Tools

Dagger Directive Loadout Planner

Pick a role. Pack the pouches that match. Leave the armory.

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Loadout Planner

The planner below is a role switcher, not a hidden meta. Tap a job and read the kit. Then follow the links if you want the long argument. It exists because the official armory is a hallway of temptation and Getting Started already told you not to live there.

Field kit

Loadout planner

Pick a role. The planner returns a starting kit, then points you to the deeper pages.

Suppressed SMG or short rifle, pistol, recon drone.

Stay slow, stay in grass, and treat every unsuppressed shot as a new problem.

  • Walk or crawl; default sprint is loud.
  • Pack NVGs if you chose night.
  • Melee is quieter than a suppressed shot.

How to read a card

Each role names a primary idea, a behaviour, and three pouch habits. If the card says walk, and you rebound walk off your keyboard, fix Controls before you blame the kit. If the card says NVGs and you chose day, ignore that line. If the card says lase and you will not touch middle mouse, pick a different job — Ballistics will not mid-mission convert you.

After you pick a role

Open Role builds for the full pouch story, Weapon ranks for a rail, and Gear if you are about to drop smoke for a third funny grenade. Theater still matters: a ghost on Bering snow is a different animal than a ghost in Pacific grass. Set that in the mission planner so the clock and the volume match the kit.

Co-op use

Four players should not tap the same role unless you are making a video. One ghost, one peek, one ridge is a squad. Four grenadiers is a Steam clip. Co-op is the hosting page; this tool is only the packing conversation you should have on the ship.

What the planner will not do

It will not simulate drop. It will not reserve Workshop guns. It will not save you from a sprint. Stealth still owns footsteps. When a patch adds another 1.0-style rail, we will park it on one of these four cards instead of inventing a fifth personality.

If you want the campaign context for why a card feels wrong, read the Walkthrough. If the card feels right and you still die, you skipped a save, not a pouch.

A worked example

You queued a Pacific hut camp, day, silent. The mission planner already said grass and a ridge camper. Tap Stealth. Pack the suppressed short gun, the recon drone, and smoke. Do not tap Grenadier because the M32 is new and shiny. Fly the drone under the canopy, mark the ridge, crawl the grass, melee the first sentry. That is the planner doing its job: it removed the SAW from your hands before the armory lighting could talk you into a parade.

Swap the same map to night and the stealth card still holds, but Gear now demands NVGs. The planner will not hide that line. If you ignore it, the death is on you, not on the dropdown.

Workshop rifles can sit in any of these four jobs. They do not get a fifth card. If a custom Thompson makes you sprint, you did not outsmart the planner — you left Stealth. Put the funny gun on a save you can delete, then come back to a boring official rail when you host Co-op. The planner is a conversation starter on the ship, not a trophy. If you outgrow the four cards, you are ready to live in Stealth and Gear without a dropdown.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Does the loadout planner unlock weapons?

No. Every official gun is already available. The planner only recommends a job and pouches.

Which role is best for a first extract?

Stealth, on a day brief, with a suppressed short gun. Save the grenadier card for a map you already walked.

Can I use this for co-op?

Yes. Give each player a different role. Four identical assault cards will stack the same door and reset together.

Where do I go after I pick a role?

Role builds for the full kit, weapon ranks for the rail, and the mission planner for the clock.