater. It may be fitted with a GP-25 for use by the grenadier class, which also comes with a recoil pad. Like every other squad leader primary weapon, the Militia squad leader's AK-74 is loaded with tracers.

AK-74 - 5.45x39mm
The AK-74 in first person
Aiming down the adjustable sights
Reloading the AK-74 - The player rocks the magazine in...
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 available to the Militia medic and light anti-tank classes, and feeds from 30-round box magazines. Like the AKMS, it was originally planned to be a random spawn for Riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.

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

AKS-74N

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

The AKS-74N, with 1P78 Kashtan mounted, in first person
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 available to all Russian Ground Forces classes except the marksman, automatic rifleman and machine gunner. It holds 30 rounds in its magazine, and may come as a stock rifle, with a 1P78 Kashtan mounted (for the squad leader and rifleman, the latter being a limited kit), or with a GP-25 and recoil pad (for the grenadier). Like every other squad leader primary weapon, the squad leader's AK-74M is loaded with tracers. 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.

AK-74M - 5.45x39mm
The AK-74M in first person - Note the grip of the left hand on the magazine
Aiming down the sights
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
The AK-74M, with 1P78 Kashtan mounted, in first person
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 available to the Insurgent and Militia heavy anti-tank classes, and holds 30 rounds in its magazine. It has the highest rate of fire among the AK rifles in the game.

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

AKM

The AKM is available to the Insurgent rifleman and grenadier, and the Militia rifleman as a limited kit. It feeds from 30-round box magazines, and like the other 7.62mm AK rifles, is capable of knocking out a target at close range with 2 shots to the chest. It come with aGP-25 and recoil pad for the grenadier.

AKM - 7.62x39mm
The AKM in first person, as he threatens yet another target
Aiming down the sights
Reloading the AKM
Pulling the charging handle
Engaging the safety

AKMS

The AKMS is available to the Insurgent light anti-tank, just as the AKS-74 is to the Militia counterpart. It feeds from 30-round box magazines, and like the AKS-74, was originally planned to be a random spawn for Riflemen using the AKM in order to increase the aesthetic variety in the arsenal of the irregular forces.

AKMS - 7.62x39mm
From the crouched position, one can faintly make out the lack of a wooden stock
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 two weapons available to the Insurgent squad leader, with the other being the G3A4. It feeds from 30-round box magazines. Like all squad leader primary weapons, it is loaded with tracer rounds.

PM md. 63 - 7.62x39mm
The PM md. 63 in first person
Aiming down the sights
Reloading the PM md. 63 - With the "donkey dong" foregrip in the way, the player rocks the magazine at an angle instead
Pulling the charging handle with the strong hand

AMD-65

The AMD-65 is available to the Insurgent Medic kit, and feeds from 30-round box magazines. It is likely to be the shortest 7.62mm AK rifle, and coupled with the recoil reduction from the foregrip, makes it a comfortable rifle for close combat.

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

G3A3

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

G3A3 with "slimline" handguard - 7.62x51mm
The G3A3 in first person
Aiming down the sights
Reloading the G3A3 - The player pulls the charging handle back to lock it...
Inserts a fresh magazine after the obligatory magazine check...
And ends it with the HK slap

G3A4

The G3A4 is one of two weapons available to the Insurgent squad leader, with the other being the PM md. 63. It feeds from 20-round box magazines and comes with wide handguards. Like all other squad leader primary weapons, it comes loaded with tracer rounds.

G3A4 with "wide" handguard - 7.62x51mm
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
Turning off the G3A4's safety - The sliding stock is now partially visible

SKS-45

The SKS-45 is available to the Insurgent and Militia scout classes and feeds from its 10-round internal magazine. Its folding bayonet is currently unusable. It is reloaded with stripper clips and, bizarrely, can be reloaded mid-clip by pulling the bolt back first to lock it and partially loading the rounds into the magazine.

