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Kit Role Selection

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Overview[edit | edit source]

Players in Squad must select a role before they can spawn in. The role determines what kit (equipment) your soldier has, ranging from your rifle, grenades, rockets, and special items. The role you select largely influences what you will do on the battlefield; from reviving and healing other players, providing suppressing fire, to destroying enemy vehicles. The available roles depend on the faction. For instance, the Raider is only available to the Insurgents and an extra Marksman is available to the British Army. Many of the roles have multiple kits to choose from, meaning you can change your equipment loadout (if available). Roles are restricted based on various factors; see the Role Restrictions section for more information.

Changing Kits[edit | edit source]

At the beginning of each match and after a player dies they can choose which roles they wish to spawn in as. Within the Deployment Menu (default Enter) players can see more details of each role in the Role Loadout tab or a more condensed view in the Deploy tab. Players can also change their kits in-game at an Ammo Crate or at a vehicle, although restrictions do apply. Note that when you switch roles outside the deployment menu, players must pay the full cost of the kit in ammunition points, and if players switch kits in the Deployment Menu, they will spawn in with the minimum allocated ammunition. The only exception to this is if players use an Ammo Crate or spawn at the main base. Players must be careful to not select a new Role/kit outside of main as this can cost the team a lot in ammunition points.

Roles are broken into four different role classes; Command and Support, Squad, Fire Support, and Specialist. Below you will find information on each role.

Types of Roles[edit | edit source]

"Role Loadout" menu for Alpha 12.0 update.

The following roles exist at the moment:

Type Icon Role Description
Command and Support Roles Icon Squad Leader kit.png Squad / Cell / Group Leader
Lead Crewman
Leader of a squad. Responsible for leading the squad, deploying assets, placing rallies, and coordinating with other squad leaders.
Icon Medic kit.png Medic Critical to the survivability of a squad. Medics are equipped with more bandages and a First Aid Kit.
Icon Crewman kit.png Crewman This role is necessary for crewing APCs, IFVs, and MBTs in the driver and gunner seats. Reduced ammunation makes this role unsuitable for direct combat.
Squad Roles Icon Rifleman kit.png Rifleman / Fighter Equipped with a standard loadout, specialized for general purpose combat. Only role equipped with an Ammo bag which can resupply friendly players.
Icon Raider kit.png Raider Equipped with a fast firing sub-machine gun, this role is perfect for close quarter combat.
Icon Scout kit.png Scout The Scout role was replaced with the Sapper role in Alpha 13.0 update. This role will be re-added at a later release.
Icon Automatic Rifleman kit.png Automatic Rifleman Provides sustained direct fire support and suppression for the Squad. Equipped with a Light Machine Gun. This role is available for both Squad and Fire Support role types and features different loadouts.
Fire Support Roles
Icon Grenadier kit.png Grenadier Provides fire support with launched grenades. Can also mark areas or targets with smoke.
Icon Light Anti Tank kit.png Light Anti-Tank Capable of dealing with most light armor and vehicle threats.
Icon Marksman kit.png Marksman Capable of medium to long range direct fire support, this role's weapon comes equipped with a powerful optic. This role is also available as an additional Squad role for the British Army.
Specialists Roles Icon Machine Gunner kit.png Machine Gunner Provides sustained direct fire support and suppression for the Squad. Equipped with a General Purpose Machine Gun, this role provides greater penetration and power over the Automatic Rifleman.
Icon Heavy Anti Tank kit.png Heavy Anti-Tank Only kit that can fire a Tandem rocket, capable of damaging and destroying heavy armor.
Icon Sapper kit.png Sapper Equipped with binoculars, mines, TNT and IED's. this role is perfect for scouting enemy positions and guiding fire.
Icon Combat Engineer kit.png Combat Engineer Equipped with mines and C4. This role is sabotage behind enemy lines. Can construct and deconstruct with the Entrenching tool faster.
MISCELLANEOUS roles Icon Rifleman kit.png Surrender Equipped with no weapons, instead has the ability to hold up the players hands with the Right Mouse Button.

