THE GAME WORLD
Rifleman plays a lead role in the squad, tasked with apprehending enemy units and as such this role will require you to be highly mobile and active in shootouts. This is a universal role suited for any situation. Highly effective in mid-range engagements.
Assault rifles and light machine guns. More than a hundred models.
Ammunition resupply box: refills primary and secondary weapon ammo.
An unusual support class excelling at sabotage and diversions, amongst other things trained to masterfully handle the explosives: planting and defusing alike. In a similar fashion they take on both offensive and defensive roles in combat, preferring to stay hidden till things go boom. Can plant anti-personnel mines and fix their squad members' armor plates up. Efficient at close range.
Personal Defence Weapons and Carbines.
Repair kit — restores armor points, fixing up the kevlar plates and anti-personnel directional mines.
A traditional support class, rendering medical aid and reviving downed squad members. The undisputed champion of slide-kills and close quarters combat. Medics are vital to any squad, and are borderline irreplaceable in Special operations and demanding tactical deployments. Highly effective at close range.
Shotguns, more than 50 various models.
Medkit: heals allies; defibrillator: revives recently downed squad member.
Remarkable marksmen best suited for combat at long distances. Able to cripple an entire enemy squad with their hit-and-run tactics, they work to eliminate priority targets and suppress the assault. Their stunningly high damage combined with incontestable precision leaves little-to-no room for compromise. Efficient at long range.
Automatic, semi-automatic and bolt-action sniper rifles.
The real sniper is a lone wolf, there's no time to meddle about with auxiliary items — zero in, fire, repeat.