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Squad is a standalone video game by Offworld Industries, that is set out to recreate a realistic tactical multiplayer military experience. It is being created by veteran modders of the Battlefield 2 modification Project Reality and is a spiritual successor to it.

Thus far, the game features the following factions:

BLUFOR

PAC

REDFOR

INDEPENDENT

The game also has two spin-offs: Squad 44, set during World War II, and Beyond the Wire, set during World War I. Both started as mods for Squad until they became standalone games, made by separate teams but published by Offworld Industries.


Squad provides examples of:

  • Acceptable Breaks from Reality: Trying to avert as much as possible. One of the main reasons Squad as a project was made was to get away from the Battlefield 2 engine restraints into a more malleable and modular Unreal Engine 4 game.
  • Action Bomb: It is possible to improvise these by strapping explosives to vehicles. The irregular factions are much better at doing so, as they have access to remote-controlled IEDs and small, fast vehicles (including a handheld drone and motorcycle) that can sneak into enemy lines and detonate before the enemy can react. This means that an irregular team can use an IED strapped to a car, drone, or (lacking other options) soldier to cripple an opposing fortification by blowing up their spawn point before overwhelming the position
  • A.K.A.-47: Mostly Averted, as the game prefers to name guns by either their model names, or by the faction designations (the US' M240B, GB's L7A2, and CAF's C6 are all fundamentally the same gun with slight modifications). This does lead to a few instances where weapons are given technically correct, but unusual names, such as the M249 SAW being named the 'Minimi' (after the original FN Minimi, the weapon that was adopted as the M249), or the EOTech 552 sight being named the 'ET552'. Most vehicles have their proper designations, though there are some oddities, such as the Canadian LAV ISC (Infantry Section Carrier) being labelled as a normal LAV IIInote .
    • Surprisingly, the HK417 appears with its name completely unaltered, despite bearing the HK trademark. As an interesting detail, however, the side of the rifle's receiver is marked with 'F417', likely as a nod to the 'F' designations given to Australian small arms. It should be noted that while the HK417 is in service in the Australian Army, it was never given this designation.
  • All-or-Nothing Reloads: Averted. Individual rounds are tracked inside their magazines.
  • Ambiguous Time Period: The game is deliberately vague as to the exact year it takes place. The various armies are kitted out with equipment and uniforms that would be correct for roughly the late 2000's to the mid or late 2010's, without definitively choosing a moment in time that every army can be pinned down to.
  • Anonymous Ringer:
    • Played Straight with the Insurgent faction. It was originally named Taliban but to dodge future controversy/problems with using the name the middle eastern insurgent faction is now named Insurgents. However, this also gives the devs more options in how to outfit the faction as they are no longer stuck with a limited spectrum of arms and equipment that the Taliban would use.
    • Their European counterparts, the Irregular Militia, are likewise this to Chechen insurgents, Eastern Ukranian separatists and former yugoslav paramilitary groupsnote .
    • The Middle Eastern Alliance's concept of a unified faction of middle eastern nations is based on the Axis of Resistance, a very loose military alliance between Iran, Syria, Lebanon's Hezbollah, Iraq and Yemen's Houthi movement, with most of its equipment being based off of the Iranian Army with touches of the Iraqi Army.
    • The People’s Liberation Army had the working name of "PanAsia" (presumably to not be Banned in China) but it was changed by late development to be straight-up the PLA.
  • Anti-Frustration Features: When you respawn, your ammo count will be the same as it was when you died. You will always respawn with a minimum of two magazines and bandages however, so you will never be dropped into a battle completely unequipped.
  • Ascended Meme: Early in the game's development, a bug caused the Unreal Engine lighting sphere to be visible during regular gameplay, which became something of a Companion Cube for the game's players. This has since been patched out, but two Easter Eggs remain in its memory. First, the Cool Code of Source that plays when you start up a helicopter features a 'PRAISE SPHERE' string at the bottom. Second, if you wander off the beaten path during the tutorial, you can discover a shrine to the lighting sphere. Approaching it will trigger a zombie survival minigame.
  • Attack Its Weak Point: A crucial bit of information when fighting vehicles in Squad is where one must hit them, as bringing down armoured vehicles is a task that normally require multiple attackers and coordination. As a result, for anti-armour gameplay, there are normally three avenues of attack that require knowing the basic body plan of a vehicle.
    • Shooting the turret: Equivalent of Shooting It Out Of Their Hands, killing a turret's ability to fire back or traverse will effectively render the vehicle mostly harmless, but able to escape
    • Immobilizing the vehicle: The motorized equivalent of Knee-capping, it comes with either shooting the tracks, wheels or the engine, this will render the vehicle unable to escape, and thus, a prime target for repeated hits, fire support, or to buy time for a bigger vehicle to get there and smash them for whoever immobilized it. Mind you, this will not impede a target from shooting back, but it is the best shot if you want to ensure a kill.
    • Shooting the ammo rack: May result on a one hit kill, as the ammunition inside the vehicle cooks off and send the crew on a direct path towards the clouds. This is the riskiest approach, as ammo racks are normally the best protected part of the vehicle, and at a distance, may require some Improbable Aiming Skills.
