Character Skills

Character Skills Guide for Squad



Squad does not feature traditional RPG-style character classes or skill trees. Instead, it offers distinct roles (kits) within a squad, each with unique equipment and responsibilities. This guide covers every playable role, detailing their issued gear, special abilities, and how to use them effectively. Roles are unlocked by selecting a kit at the main base ammo crate or from a vehicle resupply. Some roles have limited availability per squad.

General Role Categories


  • Infantry Roles (Rifleman, Medic, Automatic Rifleman, Light Anti-Tank, Grenadier, Machine Gunner, Marksman)

  • Specialist Roles (Combat Engineer, Heavy Anti-Tank, Pilot, Crewman)

  • Leadership Roles (Squad Leader, Fire Team Leader)


  • Each role has a primary weapon, secondary weapon (pistol or sidearm), and equipment slots for tools, grenades, and faction-specific items.

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    Rifleman


  • Primary Role: General combat, sustain firepower, supply ammo.

  • Unique Equipment: Ammo Bag (2 uses), Frag Grenades (2), Smoke Grenades (2).

  • Skills/Abilities:

  • - Ammo Bag: Deploy an ammo crate that allows teammates to resupply magazines, grenades, and bandages. Cooldown: None, but limited to 2 uses per spawn. Resupply by visiting an ammo crate or vehicle.
    - Grenades: Frag for anti-infantry, smoke for concealment and crossing open ground.
  • Synergies: Pair with Automatic Rifleman or Machine Gunner to keep them fed with ammo. Stick with Medic to ensure sustained healing supplies.

  • Recommended Builds: No customization; choose between iron sights, red dot, or scope variants depending on engagement distance.

  • When to Use: Always a solid choice for new players. Use ammo bag near objectives or during defensive holds.


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    Medic


  • Primary Role: Healing and reviving teammates.

  • Unique Equipment: Bandages (6), Field Dressing (2 uses – revive and heal), Smoke Grenades (2).

  • Skills/Abilities:

  • - Field Dressing: Revive a downed teammate and partially heal them. Each dressing has 2 charges. Cooldown: None per charge, but limited total supplies.
    - Bandage: Heal bleeding and restore health fully if enough time. Bandages can also be used to stop own bleeding.
    - Smoke Screen: Deploy smoke for cover while reviving.
  • Upgrades: Faction-specific medical gear (e.g., USMC Medic gets M9 pistol, Russian Medic gets Makarov).

  • Synergies: Always stay near squad leader and rifleman for ammo resupply of bandages. Coordinate with squad for safe revives.

  • Recommended Builds: Carry only necessary weapons to maximize bandages. Use scoped variant for better situational awareness.

  • When to Use: Essential in every squad. Prioritize reviving squad members, then other friendlies. Use smoke before reviving in exposed areas.


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    Automatic Rifleman (AR)


  • Primary Role: Suppressive fire, area denial.

  • Unique Equipment: Light Machine Gun (e.g., M249 SAW, RPK-74), Bipod, Frag Grenades (1), Smoke Grenades (1).

  • Skills/Abilities:

  • - Bipod Deployment: Deploy bipod for greatly reduced recoil and increased accuracy. Can be deployed on any surface (windowsills, rocks, sandbags).
    - Suppression: Sustained fire reduces enemy accuracy and visibility through suppression effects.
  • Upgrades: Faction-specific LMGs; some have quick reload or larger magazines.

  • Synergies: Pair with Rifleman for ammo resupply. Support Medic by covering advances.

  • Recommended Builds: Use scoped variant for medium-range suppression.

  • When to Use: Defensive positions, holding chokepoints, or providing base of fire during assaults.


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    Light Anti-Tank (LAT)


  • Primary Role: Destroy light armored vehicles, damage heavy armor, engage bunkers.

  • Unique Equipment: Light Anti-Tank Launcher (e.g., RPG-7, M72 LAW), Heat or Frag rounds, Smoke Grenades (1).

  • Skills/Abilities:

  • - Anti-Tank Rocket: Fires a shaped charge that deals heavy damage to armor. Frag rounds can be used against infantry in buildings.
    - Ammo Dependency: Only 1 round in launcher plus 1 spare (total 2) depending on faction.
  • Upgrades: Some factions have thermobaric rockets (more area damage) or tandem warheads (for ERA).

  • Synergies: Scout vehicles before engaging. Work with HAT for coordinated strikes.

