29th Infantry Division · Squad v10.5.3
What a round passing your head actually does in Squad, how fast it pins you, and how to use that against people who haven't read this. Every number was taken from the game's own files. Not measured, not guessed, not copied from a wiki.
Squad does not keep a suppression stat on the gun. It keeps one on the round: a profile shared by every weapon of that kit, a curve keyed on how close the round passed you, and a ceiling on how much pressure can stack. Everything else follows from those three things.
RULE 1It's how close the round passes, not how far away the shooter is READ
The only input is the perpendicular distance between the bullet's path and your body. A sniper at 600 m and a rifleman at 40 m apply identical pressure if their rounds pass at the same distance from your head. Every kit's curve is dead by 5–7 m; outside that, a passing round does nothing.
| Kit | Per round | Rounds to pin |
|---|
The differences between kits live inside the first two metres. By 3 m a battle rifle and an assault rifle are nearly the same round; by 5 m they are both nothing. The y-scale rescales when you add the DMR or sniper curves, which open an order of magnitude above the rest.
RULE 2Pressure stacks, then stops READ
Each passing round adds its value to a running total on the target. That total is clamped at the round's ceiling. So a kit's real advantage is how fast it gets someone to the ceiling, and a high-ceiling kit can push a target deeper than a low-ceiling one ever can. But nobody can be suppressed past the ceiling of whatever is hitting them.
| Kit | Weapons | Per round @1 m | Per round @2 m | Envelope | Ceiling | Rounds to pin @1 m | Rate |
|---|
"Rounds to pin" is the ceiling divided by the per-round value at 1 m, the number of close rounds it takes to reach the cap. A single precision-rifle or sniper round passing at 1 m pins outright. Rates are the kit's typical weapon: cyclic for automatics, and for bolt-actions the real cycle time read from the weapon's bolt animation (an SV-98 needs 1.95 s between shots). Semi-autos show their cyclic figure, which is an upper bound a player never reaches. The full list of what is in each kit is in the armoury at the bottom of the page.
RULE 3What it does to you: a kick, a wobble, and a shrinking view
Three separate things happen, and only the first two come from rifle fire in any meaningful way.
Half the kick arrives by closeness 0.1. Anything inside the envelope throws your view; the last stretch to a near-clip adds the rest. Weapon alignment ramps more slowly, and in a random direction every time.
Immunity climbs 1.0 per second under fire, to 7.5. At the top, camera location punch is 0.35× and weapon alignment 0.30×. Weapon alignment starts at 0.70. Even a fresh first round only ever throws your gun 70 % of full.
Half the extra sway is already there at level 0.1. Even light suppression costs most of the sway penalty; the curve saturates at 1.0, which every kit can reach. The curve is read from the assets; how the game applies it is C++.
Kit ceilings on the same scale. A kit can never push a target above its own line.
Bars show the level range each effect fades in over. Vignette is always on and simply gets stronger.
Aiming down an optic roughly halves the camera kick on 65 weapons (camera location ×0.4, sideways kick disabled). Belt-fed machine guns are the steadiest platforms under fire by design: in ADS their camera rotation punch is ×0.2. READ from each weapon's data; the default for weapons that don't set it is UNKNOWN.
RULE 4It wears off, on two different clocks
Numbness is fully known. The level itself is not.
An unbroken stream of rounds passing within range, with no gap between rounds longer than 1 second.
| First round passes | Immunity granted at once |
|---|---|
| within 3.3 m | +2.0 |
| 3.3 – 5.7 m | +1.0 |
| beyond 5.7 m | none |
The first round of an engagement always hits at full strength: it lands before any immunity is granted. The bump then softens the rest of that burst. Immunity rises 1.0 per second while rounds keep coming, holds for 1 second after the last one, then drains at 1.0 per second. The metre bands assume closeness runs from full at 1 m to zero at 8 m INFERRED; the bump values themselves are READ.
Level decay: a decay rate of 0.5 exists in the assets READ, but whether that is level-per-second or a fraction is UNKNOWN. If it is level-per-second, a rifle's full 1.15 is gone about 2.3 s after fire stops.
Pressure
How suppressed they are right now. The game's own name for it is the suppression level (UnderSuppressionPercentage); pressure is this guide's word, to keep it apart from immunity. Drives what they see (vignette, desaturation, blur) and how much their weapon sways.
