Gear (Equipment, Grenades, Utility)

The police and criminals have gadgets to give an edge over the other side in either defending or attacking, to help win.

Equipment
Breaching Charge: Allow you to breakthrough destructible walls, which includes soft walls. The players receive two charges.

Claymore: An explosive that can be placed in doorways, enemy rotation holes, around corners, or to protect your flanks. A Defender walking through the lasers will detonate it, dealing critical damage.

Dazzler: A non-lethal weapon that uses intense light beams to disable its targets with flash blindness. The circuitry can overheat for operating it too long, forcing you to wait until it cools down.

Drill: A tool to gather intel within walls. Thanks to the camera implemented into it, you can pierce walls and visualize what's happening on the other side. Be careful, as looking through the camera will leave you vulnerable to any attack. Furthermore, it can't drill through soft walls.

HK69: The HK69A1 is a compact, single-shot 40mm grenade launcher, with 2 extra rounds. An attractive choice to obliterate your opponents or getting rid of shields, doors, and other objects. It has three projectiles and an explosion safety mechanism that prevents the bombs from detonating when shot too close to the user. You can also employ multiple types of impact-based grenades as the flashbang, the tear gas, and the smoke grenade.

MATADOR: The MATADOR (Man-portable Anti-Tank, Anti-DOoR) is loaded with HESH rockets, giving it breaching capabilities. Able to demolish destructible walls or damage anything in its radius. A weapon like this will hinder you down, but you solely have one rocket. Use it wisely.

Ram: The battering ram is employed to silently force-open locked doors. It can bust through tied doors as well and inflict tremendous damage if you deliver a hit to an enemy.

Taser: Incapacitate your enemies. It requires a few seconds to charge up another shot and makes noise while doing so.

Medkit: Fix your wounds or your teammate's wounds. Restore 60 HP and can overheal up to 120%. This item receives the perk of allowing you to know ally health. It only has enough supplies to heal one person.

Videogun: A tool to gather intel within rooms. By it's extendable rod, the camera at the end allows a viewer to visualize their vision farther. The small rod allows it to be extended through very small holes and under doors as well.

Grenades
Flashbang: Blind and deafen your adversaries. The only way to reduce the flash stun effect is to look elsewhere. It takes two seconds to detonate.

HE Grenade: Effective for destroying equipment or killing enemies with a timed throw.

Smoke: Provide cover by blocking sightlines and stalls enemy pushes. Entering the smoke cloud will obscure your vision.

Tear Gas: Irritate your enemies' eyes, distort their vision and force them to cough and reveal their location while losing health. Crowd Control gizmo.

EMP: Disable Defender's equipment, HUD, and communications within a 20 studs radius for 20 seconds. With this bad boy, jammers, sensors, and mines won't be bothering you.

Utility
Extra armor: Increase your base HP to a generous quantity (140%), but decreases your movement speed by 25% and won't double the amount of health healed by a medkit.

Flak Vest: While rather heavy and reducing your speed, the Flak Jacket will decrease 50% of all explosive damage dealt.

Extra Battery (Night-Vision): Increases your Night-Vision charge by double, making it last 100 seconds longer.

FlashHider: A pair of goggles/glasses that protects you from flash-based equipment by toning down the light. It does NOT protect you after you are blinded.

Extra Ammo: For those who run out of ammo quickly, you'll be able to bring 2 more magazines for you primary AND secondary. Some weapons may get more magazines than others.

Trauma Kit: A kit that allows a quick revive and when one is revived upon, they gain 25% extra HP.

Gas Mask: A gas mask that protects you from any sort of gas, and it allows a somewhat easier time seeing in smoke.

Grapple Harness: A improved grappling set that allows you to move 60% faster while you are rappeling.

Melee
Stun Baton: ZAP the adversaries with high voltage contact rods. A slightly weak melee weapon for sure (20 damage), but its stun effects are enough to compensate. By making the criminals' aim worse, those with single-shot weapons will suffer.

