TIER 0 | Core Infantry Role
Made up of the newest conscripts, ammo bearers pack on not only extra ammunition to support any auto gunners in their section but extra barrels for the weapon should it overheat. To counteract this weight, most ammo bearers are instructed to bring lighter or older weapons for their primary, and do not carry sidearms.
A necessary role to keep the auto gunners in combat working like clockwork.
Free to play
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-51
OPTICS NONE
SIDEARM NONE
INDEPENDENT SIGHTS NONE
AMMUNITION CARRIED
20rnd 6.8x45mm Mags
30rnd 6.8x45mm Mags
100rnd 6.8x45mm Ammo Belts
200rnd 6.8x45mm Ammo Belts
COMMON ITEMS CARRIED
Gasmask
Earplugs
Machine Gun Barrels
Cable Tie
Shortrange Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage
TIER 0 | Core Infantry Role
The backbone of any army, the rifleman is the simplest role that many cadets file into. This simplicity should not be considered a weakness however, as the standard USRF rifleman has the capability to carry superior gear over wasteland threats- and in considerable numbers can overwhelm an opponent like a tidal wave.
Accepted application for the USRF [Cadet+]
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-57 Mod 4
OPTICS NONE
SIDEARM MENDEL
INDEPENDENT SIGHTS NONE
AMMUNITION CARRIED
15rnd 6.8x45mm Mags
30rnd 6.8x45mm Mags
17rnd 9x19mm Mags
COMMON ITEMS CARRIED
Gasmask
Earplugs
Bayonet
Cable Tie
Shortrange Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage
TIER 0 | Core Infantry Role
Assaulters fill the special role of close quarters combat within the standard USRF units. When distance is finally closed, the long barrels of the standard battle rifles may prove to become problematic. Assaulters instead thrive in this environment, substituting their rifles for shotguns and submachine guns. In turn, this usually makes assaulters the first to enter the close quarters environment.
Accepted application for the USRF [Cadet+]
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON ANALEID
OPTICS NONE
SIDEARM SR-57
INDEPENDENT SIGHTS NONE
AMMUNITION CARRIED
20ga, Slug
20ga, Buckshot
45rnd 5.7x28mm Mags
COMMON ITEMS CARRIED
Gasmask
Bolt Cutters
Earplugs
Bayonet
Cable Tie
Shortrange Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage
TIER 1 | Core Infantry Role
These mutants of the 11th Manhattan Infantry Battalion unit specialize in weathering through the rad storms that plague the Sunrise Islands without the need to use gas masks. As they are typically sent out whenever these storms occur this allows the USRF presence to be felt even in the most dangerous of times on the islands.
Accepted application for the USRF [Cadet+]
Member of the 11th Manhattan Infantry Battalion
Member of Jig Company "Green Rifles"
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-51
OPTICS NONE
SIDEARM NONE
INDEPENDENT SIGHTS NONE
AMMUNITION CARRIED
20rnd 6.8x45mm Mags
COMMON ITEMS CARRIED
Earplugs
Bayonet
Cable Tie
Shortrange Handheld Radio
Map
Tourniquet
Basic Bandage
Packing Bandage
TIER 1 | Core Infantry Role
The Shocktroopers of the 74th Indiana Assault Infantry Battalion are a ruthless wastelander element of the Foreign Legion. Fighting with swiftness and a religious ferocity, many shocktroopers carry submachine guns or shotguns along with melee weapons to keep up with the demands of a dangerous close quarters environment. With shocktroopers being the first in to any fight and always the last to leave, there's a common phrase among those that see these foreign legion soldiers at work...
Those that survive the first wave of shocktroopers never survive the second.
Accepted application for the USRF [Cadet+]
Member of the 74th Indiana Assault Infantry Battalion
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-51
OPTICS NONE
SIDEARM DRAICA
INDEPENDENT SIGHTS NONE
AMMUNITION CARRIED
20rnd 5.7x28mm Mags
12ga, Slug
12ga, Buckshot
COMMON ITEMS CARRIED
Melee Weapon
Gasmask
Earplugs
Bayonet
Cable Tie
Shortrange Handheld Radio
Map
Tourniquet
Basic Bandage
Packing Bandage
TIER 1 | Core Infantry Role
An auto gunner's purpose is to deal a high volume of fire at a given target. In doing so, a skilled auto gunner is capable of being a devastating element that a section can possess. Either in suppressing the enemy to allow for a flank, or mowing down an unsuspecting enemy outright, an auto gunner is there to step up to the occasion.
The light version is more directed towards closer engagements. Drum magazines and lower belt counts are issued, along with a sidearm.
Accepted application for the USRF [Cadet+]
1 Core Infantry Token required
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-57 Mod 4 Echo
OPTICS NONE
SIDEARM MENDEL
INDEPENDENT SIGHTS BINOCULARS
AMMUNITION CARRIED
65rnd 6.8x45mm Mags
17rnd 9x19mm Mags
COMMON ITEMS CARRIED
Gasmask
Earplugs
Bipod
Cable Tie
Shortrange Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage
TIER 2 | Core Infantry Role
An auto gunner's purpose is to deal a high volume of fire at a given target. In doing so, a skilled auto gunner is capable of being a devastating element that a section can possess. Either in suppressing the enemy to allow for a flank, or mowing down an unsuspecting enemy outright, an auto gunner is there to step up to the occasion.