    • When it comes to helicopters, managing to take out either rotor while it is mid-air is a surefire way to net a vehicle kill, with the prized weak spot being the tail rotor, which is a tiny, moving target, but may be taken out by anything, including repeated hits from small arms fire.
  • A-Team Firing: You have to wait several seconds between bringing the weapon's sights up and firing in order to ensure an accurate shot, otherwise your rounds will spray everywhere.
    • Also justified in practice, as suppressive fire is not only part of the system, it's highly encouraged once your squad leader tells you to go loud on an enemy position.
  • Awesome Personnel Carrier: The more modern Infantry Fighting Vehicles in the game can qualify, as they normally come packing serious firepower and mobility, and are, thus, a very good supporting tool for any infantry stuck in a gunfight.
  • Bayonet Ya: The combat knives are named "bayonets", which is accurate since they are also used as fighting or utility knives and can be attached to be a bayonet, but if you use them in game you'll just use them as a normal knife. This trope then only applies to the SKS, it comes with one permanently attached that is simply flipped out into position instead of pulling a knife.
  • BFG: Most of the Heavy Anti-Tank kit weapons count:
    • The Russian Ground Forces get the RPG-28, best described as a modern cannon in terms of its function, as it's more or less a man portable, single shot tank gun similar specs to that of a T-72's.
    • The British Army use the NLAW, which on top of its imposing size and distinctive silhouette features a Predicted-Line-Of-Sight system, which allows rockets to pre-emptively track a moving target, meaning they will hit any horizontally moving target.
    • The United States Marine Corps use the SMAW, a rocket launcher with a built-in spotting rifle that fires tracer rounds, allowing its user to range a target before making the shot.
    • The US Army and Australians pack the 84mm. Carl Gustav III recoilless Rifle for heavy duty Anti Tank action, the Canadians have the older Carl Gustav II, but with the distinction of being able to fire anti infantry HE rounds from them, which gives a Canadian Heavy Anti Tank specialist about the same firepower as a small tank.
    • The MEA and Insurgent Heavy Anti Tank kits have the Russian made RPG-29 Vampir, a beast of a cannon that fires 105mm. tandem rounds and has a firing arc and projectile speed that is rather similar to most Light Anti Tank weapons, making it remarkably effective at long ranges. This, along with the fact that it comes with 2 tandem AT rounds instead of the regular 1, makes it a favourite among the playerbase.
    • The PLA's heavy anti tank specialists use the gigantic 120mm. PF-98 "Queen Bee", which has a very straight projectile arc and a rangefinder, which makes it one of the, if not the most practical anti tank gun in the game.
    • The Turkish Land Forces has the MKE MGL that pretty much acting as a handheld artillery piece, capable of raining heavy fire upon enemy position with hails of total six HE or smoke grenades, not very handy against vehicles, but easily able to annihilate an infantry squad that is either entrenched or has forgotten to maintain proper spacing.
  • Black Screen of Death: Makes a triumphant return.
  • Bottomless Magazines: Averted. All weapons, just like the original Project Reality mod been designed to have finite ammo supplies. This includes fixed MGs like .50 cals or tank ammo, which in other games are usually bottomless.
  • Break Out the Museum Piece: Pretty much every faction uses some older gear in one form of another.
    • The irregular factions, due to their nature as unofficial and underfunded formations using mostly ad-hoc equipment, are the kings of this. Both are the game's most prolific users of older Soviet-era vehicles such as early russian BMP-1 Infantry Fighting Vehicles and BRDM scout cars from as early as the 1960s, hold onto early 20th century pieces such as the PM Makarov and TT-34 Tokarev sidearms and make copious use of the old reliable DShK heavy machinegun, as well as the SPG-9 Kopye recoilless rifle for anti-vehicle and fire support duties.
      • The Middle-Eastern Insurgents mostly use outdated Eastern European weaponry, with the majority of their gear utilizing the early Cold War Soviet 7.62x39mm ammunition, and some weapons dating back to World War 2 such as the PPSh-41 submachinegun, the TT-33 Tokarev, and the positively ancient 3-line rifle M1891, also known as the Mosin Nagant, designed and produced during the tail end of the 19th century.
      • The Irregular Militia forces are a little more modern when compared to their Middle-Eastern counterpart, using a mixture of up-to-date and slightly outdated Warsaw Pact or early NATO small arms, but they still often rely on older weapons, such as the Soviet Era weapons like the SVD marksman rifle, in use since the early 60s, and M1942 divisional field gun, produced between 1941 and 1945, as well as outdated NATO weapons, such as the M16A2, which has been phased out in favour of the M16A4 and M4 rifles, and the old-school FN-FAL designed in the late 1940s, shooting the large 7.62x51mm NATO cartridge, and well on its way to retirement by the vast majority of its users. Their main anachronism comes in their fondness for rifle-grenades and throwable anti-tank grenades, which were rendered mostly obsolete around the 1960s by the introduction of dedicated grenade launchers and the development of modern man-portable Anti-armour weapons such as the soviet RPG-7 and american LAW.