Each round adds the kit's power at that miss distance, up to the kit's ceiling. The kit controls this completely: how much per round, how high it can go, how fast it climbs.
Immunity
How numb they've become. The game's own term (SuppressionImmunityFactor). Shrinks only the kick, the camera jolt and weapon drift of each round that follows, which the game calls punch.
Not added per round. A clock: +1.0 per second while any round has passed in the last second, −1.0 per second otherwise, capped at 7.5 for everyone. The kit has no say, except that a slow bolt-action lets the second lapse between shots.
The kick of a single round does not depend on what fired it. A rifle round and a sniper round passing at the same distance jolt the camera identically. Kits differ in how many kicks arrive and how much pressure builds behind them, which is what the contrast below shows, and what Rules 1–4 above add up to.
Under an M4 · 833 rpm · rounds at 2 m
Under an SV-98 · 31 rpm · rounds at 2 m
Five seconds each. The M4 pins its target in under a second and then sits at the rifle ceiling of 1.15 (vignette and sway, nothing worse) while seventy fading kicks build the target's immunity to the maximum. The SV-98's first round alone puts pressure at 3.0, where blur begins, and with two seconds between shots the target's immunity never builds: every round kicks at close to full strength. The kit chooses what state the target is in; immunity chooses how much your follow-up rounds still rattle them.
Five questions a fireteam leader actually asks, each answered as the rule, the number behind it, and what to do about it.
Tick the kits firing, set how close the rounds pass, and read off how fast the target is pinned, how hard each round kicks as they go numb, and exactly which effects they will and won't see.
Automatics use their cyclic rate and bolt-actions their real bolt cycle, both from the game READ. Semi-auto kits default to an assumed 150 rpm, since a player's finger is the limit, so change it. Mixed fire: each kit stops adding once the level passes its own ceiling INFERRED. Closeness ratio is mapped from miss distance as 1 at 1 m to 0 at 8 m, from the soldier's FullSuppressionRadius / SuppressionRadius INFERRED.
Closeness × immunity, with the first-shot bump. The random 0.75–1.25 per-round factor and ADS multipliers are not applied here.
Explosives don't use the passby rules at all. They suppress radially on detonation, with their own power, their own curve and their own much higher ceiling. READ
| Source | Power | Full to | Zero at | Ceiling |
|---|
5.5 from a hand grenade at 6 m against 0.125 from a rifle round at 1 m, some forty rifle rounds arriving at once, against a ceiling of 6.5 rather than 1.15. A grenade is the only infantry-carried thing that reaches the fisheye effect.
Every weapon in the eight kits, sorted by the suppression profile its rounds carry, not by what it looks like. Icons are the game's own inventory art.
Vehicle rounds run through the same machinery as everything else: a profile carried by the round, a ceiling on how much pressure it can stack, and the target's own immunity clock deciding how hard each round still kicks. What changes is the shape of all three.
RULE 1A vehicle round does not taper. Same value wherever it passes READ UNKNOWN edge
An infantry round is worth less the further off it flies, because its profile is a curve that runs out. Most vehicle profiles carry no curve at all, just one number. Inside whatever radius the game tests, a .50 cracking past your ear and one passing at arm's length are worth the same. The coax is the exception: it carries the machine gun curve you already know from the infantry tab.
| Class | Per round | Rounds to pin |
|---|
Flat lines are profiles with no distance curve: the value is the same at every miss distance the game still counts. The rifle and the coax are drawn for scale, and both are curves. A tank sabot round is worth twelve rifle rounds at 1 m, and it keeps that value out to wherever the test ends.
RULE 2The ceilings are higher, so worse things happen to your screen READ
Every profile clamps the target's level at its own ceiling. Infantry kits top out between 1.15 and 3.0, which is why rifle fire can never blur anyone. Vehicle passby profiles sit at 1.75 and 2.0, and the explosive ones run to 6.0. Those are the numbers that decide what the target's screen does, and they are the real difference between being shot at by a rifleman and by a tank.
| Class | Systems | Model | Per round at 1 m | Reach | Ceiling | Rounds to pin | Typical rate |
|---|
Reading the table. Per round at 1 m is one round going past on a passby row, and one whole detonation on a blast row, where it applies anywhere inside the inner radius. Reach is where that value runs out: the envelope for a curve, no falloff at all for a flat profile, and inner radius to outer for a blast. Ceiling is the cap on the target's level from that class, so its rounds stop counting once the level is there, however long it keeps firing. Rounds to pin is the ceiling divided by the per-round value, and typical rate is the median across the systems in the class, taken from reload time where a gun loads one round at a time.
