VANGUARD
AttackerFrontline anchor. Cluster of frags to flush a held angle.
Frag Grenade
| Armour | |
| Speed | |
| Difficulty |
Game Info
Every operator is a base class plus one signature tool. Most of those tools are exclusive: only one player on a team may bring that operator into a round, so a signature is a capability your team either has or does not.
You are outside the building with a clock running. Everything an attacker carries is about choosing where the wall stops being a wall.
Frontline anchor. Cluster of frags to flush a held angle.
Frag Grenade
| Armour | |
| Speed | |
| Difficulty |
Fast entry-fragger. Blinds the room and rushes the gap.
Flashbang
| Armour | |
| Speed | |
| Difficulty |
Hard breacher. The only charge that burns through reinforced steel.
Thermite Charge — exclusive
| Armour | |
| Speed | |
| Difficulty |
Lane anchor. Locks a sightline and trips the flank.
Claymore Mine
| Armour | |
| Speed | |
| Difficulty |
Intel + denial. Remote charges to break a setup.
C4 Explosive
| Armour | |
| Speed | |
| Difficulty |
Roaming scout. Outflanks and traps the rotation.
Claymore Mine
| Armour | |
| Speed | |
| Difficulty |
Anti-gadget. EMP fries the defenders' utility before the breach.
EMP Grenade — exclusive
| Armour | |
| Speed | |
| Difficulty |
Intel specialist. Recon beacons sweep the site and light up defenders.
Recon Beacon — exclusive
| Armour | |
| Speed | |
| Difficulty |
No signature gadget. Three primaries, and any shared utility on the board.
None — and exempt from the operator lock because of it.
| Armour | |
| Speed | |
| Difficulty |
You have the site and a short preparation phase. Everything a defender carries is about making the approach expensive and the breach loud.
Aggressive roamer. Nitro cell punishes a stacked push.
Nitro Cell
| Armour | |
| Speed | |
| Difficulty |
Site anchor. Plants cover and soaks the first peek.
Deployable Shield — exclusive
| Armour | |
| Speed | |
| Difficulty |
Field medic. Stims keep the defense standing.
Stim Syringe — exclusive
| Armour | |
| Speed | |
| Difficulty |
Fortifier. Electrifies walls to deny hard breach.
Electric Charge — exclusive
| Armour | |
| Speed | |
| Difficulty |
Eyes on every approach. Plants cameras nobody else may carry.
Deploy Cameras — exclusive
| Armour | |
| Speed | |
| Difficulty |
Trap specialist. Wires the entries before the push.
Tripwire — exclusive
| Armour | |
| Speed | |
| Difficulty |
Area denial. Toxic gas stalls the push and breaks the plant.
Gas Grenade — exclusive
| Armour | |
| Speed | |
| Difficulty |
Signal denial. Jams attacker drones and flank traps near the site.
Signal Jammer — exclusive
| Armour | |
| Speed | |
| Difficulty |
Flank denial. Wires the rotations — nobody walks in quietly.
Barbed Wire
| Armour | |
| Speed | |
| Difficulty |
No signature gadget. Three primaries, and any shared utility on the board.
None — and exempt from the operator lock because of it.
| Armour | |
| Speed | |
| Difficulty |
One operator per team per round. The Recruit is the exception, and deliberately so: the lock exists to stop a team doubling up on a unique capability, and the Recruit is the one operator with none to double up on.