    • Canada, the Middle Eastern Alliance and the Australian Defence Force use the Browning Hi-Power pistol, which began production before the Second World War. Additionally, while the Hi-Powers used by the MEA could be more modern ones, and the ADF ones are more modern, the Canadian ones are from the Second World Warnote . This is Truth in Television, as the ADF and Canadian Forces still use them, and the Canadians have been trying to replace them for nearly a decadenote .
    • The 5 BLUFOR nations, the US, Britain, Canada, Australia and Turkey, all rely on the classic .50 cal. Browning M2 heavy machinegun, which, while somewhat modernized, still remains largely the same gun that was originally thought up shortly after World War 1 as an anti-tank weapon, before being adopted into its current role as a general purpose heavy machinegun shortly before World War 2.
    • The Turkish Ground Forces and the MEA both use the MG3 as their light machine gun, a weapon that is effectively a rechambered and slightly updated version of World War 2's MG42, which itself is an upgrade to the even older MG34.
    • The Russian Airborne and Ground Forces still rely on several pieces of Soviet-era armour, ranging from the fairly modern BTR-82A and BMP-2note , to the aging T-72note  main battle tank and the quite old BRDM-2 scout car and the MT-LB general purpose tracked vehiclenote .
    • The Middle Eastern Alliance relies heavily on the West German G3 battle rifle, which was designed in the 1950s and still uses the old 7.62X51 NATO rounds, from when the idea of a high power "man stopper" cartridge was still in vogue for the main infantry firearm. As a result, MEA infantrymen are both incredibly hard hitting and at an incredible disadvantage when using fully automatic fire.
    • The USMC have a healthy contrast between their two standard-issue rifles: The modern and versatile M27 that doubles as both an infantry rifle and a fire support weapon, and the rapidly aging M16A4, a weapon that dates its lineage back to Vietnam.
    • The Turkish Land Forces has the M60T as their main battle tank, a Cold War-era M60 tank that, while extensively upgraded by the Turco-Israeli Sabra Program for modern combat, is still a second generation Main Battle Tank from the 50s. They are also the only BLUFOR faction that uses the older UH-1N Huey as their primary air asset. To put things in perspective, upgrades aside, these were standard pieces of US equipment during the Vietnam War.
      • On a minor note, while their standard service rifle is a very modern and practical design that normally comes with excellent optic sights, it still holds onto the "man stopper round" philosophy of the mid 20th century, and thus packs the oversized 7.62x51 NATO round of its predecessor, the G3, making it an anachronism at the very least.
  • Character Class System: Separated between different "kits", which determines what equipment the player will be using, the same kits can come with variations on their selection (such as different optics for the weapon available). The amount of kits can be limited by various factors depending on the kit.
    • Rifleman/Fighter: The "grunt" class. Comes with a standard rifle, bayonet, grenades and it's the only one with an Ammo Bag, which he can supply themselves or their teamates.
    • Squad/Cell/Group Leader: The leader of a squad, has similar equipment to the rifleman, plus binoculars and the Rally Point, which is a deployable spawn point.
    • Automatic Rifleman: Comes armed with a light machine gun, which provides cover with suppressive fire and fire support.
    • Medic: The only one that comes with a medkit, which allows them to heal wounded teammates, medics also receive several extra bandages to stop bleeding and revive downed teammates, otherwise, they are equipped in about the same fashion as riflemen.
    • Grenadier: Armed with a rifle and grenade launcher, which allows them to fire either explosive, or smoke grenades over large distances or behind cover.
    • Light Anti-Tank (LAT): Comes with either a lighter or disposable anti-tank launcher. Capable of fighting light armor or unarmored vehicles, but has more trouble with heavier APCs or tanks, though they carry more ammunition for their primary weapon than the Heavy Anti-Tank kit, meaning they can act as a Rifleman if necessary.
    • Marksman: Has a marksman rifle, which allows them to engage enemies at long distances.
    • Machine Gunner: Has a heavier machine gun compared to the AR. Which allows them to fire at enemies in long distances.
    • Heavy Anti-Tank (HAT): Has an anti-tank launcher with tandem rounds, which allows them to deal with heavier armored vehicles. However, due to the increased size of the launcher and rockets, they usually carry either less ammunition for their primary weapon than the Light Anti-Tank kit, or carry a smaller primary than the LAT kit, depending on the faction, making them less effective in a firefight than the LAT kit.
    • Combat Engineers: Exclusive to conventional factions. Equipped with mines and C4 blocks, which allows them to commit sabotage behind enemy lines, as well as the ability to construct faster. Combat engineers can also fix up vehicles, making them useful in retrieving damaged or abandoned vehicles.
    • Sapper: Exclusive to irregular factions. Equipped with binoculars, mines, TNT blocks, and IEDs; allowing them to commit sabotage behind enemy lines and scout enemy positions.
    • Crewman: Averts Universal Driver's Licence. Certain specialized vehicles, such as armored APCs, IFVs or tanks require a Crewman to drive them. Also available is the "Lead Crewman" role, which functions as a Crewman with the abilities of a Squad Leader.