Role Restrictions[edit | edit source]

Role classes: Fire Support

The majority of roles in Squad are restricted in some way. There is a kit limitation system which, in short, means the roles available to choose from depend on different parameters, such as the size of the squad and how many of the roles have been claimed by other players. This post discusses these limitations and the reasons for. There are four basic types of limitations; Squad-Size Limitations, Role Limitations, Role-Type Limitations, and Team-Wide limitations.

Squad-Size Limitations The most fundamental limitation is the size of your squad. As the number of players in a squad increases more roles become available, and vice-versa. In other words, roles require a certain squad size. Many roles, such as the rifleman, have certain kits that are unlocked based on the squad-size as well. See the Squad-size kit restrictions below for more information.

Role Limitations Many roles are limited to a certain number per squad. For instance, Medics are limited to two per Squad. Each role has a number indicating how many are available and how many are claimed. So "1/2" means one of the two available slots for this role has been claimed. Some roles, such as the standard rifleman kit, are unlimited.

Role Class Limitations Both Fire Support and Specialist role types are limited to three per team. This means that no more than three roles under the Fire Support and Specialist role type can be claimed by a single squad.

Team-wide Limitations This limitation restricts certain roles to a maximum number per team. For instance, the Heavy Anti-Tank, Combat Engineer, and Sapper, are restricted to two total per team. In addition, some roles are only available (unlocked) when a team reaches a certain number of players. For instance, the first Heavy Anti-Tank is unlocked when a team reaches 15 players, and the second is unlocked when a team reaches 20 players. See the Team-Wide Limitations section for more information.

If kit limitations have changed and made a kit no longer available that was previously claimed, a player can continue to use the kit until they change to another kit. In other words, if kit limitations remove a kit, this won't snatch it away from you at the same instance. This is to prevent other players from intentionally claiming kits by leaving and re-entering squads.

TEAM-wide Restrictions[edit | edit source]

The following is a list of the Specialists and Fire Support roles that are restricted to a maximum number per team. These restrictions are applicable across all factions. In addition, these roles are unlocked when the team reaches a minimum number of players. Based on Alpha 13 patch notes.

Specialist Roles

  • Heavy Anti-tank: Max 1 primary kit and 1 secondary kit per team. Unlock 1st kit at 15 players, 2nd kit at 20 players.
  • Combat Engineer: Max 2 per team. Unlock 1st kit at 15 players, 2nd kit at 20 player
  • Machine Gunner: Max 2 per team. Unlock 1st kit at 15 players, 2nd kit at 20 player

Fire Support Roles

  • Marksman: Max 4 per team. Unlock 1st at 5 players, 2nd at 15 players, 3rd at 25 players, 4th at 35 players.
  • Grenadier: Max 4 per team. Unlock 1st at 5 players, 2nd at 15 players, 3rd at 25 players, 4th at 35 players.
  • Light Anti-Tank (primary): Max 4 primary kits per team. Unlock 1st at 3 players, 2nd at 6 players, 3rd at 9 players, 4th at 12 players.
  • Light Anti-Tank (secondary): Max 4 secondary kits per team. Unlock 1st at 6 players, 2nd at 12 players, 3rd at 18 players, 4th at 24 players.
  • British Army Designated Marksman: Max 2 per team. Unlock 1st kit at 20 players, 2nd kit at 30 players.


Squad-size kit restrictions[edit | edit source]

The following faction-based tables show when a kit is unlocked based on the squad size. As the squad size increases, additional kits are unlocked and available for the squad members to choose from.

