Grenades and tactical gear
Four throwables, four jobs, and the rooms where each one is a mistake.
Flashbang the first room of every building, keep frags for rooms with nothing but hostiles in them, and use smoke only where the ground is open.
Three throwables and one breach charge. Each one solves a specific problem and creates a specific disaster if used anywhere else.

The four items
| Item | Effect | Best room | Worst room |
|---|---|---|---|
| Flashbang | Stuns for a beat | First room of every building | Nowhere indoors |
| M18 smoke | Blocks sightlines | Wide quays, streets, retreats | Any room you are clearing |
| M67 frag | Lethal fragment blast | An empty room with hostiles behind the wall | Anything with civilians |
| C4 | Breaching charge | Reinforced doors, stack rooms | Small rooms with teammates |
Cash buys the C4 in the armory at 250 and the Special Forces pass advertises its own C4 as an exclusive. The flashbang, smoke and frag are the standard throwable set that arrived with the grenade update.
Flashbang discipline
The room where a suspect is standing next to a civilian is the room the flashbang was invented for. Two seconds of stun is enough to shout, cuff and clear. On pads with civilians in almost every room — the bank, the prison, the restaurant, the apartment block — this is a slot you should never leave the lobby without.
Why the frag is a trap
A frag does exactly what it says. In a house raid with unaware civilians in the next room, that is a penalty with extra steps. Reserve lethal grenades for rooms you have already confirmed are empty of everyone except hostiles, which in practice is the port and the desert.
Smoke earns its slot in exactly one place
Open ground with long sightlines where you need to cross. The dock at Ravenport is the clearest example in the game: three or four containers of nothing, then a long walk in the open. Smoke across that walk is worth more than any frag you could carry.
Sequencing utility into a room
- Flash through the doorway, wait for the bang.
- Enter on the hinge side and clear the near corner.
- Shout before choosing between the gun and the cuffs.
- Mark evidence before you leave.
Common questions
How many throwables can I carry?
The locker handles slots; the practical answer is that one flashbang changes more raids than three frags.
Does smoke blind the enemy?
It blocks sightlines for everyone, including you. Use it to move, not to fight.
Is C4 a grenade?
No, it is a breaching charge — it removes the door rather than the people behind it.