    • Pilot: Necessary to fly helicopters. A Lead Pilot role is also available with similar benefits to the Lead Crewman.
  • Close-Range Combatant: A few factions have a kit built around close-quarters fighting with an SMG or Carbine, taking advantage of their higher rate of fire than most of the service rifles.
    • Insurgents get the "Raider" kit, equipped with the potent PPSh-41 for rough close-range encounters.
    • The Irregular Militia get the "Infiltrator" kit as an equivalent, equipped with an AKS-74U with an extended magazine and muzzle break for a similar purpose.
    • The Russian Airborne Forces get the "Scout" equipped with the AS-VAL, a rifle that is internally suppressed, giving it a unique advantage in a game where sound and situational awareness is vital.
    • The Turkish Land Forces have the unique "Jandarma" kit with the SAR-109T, the first proper SMG for a conventional faction.
  • Colour-Coded for Your Convenience:
    • Applied to remaining magazine/reloads/supplies/uses for your current weapon or item as displayed on your HUD and the only way to tell if you have any remaining ammo or not short of trying to fire or use the equipment. White for full and available, yellow for In-Use, orange for partially expended magazines, and clear/blank for expended and empty.
    • Averted for the factions themselves; the conventional armies can look very similar to each other at a glance if you don't notice some small details. The one case where this can come into play is colored smoke grenades, as each faction have their own selection. The US, Canada and China use red and blue, Russia uses orange and purple, the British use orange and yellow, the Insurgents use black and yellow, while Turkey and the Irregular Militia uses yellow and green. With that knowledge, it is often possible to infer from a glance which side threw a particular smoke grenade.
  • Combat Medic: The loadout for the medic class of all the forces in game includes 1 assault rifle (w/ 5 Magazines), a pistol (w/ 2 mags), 1 frag grenade, 3 smoke grenades (2 white smoke, 1 red/yellow smoke), 5 field dressings ("bandages"), their medic bag, and of course, an Entrenching Tool. While anyone can revive someone else or stop bleedings with the field dressings, medics not only have more of them, but the medic bag can restore health.
  • Concussion Frags: This gets Averted; anti-tank weapons have different ammunition types, and trying to use the wrong round against your target will result in very little damage being done. Broadly speaking, there are three types of AT munitions: Frag rounds, which shred infantry over a wide area but doesn't penetrate armor; HEAT rounds, which can damage lighter vehicles but are ineffective against infantry; and Tandem rounds, which pierce thick armor but are very heavy and so can only be used effectively at shorter ranges.
  • Cool Boat: On certain maps, the United States Marine Corps have the USS Essex as their home base, from which they can launch helicopters and other amphibious craft as they invade dry land. The Marines also get the Boring, but Practical RHIB Watercraft as a way of quickly shipping supplies and troops around the water.
  • Crew of One: Averted just like in Project Reality. Tanks, APCs and other vehicles separate the driver and gunner into separate roles, and a spotter/commander may be necessary for them to be fully effective.
  • Damn You, Muscle Memory!: The Canadian-exclusive C79A2 optic is ranged for 200 meters, and it cannot go any lower than that. Many headshots have been missed thanks to most players being used to the 100 meter default ranging of every other optic.
  • Death from Above: Americans, British and Canadian commanders can call an airstrike with a A-10 Warthog, Russian and MEA commanders can call a Su-25 Grach, Chinese commanders can call in JH-7A rocket strike, while Turkish commanders can call in F-16 Falcon machinegun barrages. All conventional faction commanders can call in howitzer barrages, while unconventional factions have heavy mortar barrages. There's also mortars that can be built by any of the factions and used to bomb down your enemies.
  • Demolitions Expert: The Combat Engineer kit for conventional factions, and the Sapper for unconventional ones. Both examples can deploy landmines, which can subsequently be hidden or dug up using the shovel, and demolition charges which are on a timed fuse. The Combat Engineer additionally carries sandbags and razor wire for fortifications, while the Sapper comes equipped with a manually-controlled IED.
  • Deployable Cover: Squad Leaders can deploy cover and other things that non-squad leader roles can build up with shovels.
  • Desert Warfare: A lot of maps set in the Middle East and "Southern Asia" (the area based on Afghanistan and Pakistan) feature a desert or arid environment.
  • Easter Egg: The "Fallujah" map features a spot-on recreation of the safe-house that Osama Bin Laden was killed in, complete with a crashed helicopter. It counts as an easter egg as the real-life compound was in Abbottabad, Pakistan, which is nowhere near Fallujah.
  • Easy Logistics: This gets Zig-Zagged.
    • On the one hand, players must construct Forward Operating Bases (FOBs) manually, and further enhance those bases with spawn points, resupply stations and repair stations. To keep these up and running, as well as to help the base expand their defensive structures, ammo and construction supplies must be ferried from your main base to the FOBs. It is possible to disrupt the enemy's supply lines by hunting down the logistic trucks that are moving supplies. Additionally, all vehicles can carry some ammo supplies, which can help to top up the ammo counts of infantry fighting alongside them.