US Army[edit | edit source]

Role / Squad size 1 2 3 4 5 6 7 8 9
Squad Leader Crewman ACOG
Rifleman 1st ACOG 2nd ACOG 3rd ACOG
Automatic Rifleman 1st slot

with Aimpoint

2nd slot

with Elcan M145

Medic 1st slot 2nd slot
Grenadier 1st slot
Light Anti-Tank 1st slot 2nd slot
Heavy Anti-Tank 1st slot
Marksman 1st slot
Machine Gunner 1st slot
Crewman x x x x x x x x


Russian Ground Forces[edit | edit source]

Role / Squad size 1 2 3 4 5 6 7 8 9
Squad Leader Crewman 1P78
Rifleman 1st 1P78 2nd 1P78 3rd 1P78
Automatic Rifleman 1st slot
ironsight
2nd slot
1P78
Medic 1st slot 2nd slot
Grenadier 1st slot
Light Anti-Tank 1st slot

RPG26

2nd slot

RPG7

Heavy Anti-Tank 1st slot
Marksman 1st slot
Machine Gunner 1st slot
Crewman x x x x x x x x


British Forces[edit | edit source]

Role / Squad size 1 2 3 4 5 6 7 8 9
Squad Leader ACOG

Crewman

Rifleman ACOG
Designated Marksman SUSAT
Automatic Rifleman 1st slot
ironsight
2nd slot
SUSAT
Medic 1st slot 2nd slot
Grenadier 1st slot
Light Anti-Tank 1st slot 2nd slot
Heavy Anti-Tank 1st slot
Combat Engineer 1st slot
Marksman 1st slot
Machine Gunner 1st slot
Crewman x x x x x x x x


Insurgents[edit | edit source]

Role / Squad size 1 2 3 4 5 6 7 8 9
Cell Leader Crewman SKS PU
Fighter FAL

G3A3

1st AKS74

with 1P29

2nd AKS74

with 1P29

Automatic Rifleman RPK74 RPK
Medic 1st slot 2nd slot
Grenadier 1st slot
Light Anti-Tank 1st slot 2nd slot
Heavy Anti-Tank RPG7 TD¹

RPG 29¹

Marksman 1st slot
Sapper SKS
Machine Gunner 1st slot
Raider PPSH-41
Crewman x x x x x x x x


Irregular Militia[edit | edit source]

Role / Squad size 1 2 3 4 5 6 7 8 9
Group Leader Crewman AKS 1P29

SKS PU

Rifleman 1st M4 2nd M4 1st AK74

with 1P78

2nd AK74

with 1P78

Automatic Rifleman RPK74 M249
Medic 1st slot 2nd slot
Grenadier 1st slot
Light Anti-Tank 1st slot 2nd slot
Heavy Anti-Tank RPG7 TD¹

RPG 29¹

Marksman 1st slot
Sapper SKS
Machine Gunner 1st slot
Crewman x x x x x x x x


Best practice[edit | edit source]

Role priority:

  1. Squad Leader - Every squad leader should be equipped with a squad leader kit in order to deploy assets and requires fewer squad members to deploy a rally.
  2. Medic - Medics are responsible for reviving incapacitated squad members and fellow teammates. They are responsible for extending the longevity of the squad on the battlefield and are necessary for extended engagements. Reduces ticket loss.
  3. Light / Heavy Anti-Tank - Especially needed maps with lots of vehicles. Heavy Anti-Tank kits should always be claimed and additional Light Anti-Tank kits may need to be filled depending on the armor threat.
  4. Rifleman - Those playing as rifleman are the backbone of the squad, responsible for general purpose combat and tasks. They also have an ammo bag to supply the whole squad anywhere on the map.
  5. Fire Support Role - Automatic Rifleman, Machine Gunners, Grenadiers, and Marksman are responsible for providing indirect fire support for a squad. Each role excels in specific situations such as armor encounters or wave attacks.

Priority 1 and 2 should always be filled.

Priority 3, 4 and 5 should be discussed based on the map and the task your squad is going to complete - speak with your Squad Leader.

Tips[edit | edit source]

If you mouse-over the symbols in the Role tab, you will see a tooltip with details about each role.