29th Infantry Division · Squad v10.5.3 · reverse-engineered from the mod SDK

The Suppression
Data

Squad does not store a suppression stat on a weapon. It stores a profile that a bullet carries, a curve keyed on how close that bullet passed your head, and a ceiling on how much pressure can stack up. Every weapon, icon and number below was read out of the packaged .uasset files, no wiki figures. This is the data page; the field guide explains what it means in a firefight.

521 weapons 904 weapon assets 58 suppression profiles Engine UE 5.7 Branch SQ-39052_SuppressionRework Distances in uu · 100 uu = 1 m
Stage 01

The armoury

Every firearm in the game, sorted by the suppression profile its rounds actually carry, not by what the weapon looks like. Pick one and the rest of the page follows it. Icons and category emblems are the game's own art, lifted from the texture assets.

Stage 02

Which profile your pick carries

Suppression is a property of the round in flight, not the gun that fired it. The weapon names a projectile, the projectile names a suppression profile, unless the weapon overrides that choice outright.

Stage 03

A round goes past you

The only thing that matters is the perpendicular distance between the bullet's path and your body. Range to the shooter is irrelevant. A sniper at 600 m and a rifleman at 40 m apply identical pressure if the round passes the same distance from your head.

Miss distance

Power / round0.000
Rounds to cap-

Suppression added per round

Every curve dies at 5–7 m. Outside that a passing round does nothing at all, and the differences between classes live almost entirely inside the first two metres. Your selected weapon's profile is drawn thicker; the y-scale rescales when you add the DMR/Marksman or sniper curves, which open an order of magnitude above the rest.

Stage 04

Pressure stacks, then stops

Each passing round adds its power to a running total, clamped at the profile's ceiling, MaxSuppressionThreshold. A weapon's real advantage is how fast it pins you, not how far past the cap it can push.

Sustained fire

Cyclic-rpm
Build rate-/s
Time to cap-s

Assumes an uninterrupted burst at cyclic rate with every round on the same line. Semi-automatic and bolt-action weapons never reach their cyclic figure in practice.

Build-up against the ceiling

cap

Recovery is not in the assets. The rate suppression bleeds off once fire stops lives in Squad's compiled C++, which the mod SDK does not ship, so this models build-up only.

Stage 05

Explosions use a second, larger model

Blasts skip the passby path entirely: their SuppressionPower is zeroed. They suppress radially between an inner and an outer radius instead, with their own power, curve and ceiling. It is why one grenade outweighs a magazine, and why the 74 launcher weapons in the armoury show no passby figure.

Radial envelopes

Bars run from the inner radius (full power) to the outer radius (zero). A hand grenade's envelope reaches 22.5 m, four times a rifle round's five.

Blast profiles

SourceImpact powerInnerOuterCeiling

5.5 power at 6 m from a hand grenade against 0.125 from a rifle round at 1 m, roughly forty rifle rounds arriving at once, against a ceiling of 6.5 rather than 1.15.

Reference

The categories, side by side

Eleven profiles carry every firearm in the game. Eight of them are curve-driven passby profiles; shotguns sit on flat ones, launchers carry none at all.

CategoryWeaponsEnvelope@1 m@2 m@3 mCeilingSway addRounds to cap @1 m

Every weapon

Follows the category filter and the search box above. Power figures are read off each weapon's own profile curve.

WeaponCategory@1 m@2 mCeilingRateModePer second @1 mMuzzleVariants