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

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

Simonov Type 45 - 7.62x39mm
Turning off the safety as the player prepares to exert dominance over a group of targets
The SKS in first person
Leaning to the right to get a sight picture on a pair of metal delinquents that need punishing
Reloading the SKS mid-clip - Note that the magazine is already full
Loading a stripper clip - On an empty reload, the player doesn't need to open the bolt beforehand, and empties the stripper clip into the magazine
Removing a half-used stripper clip that somehow has used up 4 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

Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.

The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.

Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.

M249 SAW

The M249 is one of two light machine guns available to the Militia automatic rifleman, with the other being the RPK-74. It comes equipped with a full length barrel, heat shield and synthetic stock, and feeds from 200-round ammo boxes. It is unlocked later than the kit with the RPK-74.

M249-E2 SAW - 5.56x45mm
The M249 in first person
Deploying bipods, the next best thing since sliced bread - Note the full length barrel and heat shield
Reloading the M249 SAW - The player first racks the charging handle before reloading...
Flips the feed tray up and down for a chamber inspection...
Loads a new belt onto the feed tray...
And closes the feed cover when done
Note the old 200-round box, the M249 Paratrooper below uses a 100-round box instead

M249 Paratrooper

The M249 Paratrooper is available to the US Army automatic rifleman as the "M249 PIP", and feeds from 100-round cloth ammo bags. It comes with the distinct short barrel of the Paratrooper variant, and contains parts from the Product Improvement Package (PIP) kit, including a upgraded heat shield, RIS handguard and telescoping buttstock. It can either be equipped with an M68 CCO or M145 MGO, with the latter unlcosk later than the former.

M249 Paratrooper - 5.56x45mm
The M249 Paratrooper in first person
Deploying the M249 Paratrooper reveals the heat shield and short barrel
Aiming with the CompM4
Note the smaller 100-round box
The M249 Paratrooper, with M145 MGO, in first person
Aiming with the M145

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.

File:Rpk 02.jpg
RPK 40 round magazine - 7.62x39mm
Aiming down the sights
Reloading the RPK while deployed
Reloading the RPK while undeployed by performing an overhand charging technique
RPK with 75-round drum - 7.62x39mm
The RPK, with a 75-round drum, in first person
Reloading the RPK while deployed
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 available to the Militia automatic rifleman, the other being the M249 SAW. It has 45 rounds in its bakelite magazine and unlocks earlier than the M249 SAW.

RPK-74 with 45-round magazine - 5.45x39mm
The RPK-74 in first person
"CURSE THE SUN" he screams, as he points his machine gun threateningly at the sun
Reloading the RPK-74 while deployed - The animation is similar to that of the RPK and the RPK-74M below
Charging the light machine gun
The player performs an overhand charging technique if reloading while undeployed

RPK-74M

The RPK-74M is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round bakelite magazines. The Russian automatic rifleman may choose between iron sights or a mounted 1P78 Kashtan, with the latter only being unlocked when the enough players join the squad. Like the AK-74M above, the player holds the weapon by the magazine rather than by the handguard.

RPK-74M with 45-round magazine - 5.45x39mm
The RPK-74M in first person - Note the grip of the left hand on the magazine
Aiming down the sights
Reloading the RPK-74M while undeployed
The RPK-74M, with a mounted 1P78 Kashtan and bipods deployed, in first person
Aiming with the Kashtan - Naturally, the reticle would be the same

M240B

The M240B is available to the US Army's machine gunner class, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be another balance consideration.

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

PKM

The PKM is available to the Insurgents, Militia and Russian Ground Forces and their respective machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. Note that the PKM in the Russian Ground Forces arsenal is just a placeholder, and will be replaced by the PKP Pecheneg in a later build.

PKM - 7.62x54mm R
Drawing the PKM - As with the M240B (and probably PKP Pecheneg and L7A2 to come), the weapon is lowered immediately upon drawing
Aiming down the sights
Reloading the PKM - The player flips open the feed cover...
Flips the feed tray up and down...
Tilts the PKM to the right to load a new 100-round box
Loads the new belt onto the feed tray...
And pulls the charging handle after closing the feed cover

Sniper Rifles

M110 SASS

The M110 SASS is available to the US Army marksman, and feeds from 20-round box magazines. It comes equipped with a Leupold Mk 4 scope.

