Kit Role Selection

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In the ROLE tab of the spawn screen, you can choose different roles to play as. The role will influence which weapons, equipment (kit) and abilities you will have. Also, the configuration for each role will be different for each faction.

Overview[edit | edit source]

Spawn menu - Role restrictions

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

The following roles exist at the moment:

Role description
Squad Leader
Cell Leader
Group leader
Leader of a squad. Responsible for deploying deployables, managing the squad, communicating and coordinating with other squad leaders.
Rifleman/Fighter Equipped with a standard loadout, specialized for general purpose combat.
Automatic Rifleman Provides sustained direct fire support and suppression for the Squad.
Medic Critical to the survivability of a squad, Medics are capable of reviving and healing incapacitated/wounded teammates.
Grenadier Provides indirect fire support with launched grenades, can also mark areas or targets with smoke.
Light Anti Tank Capable of dealing with most light armour and vehicle threats, as well as entrenched enemies.
Heavy Anti-Tank Comes with a Tandem HEAT round that will defeat even the heaviest armor with ease.
Marksman Capable of medium to long range direct fire support, this role's weapon comes equipped with a powerful optic.
Scout Equipped with a semi-automatic rifle and binoculars, this role is perfect for scouting enemy positions and guiding fire.
Machine Gunner Equipped with a General Purpose Machine Gun, this role is designed for keeping sustained fire at medium to long ranges.
Raider Equipped with a fast firing sub-machine gun and grenades, this role is perfect for close quarter combat.
Crewman This role is necessary for crewing APCs and IFVs in the driver and gunner seats. This role is equipped lightly for the express purpose of self-defense. A Squad Leader Crewman Kit is also available.

Not all roles are available at all times. The following role restrictions may apply:

  • If you don't belong to a squad, you only have access to the most basic roles.
  • Some roles are limited for a squad. For example "0/1" means only one member can take this role and currently nobody has taken it yet. Once the limit of the role has been reached, you can no longer claim this role.
  • There is also a kit limitation system which, in short, will make more or fewer kits available to a squad depending on different parameters such as squad and team strength and other factors. Also, team-wide limitations are enforced for some roles. Read all about it in this post of the official forum.
  • Some roles are faction-restricted, such as the Scout.
Role classes: Fire Support Roles are grouped into role classes, for example, “Fire Support Roles”.

Some role classes have role class limitations. In this case, you see in the top right-hand header “claimed x/y”. In the example to the left, only three members in your squad can choose three roles from this role class.

Some roles have role limitations. This means your squad is allowed only a certain number of members playing this role. The role limitation x/y is shown in the bottom right-hand corner of each role picture.

Some roles have a team-wide role limitation. This means your entire team is allowed only a certain number of members playing this role. The team-wide role limitation x/y is shown in the bottom left-hand corner of the role pictures where this limit is enforced. The Squad Leader should decide on the composition of his squad's roles.

You can change to available roles in the spawn menu before you spawn or while you are dead. If you want to change your role while you are alive, you have to find an ammo crate – when using an ammo crate you can also change to another role (see Resupplying Ammo).

If kit limitations have changed and make a kit no longer available while you have previously claimed the kit, you can continue to use the kit until you change to another kit; or in other words: if kit limitations remove a kit, this won't snatch it away from you at the same instance. Reason: To prevent other players from intentionally claiming kits by leaving and re-entering squads.

Faction-based kit restrictions[edit | edit source]

The following tables show when a kit is unlocked. As the squad size increases, more and more kits are unlocked and remain 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 ACOG
Rifleman 1st ACOG 2nd 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
Marksman 1st slot¹
Machine Gunner 1st slot¹

¹ Unlocks 1 kit per team for every 10 team members

Russian Ground Forces[edit | edit source]

Role / Squad size 1 2 3 4 5 6 7 8 9
Squad Leader 1P78
Rifleman 1st 1P78 2nd 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

Marksman 1st slot¹
Machine Gunner 1st slot¹

¹ Unlocks 1 kit per team for every 10 team members

Insurgents[edit | edit source]

Role / Squad size 1 2 3 4 5 6 7 8 9
Cell Leader G3A4
Rifleman 1st AK74 1st G3A3 2nd AK74 2nd G3A3
AKS74 with 1P78
Automatic Rifleman RPK74 RPK
Medic 1st slot 2nd slot
Grenadier 1st slot²
Light Anti-Tank 1st slot 2nd slot
Heavy Anti-Tank 1st slot¹
Marksman 1st slot²
Scout SKS³
Machine Gunner 1st slot²
Raider PPSH-41

¹ Requires 20 people on the team to unlock the kit, limited to 1 per team

² Unlocks 1 kit per team for every 10 team members

³ Unlocks 1 kit per team for every 7 team members

Irregular Militia[edit | edit source]

Role / Squad size 1 2 3 4 5 6 7 8 9
Group Leader
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 1st slot¹
Marksman 1st slot²
Scout SKS³
Machine Gunner 1st slot²

¹ Requires 20 people on the team to unlock the kit, limited to 1 per team

² Unlocks 1 kit per team for every 10 team members

³ Unlocks 1 kit per team for every 7 team members

Best practice[edit | edit source]

Role priority:

  1. Squad Leader - Every squad MUST have a squad leader, and each squad leader should be equipped with the leader kit in order to perform said role tasks (name may vary depending on faction).
  2. Medic - Players playing as medics in their squads are responsible for reviving incapacitated squad members and fellow teammates, they are also expected to be the last ones to be killed.
  3. Automatic Rifleman - LMGs, ATs, and Grenadiers are responsible for providing indirect fire for the squad. Each role excels in specific situations such as armor encounters or wave attacks.
  4. Marksman - Players performing as the marksman role are responsible for anti-infantry manoeuvres, this role is strictly used in large, open maps with little cover and not urban maps.
  5. Rifleman - Those playing as rifleman are the backbone of the squad, responsible for general purpose combat and tasks.

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.

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