As its name implies, the Pick Ten system gives the player the ability to choose ten elements to make up their loadout. In custom games, the amount can be customized from 3 points to 17. Each element costs one Allocation Point, which can be anything from a primary weapon, secondary weapon, weapon attachments, grenades, gadgets, and perks.
Using this system, the player can choose to have more emphasis on particular elements, like spending points on more attachments and foregoing grenades entirely if the player does not use grenades.
Camouflages, clan tags and emblems attached to weapons do not take up an Allocation Point.
Aside from the ten points given for building a class, the player is also given three Wildcards, which allow further tinkering of the elements the player has previously selected, although the Wildcards cannot count towards the elements themselves (no more than ten allocation points). A Wildcard itself takes one Allocation Point.
Normally, a primary weapon can only have two attachments, but by using a the Primary Gunfighter wildcardit can add another, the secondary gunfighter allows two attatchments on a secondary weapon. The same can be done for things like carrying another lethal grenade, installing another perk, or holding a second primary.
- A weapon can only have up to three attachments, costing five allocation points; one point for the weapon itself, two for the first two attachments, and two for the Wildcard and the additional attachment.
- Up to two Lethal grenades can be carried, using an allocation point and one Wildcard for the second.
- Up to two pairs of Tactical grenades can be carried, using a total of five allocation points. Two for the two first equipment, like usual, one point for the wildcard, and lastly two more points for the last two Tactical grenades, if so, no lethal grenades can be equipped.
- One Perk can be installed from each tier using one point each, and a second from each can be installed by using a Wildcard, but this also costs another allocation point.