Class

**Classes and roles** are different unit types that use distinct weapons, having different passive and active abilities in the field.

## Verdun roles

Every Squad has different types of roles inside:

### **Rifle Squads**

* **Rifle NCO:** the role of the NCO is to lead the squad using commands, keeping them close-by for fast communication and call in artillery support when needed.
* **Rifleman:** the role of the Rifleman is to engage and eliminate enemies using accurate rifle fire in proximity of the Corporal.
* **Gunner:** the role of the Gunner is to provide walking cover fire. The slowest moving role it is his task to lay down fire while the whole squad advances.
* **Grenadier:** the role of the Grenadier is to clear the enemy defenses and strongholds using explosive action.

**Squad abilties:** Rifle Infantry squads can respawn on the NCO if he is alive, and accuracy is increased while reloading time is decreased. Additional XP for capturing sectors.

### **Sentry Squads**

* **Sentry NCO:** the role of the NCO in the sentry section is to hold a line at all cost.
* **Sentry:** the Sentry is a hardened defender who dominates the no man's land with long range fire.
* **Static Gunner:** the static Gunner defends his position with a range of machine guns.
* **Runner:** the "Runner" is a sentry whose task is to move along the trench and defend weak spots.

**Squad abilties:** Sentry squads can respawn on anybody in a friendly sector, where they get more health regeneation and receive less supression. With a leveled squad, can gain a defense bonus against explosions.

### **Recon Squad**

* **Recon NCO:** The role of the NCO is to find weaknesses in the enemy line using aerial reconnaissance and lead the squad through.
* **Marksman:** Trained as an elite Marksman, his role is to take out enemy sentries or patrols in order for the squad to advance.
* **Observer:** The role of the Observer is to sneak close to enemy positions and reveal their position to the rest of the team.
* **Scout:** The Role of the Scout is to sneak up to enemies and engage them with melee weapons.

**Squad abilties:** Recon squads members respawn on the most forward player. When in Aura the steady weapon speed is increased and the sprint time is doubled. With a leveled squad, can gain infinite stamina.

### **Assault Squad:**

* **Assault NCO:** the role of the Assault leader is to occupy the enemy with gas artillery while picking a way through the lines.
* **Flanker:** Using flanking maneuvers, the Flanker is tasked with numbing the enemy with grenades and cover while the rest of the team advances.
* **Specialist:** Trained in rapid weapon handling, the specialist can engage enemies in close combat using rapid and concentrated rifle fire.
* **Raider:** The role of the raider is too engage the enemy near the assault order with grenades and close quarter weapons.

**Squad abilties:** Assault squad members can respawn on anyone in of their squad if they are close to an assault order given by the NCO. Also they have a health regeneration bonus on NCO aura.

### **Engineer squad:**

* **Engineer NCO:** The Engineer NCO task is to designate strongpoints for the squad and move up to set the example.
* **Specialist:** The Specialist is tasked with mopping up enemies in close proximity.
* **Sapper:** The Sapper's task is to destroy a strongpoint by using explosives.
* **Fire Support:** Trusted Fire Support is tasked with suppressing the enemy while the rest of squad advances.

**Squad abilties:** Engineer squads can respawn on anyone when in the enemy sectors, while all kills near order gain additional xp bonus. Receives loess suppression from enemy fire coming from within the command order.

## Tannenberg roles

In Tannenberg all squads (Infantry, Suport and Assault) have the same roles:

* **NCO:** the mission of the NCO is to lead the squad using commands, keeping them closeby for fast communication and call in artillery support when needed.
* **Rifleman:** the role of the rifleman is to engage and eliminate enemies using accurate rifle fire in proximity of the NCO.
* **Gunner:** the role of the gunner is to lay down fire, and support the squad with ammo and HMG fire from fixed positions.
* **Grenadier:** the role of the Grenadier is to clear the enemy defenses and strongholds using explosive action.

### **Shared squad abilities:**

**Infantry:** more suppression caused by firearms and faster rifle/carbine reload. NCOs have explosive telephone call-ins.

**Support:** more weight when defending friendly sector and less weight when capturing enemy sector. NCOs have recon plane telephone call-ins. All squad members have HMG ammo.

**Assault:** more weight when capturing enemy sector, less weight when defending friendly sector. NCOs have gas telephone call-ins. +50% stamina to all members.

## Isonzo classes

* **Officer**: Issues orders and can call in various kinds of support (such as aeroplanes, artillery and chemicals). Cap of 2 Officers per team.
* **Rifleman:** Equipped with standard equipment, Riflemen make up the bulk of the fighting forces, and get access to a rifle with a bayonet or rifle grenade. Rifles equipped with rifle grenades are limited per team, although the Rifleman class is uncapped.
* **Engineer:** Can construct static weaponry, build obstacles and is more efficient at cutting barbed wire. Cap of 5 Engineers for Attackers, 7 Engineers for Defenders.
* **Assault**: Equipped with high impact weaponry, the Assault class is focused on pushing the enemy hard. Cap of 7 Assault roles for Attackers, 5 Assault roles for Defenders, limit of specific weapons including small automatic guns.
* **Mountaineer**: Suited to mountainous terrain, Mountaineers excel at traversing terrain to reconnaissance and infiltrate enemy positions. Cap of 7 Mountaineers per team.
* **Marksman:** Equipped with high powered rifles, Marksman excel at long range engagements using an assortment of scoped and unscoped rifles. Cap of 4 Marksman per team, limit of scoped rifles.