    • On the other hand, the game simplifies logistics into two basic resources: the aforementioned ammo and construction supplies. As long as a base or vehicle is holding enough points of ammo for what you need, your weapon type doesn't matter.
  • Elites Are More Glamorous: Intentionally averted. No special forces units are present in the game, nor are there plans to introduce them. However, the British have the option to play as the Parachute Regiment, and the Russians have two Guard Airborne Regiments they can play as, though the only effect on gameplay is what vehicles they get.
  • Epic Tank-on-Tank Action: "Tallil Outskirts" (a wide-open desert map with an airfield in the center) is specifically made for vehicle-focused combat, and is even the only map to have a special "Tanks" game mode that grants each side six tanks each and lets them go wild.
  • Every Bullet is a Tracer: Averted, in that only squad leaders in conventional factions, and heavy machine guns, are equipped with tracer rounds. The lack of tracer rounds among the irregular factions can work to their advantage by making it much harder to tell where their shots are coming from.
  • Faction Calculus:
    • Conventional factions are the Powerhouse, gaining access to superior weapons, vehicles and abilities over the irregular forces.
    • Irregular factions are Subversive, and make up for their weaker equipment with a range of unique traits that make them better at guerrilla warfare. For example, they don't use tracer rounds, the Insurgents get unique access to the 'Buddy Rally' system (where a deceased cell leader can assign another squad's rally point as their own), and the Sapper role gains access to remote-controlled IED's, which are more consistent than land mines as long as you can keep an eye on where they are deployed.
  • Fragile Speedster: As a simple rule of thumb, the faster a vehicle, the less armor it has and the more vulnerable its crew and occupants will be.
  • Friend or Foe?: Canada vs Russia matches tend to be *very* confusing because both armies use a dark green or desert camo pixelated uniform. A good way to differentiate is their armament (AK vs C7) or the shape of their helmets.
    • Any match which involve two factions using similar weaponrynote  will devolve into confusion, as knowing what sound a specific gun makes is crucial for spatial awareness, meaning its much harder to make out if the automatic fire next to you is a friendly shooting a far away enemy, or an enemy squad breaching your position.
  • Glass Cannon: The light, cannon wielding vehicles such as the US Army's Stryker Mobile Gun System and the VDV's Sprut. They are fast, manouverable, and can put down tanks if they get the drop on them. But any gun bigger than small arms can easily destroy them.
  • Good Guns, Bad Guns: Averted; as far as the 'unconventional armies use "evil" guns' trope goes, while the Irregular factions mostly use Soviet-sourced weapons, there are exceptions in both cases: the Insurgents can use FAL and G3 variants, while the Irregular Militia, alongside the FAL, have the M4 and M249 SAW among their weapon selection. The MEA primarily uses late 20th century West German small armsnote  with Soviet heavy weapons and vehicles.
    • Played straight with the opposing conventional forces. The American, British, Canadian, Australian and Turkish factions primarily armed with NATO and Western weapons and vehicles, while their Russian and Chinese adversaries almost exclusively uses its Eastern counterparts.
  • Grenade Launcher: The "Grenadier" class has an underslung grenade launcher with an assault rifle. You can use it to support your squad with High Explosive grenade volleys or bomb people with smoke grenades.
    • The Turkish faction put this on the next level with the addition of Milkor MGL, a rotary grenade launcher that not only acted as the first hand-held grenade launcher in the game, but also allows for its user bombard the enemies with multiple grenades in rapid succession.
  • Heal Thyself: Completely averted, a soldier can stop their own bleeding but will need to find a medic to be healed.
  • Highly-Conspicuous Uniform: PLA Navy Marine Corps wear a naval blue camouflage that makes them highly visible. Hilariously, it comes in two variants: "desert" and "woodland", the only change is the camouflage of the body armor, the rest is still the same.
  • Homing Projectile: The British Army's NLAW features a Predictive Line-of-Sight system. Before firing, the user traces the movement of their target before firing the rocket, and the rocket will follow a trajectory that assumes the target is continuing to move at the same speed and direction.
  • Improvised Weapon: The Insurgents faction has access to the "Hell Cannon", a homemade, ginormous mortar which fires a "Blessed Propane Tank" over distances of around 900 meters, it has more or less the same effect as a support fire artillery shell.
  • Instant Death Bullet: Averted. Being shot will make you bleed, but you will bleed out if you don't bandage yourself.
  • Invaded States of America: Downplayed, but there are a pair of maps are set in Canada, featuring the Russians as the opposing army, though one variant has Canada vs the Eastern European Irregular Militia. Strangely, both are set in eastern Canada, far away from Russia. In previous versions, one map layer featured the United States vs Canada, in case you wanted to get really weird.
  • La Résistance: The Irregular Militia, based on Eastern European nationalist, communist and religious extremist armed groups, but also, being used as a stand-in for other separatist or resistance groups in Northern Europe and North America. However, even if they are standing in for, say, a Newfoundlander separatist militia, the soldiers still use some Warsaw Pact weaponry that'd be unreasonably hard to acquire that far from Eastern Europe, and still speak Serbian.
