Command Squad Field Manual

Squad Roles & Kits: What to Pick and Why

Every infantry role in Squad explained — what each kit does, which suit new players, and how to pick a role your squad actually needs.

Beginner9 min readUpdated Reviewed

Kits in Squad aren’t loadouts — they’re jobs. Picking one tells your squad what they can count on you for. Here’s what each job involves, roughly ordered by how friendly it is to learn.

Exact weapons and availability vary by faction and game update; treat this as the stable overview and check the in-game descriptions for specifics.

Start here

Rifleman

The backbone. Solid weapon, generous ammo, and an ammo bag that resupplies teammates’ grenades, rockets, and bandages — which makes you instantly valuable with zero experience. Riflemen also make squads eligible for more of everything else, since kits are limited by squad size. If in doubt, take this.

Medic

The most appreciated kit in the game. You revive downed teammates (revives cost the team nothing; respawns cost tickets) and heal them afterward. It teaches you the flow of fights — where people die and why — while making everyone glad you exist. Two habits: smoke before you run to a body, and tell people you’re coming (“stay down, medic moving to you”).

Core infantry

Automatic Rifleman / Machine Gunner

Belt-fed suppression. Your job isn’t kills — it’s making enemies unable to shoot back while your squad moves. Requires learning deployment (bipods) and discipline about ammo. Deeply satisfying when a push works because you kept heads down.

Grenadier

Underbarrel grenade launcher for area denial and clearing cover. Good mid-range game sense required; ammo is limited, so it pairs naturally with a rifleman friend.

Light Anti-Tank (LAT)

Your squad’s answer to light vehicles. One or two rockets, so shot selection matters — flank armor and rear hits, not hopeful front shots. Every squad wants a LAT who calls their target (“firing on the BTR, east”) before shooting.

Specialist kits (earn the trust first)

Heavy Anti-Tank (HAT)

The big launcher, usually one per squad and mission-critical against tanks. Take it only when you know vehicle weak points and will communicate with your SL about targets.

Marksman

Long-range precision within the squad. The honest warning: this kit is the classic new-player trap — it feels like a sniper fantasy but works only when you stay with your squad and feed them information. Most squads need one far less often than people want to take it.

Sapper / Combat Engineer

Explosives, mines, and fortification tools. Enormous impact in the right hands (denying routes, demolishing enemy FOBs), niche until you know the maps.

Raider / faction specials

Some factions field close-quarters or irregular kits with unique gear. Fun, situational, and best explored once the fundamentals are automatic.

Crew kits

Crewman

Required to operate armored vehicles’ crew positions. Taking it is a commitment to your vehicle and crew — on Command Squad servers, crewed vehicles require at least two crewmen, and MBTs must be crewed by a squad whose SL is aboard (Rule 7).

Pilot

Helicopters. Practice on Jensen’s Range before flying with passengers — genuinely, it’s expected here — and read the vehicle guide for crew etiquette.

How to actually choose

  1. Ask. “What does the squad need?” is the most SL-endearing sentence in the game.
  2. Fill gaps, not fantasies. No medic in the squad? That’s your answer.
  3. Match your knowledge. If you don’t know vehicle weak points yet, the HAT is wasted on you — and that’s fine, it won’t be in fifty hours.
  4. Rotate on purpose. Trying each core kit for a few matches builds the map of what your squadmates are doing — which quietly makes you better at every other kit, and eventually at squad leading.