Knife: Close quarter combat cutting weapon able to down an adversary in three hits. It can perforate soft walls.

Equipment
Adrenaline: You may utilize the syringe or might use it on an ally. The user will receive a 25% HP boost and infinite stamina for 15 seconds. If you didn't suffer any damage while the effects were active, the HP boost wears off.

Deployable Shield: A collapsible crouch-height bulletproofs metal cover. Can block doorways too.

Caltrops: The caltrops harm and slow down anyone who steps on them. The movement speed reduction and duration can stack with each caltrop. The player receives six pieces.

CAMeleon: The CAMeleon system consists of two micro-cameras that imitate the color and texture of the surface settled on. When viewing through them, a small LED light turns on, making their camouflage less effective and run the risk of getting destroyed.

Bear Trap: Two deadly bear traps capable of instantly downing opponents. The trap will produce a distinctive sound to allow you to know someone stepped on it.

Jammer: Disrupt any wireless equipment operated by the Attackers within a 40 studs radius. The police won't be able to communicate between them (chat option blocked), mark enemies for their team, and the breaching charges plus night vision goggles will stop functioning. Strategizing its position is vital, as it will impede the majority of the Attackers' actions.

Proximity Mine: An explosive device that is triggered by the enemies' motion. When an Attacker gets close to it, the mine will beep a few times before blasting off, dealing grave damage. Shooting the mine will detonate it.

Reinforcement: 1000 HP portable armored panel ready to be deployed on destructible walls to convert them into worthwhile fortifications, limiting Attacker access routes and sightlines.

Sensor: Within a 20 studs radius forward, the sensor will fire an alarm when it detects enemy motion. You have two sennsors.

Blowtorch: A blowtorch that can weld metal doors, but also create murderholes in soft-walls.

Flashtrap: A different version of the Sensor, when detecting enemy motion it will inflict flash-concussions, with a maximum of two charges.

Jet Gun: A gadget employed to administer medicine to yourself or fellow crooks. Even downed players. Filled with a potent painkiller, the HP won't stop regenerating until it's full. This item receives the perk of allowing you to know your allies' health.

Ties: Three cable ties to block metal doors or restraining enemy combatants, preventing them from being revived by their crew. Ramming the door or shooting the zip tie will unlock it.

Grenades
Gas Grenade: A bomb filled with noxious gas. Entering the cloud will blur your vision and force you to cough, revealing your position, while you lose HP. Since it's heavier than other grenades, it can't travel as far.

HE Grenade: Effective for destroying equipment or killing enemies with a timed throw. Four seconds fuze.

Molotov: Highly flammable. Do not drink. The fire requires time to wear off once you left the impact area.

Smoke: Provide cover by blocking sightlines and stalls enemy pushes. Entering the smoke cloud will obscure your vision.

Utility
Flak Vest: While rather heavy, the Flak Jacket will decrease 50% of all explosive damage dealt.

FLIR: Black and white thermal vision goggle. Hostiles appear as bright white silhouettes for easy identification. However, everything else dims. Your surroundings will darken the more damage you take, making it hard to navigate.

Light Armor: Sneak around and surprise the opponent. In exchange for quiet faster movement speed, your maximum health is 70%.

Extra Ammo: For those who run out of ammo quickly, you'll be able to bring 2 more magazines for you primary AND secondary. Some weapons may get more magazines than others.

Gas Mask: A gas mask that protects you from any sort of gas, and it allows a somewhat easier time seeing in smoke.

Melee
Bat: A long and intimidating blunt weapon able to leave anyone in a critical state with two hits. To spice things up, you can modify it with nails to spike damage but a slower swinging speed.

Kunai: A short-ranged sharp weapon that is quick to equip and slash, however dealing small damage. You can throw the Kunai using [ RMB ]  at the cost of losing your melee.

Trivia

 * Strangely enough, the Chemist added glow stick fluid to the adrenaline mix. No one is sure why he did that.
 * The Trapper crafted the Proximity Mine.