  • Macross Missile Massacre: Normally dished out by an UB-32 rocket pod, available in several different flavours.
    • The Middle Eastern Alliance's variants of the BRDM-2 scout car and the MT-LBM APC sometimes come with a pod mounted atop the gun turret, enabling them to fire rockets with quite a high degree of precision.
    • The Irregular factions also sometimes get access to a rocket armed technical, which boils down to a pickup truck with a salvaged pod stuck to the back, however, the fact that its damn near impossible to aim, means its normally relegated to indirect fire support duties.
    • The most traditional flavour comes from Russian Su-25 Grach, Chinese Xi'an JH-7A, and American/Australian F/A-18 Hornet jets, which can be called in for strafing runs by the Russian Ground Forces, People's Liberation Army, and United States Marine Corps/Australian Defense Force respectively.
  • Mechanically Unusual Class:
    • The Insurgents have access to the unique "Raider" kit, which is equipped with a Comes armed with a PPSh-41 with drum and stick magazines, as well as grenades, it excels as a Close-Range Combatant class.
    • The Irregular Militia's prolific anti-vehicle arsenal's strength comes from the large number of obsolete anti-armour explosives a Militia squad can carry, in the form of throwable anti-tank grenades, and rifle-grenades. Both methods are very low range, meaning playing Militia in an anti-tank role involves a lot more sneaking around and ambushing than the usual factors such as ranging and positioning.
      • The Turkish Land Forces, a "conventional" faction, have a Raider equivalent with the "Jandarma"note  kit, which is armed with the SAR 109T Submachine Gun and lots of grenades, and similarly serve as a Close-Range Combatant.
    • The Canadian Armed Forces tend to have some... unique equipment choices and loadouts.
      • Their standard long-range rifle optic is the C79A2, which uniquely is ranged for 200m rather than they typical 100m for equivalent scopes. This makes it very easy to accidentally overshoot your target if you don't adjust to this quirk.
      • The marksman rifle is the C14 Timberwolf. Which is actually a bolt-action sniper rifle rather then a semi-automatic marksman rifle like the other conventional factions. This reflected in the kit selection screen where the Canadian marksman is instead a "Sniper".
      • The Heavy Anti-Tank class, unlike their fellow Carl Gustav Recoilless Rifle users, receive anti-infantry High Explosive rounds along with the usual AT ammunition, meaning they not only are a nightmare to armoured vehicles, they can also blow up entire entrenched infantry squads should they get a good shot or two off.
    • The British have 2 distinct marksman classes, the regular fire-support specialist marksman, packing the regular semi-automatic Designated Marksman Rifle in a L129A1; and the direct combat Marksman, which uses the L86A2 LSW, a long-barrel fire support rifle that functions closer to a magazine fed light machinegun than an actual Designated Marksman Rifle or Sniper Rifle.note 
    • The Middle Eastern Alliance is fairly unique for its very harmonised weapon selection; with the exception of the Machine Gunner, everybody uses a G3 variant. In a game where identifying weapon sounds can give you a big situational awareness advantage, this makes going up against the MEA fairly unique.
    • The United States Marine Corps are uniquely built around launching amphibious assaults as their defining strategy. Some maps feature the USS Essex amphibious assault ship from which the Marines can launch helicopters and amphibious craft from, resulting in the need to establish a beachhead on invasion maps before they can spawn in ground vehicles. To help with logistics, the AAVC-7A1 holds the unique distinction of being the only armored vehicle that can ferry construction supplies.
    • The Russian Airborne Forces get the Scout class equipped with the AS-VAL, the game's first supressed weapon, giving it a major advantage for more stealthy or Confusion Fu tactics.
    • The People's Liberation Army has a couple of unusual characteristics on their equipment.
      • Most anti tank kits in the game struggle somewhat with the issue of range finding, which is very important as most rockets or anti tank projectiles are very succeptible to bullet drop, meaning misjudging the distance to a target by something like 10 meters can be the difference between killing it and getting whacked by a 30 milimiter autocannon shell. The PLA's Heavy Anti Tank kit laughs in the face of that problem since it has a digital rangefinder built into its gun.
      • The main chinese tracked IFV, the ZBD-04A, packs a rare double gun turret, with both a 100 milimiter cannon and a 30 milimiter autocannon being used concurrently. It also has its sights zeroed at 1 kilometer rather than the usual 300 or 400, meaning it requires some adapting for anyone crewing its gunner seat.
      • The standard transport truck, which most factions just ignore or use as a throwaway tool, since it literally just ferries troops around, receives a secondary function with the PLA, as they have machineguns, either of the light, or heavy varieries mounted on them to provide some extra fire support in a pinch. It also makes them surprisingly viable as scout vehicles.
    • The Turkish Land Forces is not equipped with any Heavy Anti-Tank weapons, but makes up for it with the addition of a multiple grenade launcher for their Grenadier class. They also the first BLUFOR faction that almost exclusively uses the high-powered 7.62×51mm NATO as their primary cartridge like the MEA, including a Direct Combat Machine Gunner class that uses MG3 general-purpose machine gun in place of the usual Automatic Rifleman.
