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The rifleman is the most basic role in the infantry,but by no means the least useful.
He is the backbone of every military unit, and every other specialised soldier is a rifleman first and foremost.

Rifleman icon


The rifleman is one of the most flexible roles in the platoon, and the baseline from which all other specialised roles are being derived from.
Due to the fact that the rifleman is carrying the least amount of specialised equipment, he is very mobile and thus the primary role for fast assaults and maneuvering.
In close quarters combat, the rifleman carries the most maneuverable weapon in the team, allowing him to line up shots faster than the autorifleman or designated marksman.
Because of his lightweight equipment, the rifleman is also suited to transport supplies for his fellow section members, carrying extra ammunition belts for the autorifleman or missiles for the AT soldier.


The Rifleman Basic Certification is usually the first certification any applicant to Reach Elite Forces will complete.
It teaches everything new applicants need to know about the basics of being a rifleman, tactical movement, firing stances and equipment basics.



Assault Rifle

The rifleman's most important piece of equipment is his rifle. He usually carries an assault rifle chambered in either 5.56x45mm or 6.5x39mm.
5.56mm weaponry has the advantage of lower weight both for weapons and ammunition, compared to their 6.5mm counterparts, allowing the rifleman to carry more ammunition per weight.
Rifles in 6.5mm have an advantage in penetration and damage inflicted on the hostiles' bodies, making them especially useful against enemies wearing high-end body armor.
For a complete list of suitable weapons visit the page for Weapon Restrictions by Role.


An optic appropriate for the task at hand should be chosen. For close quarters, a red dot sight or holosight are ideal, for longer ranges a medium-magnification scope like the MRCO or ACOG is a good choice. A good compromise are the red dot/magnification combo sights, allowing the rifleman to switch between cqb sights and medium-range magnified optics.


A regular loadout should contain between 6 and 8 magazines, for a total of 180-240 +30 rounds for an operation.
More ammunition is (with proper firing technique) usually only needed for especially long engagements.


To be equipped in exceptional circumstances, when asked to by your team leader.
The AT-4 is a disposable, single-shot rocket launcher available both in anti-armour and high explosive anti-infantry versions.
The AT-4 gives the rifleman additional flexibility to disable or even destroy lightly armoured vehicle targets, like MRAPs, trucks and (with a good hit) potentially light APCs.
The HE variant allows the rifleman to clear an occupied building, tightly grouped infantry units or enemy fortifications with little risk from afar.
Before firing, always make sure the backblast area behind the launcher is clear of friendlies! Take care when firing from an enclosed space or in front of walls!

Protective Gear

A helmet is to be worn at all times - for very light loadouts the Combat Helmet may be downgraded to a Light Combat Helmet.
The default vest provides a good mix of low weight, high carrying capacity and protection.
For low-mobility loadouts, the Reach Heavy Vests provide significantly increased protection against bullets, but at the price of a higher weight and lower carrying capacity.

Other Equipment

As the most mobile part of the section, the rifleman should also carry a number of grenades to engage nearby hostiles in cover or defilade.
M84 Stun Grenades are an excellent tool to safely clear buildings of enemy occupants.
A backpack is usually only needed while carrying extra supplies for specialists or when expecting extended firefights.

Virtual Arsenal Loadout Templates

Below, two example basline rifleman loadouts are provided.
Do note that these are not an be-all and end-all when it comes to the gear - every mission has slightly different requirements, which the gear has to be adjusted to.
Both of these loadouts have enough available capacity to carry additional supplies, like an extra 200 round LMG belt, without need for a backpack.
To import the loadouts into your virtual arsenal, just copy the code below, and import it when you are in the VA.

Rifleman (M4, Tropic Camo)

comment "Exported from Arsenal by Maj.|Issen";

comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;

comment "Add containers";
this forceAddUniform "U_REF_Fatigues_Tropic";
for "_i" from 1 to 8 do {this addItemToUniform "ACE_fieldDressing";};
for "_i" from 1 to 8 do {this addItemToUniform "ACE_elasticBandage";};
for "_i" from 1 to 6 do {this addItemToUniform "ACE_quikclot";};
for "_i" from 1 to 8 do {this addItemToUniform "ACE_packingBandage";};
for "_i" from 1 to 2 do {this addItemToUniform "ACE_morphine";};
this addItemToUniform "ACE_EarPlugs";
this addItemToUniform "ACE_IR_Strobe_Item";
this addItemToUniform "ACE_Flashlight_XL50";
this addItemToUniform "ACE_EntrenchingTool";
this addItemToUniform "ACE_CableTie";
this addItemToUniform "H_REF_beret_inf";
this addVest "V_REF_AAF_Vest_Tropic";
for "_i" from 1 to 4 do {this addItemToVest "rhs_mag_m67";};
for "_i" from 1 to 3 do {this addItemToVest "SmokeShell";};
for "_i" from 1 to 7 do {this addItemToVest "30Rnd_556x45_Stanag_Tracer_Red";};
for "_i" from 1 to 2 do {this addItemToVest "ACE_M84";};
this addHeadgear "H_REF_Helmet_Tropic";

comment "Add weapons";
this addWeapon "rhs_weap_mk18_wd";
this addPrimaryWeaponItem "FHQ_optic_AC11704";
this addWeapon "rhsusf_weap_glock17g4";
this addWeapon "Binocular";

comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadioAcreFlagged";
this linkItem "ItemGPS";
this linkItem "NVGoggles_tna_F";