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This page lists all of the vehicles in Squad, grouped by their primary purpose.

Gameplay[ | ]

Entering A Vehicle[ | ]

To drive a vehicle, you must first claim the vehicle, you may then enter the driver's seat and start the engine. To enter, exit, rearm, or switch kits off a vehicle, press and hold F.

To switch seats, press F1 to F10. For a short moment, you will also see a list of the current passengers of the vehicle. To kick someone from a vehicle seat, you simply switch to the seat they are in using the F1 to F10 keys. They will instantly be removed as soon as the radial menu is brought up.There are specific requirements for this to happen, though. Mainly, the target player cannot be in your squad; only teammates that are not part of your squad are applicable to be kicked. Additionally, the seat that the person is occupying cannot be a passenger seat, as you cannot kick players from non-essential seats. These are mainly seats that are important to running the vehicle, like gunner, commander, auxiliary gunner, loader etc.

Entering or exiting vehicles and switching seats inside vehicles is not instantaneous. The duration depends on the vehicle and the type of seat. This greatly reduces the effectiveness of soloing vehicles when a vehicle is flanked or ambushed. Either it will not be able to drive away or it won't be able to return fire instantly.

Driving a Vehicle[ | ]

To start and turn off the engine, press and hold E. To be able to start the engine, make sure you have assigned a keyboard key to the vehicle control "Vehicle toggle engine" in the settings menu (default E).

Squad emulates gears of vehicles. To maintain the current gear, press and hold Shift. This can result in more traction in cases where the vehicle is struggling. It can also limit the speed of the vehicle.

See Helicopter flying for hints to setup your joystick and head tracking device.

Shooting in a Vehicle[ | ]

If you are in a gunner seat and your vehicle has zoom mode, zoom in by pressing Q. Some vehicles have the ability to stabilise your view by pressing Z

The WASD keys control traverse and pitch on all vehicle turrets except for the KPVT, NSV-T, PKT turrets, and open turrets.

Tanks and Light Infantry Vehicles have different ammo types to select from. Most heavy vehicles have AP rounds and HE rounds. Use the AP rounds against enemy armor and vehicles, and use the HE or HEAT rounds against infantry. Lighter vehicles typically just have a high caliber machine gun.

General Info[ | ]

Most vehicles also carry some amount of supplies. 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.

Unoccupied vehicles that are not in 150m of a Rally point or a Forward Operating Base will start to burn after 20 minutes. Vehicles will also start to burn once enough damage is taken. This burning will cause the health of the vehicle to tick down to destruction unless the vehicle is repaired. Depending on the level of hull-damage and with certain vehicles, 2 crewmen may be required to repair at the same time to stop the fire.

Damaging A Vehicle[ | ]

Vehicles have defined armor values. The front of vehicles will typically have more armor than the sides and rear, resulting in less damage taken in this location.

Vehicles also have simulated engines, tracks/wheels, turrets, and ammo compartments. Dealing damage to these components will result in them becoming inoperable.

Damaging an engine will result in the vehicle moving extremely slowly. Damaging the ammo compartment will result in a "cook off" and full destruction of the vehicle.

Destroying the tracks will result in the tracked vehicle being unable to move on said track (causing it to spin in place if one track is still operable). Damaged wheels will result in a loss of traction, resulting in lower speeds and lower control. In order to repair destroyed tires/tracks, a repair toolbox must be used, the same way a player would repair a broken engine. Smaller vehicles' tires, such as the Technical's tires, can even be destroyed with knives. APC wheels, like the ones found on the M1126 require 5.56mm or greater to be destroyed. APC wheels can also be destroyed with enough knife hits.

When a closed turret drops below 50% of its health, the turret will start to suffer a movement penalty. The more damage the turret takes, the slower it will move. A crack will appear on-screen to indicate the 50% threshold. A repair toolbox can only repair the turret back up to 25% health.

Physics[ | ]

Different surfaces provide different amounts of traction and rolling resistance, referred to as Physmat. This means that going off-road will make a vehicle much slower than staying on the roads. Wheeled vehicles are more affected by this than tracked vehicles.

Wheeled vehicles will roll much better on asphalt than on mud or snow. The lowest resistance is on asphalt, concrete, and solid wood. Gravel comes next, then dirt and grass. Sand and snow are where you're really starting to suffer. Lastly, mud has the highest resistance and is terrible to drive on.

