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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.

Vehicle Infocards Irregular Militia Forces[ | ]

Technical Transport Militia Statistics
Technical Logistics Militia Statistics
Technical Armed Statistics
Technical Rocket Artillery Statistics
Technical SPG-9 Recoilless Gun Statistics

Vehicle Infocards Insurgents[ | ]

Technical Transport Insurgents Statistics
Technical Logistics Insurgents Statistics
Armored Technical DHsK Infosheet
Technical Armed Statistics
Technical Rocket Artillery Statistics
Armored Technical SPG Infosheet
Technical SPG-9 Recoilless Gun Statistics
ZU-23-2 infocard coming soon

General Information[ | ]

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).

Statistics[ | ]

Performance[ | ]

Vehicle Name Class Ticket Cost Available Faction
Technical Transport Transport Vehicle 5 Insurgents Flag IM Flag
Crew Passenger Ammo point Construction point
0 5 300 0
Respawn Timer Max. Speed Rev. Speed Health
3 ? km/h ? km/h 600

Protection[ | ]

Performance[ | ]

Vehicle Name Class Ticket Cost Available Faction
Technical Logistics Logistics Vehicle 5 Insurgents Flag IM Flag
Crew Passenger Ammo point Construction point
0 5 700 700
Respawn Timer Max. Speed Rev. Speed Health
3 ? km/h ? km/h 600

Protection[ | ]

Performance[ | ]

Vehicle Name Class Ticket Cost Available Faction
Technical DShk
Technical Armored DShk
Light Attack Vehicle 5 Insurgents Flag IM Flag
Crew Passenger Ammo point Construction point
0 5 300 0
Respawn Timer Max. Speed Rev. Speed Health
5 ? km/h ? km/h 600

Protection[ | ]

Armaments[ | ]

Weapon Model Caliber Basic Load Rounds
Main Armament DShK Open Top 12.7 mm ?

Performance[ | ]

Vehicle Name Class Ticket Cost Available Faction
Technical UB-32 Self propelled multiple rocket launcher 5 Insurgents Flag IM Flag
Crew Passenger Ammo point Construction point
0 4 150 0
Respawn Timer Max. Speed Rev. Speed Health
5/6 ? km/h ? km/h 600

Protection[ | ]

Armaments[ | ]

Weapon Model Caliber Basic Load Rounds
Main Armament UB-32 Rocket Pod 57 mm S-5 High Explosive Rockets 1x 32

Performance[ | ]

Vehicle Name Class Ticket Cost Available Faction
Technical SPG-9
Technical Armored SPG-9
Armour hunter 10 Insurgents Flag IM Flag
Crew Passenger Ammo point Construction point
0 5 300 0
Respawn Timer Max. Speed Rev. Speed Health
10 ? km/h ? km/h 600

Protection[ | ]

Armaments[ | ]

Weapon Model Caliber Basic Load Rounds
Main Armament SPG-9 Recoilless Gun 73 mm High Explosice Anti-Tank rounds 8
Fragmentation rounds 8

Performance[ | ]

Vehicle Name Class Ticket Cost Available Faction
Technical ZU-23-2 Anti-Air Vehicle 5 Insurgents Flag
Crew Passenger Ammo point Construction point
0 3 300 0
Respawn Timer Max. Speed Rev. Speed Health
6 ? km/h ? km/h 600

Protection[ | ]

Armaments[ | ]

Weapon Model Caliber Basic Load Rounds
Main Armament ZU-23-2 23 mm

Variants[ | ]

The Technical is heavily used by the unconventional forces; the Insurgents and the Irregular Militia Forces. 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 Insurgent or Irregular Militia Forces 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-M 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.
  • For more information, see "Loading and Unloading Supplies" section of Logistic System.

Transport[ | ]

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[ | ]

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

Armed[ | ]

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 DShK 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[ | ]

The UB-32 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[ | ]

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 making it more resilient to damage. The gunner however, is still exposed.

ZU-23-2[ | ]

The ZU-23-2 vehicle has the ZU-23-2 mounted directly on top of their chassis. This position leaves the gunner very exposed to enemy fire. It also makes the vehicle recoils with sustained fire, so your aim could be thrown off by the tilting vehicle. But the ZU-23-2 can penetrate every armored vehicle in-game, except the main battle tanks.

Gameplay[ | ]

  • The strategies involving the Technical 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. another good way to use them is moving behind enemy lines to hunt down enemy logistic vehicles trying to resupply.
  • Positioned properly, the DshK and SPG-9 Technical can act in a similar manner as an emplaced DShK or SPG-9.
  • Given the Technical's 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 Squad Leader used his binoculars to observe the effect on the target. Vehicle squads can and should run multiple vehicles.
  • If you want to shoot the driver in an armored techie, you need to aim from behind and shoot into the back window.
  • If you have an M2A1 (or similar 50. cal or higher) you can shoot straight through the "armored" window.
  • Due to the Technical's high speed and low mass, braking will often cause the vehicle to spin out. It is often better to let the vehicle naturally slow by releasing the throttle.

Gallery[ | ]

Technicals IMF[ | ]

Vehicle arrangement: Left front, Left back, Right front, Right back

Technicals INS[ | ]

Vehicle arrangement 1: Left front, Left back, Right front, Right back
Vehicle arrangement 2: Left, Right, Back

Trivia[ | ]

Technical easter egg

A ZU-23-2 Technical with the easter egg activated

  • Driving ZU-23-2 Technical at high speed, causing it to be airborne at a certain altitude, will activate this easter egg: A pair of cardboard wings will be attached to the doors.
  • 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".

External links[ | ]

See Also[ | ]



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