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RCF Class Loadouts

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Here's the RCF soldier classes which may be used in my games multiplayer in conjunction with custom classes. what is included is the class name, the country\unit, the amount of mags per class along with the number of rounds total. TAF weapon classes on the way, just have to figure out a weapon for the "Automatic Rifleman" Class (called the Light Gunner Class for the TAF) and a few others. im torn between the RPK-74 and the RPD. oh well, enjoy!

(file subject to update)

*Notes*
RIFLEMAN
Your standard grunt on the ground, good for all types of combat. very common in a military, carries the assault rifle. usually the ones at the forefront of an attack (or a human wave attack; susceptible to be used as cannon fodder?)

AUTOMATIC RIFLEMAN
The guy that lays down supporting\suppressive fire for his squad for fire and maneuver. keep your distance from him as he himself may be the cause for some attention.

GRENADIER
The man that carries the man-portable artillery. good for neutralizing enemy units\emplacements at range, and carries more explosives than the standard grunt. also keep your distance, no enemy likes to be shot at by a nader.

SUPPORT GUNNER
The soldier that heaves that big friken machine gun. more power, and longer range makes this guy somewhat more effective at supporting fire. needs more time to set up tho, and possibly a partner. switchable barrels make this soldier a good asset for continuous fire in contrast to the lighter squad gunner. you may draw the short straw and have to lug the bipod and a whole craplode of ammo boxes\belts.

DESIGNATED MARKSMAN
That smug bastard that provides rapid accurate fire from within the platoon. usually carries an accurized battle rifle, and is not trained for operations separate of his unit.

SNIPER
That sly fox; you should know him, you never hear him until its too late, always "one shot, one kill, no luck, all skill". anyways, a man trained to provide long range support and reconnaissance, and can conduct operations on his own or with a partner. carries a laser target designator to take out those pesky tanks (since they got nothing else to cope with those threats).

ANTI-MATERIAL SNIPER
Trooper that carries an even bigger friken gun than the support gunner. usually lugs a .50 cal rifle, and specializes in denying or destroying enemy equipment at range. working condition similar to the sniper, but less recon and more blowing shit up. these units may also be deployable against infantry :D

MEDIC
That poor mistreated guy you never think about until you're laying on the ground with a sucking chest wound. usually saves your ass, but when he's down the whole unit is screwed. no pressure man, just stay alive!

COMBAT ENGINEER
Ultimate go-to guy for construction and deconstruction! capable of destroying buildings, bridges, or anything worth "denying" to the enemy or for whatever other reasons top brass can think up of. what they lack in front line combat effectiveness, they lug around nasty anti-air and anti-armor weapons to make up for. so if you have a main battle tank in your way, stop pelting it with your pea-shooters, call in the engineers! (or if you have radio access to flyboys, JDAM the hell out of it!) any how, they also specialize in planting and finding mines (something you never think about until you step on one).

ELECTRONIC WARFARE
That sometimes nerdy guy that knows alot about technology, but he carries something vital to your survival - and no its not your ammunition (check your vest for that). He carries the radio, your vital link to HQ and most importantly, your support. but that big conspicuous box on his back make him a possible target, so refer to AUTOMATIC RIFLEMAN and GRENADIER. carries IR\Smoke markers so when you call a CAS mission "Danger Close" you dont die.
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