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.
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.
Unattended damage: Unoccupied vehicles that are not in 150m of a Rally point or a Forward Operating Base will start to burn after 20 minutes.
Burning: 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. A fire also causes the health of the crew to tick down with a coughing sound.
Crew damage: Light vehicles such as Trucks and Scout Cars allow their crew to be damaged by gunfire. Open-topped turrets also allow the gunner to be damaged. Heavier vehicles generally do not allow their crew to be damaged by projectiles even in case of a penetration.
Infantry interaction[]
All 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.
All vehicles carry some amount of ammunition that infantry can use to resupply from. Resupply and kit-switch is possible on a moving vehicle from the radial menu. Most vehicles only allow infantry to change into Crewmen and Lead Crewman kits. A few types of vehicles, namely APC Logistics, APCs, IFVs, and Transport Helicopters, allow changing into any infantry kit.
Logistics vehicles (logistics and transport helos) can carry construction points. In this case they have a supply pool that can hold both ammo and construction.
Reset[]
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 vehicle. Righting causes the vehicle to respawn by dropping from a height, with the amount of horizontal rotation requested by the player. A vehicle that has just been righted can be quickly re-righted, with the wait reduced to about 5 seconds. A player can even enter as a Crewman and then change into another kit.
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.
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. Wrecks have a health pool and disappear when their health is empty. This can be achieved by an explosive from a Combat Engineer, or gunfire from a weaponized vehicle.
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 |
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Main Battle Tanks:
MBTs are the most powerful land vehicles in Squad. With unmatched long range firepower and heavy armor, they're the kings of the battlefield. | |
Mobile Gun Systems:
MGSs are fire support vehicles equipped with tank cannons but light armor. | |
Infantry Fighting Vehicles:
IFVs are autocannon-equipped vehicles that can also transport infantry in a pinch. Their weapon systems can often cripple other vehicles in its class, and even damage Tanks. | |
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 MG or possibly grenade launcher for fire support. | |
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. | |
Light Vehicles:
Light vehicles encompass everything from technicals to Humvee-style vehicles and typically have some form of mounted light armament. They usually can carry a number of passengers as well. | |
Scout Car:
Scout cars or Jeeps are open-topped, nimble vehicles possibly with a mounted MG to provide fire support. They have poor protection against incoming fire. | |
Anti-Tank Light Vehicles:
AT Light Vehicles are light vehicles that have an anti-tank missile launcher 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. | |
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 support role as well. | |
Motorbikes:
Small motorbikes provide quick personal transportation. They are vulnerable to small arms fire but are extremely nimble and small targets. | |
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. | |
Logistics:
Logis are crucial in an army's supply chain, making sure construction and ammo supplies are getting to where they need to be.
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Transports:
Transports are used to hold infantry. The basic transport truck can carry 16 infantrymen. | |
Boats:
Boats are transport or logistic vehicles capable of traversing water at high speed but have poor protection against incoming fire. | |
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. | |
Attack Helicopters:
Attack Helicopters are not really meant for troop transportation. With their miniguns and high-explosive rockets they can root out and destroy large groups of infantry quickly. The rockets can even be used against lightly armored targets. |
Legend[]
Icon | Description |
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Ammo capacity:
Many non-logistical vehicles are able to carry a small amount of ammo points to resupply troops in the field | |
Supply capacity:
Indicates the total amount of Ammo and Construction points a logistics vehicle can carry combined. | |
/+ | Needed Crewmen/Pilots + Carrying capacity:
Indicates the maximum amount of crewmen/pilots and soldiers that can occupy the vehicle. |
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. | |
Respawn timer:
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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[]
Note: V7.0 up-to-date, infocards are work in progress |
Commander Vehicles[]
Exclusive to the Commander role.
Name | Faction | Image | |
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Close Air Support (CAS)[] |
A-10 Warthog | ||
F/A-18 | |||
SU-25 Grach | |||
JH-7A Flying Leopard | |||
F-16 Falcon | |||
Recon-drones[] |
MQ-9 UAV | ||
Pchela-1T UAV | |||
Handheld Drone | |||
CH-4A UAV | |||
TB-2 UAV |
Trivia[]
- 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[]
- Video overview of tank armor values from all sides
- Interactive vehicle armor website which shows many Squad vehicles
- Comparison of acceleration and top-speed of many Squad vehicles
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