The Rifleman, the most common type of infantryman, they make up the majority of any infantry unit and do the bulk of the killing. Highly effective against enemy infantry, both at close and medium ranges. They are capable of carrying additional equipment to tackle other targets, and often times carry other tools such as entrenching tools.
Rifleman holds the lowest rank on the command hierarchy, but that doesn't mean that they shouldn't be paying attention to what is going on around them. They need to be concerned with following orders, and the general well-being of other members of their fireteam, especially their color team.
All Rifleman, regardless of sub-role classifications, will be carrying the same kind of baseline equipment. This usually consists of an Assault Rifle, ammo for said rifle, and basic survival equipment.
The assault rifle, an automatic weapon with a medium-sized magazine that's very capable against enemy infantry in both medium and close ranges. It's typically the most suitable weapon for close-range combat that the platoon has at its disposal.
For modern ops, this typically means that we have a fully automatic weapon, capable of firing in semi-auto as well.
For CW or WW2, this can mean many different types of rifles, from semi-automatic to bolt actions.
Rifleman typically starts an op with around 300-500 bullets, depending on Mission Maker and OP. Ammo for Rifleman tends to run out fairly quickly, especially if a squad has been in several medium to long-range engagements where heavy suppressing fire was needed.
Usually, Rifleman will carry at least one frag grenade. With its small explosive radius, its generally thrown at enemies hiding behind cover, around a corner, or in defilade.
Remember! Use Enter + G to bring up ACE 3 granade throw
Another common throwable is smoke. Typically, only white is issued to Rifleman, however, green and red may also be issued to mark friendly or enemy positions.
Rifleman almost always has a bit of extra gear on them. Typically, they have the AR's extra ammo, usually 2 or 3 boxes or belts, and extra rifle ammo for the rest of the fireteam.
They could also carry entrenching tools or high explosives. (They may or may not have the clacker to set off said explosives)