Technical

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Technical
Technical Real Life Toyota Hilux.jpg
Vehicle Info
 Operators  Irregular Militia, Insurgents
 Maps Available  Eastern Europe:

Belaya, Fool's Road, Gorodok, Mestia, Narva, Yehorivka
Northern Europe:
Skorpo
Southern Asia:
Chora, Kamdesh Highlands, Kohat Toi, Kokan, Logar Valley, Sumari Bala
Middle East:
Tallil Outskirts, Al Basrah

The Technical is a general purpose vehicle platform available in Squad. In real life, the Technical has been used by many standing armies, irregular military, and guerrilla forces, serving many roles, including transportation, logistics, and fire support.

General Information[edit | edit source]

Technical is a neologism for a light improvised fighting vehicle, usually a civilian pick-up truck or other 4-wheel drive vehicles. Technicals can be used for many purposes such as transporting soldiers, supplying forward-operating bases (FOB), as well as a fire support vehicle. The Technical can be mounted with a machine gun, anti-tank gun, missile launchers, etc. Technicals have been used since the 1970s as light armored cavalry by many standing armies, irregular military, and guerrilla forces: usually Middle Eastern and African.

The Technical seems to be based on the Toyota Hilux 2-door Third Generation, which is commonly used by many military forces as the standard Technical. The Toyota Hilux weighs 1,270 kg (2,800 lb), is 4,729 mm (186.2 in) long, 1,621 mm (63.8 in) wide, and 1,534 mm (60.4 in) high. The Toyota Hilux uses the 1.6 L (1587 cc) 12R SOHC I4 engine, 80 PS (59 kW) at 5200 rpm. The Hilux probably has a speed of around 90 km/h (55.92 mph).

Gameplay[edit | edit source]

The Technical is heavily used by the unconventional forces; the Insurgents and the Irregular Militia. It is the fastest and most nimble vehicle in-game, but also the most vulnerable, even from small arms fire. Given the number of variants, including logistics and transportation, the Technical is one of the most common vehicles in Squad, available on every map.

  • The respawn time, ticket value, and the number of passengers of a Technical depends on the variant. The more powerful a Technical variant is, the greater the respawn time and the ticket value is. See the variant section for each vehicle's respective statistics.
  • The Technical has almost no armor, so while the vehicle itself will survive small arms fire, the passengers will succumb very quickly. Any HMG will destroy it in a matter of seconds and anything stronger than that will be almost instantaneous destruction.
  • As of V11, armor-plated variants of the DShK and SPG-9 Technical have been introduced. These vehicles sacrifice some speed/maneuverability and visibility for protection from small arms fire. The vehicle has small windows cut into the armor that players inside can still be shot through.
  • While the vehicle is stopped, any teammate in or next to the vehicle can load and unload the supplies using the radial vehicle interaction menu (press and hold F). Multiple players can load or unload the vehicle faster than if it were just one player.

Variants[edit | edit source]

Transport[edit | edit source]

Transport Technical Statistics.jpg

This variant is best for fast movement of a squad to different places around the map. It can carry a full squad worth of infantrymen.

Logistics[edit | edit source]

Logistics Technical Statistics.jpg

Logistics Technicals carry supplies for squads to build forward operating bases. Logistic Technicals can carry roughly half the amount of supplies of trucks but travel at much faster speeds.

Armed[edit | edit source]

Armored Technical DHsK Infosheet.png
Technical Armed Statistics.jpg

The Armed Technical is equipped with a 12.7mm DshK heavy machine gun, excellent for mowing down infantry and capable of destroying some vehicles. Similar to the emplaced DShK, there are variants with and without a gunshield. The shielded DShK offers some protection to the gunner at the expense of reduced visibility. The Armed Technical is available in an armored version, offering more protection for passengers and crew as well as more resistance to damage. It it still relatively weak compared to all other armoured vehicles.

Rocket artillery[edit | edit source]

Technical Rocket Artillery Statistics.jpg

The UB32 Rocket Artillery Technical is equipped with an unguided rocket pod (probably from a helicopter) mounted on a strut. Used for long range suppression fire. The gunner adjusts elevation with the W and S keys, horizontal orientation with A and D, and fires with LMB. Most effective when used with a spotter and on open terrain as the rockets do not penetrate structures, allowing hostile Infantry to easily take cover and avoid them. The rocket artillery has low firing accuracy. As of V14, the gunner has been given a simplistic azimuth indicator and a azimuth/range chart to make for more accurate firing.

SPG-9 recoilless gun[edit | edit source]

Armored Technical SPG Infosheet.png
Technical SPG-9 Recoilless Gun Statistics.jpg

The SPG-9 Technical is armed with a dedicated SPG-9 Kopye Recoilless Gun. The SPG-9 is capable of firing High Explosive Anti-Tank (HEAT) rounds to combat vehicles and Fragmentation Rounds when engaging infantry. The gunner is extremely exposed when engaging the enemy, making this weapon suited for hit-and-run tactics and not head-on engagements. The SPG-9 Technical is available as an armored version, giving it more protection for passengers and crew and making it more resilient to damage.

Tips[edit | edit source]

  • The strategies involving technical's vary depending on the map, size of teams, capture point placement, etc. Whatever the case, the vehicles are usually best used for transporting the infantrymen, rushing cap points, or harassing enemy forces in ambush and hit-and-run style attacks.
  • Positioned properly, The Armed and SPG-9 Technical can act in a similar manner as an emplaced DShK or SPG-9.
  • Given the Technicals superior speed but lack of survivability, they are best used for hit-and-run engagements, particularly the SPG-9 variant. By understanding how the drop reticle works, the gunner can accurately target vehicles and infantry from extreme distances. The driver should seek to stay behind cover, fire on a target, and retreat.
  • The same logic follows the transport and logistic variants of the Technical. Stay out of the line of sight and use the Technical's superior speed to get in and out quickly.
  • If your team is allotted two Rocket Technicals on the particular map you are playing, feel free to run both vehicles in a 5-man fire support squad. Two drivers, two gunners, and the SL using his binoculars to observe effect on target. Vehicle squads can and should run multiple vehicles.

Trivia[edit | edit source]

  • The word Technical as in a vehicle comes from Somalia in the 1990s. Companies usually hired local mercenaries to protect their personnel, defining them as "technical assistance grants".
  • The Irregular Militia have their own camouflage paint-jobs for their vehicle.
    Vehicle technical militia quickinfo.png

See Also[edit | edit source]