  • Middle Eastern Coalition: The Middle Eastern Alliance, which is directly based on the Trope Namer from Battlefield and Squad's predecessor Project Reality. Its real-life counter-part is based off of a mixture of Iran and Iraq; as they use German firearms (G3 variants and the MG3 machinegun) and Russian vehicles—as well as the Simir, based on the Iranian-made Safir— while their infantry uses US-made Six-Color Desert Pattern uniforms and PASGT helmets, simlar how Iraqi soldiers were armed post-2003. To make matters more complicated, Squad Leaders and announcers speak in Arabic and the foot soldiers speakin Kurdish.
  • Middle Eastern Terrorists: The Insurgents. The game does make an effort to avoid portraying them as one-note stereotypes, and instead bases them on an amalgamation of various Middle Eastern communist, Islamic and nationalist militias.
  • Mighty Glacier: The Middle Eastern Alliance's MO, equipped with the supremely hard hitting G3A3 battle rifle and normally backed up indirect fire capable IFVs and APCs, they work best when they take up defensive positions and make their attackers miserable, either by picking them off from a distance, or by raining hell on them with rocket barrages. The cost of their excellence in that regard is having pretty slow vehicles overall and not being very well equipped for fast strike operations, as their weaponry isn't well suited for full-auto fire.
    • The British armoured contingents are also quite effective in that regard, with the FV510 IFV, which is literally impermeable to autocannon and light AT fire if hit from the front, at the price of being rather slow and having an L21A1 RARDEN as its main weapon, a very unwieldy, semi-auto, clip fed autocannon that must be reloaded every 3 shots. Sometimes, however, the brits have access to the FV520 IFV, which packs a fully automatic 40mm autocannon, along with stabilization and not too dissimilar durability, making it more or less the most horrifying IFV to run into.
  • One Bullet Clips: Averted. Individual magazines and their ammunition are tracked.
  • One-Man Army: Averted. The cornerstone of the game is teamwork and cooperation. This is reinforced by control points requiring a minimum 2-man team to capture.
  • Outside Ride: The infantry of unconventional factions are able to ride around on the hulls of tanks as transport; the more professional conventional armies do not have this ability.
  • Palette Swap: The PLA Amphibious Ground Forces are mostly based on the PLA Navy Marine Corps, but with woodland rather than naval blue camouflage.
  • Pre-Explosion Buildup: Setting off an IED takes a moment as the Sapper "calls" the detonator using a burner phone, complete with ringtone.
  • Ranged Emergency Weapon:
    • Some roles, primarily Squad Leaders and weapon specialists, carry a pistol for emergency use. They're relatively potent at close range, but have poor accuracy and due to their low ammo capacity are extremely risky to use in prolonged fights.
    • Crewman and Pilot roles are often equipped with carbines for when they are forced to bail from their vehicles. Carbines function similar to assault rifles, but have less spare ammo and are less accurate due to a mix of their shorter barrels and a lack of attached optics. The Insurgents get the most extreme example as their Crewman roles are given a Vz. 61 Škorpion for protection, a machine pistol with all of its expected drawbacks. At least this game actually depicts the Škorpion's stock being properly used!
  • Ring Menu: Uses this for commands and building.
  • Scenery Porn: The Unreal engine makes for some really pretty maps, featuring lush Eastern European forests, vast Middle Eastern deserts, hilly South-Asian woodlands, packed urban sprawl, East-Asian beaches, or Canadian woodlands.
  • Semper Fi: The United States Marine Corps are present here. They certainly fill a more specialist and elite niche compared to the United States Army, placing a greater emphasis on amphibious capabilities and Fragile Speedster vehicles. Their equipment choices also tend to be more outdated than the Army's, making them more of a guerrilla force rather than a straight upgrade.
  • Suicide Attack: A common tactic when playing as the irregulars is to stick a dozen cellphone triggered IEDs into a bike, car or player, ram them into a concentrated enemy position and then blow it all sky-high. When applied correctly, this tactic will almost inevitablynote  end with the death of the poor sap whose job it was to get the explosives to their destination.
  • Shoot the Medic First: Medics are the only class to carry medic bags which can heal others, as well as five bandage kits for stabilizing themselves and others (as opposed to the one or two others normally carry). As dying comes with a hefty time restriction, either by spawning all the way back at the main base, minutes away from the front, or at least a 30+ second minimum death/incapacitated time before respawning at a FOB or Rally Point, removing the medic from the fight makes survival much harder for the rest of their squad.
  • Smoke Out: Smoke cover is vital to move across open fields and flank enemy positions, as well as obscuring a vehicle's position in order to escape from ambushes and infantry attacks. Of note is that some roles gain access to colored smoke, which can be used to mark and differentiate targets.