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

SVD Dragunov

The SVD Dragunov 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 on it, and its backup iron sights are 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.

SVD Dragunov - 7.62x54mmR
The SVD in first person
Aiming with the PSO-1
Reloading the SVD - Note the bolt that locks back on an empty magazine
Releasing the bolt to chamber a round
The Russian Marksman's SVD, in first person
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 available to the Russian Ground Forces, Insurgent and Militia grenadier classes, and is mounted on their AK-74M, AKM and AK-74 respectively. The grenadier's primary weapon also has a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player sets his primary weapon to safe, loads a round and turns off the safety on his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.

GP-25 grenade launcher - 40mm
The GP-25, mounted to a AK-74, in first person
The GP-25, mounted to an AKM, in first person
The GP-25, mounted to an AK-74M, in first person
Aiming down the GP-25's sights
Loading a VOG-25 frag grenade
Loading a white smoke grenade
Loading a blue smoke grenade
Loading a red smoke grenade

M203A1 Grenade Launcher

The M203A1 grenade launcher is available to the US Army grenadier, mounted to his M4 Carbine. It is able to fire M433 HEDP rounds or, similar to the GP-25, red, blue and white 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.

Note that the M203 does not fire blue smoke rounds; it only fires M714 white smoke rounds, M713 red smoke rounds, M715 green smoke rounds and M716 yellow smoke rounds.

M4A1 Carbine (5.56x45mm) with M203A1 grenade launcher (40mm)
The M203A1, mounted on the M4 Carbine, in first person view
Aiming with the leaf sight
Loading a M433 HEDP round
Loading a white smoke round
Loading a blue smoke round
Loading a red smoke round

M72A7 LAW

The M72A7 LAW is available to the US Army light anti-tank as a disposable launcher.

M72 LAW - 66mm
The M72A7 LAW in first person
Deploying the M72 LAW
Aiming down the sights

RPG-7V2

The RPG-7V2 is the rocket launcher available to the Insurgent and Militia light and heavy anti-tank classes, and Russian Ground Forces heavy anti-tank. The Heavy Anti-Tank kits are armed with 2 PG-7VM HEAT warheads, and a PG-7VR tandem HEAT warhead. The Insurgent and Militia Light Anti-Tank kits on the other hand are equipped with 2 OG-7V frag warheads and a PG-7VM warhead. When switching between rockets, the player removes the existing warhead and loads the warhead of choice.

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

RPG-26

The RPG-26 is available to the Russian Ground Forces light anti-tank as a disposable launcher, and replacing the RPG-7V2 with OG-7V and PG-7VM warheads. Similar to the M72A7 LAW for the US Army, the player is issued with 2 tubes, that are thrown away upon use.

RPG-26 - 72.5mm
Deploying the RPG-26 - The player flips up the folded sights...
And pulls out the safety pin
Aiming the RPG-26

Hand Grenades

M67 Frag Grenade

The M67 is the standard fragmentation grenade for the US Army, and is available to all classes except the grenadier, light and heavy anti-tank classes.

M67 frag grenade
The M67 in first person
Pulling the pin on the M67
Throwing the M67 - Note the spoon flying off, this detail is also present on the F-1

RGD-5 Frag Grenade

The RGD-5 is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to all classes except the grenadier, light and heavy anti-tank classes. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.

RGD-5 frag grenade
The RGD-5 in first person
Pulling the pin on the RDG-5 before throwing
The RGD-5 in first person, as the Russian soldier contemplates flattening the poppy field

F-1 Frag Grenade

The F-1 is the standard fragmentation grenade for the Insurgents, and is available to all classes except the grenadier, light and heavy anti-tank. The F-1 portrayed in game is the post-war variant with yellow paint.