Upon destruction of the vehicle the vehicle becomes replaced with a wreck in an explosion. This wreck has the same body as the vehicle but is dark and has no wheels/tracks. Some vehicles will also have their top turret blown off and separated from the body. These wrecks have the potential to block roads and tunnels, in order to remove the wrecks a Combat Engineer will have to place an explosive close to the wreck and destroy it. Alternatively, weaponized vehicles can simply attack the wreckage which will also remove it completely.

Update B17 introduced the vehicle recovery/reset system, useful for flipped over and stuck vehicles. Access it from the outside of the vehicle using the radial vehicle interaction menu (F by default). This action requires ~40 seconds to right a flipped/stuck vehicle. Update 3.3 added the ability to push certain other vehicles like boats to get them back in the water and helicopters to get them away from trees or other terrain features that may be clipping the rotors. Note that the vehicles are pushed into the direction of a vector between the center of your character and the center of the vehicle you're pushing, instead of what one would assume, that they are being pushed into the direction that you are facing while pushing.

Missed shots have a chance to ricochet, depending on the angle fired and the angle the shot lands. Ricocheted shots don't deal damage but indicate to the gunner that the projectile did not penetrate the surface or armor. Shots with tracer rounds will also follow this ricochet.

See External Links for guides on armor values and more vehicle specific values.

Vehicle Types[ | ]

Icon Description
Vehicle ammo icon
Main Battle Tanks:

MBTs are the most powerful land vehicles in Squad. With awesome long range firepower and heavy armor, they're the kings of the battlefield.

Vehicle ammo icon
Mobile Gun Systems:

MGSs are fire support vehicles equipped with powerful guns but light armor.

Vehicle ammo icon
Infantry Fighting Vehicles:

IFVs are powerful weapons platforms that can also transport infantry in a pinch. Their weapon systems can often cripple other vehicles in its class, and even damage Tanks.

Vehicle ammo icon
Armored Personnel Carriers:

APCs are designed to transport infantry across the battlefield. They typically have excellent protection against small arms fire and have a turret-mounted weapon for fire support.

Vehicle ammo icon
Reconnaissance Vehicles:

Reconnaissance vehicles are infantry fighting vehicles without troop compartments. They are dedicated armored fighting vehicles for forward observation, intelligence gathering, and skirmish operations.

Vehicle ammo icon
Light Vehicles:

Light Vehicles encompass everything from jeeps to technicals and have some open turret and light armament. They usually can carry a number of passengers as well.

Vehicle ammo icon
Scout Car:

Scout cars or Turreted Jeeps are lightly armored, nimble vehicles with a turret-mounted weapon that can provide a good amount of fire support at range.

Vehicle ammo icon
Anti-Tank Jeeps:

Anti-Tank Jeeps are light vehicles that have anti-tank missiles mounted on them. They are the definition of a glass cannon in that they pack a huge punch but are quite vulnerable to all kinds of incoming fire.

Vehicle ammo icon
Anti-Air Artillery:

AA vehicles are vehicles that have the capability to strike against air targets, such as helicopters. Their guns also can be used in a ground-fire role as well.

Vehicle ammo icon
Anti-Air Trucks:

AA trucks are large flat-bed trucks with an anti-air artillery gun mounted in the back. They are extremely devastating to aircraft and can also serve in a ground support role in a pinch.

Vehicle ammo icon
Motorbikes:

Small motorbikes provide quick personal transportation. They are vulnerable to small arms fire but are extremely nimble and small targets.

Vehicle ammo icon
Artillery Vehicles:

Artillery Vehicles provide long-range indirect fire support. They typically require a good deal of coordination and skill to fire effectively. However, their impact on the battlefield, when used effectively, cannot be denied.

Vehicle ammo icon
Logistics:

Logis are crucial in an army's supply chain, making sure construction and ammo supplies are getting to where they need to be. The light vehicle variants are much faster than trucks, but cannot hold as many supplies. The APC vehicle variants provide better protection against small arms fire than light vehicles and trucks but are usually slower in maneuverability.

Vehicle ammo icon
Boats:

Boats are transport or logistic vehicles capable of traversing water at high speed but have poor protection against incoming fire.

Vehicle ammo icon
Transport Helicopters:

Transport Helicopters can transport infantry across the battlefield in a quick and versatile way. They are also crucial in an army's supply chain, making sure construction and ammo supplies are getting to where they need to be.

