01
The official class answer
The pinned FAQ says players can take on different combat roles, but not through set classes. You buy the equipment and vehicles needed for the job you want to perform. A medic can buy bandages and medkits; a builder can buy construction items; a larger backpack can combine responsibilities.
That freedom means a role name is only useful when it describes what you will actually do for the team.
02
Five practical role questions
- Infantry: can you reach and remain in the Control Zone?
- Medic: can you stay alive long enough to revive and preserve team presence?
- Builder: are you fortifying a location that affects the active route or zone?
- Transport: are you moving players or supplies faster than they could arrive alone?
- Fire support: can you create space without consuming all your cash or destroying useful cover?
03
Hybrid roles have a cost
The FAQ’s larger-backpack example shows that hybrid play is intentional. The tradeoff is economic and physical: more equipment costs money and can interact with weight and inventory systems. A loadout that can theoretically do everything may arrive late or lose the tools that matter after one death.
Build around one primary contribution and one backup action until the live game provides enough data for precise weight and value breakpoints.
04
Teamplay pays
BULKHEAD says team-oriented roles will be the most profitable. Official examples of cash-earning actions include reviving squadmates, transporting friendlies, and controlling the objective. That creates a direct link between a useful role and future purchasing power.
A role tier list published before repeatable Early Access data would be guesswork. The objective, zone location, squad needs, and prices can all change the value of a kit.
05
Sources
These are the primary pages used for the verified facts above. Live game behavior and newer developer notes take priority if they differ.