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== Weapon Archetypes == Weapons are categorized by their archetypes. === Guns === ;{{Icon|Inventory category rifle|64}} Short Rifles and Carbines: :Short rifles and carbines serve as a baseline for weapon behavior and performance. They offer the least suppression but are versatile, easy to point fire with, and effective at all ranges. Prioritizing snappy handling over recoil control and range, several riflemen equipped with these weapons can deal enough suppression to keep an enemy squad pinned down. However, with limited ammo capacity, rifles cannot sustain fire as long without resupply compared to weapons designed to output suppressive fire. ;{{Icon|Inventory category rifle|64}} Full-length Rifles :These rifles have better-stopping power at range, with less recoil and sway when firing from supported positions (crouch and prone), and more recoil and sway when unsupported (standing). You’ll find more inertia when looking around and point-firing with these weapons making them less ideal in CQB. With this in mind, these guns lend well to holding angles and having a “stop and pop” mentality. ;{{Icon|Inventory category rifle|64}} Bullpups :Bullpups boast excellent CQB handling and maintain stopping power at range, though less than full-length rifles. These firearms suffer slightly increased muzzle climb due to a focused center of gravity directed toward the rifle’s rear. ;{{Icon|Inventory category rifle|64}} Battle Rifles :With more stopping power comes greater recoil. Battle rifles will deal high suppression, and the ability to penetrate through thicker walls. These heavier rifles also mean that target acquisition will be more challenging, especially when in an unsupported stance (standing). Masters of these weapons will move more deliberately and take a supported position before firing, as with a lower ammo capacity, every bullet matters. ;{{Icon|Inventory category machinegun|64}} Automatic Rifles :Automatic rifles provide a good mix of suppression and maintaining versatility in combat. The rounds from these rifles do more suppression than a standard rifle. However, your rounds will lack stopping power, range, and penetration compared to dedicated machine guns. Automatic rifles tend to have a bipod. The increased weapon sway in Squad v7 makes the bipod a lot more useful, so make good use of it. Medium-ranged shooting is possible with a scope. ;{{Icon|Inventory category machinegun|64}} Light Machine Guns, "Light Support Weapon" :A hybrid between automatic rifles and medium machine guns. These belt-fed weapons are perfect for long bursts to suppress a larger area. For more accurate fire, ensure you use it in short bursts. Reloading take a long time with this weapon, being patient with reloads is important. What it lacks in penetration and suppression compared to medium machine guns, LMGs make up for this by being relatively more usable in CQB, though mind the sway and recoil, as it’s still a machine gun. Utilizing the bipod is recommended due to this. ;{{Icon|Inventory category machinegun|64}} Medium Machine Guns, "General Purpose Machine Gun" :Precision firing at longer ranges is much more difficult for medium machine guns. These weapons excel in area suppression and can more easily penetrate thick walls. Ensure you’re locked in using a bipod or prone, as recoil will not be easy to handle. As a noticeable, loud stationary target, ensure a Squaddie is nearby to watch your flanks and cover you during your long reloads. ;{{Icon|Inventory category machinegun|64}} Heavy Machine Guns :The heavy machine gun will shred through buildings and light armored vehicles while dealing high suppression from long distances. It is more accurate than medium machine guns but suffers from being more static, more noticeable, and longer reloads than their lighter counterparts. (There's no man-portable HMG; they either come with a vehicle, or gets built as a static [[HMG Position]].) ;{{Icon|Inventory category dmr|64}} Designated Marksman Rifles :Most marksman rifles will fire full-power cartridges, making them a top-tier choice for accurate fire and suppressing a key enemy shooting position. Work with your team to deter the opponents from peeking corners or taking out entrenched gunners. These weapons struggle in CQB and close range, so it is ideal to stick with your squad. :DMRs do not usually have a fully-automatic option, but semi-auto is more than enough for engagement and suppression at range. Use your bipods. ;{{Icon|Inventory category dmr|64}} Sniper Rifles, "Bolt-Action Rifle" :Fire powerful projectiles that maintain their stopping power to an extreme range. These weapons suffer from a low rate of fire, and you are virtually defenseless in close quarters. Always have a spotter to confirm your hits and misses and watch your back. ;{{Icon| Inventory category pistol|64}} Pistols :Your backup if all else fails. The pistol has the lowest stopping power of all firearm archetypes in Squad, but landing a hit will always cause bleeding. You won’t outrange a marksman, but your pistol can mean the difference between life and death in a close-quarter engagement. ;{{Icon|Inventory category rifle|64}} Submachine Guns :Submachine Guns are small, compact, high-rate-of-fire weapons that shoot pistol-caliber bullets. They excel at close range but are extremely impractical beyond from recoil and sway. ;{{Icon|Inventory category shotgun|64}} Shotgun :(Upcoming) === Fire support weapons === ;{{Icon|Inventory category fraggrenade|64}}{{Icon|Inventory category grenadelauncher|64}} Grenades and Grenade Launchers :Use grenade launchers to displace, suppress, and destroy enemies behind fortifications, windows, and other cover quickly. Alternatively, use smoke grenades to lay a smokescreen for an advance, mark targets or landing zones, and obscure enemy shooting positions. Use hand grenades to precede an assault or clear a room. Remember, grenades have no allegiance regarding suppression, so keep friendlies in mind. ;{{Icon|Inventory category lat|64}}Anti-Tank Rocket Launcher, "Recoilless rifle" :Use AT launchers to engage light and heavy armored units with your HEAT round, or engage infantry with your fragmentation round. Some of them shoot a rocket-assisted shell, others shoot just a normal shell; people don't tend to differentiate too carefully. These launchers use the "recoilless" principle of operation: a counterweight allows them to shoot a heavy round from a relatively light launcher. The downside is that there is often some dangerous backblast: tell your squadmates to stand clear! ;{{Icon| Inventory category rocket|64}}Anti-Tank Guided Missile Launcher :Use ATGMs to more confidently engage enemy vehicles at range. There are two kinds: the ones found in emplacements and vehicles are wire or laser-guided, meaning they follow your mouse cursor; the man-portable [[NLAW]] and the upcoming [[FGM-148 Javelin]] are "fire-and-forget", meaning they set up a guidance program and just follow it.
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