Legend[ | ]

Icon Description
Vehicle ammo icon
Ammo capacity:

Many non-logistical vehicles are able to carry a small amount of ammo points to resupply troops in the field

Supply icon Supply capacity:

Indicates the total amount of Ammo and Construction points a logistics vehicle can carry combined.

T role crewman /T role pilot+ Vehicle people icon Needed Crewmen/Pilots + Carrying capacity:

Indicates the maximum amount of crewmen/pilots and soldiers that can occupy the vehicle.

Vehicle tickets icon Ticket value:

Vehicles in squad are valued at a certain number of tickets, and if destroyed in the field will incur a ticket loss in the same way when an infantryman gets incapacitated and killed.

Vehicle timer icon Respawn timer:
  • When destroyed, a new replacement vehicle will spawn after a certain amount of time has elapsed that is different for each vehicle.
  • If a vehicle flips over, it will catch on fire to get it off the map. This will take a while, and your team will be without an asset for a while. Pay attention to where you drive.

The following table lists all vehicles in Squad, organized as follows:

  • Horizontally by faction
  • Vertically by vehicle type (aka primary purpose of the vehicle), sorted by ticket cost
    • Transport: Unarmed, unarmored light vehicles used for carrying infantry around the map.
    • Logistics: Unarmed, unarmored light vehicles used for carrying supplies for FOBs.
    • Light attack vehicles: Vehicles with specific fighting capabilities which do not require a crewman to operate.
    • Armored personnel carriers (APCs): Lightest vehicles requiring a crewman to operate; carry infantry and ammo points; armed with a heavy machine gun (HMG) and/or general purpose machine gun (GPMG).
    • Armor hunters: Vehicles with anti-tank weapons.
    • Infantry fighting vehicles (IFVs)/Recon Vehicles/Anti-Air: Vehicles armed with an autocannon, usually firing both Armor Piercing and High Explosive rounds. Certain vehicles can fire anti-tank guided missiles (ATGMs). Recon vehicles typically give up armor and infantry carry capacity in exchange for faster speed. Anti-Air has an extremely high fire rate, but below average caliber.
    • Main battle tanks (MBTs): Heavily armored land vehicle armed with a heavy cannon. Used nearly exclusively for combat.

All Vehicles[ | ]

Information Note: V7.0 up-to-date, infocards are work in progress
American Flag US Army
British Flag British Armed Forces
Canadian Flag Canadian Army
Russian Flag Russian Ground Forces
Irregular Militia Flag Irregular Militia Forces
Insurgents Flag Insurgents
MEA Flag Middle Eastern Alliance
Australian Flag Australian Defence Force
USMC Flag United States Marine Corps
PLA Flag People’s Liberation Army
PLANMC Flag PLA Navy Marine Corps
VDV Flag Russian Airborne Forces
Flag of Turkey Turkish Land Forces


Commander Vehicles[ | ]

Exclusive to the Commander role.

Name Faction Image

Close Air Support (CAS)[ | ]

A-10 Warthog USArmy Flag

GB flag
Flag of Canada

A-10
F/A-18 USMCFlag

Flag of Australia

SU-25 Grach RGF Flag

MEA Flag
VDV Flag

SU-25
JH-7A Flying Leopard Flag of PLA

PLANMC Flag

F-16 Falcon Flag of Turkey

Recon-drones[ | ]

MQ-9 UAV USArmy Flag

GB flag
Flag of Canada
Flag of Australia
USMCFlag

MQ-9 UAV
Pchela-1T UAV RGF Flag

MEA Flag
VDV Flag

Pchela UAV
Handheld Drone Flag militia icon

Insurgents Flag

Drone
CH-4A UAV Flag of PLA

PLANMC Flag

TB-2 UAV Flag of Turkey

Trivia[ | ]

  • USArmy Flag Squad Alpha version 9.12 removed the HMMWV M1151 EAC (High-mobility Military Multi-purpose Wheeled Vehicle, M1151, Enhanced Armament Carrier) or "Humvees", due to concerns about licensing. It was however added back in over 4 years later as "M1151 Light Armoured Car " in update 3.0 (without the name "HMMWV" probably still due to licensing), for the USMC faction, in 3 variations: Open Top M2, Open Door M2 and RWS M2.
  • In October 2019, all corporate brandings for US and UK vehicles had to be removed due to legal concerns.

See also[ | ]

External links[ | ]




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