America's Army classes

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Classes in America's Army

Contents

[edit] Loadout

[edit] Rifleman(R)

Riflemen are the bulk force of all games in AA. They either carry an M16, with single and three shot burst, or an M4 SOPMOD,with single and full auto. They also have first priority of being a combat medic. All rifles come with 7 magazines of 30 bullets each, for a total of 210 rounds. A standard grenade loadout would be 1 to 4 fragmentation grenades, 1 to 2 smoke grenades, and 1 to 2 flashbangs.

[edit] Fireteam Leader(R)

The Fireteam Leader(FTL), commands a fireteam of 1 to 4 people. They have the last priority for being a medic. In a standard infantry fireteam, there are at least two rifleman, and a possibility of a grenadier and an automatic rifleman. The fireteam leader is issued a set of binoculars, and is awarded based on how many in his team have survived after a successful mission.

[edit] Squad Leader(R)

The core of the squad, the Squad Leader(SL), commands every single member of his squad. He cannot be a medic. He has remote access to squad-based orders, and is able to set priority for objectives. A Squad Leader does not command any fireteam, but has direct command power over all FTLs. He is also issued a set of binoculars. The SL is awarded based on the total surviving number of soldiers at the end of a successful mission.

[edit] Grenadier(G)

The grenadier is the heavy weapons specialist of today's squad based Army. He has third priority to be a medic. He carries up to 7 High Explosive grenade rounds for the M203, which is used to take out enemy personnel. A well-trained grenadier is capable of firing grenades through windows or even use the grenades as an effective close-range slug. The M203's rounds have a fuse to prevent detonation at close ranges after the grenade has left the barrel. A standard grenade loadout would be 0 to 1 fragmentation grenades, 1 to 2 smoke grenades, and 1 to 3 flashbangs.

[edit] Automatic Rifleman(AR)

The automatic rifleman holds one of the most devastating weapons in the game, the M249 Squad Automatic Weapon. He has second priority to be a medic. Each AR carries four 200-round magazines, which can be used for suppressive fire and taking out enemy at longer ranges over extended periods of time. A standard grenade loadout would be 1 to 3 fragmentation grenades, 1 to 2 smoke grenades, and 1 to 2 flashbangs.

[edit] Advanced Marksman(S)

The advanced marksman has a wide variety of rifles to choose from. He cannot be a medic. He can use the M24 Sniper Weapons System, the M82A1 Barret, and on SF missions, the Mark 12 Mod 0 Special Purpose Rifle. He is also issued an M9 Beretta 92 for emergencies. Advanced Marksmen must pass a multitude of rigorous tests in order to use the rifle in combat. A well-trained sniper can easily kill any soldier, mobile or immobile, in various positions difficult for an amateur sniper. For example, a well-trained sniper can easily fire while standing, despite having a problem keeping a proper sight picture. A standard grenade loadout would be 0 fragmentation grenades, 1 to 3 smoke grenades, and 0 to 2 flashbangs.

[edit] Indigenous Forces(IF)

The IF of America's Army represent native people serving as police and soldiers, being assisted by Special Forces personnel. They cannot be medics. IF, while generally inadequately trained compared to Special Forces, are given various weapons that are helpful in accomplishing a task. The weapons that an IF may receive are: AK-74, RPK, VSS Vintorez, and the RPG-7. A standard grenade loadout would be 0 to 2 fragmentation grenades, 1 to 2 smoke grenades, and 1 to 2 flashbangs.