UPDATED: 29th January 2018
The following guide contains a condensed version of all information from Holdfast in the form of a simplistic class guide.
Please note, some information written on the website is considered planned traits and attributes - and may not be yet implemented into the game.
I'm not sure if this has already been done, in which case, apologies. But I thoroughly used the "Search" function and couldn't find a guide!
Sources:
Latest NewsDevelopment BlogPress ReleasesNOTE: ANYTHING WRITTEN IN PURPLE IS PLANNED CONTENT, AND IS NOT YET IMPLEMENTED.For things I am not sure about, I will also write in purple.Holdfast:
"As we have previously mentioned; we cannot guarantee that everything we list in the following developer blog for the class system will be ready and done by the time we go into Early Access.
We're doing this to gather an idea of what the community thinks about our approach to class design."If any of the following information is objectively wrong, please tell me!

________________________________________________________________________________________________
Line InfantryRole: Offense
Weapon: Musket (w/ Bayonet)
• Muzzle loaded firearm.
• Considered the bulk of the ranks.
• Bayonet kills between 1-3 strikes, depending on range and momentum.
Pros:
One-hit-kill melee & one-hit-kill ranged at short-medium ranges.
Cons: Current melee system holds bayonet back, inaccurate, moderate reload time.
________________________________________________________________________________________________
Light InfantryRole: Offense
Weapon: Musket (w/ Bayonet)
• Muzzle loaded firearm.
• Considered skirmishers.
• Fast moving units.
Pros: +reload speed, +movement speed
Cons: -melee damage
________________________________________________________________________________________________
Infantry OfficerRole: Command
Weapon: Pistol, Saber, Lantern & Spyglass
• Quickest reloading weapon (pistol) in the game right now.
• Microphone lights up a different colour in-game for differentiation purposes.
• Apparently, the saber is the easiest melee weapon to block with.
Planned Abilities:
CHARGE! - Calling a "CHARGE!" will increase +melee DMG to all allies nearby for a short time, additionally, allies will receive a message instructing them to charge!
REINFORCE! - A message will be appeared to all players, and on minimaps - declaring "reinforcements are needed" at the Officer's position.(Source:
News Post)
Pros: +HP (resilience),
appear a different colour on the minimap,
+melee damage with swordCons: Shorter range, two-hit-kill melee.
________________________________________________________________________________________________
GuardRole: Offense
Weapon: Musket (w/ Bayonet), French only: Sword
•
Passively increase the HP of nearby allied officers. (Source:
News Post)
• "They excel at engaging and defeating other infantry".
• 20 slots in-game.
Pros:
+HP, +Melee Damage, +Bayonet melee damage.
Cons: None known.
________________________________________________________________________________________________
RiflemanRole: Offense
Weapon: Rifle (British), Smoothbore Musket (French)
• The most accurate units in the game.
• Will be receiving a patch to nerf reload speed.
• 6 slots in-game.
Pros: +accuracy, +damage at longer ranges (less dropoff), essentially ZERO bullet drop
Cons: Longer reload speed.
*Rumoured to receive a reload speed nerf in the future.________________________________________________________________________________________________
Flag BearerRole: Support
Weapon: Pistol, Saber, Flag
• Bear the colours of their respective nation.
• Saber is significantly more effective than the flag, as the flag takes up to 16 hits to obtain a kill.
• 6 slots in-game.
Pros: Provide +accuracy to all nearby allies when wielding the flag.
Cons: No mechanical cons.
________________________________________________________________________________________________
SurgeonsRole: Support
Weapon: Pistol, Saber
• The only units that can directly replenish health.
• A little bit underpowered as a result of the majority of hits being critical.
• 4 slots in-game.
Pros: Hold E to heal injured allies, quickest reloading weapon
Cons: Very visible on most maps due to chrome white uniforms
________________________________________________________________________________________________
DrummersRole: Musician (Support)
Weapon: Pistol, Sword
Buffs:
• +HP to self while drumming.
• You increase the firearm reloading speed of nearby allies. (Currently: +accuracy to nearby allies)
________________________________________________________________________________________________
FifersRole: Musician (Support)
Weapon: Pistol, Sword
Buffs:
• +HP to self while fifing.
• You increase the firearm reloading speed of nearby allies. (Currently: +accuracy to nearby allies)
I would assume this will be reversed, so each musician provides a different buff________________________________________________________________________________________________
SappersRole: Support
Weapon: Unknown
• Will be construction detail unit.
• Has 8 rumored abilities so far.
• Posted in the Development Roadmap."Reinforce Doors - Engineers can reinforce doors to increase their resistance to damage.
Repair - The sapper will also be able to repair destroyed artillery pieces, player built defences and other objects on the map.
Explosive Barrel - Engineers can construct and carry explosive barrels underneath fortifications to create breaches. Explosives can also be used to destroy bridges.
Gabions - Engineers can construct wickerwork defences filled with earth to provide cover.
Shooting Platform - Engineers can construct platforms to allow players to shoot above cover such as walls.
Chevaux de frise - Engineers can construct chevaux de frise which damage cavalry if they touch them.
Infantry Spikes - Engineers can construct spikes which damage infantry if they touch them.
Chairs - Engineers can construct chairs because chairs are nice."________________________________________________________________________________________________
BagpipersRole: Musician (Support)
Weapon: Pistol, Saber
Buffs:
• +HP to self while piping.
• You increase the base accuracy of nearby allies.
(Likely to be updated in the future)________________________________________________________________________________________________
GrenadiersRole: Frontline
Weapon: Musket
• Bears a standard musket, with cosmetic changes being the only difference right now.
•
Dev post: "Bayonet Specialisation - Excels with using bayonets. Your melee damage when wielding a bayoneted musket is slightly increased."
Source.
• 20 slots in-game.
Pros: Excel in melee combat, may have explosive throwables in future.
Cons: No mechanical cons.
A community poll will take place at a later date to determine if Grenadiers should get grenades. Stay tuned for that.________________________________________________________________________________________________
CannoneersRole: Support
Weapon: Musket
• Bears a standard musket, with a bayonet.
• The only class that is eligible to interact with the "Ammo Box".
• 6 slots in-game.
Pros: Class is designated to interact with artillery pieces.
Cons: No mechanical cons.
________________________________________________________________________________________________