  • Recommended Builds: Choose HEAT for vehicles, frag for anti-personnel if mission demands.

  • When to Use: Ambushing supply trucks, disabling IFVs, destroying enemy FOBs or emplacements.


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    Grenadier


  • Primary Role: Indirect fire, clearing rooms, smoke screening.

  • Unique Equipment: Under-barrel Grenade Launcher (e.g., M203, GP-25), High Explosive (HE) grenades (6 rounds), Smoke grenades (4 rounds).

  • Skills/Abilities:

  • - Grenade Launcher: Fires explosive or smoke rounds with a ballistic arc. Can be used for indirect fire over obstacles.
    - Ammo Variety: Switch between HE and smoke during combat via weapon zeroing menu.
  • Upgrades: Some factions have airburst rounds (MIL only).

  • Synergies: Suppress machine gunners, clear rooftops, create smoke screens for assault.

  • Recommended Builds: Always carry smoke for versatility.

  • When to Use: Attacking fortified positions, providing overhead suppression, or blinding enemy armor.


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    Machine Gunner (MG)


  • Primary Role: Sustained heavy suppressive fire, anti-infantry.

  • Unique Equipment: General Purpose Machine Gun (e.g., M240B, PKM), Bipod/Tripod, 200 round belts, Smoke Grenades (1).

  • Skills/Abilities:

  • - Bipod Deployment: Similar to AR but with heavier gun; longer suppression duration.
    - Belt-fed: Long continuous fire, but reload is slow. Can be interrupted by teammate with quick-assist? No, but cover required.
  • Upgrades: Faction-specific – USMC MG uses M240B, Russian uses PKM, etc.

  • Synergies: Protected by Rifleman ammo and Medic. Set up behind cover.

  • Recommended Builds: Use scope for long-range suppression.

  • When to Use: Defending static objectives, providing fire superiority.


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    Marksman


  • Primary Role: Precision elimination of high-value targets (HAT, SL, MG).

  • Unique Equipment: Designated Marksman Rifle (e.g., M110, SVD) with high-magnification scope, Spotting Binoculars, Smoke Grenades (1).

  • Skills/Abilities:

  • - Ranging Scope: Scope includes mildots or BDC for long-range shots. Marksman can call out enemy positions to the squad.
    - Binoculars: Better zoom than standard, useful for reconnaissance.
  • Upgrades: No special upgrades, but rifles vary in caliber and magazine size.

  • Synergies: Coordinate with Squad Leader to mark targets. Avoid close combat; stay at medium to long range.

  • Recommended Builds: Use suppressor if available (faction-dependent).

  • When to Use: Counter-sniper operations, engaging exposed enemies, covering flanks.


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    Heavy Anti-Tank (HAT)


  • Primary Role: Destroy heavy armor (tanks, IFVs, APCs).

  • Unique Equipment: Heavy Anti-Tank Launcher (e.g., Carl Gustav, RPG-29), 2 rounds (HEAT or tandem), Frag grenades (1), Smoke grenades (1).

  • Skills/Abilities:

  • - Tandem Warhead: Can defeat explosive reactive armor (ERA). One shot can disable or destroy most MBTs from the side or rear.
    - Backblast: Launcher produces a dangerous backblast area – ensure clear space behind.
  • Upgrades: Some factions have laser rangefinder built into scope.

  • Synergies: Must be supplied by Rifleman or FOB ammo. Identify armor weak points and coordinate with other AT.

  • Recommended Builds: Tandem is best for MBTs; HEAT for lighter vehicles.

  • When to Use: Only take if enemy armor is confirmed. Engage from concealed positions with good escape route.


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    Combat Engineer


  • Primary Role: Fortification building (sandbags, walls, Habs), mine laying, explosive destruction.

  • Unique Equipment: Shovel or entrenching tool, Mine (2), C4 or Demolition Charge (2), Repair Hammer.

  • Skills/Abilities:

  • - Build/Repair: Use shovel to construct or repair deployables (HAB, ammo crate, sandbags). Repair hammer works on vehicles.
    - Mines: Anti-tank mines that can destroy or immobilize vehicles. Can be defused by enemy engineers.
    - C4/Demo Charge: Placed on surfaces and detonated manually or via timer. Used to destroy enemy HABs, dig-ins, or vehicles.
  • Synergies: Works with Squad Leader to build defensive positions. Mines can be placed in chokepoints.

