MOS Guide
Rifleman
Covering fire!
Riflemen are the bread and butter of the infantry and form the backbone of every Squad. Riflemen don’t have any fancy equipment or special duties, so they can focus all their efforts on the important things; digging holes and killing the enemy. Whether with an assault rifle or a battle rifle, Riflemen provide general and highly essential security for your operations. Dependability above all else; this is not a class for little boys.
Riflemen are generalists, so they benefit from an even mix of Attributes. Dumping any stat will present a weakness in the ring of steel around your squadmates that you'll be responsible for.
Radioman
I'm the one carrying this damn thing, so mind your ass.
The Radio Telephone Operator, or RTO, has the vital job of carrying, maintaining and using the team’s radios, their only link back to the rest of the Army. Through the radio network, the RTO can keep Command updated, or request air and artillery support, reinforcements, and extraction. The RTO is easily capable of being the most lethal member of the party, as they are responsible for coordinating the supporting fire that gives the US military its edge.
Being an RTO is a very intellectual and technical job, so they generally lean hard on Vigilance.
Pigman
Get some!
In Vietnam, the standard light machine-gun used by US forces was the M60, known affectionately as the Pig. Thus, the men who carried it were Pigmen. The Pigman is tasked with keeping the enemy pinned down while the rest of their section manoeuvres, and represents a disproportionate amount of the Squad’s lethal power. In a firefight, the Pigman can lay down as much firepower as two or three other soldiers, pinning the enemy in place with ease. He is the toughest and most lethal shooter on the team in a straightforward package.
The Pigman needs to carry both a very heavy weapon and a lot of ammo for it, making them reliant on Fortitude, though a Proficiency Pigman can be very lethal.
Grenadier
Batter up!
The Vietnam War saw extensive use of personal grenade launchers, valued for their ability to project the lethal power of explosives long distances in infantry-scale combat. These weapons became so common they effectively replaced the light mortars of earlier conflicts. Grenadiers provide a lot of utility to the team, offering many different possible paths of escape from bad situations using a wide variety of explosives.
Grenadiers are often the heaviest hitter on a highly mobile team, so they need good Proficiency to safely land their explosives and good Fortitude to carry them. Your grenade launcher is very heavy and you can quickly burn your ammo for it, so in fights that don’t warrant high explosives you’ll need a good backup weapon of some kind.
Pointman
I sometimes wonder how the hell I'm still alive. Then I remember this is me I'm talking about.
War in the jungle required an entirely different kind of soldier, unfamiliar to the line infantry of past wars. Point men are the soldiers who range ahead of the patrol, being the first to encounter the enemy. These men must be hunters, survivors and killers without equal, stalking the jungle as predators. Point is a position with a lot of responsibility. It’s on you to sniff out traps and ambushes, and to turn the tables on the enemy. If there’s a tunnel, you’re probably going into it. You’ll often be working alone and ahead of the Squad.
Your Vigilance is your single most important attribute, but you need a good mix to stay competitive. You aren’t going to be standing up and fighting, so you need to be able to evade, ambush and sneak. Don’t rely too much on fancy equipment and run as light as you can.
Marksman
Got'em...
The Marksman is responsible for long-range, direct fire combat, serving as the squad’s observer and assassin. It is their job to identify and kill members of the enemy force who pose a particular threat, such as officers, weapon crews, and in many cases, other snipers. Marksmen are the characters most likely to score a kill whenever they shoot, but at the same time, they are simply unable to survive a stand-up fight on their lonesome. A good Marksman needs to be both a team player and to have an understanding of when they are outclassed.
Marksmen live and die on their Proficiency; no other stat truly matters for them. Vigilance will allow them to spot targets from farther away and Take Aim, Fortitude will allow them to carry vital supplies, backup weapons, maybe even a heavy anti-tank rifle, but none of that matters as much as hitting every shot they take.
Medic
Gimme some room, goddamnit!
The Medic is a soldier trained in emergency medicine. The Medic monitors the health of the team, treats the wounded, and helps sick locals where they can. In the modern age, all Medics are armed, even if it is just to protect their patients. As a Medic, the team will rely on you a lot to keep them alive and fighting, and will need to protect you, so if you want to feel important the Medic is a good MOS. If you are wary about the game’s subject matter, the Medic lets you push back directly against the grim atmosphere.
Medics need both the smarts to treat their patients, and the strength to move them, so it can be a good idea to dump Proficiency entirely.