Every squad has its squad leader, and the Squad Leader kit gives the SL the ability to perform all their functions. They are equipped with a rifle, but a squad leader's best asset is always their voice and their mind.
How to Play[]
Leadership is not something easily summarised on a wiki page, but a good SL must always give their squad something to do and communicate with them constantly. Your squad is the extension of yourself; as such, the squad will do no good if you're not proactive in your command. Use Move, Attack, and Defend markers from your tac-rose to let them know where to go and what to do at a glance, and speak to them to make sure they know exactly what you want them to do. If someone's not doing what you want them to, don't be afraid to single them out and name and shame.
Remember that you are also what connects the squad to the rest of the team, so use your HQ and SL-to-SL radio to discuss strategy and squad movements with other SLs. It's too easy to become lost in what your own squad's doing and lose sight of the wider picture.
Don't forget about your team's Artillery Strike, which becomes available 15 minutes into the round (or 15 minutes after your team's previous strike) - they can be instrumental to a team's success if timed and positioned correctly. This is a powerful tool, so consult with the other SLs before using it up. Use it by right-clicking on the map where you want to place it.
The Squad Leader Appointment[]
Note that you must have the squad leader appointment to pick this kit. By default, the person who created the squad holds the SL appointment. They can either choose people to promote to SL by hovering over them and pressing 'Promote' in the Squad menu, or the appointment will be handed onto the next person when the SL leaves. If you're promoted to squad leader when you're alive, you will have to respawn and change kit in order to perform some essential functions.
Equipment In-Depth[]
Primary Weapon[]
A versatile assault rifle or carbine, capable of fitting a range of sighting systems for close- to medium-range combat. Seven spare magazines are carried.
| Faction | Weapon Name | Sighting System(s) | Handrail Attachment(s) |
|---|---|---|---|
| US Marine Corps | M4A1 | Built-In Iron Sights, EOTech Holographic (1x), ACOG (4x) | Foregrip |
| Russian Armed Forces | AK-74M | Built-In Iron Sights, PK-A Red Dot (1x), PSO-1 (4x) | None |
Secondary Weapon[]
A sidearm for self-defence at close range. Three spare magazines are carried.
Grenades[]
A pair of fragmentation grenades for wounding personnel and a pair of smoke grenades for providing cover.
Specialist Equipment[]
None.