Blur starts at 3.0 and fisheye at 5.0. No vehicle gun gets near either by passby: those ceilings are 1.75 and 2.00, and the one outlier, the helicopter minigun at 3.00, sits exactly on the blur line. Every explosive profile here clears blur comfortably. Fisheye is tighter than it looks. The strongest single detonation in the game reaches exactly 5.0, the threshold itself, so one shell buys everything up to and including screen dirt, but not the warp. Only a second shell starts it, and two take the target to the 6.00 ceiling, halfway up the fisheye ramp. Gunfire cannot help: a weapon stops contributing once the level is already above its own ceiling, and no vehicle gun's ceiling is anywhere near 5.0. A hand grenade, at 5.5, is the one thing in the game that clears the threshold outright.
RULE 3Most vehicle weapons suppress by blast, not by passing you READ INFERRED shape
Of the classes below, eight of the fourteen carry a radial profile: the round does nothing on the way past and everything when it goes off. Full power out to the inner radius, fading to nothing at the outer one, and the outer radii here are enormous next to anything infantry carries. Several of them zero the passby power outright, which is why a missile flying over your head is worth nothing until it lands.
| Source | Power | Full to | Zero at | Ceiling |
|---|
The thin line is the full-power zone, out to the inner radius, and the bar is where the power fades to nothing. The hand grenade is in the chart and the table for scale. It reaches 22.5 m, which puts it between an AGS burst and an ATGM. A 120 mm barrage reaches 75 m, and a tank HE shell 50 m. Falloff between the two radii is drawn as a straight line INFERRED: none of these profiles carries an impact curve, so the shape is the C++ default.
RULE 4The gun's rate decides whether you ever go numb READ
Immunity is the target's clock, not the gun's: plus 1.0 a second while rounds keep arriving, held for one second after the last one, then draining at 1.0 a second. A coax never lets that clock run down. A main gun cannot keep it running at all, because reloading takes longer than the whole drain. Same target, same curves, opposite outcome.
The sawtooth is a tank gun. Each shell grants its bump, the clock holds it for a second, and then it drains away with seconds to spare before the next one arrives. Every shell therefore lands on a target with no immunity at all, kicking at full strength. The coax line is flat at the top from about five seconds on, where every round it fires is kicking at roughly a third. The coax and the autocannon draw the same line, dashed over solid, because the clock belongs to the target: it does not care what is firing, only that something still is.
Pressure
What the class decides. The level, UnderSuppressionPercentage, and the ceiling it stops at. Vehicle guns hold a target at 1.75 or 2.0; explosives take it to 4.0, 5.0 or 6.0, which is where blur and fisheye live.
Immunity
What the rate of fire decides. SuppressionImmunityFactor again, same 0 to 7.5, same 1.0 a second. A belt-fed gun pins the clock at the top, a main gun never gets it off the floor.
A vehicle brings both extremes to the same fight. The coax puts a target at its ceiling in half a second and then numbs them; the main gun ignores the ceiling race entirely and lands one enormous, full-strength event every eight seconds. Section 04 puts those two side by side.
Five questions, answered from the numbers above.
Pick what is shooting at you, how close the rounds pass, and whether a shell lands. The build-up is INFERRED: per-round values and ceilings are read from the assets, and the level is accumulated at the weapon's own rate. Each weapon stops adding once the level is already past its own ceiling INFERRED, which is why piling more machine gun fire onto a target that has just taken a shell changes nothing at all.
Five seconds of coaxial fire at 2 m against a single high-explosive shell at 15 m. Same target, same curves, two completely different states to be in.
Coax · 706 rpm · rounds at 2 m
One HE shell · landing 15 m away
Fifty-nine rounds against one. The belt reaches the coax ceiling in under a second and then spends the rest of the burst numbing the target, so the last forty rounds kick at about a third of the first. The shell arrives once, lands well above the blur threshold and exactly on the fisheye one, and finds a target with no immunity at all. The decay after each is UNKNOWN: SuppressionEffectsDecayRate is 0.5 in the assets but the units are not settled, so both charts stop at the moment the fire does.
Every vehicle-mounted and emplaced weapon in the game, grouped by the suppression profile its rounds carry. Faction skins are folded together, so one row is one weapon system. Icons are the game's own vehicle weapon art.