F-1 frag grenade
The F-1 in first person
Pulling the pin of the F-1

M18 Smoke Grenade

The M18 is the standard smoke grenade for the US Army. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, and blue is only available to the squad leader. It can be used for masking and signaling purposes. Note that M18 Smoke Grenades are not available in white, and a better alternative for white smoke would be the AN/M8 or M83 Smoke Grenade. Additionally, M18s come in red, yellow, green or violet but not blue.

A red M18 smoke grenade
The M18 in first person
Pulling the pin on the M18 prior to throwing
Smoke visual effects - The smoke billows out in one direction, and is also blocked by obstacles, as demonstrated with the RDG-2
Holding a white M18 as the player 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 factions and their classes, except the grenadiers, have access to white smoke. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. However, Russian RGD-2s only come in white or black, the latter being for training purposes.

RDG-2 smoke grenade
The RDG-2 in first person
Preparing to throw the RDG-2 - The player pulls off the cap on one end...
Pulls off the cap on the other end
And ignites the grenade
Smoke visual effect for the RDG-2 - The smoke billows out in two ways, and can be blocked by obstacles, like the zinc sheet on the left

AN/M14 Incendiary Grenade

The AN/M14 appears in game simply as "ANM14 Incendiary Grenade" and is only available to the US Army squad leader on the Insurgency game mode, where the US Army must hunt down and destroy Insurgent weapon caches.

AN/M14 Incendiary Grenade
The AN/M14 in first person
Pulling the pin on the AN/M14
Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - Sadly, as the blast radius of the resulting explosion is so great it kills the player most of the time, I have not been able to take a picture of it

IED

The IED (Improvised Explosive Device) is available to the Insurgent and Militia Scout classes, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.

Drawing the IED, and turning the flip-phone on
The IED in first person
Detonating the IED - The phone plays a short ringtone
First stage of grief as the IED explodes
Second stage
Third stage
A deployed IED when buried fully with a shovel - The IED can also conversely be dug up by anyone with a shovel as well

TM-62M Anti-tank Mine

The TM-62M appears in game simply as "TM-62", and is available to the Insurgent and Miltia Scout kits. It can be buried in the ground with a shovel like the IED to make it less conspicuous.

TM-62M Anti-tank Mine
The TM-62M in first person
Setting up the mine - The player attaches the pressure fuze, the metal base indicating it's the TM-62M variant
Arming the TM-62M
An sloppily placed TM-62M on the left and a 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.

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. The M2A2 pictured here is manufactured by FN Herstal
The M2A1 mounted on an M3 tripod, as a deployable
The M2A1 in a machine gun bunker
The M2A1 in first person
Aiming down the sights
Aiming with the CROWS
The M2A1 as mounted on MAT-Vs - The one on the left is in a GPK, the other is a CROWS variant
The M2A1 CROWS mounted on a M1126 Stryker ICV
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
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. Its vehicle-mounted counterpart, the NSVT, can be found mounted on the turrets of the Militia MT-LB and the Russian MT-LBM 6M.

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

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

M252 Mortar

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

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

2B14 Podnos Mortar

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

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

BM-37 Mortar

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

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

SPG-9 Kopye

The SPG-9 Kopye is available to Insurgents and Militia forces as deployables or vehicle-mounted weapons. It may choose between fragmentation rounds or HEAT rounds, and must be reloaded after every shot.

SPG-9 Kopye - 73mm
The SPG-9 as a deployable
The SPG-9 in first person
Aiming down the sights
SPG-9 recoilless rifle jeep mount - 73mm
From right to left - an Insurgent technical with a mounted SPG-9 and its Militia counterpart

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 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.

From right to left - a Militia technical with a mounted UB-32 rocket pod and its Insurgent counterpart

ZU-23-2 Anti-Aircraft Cannon

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 fragmentation rounds with tracers (HE-T), 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.

ZU-23-2 - 23x152mm
Front view of the ZU-23-2
Rear view of the ZU-23-2
The ZU-23-2 in first person
A ZU-23-2 turret mounted on an Insurgent Ural 375D
A closer look at the truck-mounted ZU-23-2 turret
From right to left - An Insurgent MT-LB with a ZU-23-2 turret and its Militia counterpart

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