  • Sprint Meter: Has one, although you can keep running when you're out of it, it just slows your sprinting. It recharges if you stand still and slowly if you walk. Aim stabilization is also quite affected by a depleted stamina meter, as the sway increases if the player is tired
  • Support Power: The Commander can call in off-map abilities as long as they are close to a Spawn Bunker for conventional factions, or a Spawn Bunker or vehicle for Irregular factions. These abilities include:
    • A UAV for conventional factions, which circles an area for a limited amount of time, and provides an aerial camera the commander can look at. Irregulars instead use a handheld drone, which must be directly controlled by the commander and can be easily shot out of the sky (The UAV can also be shot down, but guided missiles are the only weapons that have any reasonable chance to do so), but can also cover a much wider area, or strapped with an IED to serve as a flying bomb.
    • Conventional factions can call in 155mm Artillery for a static or creeping barrage. Irregular factions can call in a Heavy Mortar strike, which is less powerful and can only be called in as a static barrage, but whereas the 155mm Artillery strike will fire 'ranging shots' before beginning the main barrage, the Heavy Mortars will begin the barrage immediately, giving them the element of surprise.
    • Conventional factions only can call in Close Air Support: An A-10 Warthog gun run for the US, CAF and GB, or an Su-25 Frogfoot, F/A 18 Hornet, JH-7A rocket strike and F-16 Falcon for RGF, ADF/USMC, PLA and TLF respectively.
  • Tank Goodness: Tanks are very much the single most powerful entities in the battlefield, as they are relatively fast and fire the biggest guns in the battlefield, making them a mobile, very resilient force, among them are:
    • The Americans (US Army and USMC) and Australians gets M1 Abrams with different variants of each faction.
    • The British get the FV4034 "Challenger 2".
    • The Canadians get the Leopard 2.
    • Both unconventional factions get the T-62.
    • The Russians get the T-72B3.
    • The Middle Eastern Alliance can use both the T-62 and the T-72AV.
    • The Chinese get the ZTZ-99A, which were derived from T-72s above.
    • The Turks get the M60T, the Turkish variant of the M60 tank adapted for modern warfare.
  • The Alleged Car: Some of the older or improvised vehicles are this, notable examples include:
    • The cold war era APCs, in the form of NATO's M113 Armoured Personell Carrier, and the Soviet MT-LB armoured tractor, which, while quite useful when facing off against infantry, are normally lightly armoured, and suffer from horrendously bad manouverability and speed, being almost guaranteed to go down easily in any fight against other light armour or anti tank weaponry. They are, thus, sometimes referred to as "shitboxes" by the community.
    • The Insurgents have 2, the affront to common sense that is the technical truck with a BMP-1 turret on it, which can almost flip itself from the recoil of firing its gun. A second example of this within the faction is the scavenged HMMV sometimes available to them, which, possibly due to the devs' difficult history with it, literally named "shitty technical" and made sure that it is visibly in poorer shape than other technicals.
    • The BMP-1 can also count, it is quite fragile for a tracked armoured vehicle, and while its cannon packs a respectable punch even for tank standards, the turret traverse speed is so slow, it will always have trouble acquiring a target and hitting it.
  • Urban Warfare: The maps Mutaha, Al-Basrah and Fallujah are all set urban environments, mixed with some Desert Warfare as they are set in the Middle East. Meanwhile, Narva is an urban environment set in Estonia, being a somewhat modified depiction of the third-largest city in the country, most likely chosen as it lies on the border with Russia, has a large Russian populationnote  that attempted to join Russia a few times shortly after the fall of the USSRnote , and there have been disputes between Russia and Estonia over the exact border between them in the region Narva is in, with the presence of the US, UK, and Canada being justified by Estonia being part of NATO.
  • Universal Driver's Licence: Averted. Simple vehicles, such as trucks and armored recon vehicles, can be driven by anybody. More complex vehicles, such as Infantry Fighting Vehicles and tanks, require the dedicated Crewmen role to be operated. Helicopters also require their own Pilot role.
  • War Is Hell: Being a somewhat faithful depiction of what modern, conventional war is, many matches can be pretty intense and reflect the horrors of war in a dehumanizing way.
  • Weaponised Car: Both of the Irregular factions get access to a Technical pick-up. They can be used as troop or supply transport, or be equipped with a number of weapons that allow the humble technical to fill several roles in combat. While it is most commonly used as a raider vehiclenote , it can also fill the role of long range anti-tanknote , anti airnote , and even as an IFVnote .
  • Winter Warfare: The map Nanisivik was set in the tundra of the Canadian Arctic Archipelago, and Belaya is set in a wintery Eastern European island. Goose Bay, a reworked version of Nanisivik that replaced it in 2.0, takes place in Labrador during the winter.
  • You Require More Vespene Gas: The game features two types of supplies: Ammo and Construction. Your main base has an unlimited quantity of both, but they must be transported to your Forward Operating Bases using logistics trucks and helicopters. Ammo supplies are used to resupply depleted ammo for infantry, vehicles and weapon emplacements. All vehicles can also carry a small amount of ammo with them to resupply infantry on the frontlines. Construction supplies are used to repair vehicles, as well as to build any structure more complex than your basic FOB radio.

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