The heavy version is more directed towards longer engagements and/or a higher volume of sustained fire. Ammunition belts with higher counts are typically issued, along with a 1-4x optic to allow more better accuracy while at a distance.
Accepted application for the USRF [Cadet+]
Must be Second Class+
2 Core Infantry Tokens required
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-60B
OPTICS PERION DFO8 1-4X SIGHT
SIDEARM MENDEL
INDEPENDENT SIGHTS BINOCULARS
AMMUNITION CARRIED
100rnd 6.8x45mm Mags
200rnd 6.8x45mm Mags
17rnd 9x19mm Mags
COMMON ITEMS CARRIED
Gasmask
Earplugs
Bipod
Cable Tie
Shortrange Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage
TIER 3 | Core Infantry Role
While most infantrymen are usually issued the same kit, the grenadier comes equipped with a little bit extra- an underbarrel AL-5 grenade launcher with a few rounds of 40x46mm to boot. Capable of firing both smoke and high-explosive rounds from their launcher, the grenadier is a versatile element on the battlefield that can turn the tide into the USRF's favor.
Accepted application for the USRF [Cadet+]
Must be Second Class+
3 Core Infantry Tokens required
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-57 Mod 4
OPTICS PERION DFO8 1-4X SIGHT
SIDEARM MENDEL
INDEPENDENT SIGHTS BINOCULARS
AMMUNITION CARRIED
30rnd 6.8x45mm Mags
17rnd 9x19mm Mags
40x46mm High-Explosive Grenade
40x46mm Smoke Grenade
COMMON ITEMS CARRIED
Gasmask
Earplugs
Underbarrel Grenade Launcher
Cable Tie
Shortrange Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage
TIER 4 | Core Infantry Role
The leading rifleman is an important role that is responsible for communication, organization, and the actions of both their own section and others. Considered by some to be a chore, many leading rifleman operating on a section-wide radio frequency, organizing and communicating between the several different sections. A leading rifleman also has to command their own fellow riflemen, a daunting task that few enjoy.
Accepted application for the USRF [Cadet+]
Must be First Class+
4 Core Infantry Tokens required
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-57 Mod 4
OPTICS PERION DFO8 1-4X SIGHT
SIDEARM MENDEL
INDEPENDENT SIGHTS BINOCULARS
AMMUNITION CARRIED
30rnd 6.8x45mm Mags
17rnd 9x19mm Mags
40x46mm Smoke Grenade
T-58 Hand Grenade
COMMON ITEMS CARRIED
Gasmask
Earplugs
Underbarrel Grenade Launcher
Cable Tie
Medium-range Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage
TIER 5 | Core Infantry Role
Experimental weapons specialists are those USRF servicemembers entrusted to use experimental small arms in the field. They are issued these weapons in order to field test them, as well as make use of their powerful qualities not seen in standard issued weapons. Though historically some projects employed by these soldiers have failed, the XSR-60E has proven a success for the Northeast Union.
Accepted application for the USRF [Cadet+]
Must be First Class+
5 Core Infantry Tokens required
Purchase FM-2211: EXPERIMENTAL WEAPONS TRAINING via Quartermastery
Ownership of an EWS Weapon in game
Purchase said EWS Weapon via Quartermastery
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON XSR-60E
OPTICS NONE
SIDEARM MENDEL
INDEPENDENT SIGHTS NONE
AMMUNITION CARRIED
Battery Packs
17rnd 9x19mm Mags
COMMON ITEMS CARRIED
Gasmask
Earplugs
Bayonet
Cable Tie
Shortrange Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage
TIER 6 | Core Infantry Role
A sight not every serviceman gets to see, an exosuit specialist are highly esteemed infantrymen who operate the few "GOLIATH" variant combat exosuits that the USRF have acquired over the years. With the many advancements the exosuit provides in combat performance and speed, these suits still require an operator who is capable of handling them.
Accepted application for the USRF [Cadet+]
Must be First Class+
6 Core Infantry Tokens required
Purchase the Exoskeleton Manual via Quartermastery
Purchase the Goliath Exoskeleton via Quartermastery
AVERAGE LOADOUT FOR THIS ROLE, USE IT AS A GUIDELINE AND NOT SOMETHING DEFINITIVE
PRIMARY WEAPON SR-57 Mod 4
OPTICS NONE
SIDEARM MENDEL
INDEPENDENT SIGHTS NONE
AMMUNITION CARRIED
30rnd 6.8x45mm Mags
17rnd 9x19mm Mags
COMMON ITEMS CARRIED
Goliath Exoskeleton
Gasmask
Earplugs
Bayonet
Cable Tie
Shortrange Handheld Radio
Map
Compass
Watch
Tourniquet
Basic Bandage
Packing Bandage