  • Recommended Builds: No variation; the role itself is specialized.

  • When to Use: On defense, building up FOBs; on offense, clearing obstacles and enemy structures.


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    Squad Leader (SL)


  • Primary Role: Leadership, coordination, placement of rally points and firebases.

  • Unique Equipment: Binoculars, Radio Backpack for FOB creation, Rally Point (1 use per cool down), Smoke Grenades (4).

  • Skills/Abilities:

  • - Rally Point: Deploy a temporary spawn point that lasts 5 minutes or until enemy is near. Cooldown: 10 minutes after dismantle or destruction. Must be placed unobstructed.
    - FOB (Firebase): Build a Forward Operating Base using supplies (ammo, construction). Requires radio pack. Once placed, other SLs can build around it.
    - Marking: Use binoculars to mark enemy positions for the entire team (visible on map).
    - Command Chat: Access to SL radio for strategic coordination.
  • Synergies: Must constantly manage rally points and FOBs. Communicate with other SLs.

  • Recommended Builds: Choose a carbine or rifle with short-to-medium optics for close engagement.

  • When to Use: Always. Every squad needs an SL. Focus on spawn placement and team coordination over fragging.


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    Fire Team Leader (FTL)


  • Primary Role: Assisting SL, leading a fireteam, additional marking capabilities.

  • Unique Equipment: Same as base role kit but with binoculars and ability to place FTL markers (visible only to squad).

  • Skills/Abilities:

  • - Marking: Place accurate moving markers for the squad (orders).
    - Rally Point: Cannot place rally point; only SL can.
  • Synergies: Supports SL by marking enemy contacts and directing fireteam.

  • When to Use: Large squads (8-9 players) to split into two fireteams. Useful for complex maneuvers.


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    Pilot / Crewman


  • Primary Role: Operating vehicles – helicopters (Pilot) or ground vehicles (Crewman).

  • Unique Equipment: Repair Hammer, Smoke Grenades (2), sometimes a wrench for repairing tracks.

  • Skills/Abilities:

  • - Vehicle Operation: Ability to drive/fly everything in the faction. Pilot can fly helicopters only; Crewman can drive all ground vehicles.
    - Repair: Can repair vehicle tracks/engines using wrench/repair hammer.
    - Stinger/AA: Some factions give pilots a man-portable anti-air missile? No – typically only ground troops have that. But pilots have a personal weapon (carbine or SMG).
  • Synergies: Must communicate with infantry for safe landings/pickups. Crewman supports armor squads.

  • When to Use: Dedicated vehicle squads. Do not take Pilot if helicopters are not in the match.


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    Role Synergies & General Tactics


  • Ammo Management: Riflemen and Grenadiers are key for sustained infantry action. Always prioritize resupply at FOBs.

  • Medic Priority: Revives > healing. Use smoke to cover revives. Keep bandages on hand.

  • Anti-Armor Coordination: LAT and HAT must work together – one disables tracks, the other finishes. Disable engine first via side shots.

  • Building Fortifications: Combat Engineer builds defenses; other roles can assist with shovels if available but at slower speed.

  • Squad Leader’s Rally: Place rally near but not directly on the objective. Use fireteam markers for movement orders.


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Role-Usage Tips by Situation


SituationRecommended RolesKey Actions
Attacking a fortified objectiveGrenadier, MG, Rifleman, MedicSuppress, smoke flanks, push with medics
Defending a pointMG, AR, Marksman, Squad LeaderSet up arcs of fire, place FOB, rotate positions
Ambushing a vehicle convoyLAT, HAT, Combat Engineer (mines)Conceal, wait for vulnerable moments, disable tracks first
Assaulting an enemy HABCombat Engineer (C4), Grenadier, RiflemanClear buildings, blow up radio or HAB from outside
Long-range engagement (600m+)Marksman, HAT (if stationary vehicle)Spotting, patience, use zeroing adjustments
Urban combat (CQC)Rifleman, Medic, Grendadier (smoke), LAT (frag rounds)Room clearing, use smoke for crossing streets
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Conclusion


Squad’s roles are not skill trees but each has distinct ‘abilities’ in the sense of tools and responsibilities. There is no leveling or unlocks; all players have access to all roles depending on squad makeup and kit availability. The most effective player adapts their play style to their role’s strengths and communicates. Master each role’s equipment to become a versatile squad member.