This guide uses confirmed official information. Recommendations are practical starting points; live balance and availability should be checked in the game.
Three slots, different rules
Tactical and lethal equipment are limited per life, so their unlock level decides when you can rely on them. Field Upgrades are different: they recharge during the match after use, which means the unlock level decides when you gain that option at all.
What Activision published
Every item below carries the description from the official launch guide — the smoke screen that blocks vision and automated targeting, the Heartbeat Sensor tablet that displays nearby enemies, the Inflatable Decoy that is violently activated. They are quoted as written rather than paraphrased.
A separate set in DMZ
Activision notes that a different set of equipment, including many of the items listed here, is yours to discover in DMZ. This page is the published Multiplayer list.
Tacticals, lethals and field upgrades
Unlock levels and descriptions quoted from the official launch guide.
| TYPE | ITEM | UNLOCK LEVEL | WHAT IT DOES |
|---|---|---|---|
| Field Upgrade | Portable Radar | Player level 4 | Emits a periodic radar ping to detect nearby enemies. |
| Field Upgrade | DDOS | Player level 4 | Emits a localized pulse that temporarily jams and disables nearby enemy electronics and sensors. |
| Field Upgrade | Munitions Box | Player level 6 | Deploy a box of ammo and equipment for you and your teammates. |
| Field Upgrade | SAM Airburst Turret | Player level 8 | Portable missile turret that incinerates aerial threats. |
| Field Upgrade | Riot Shield | Player level 11 | Destructible shield that can be planted to provide cover for your team. |
| Field Upgrade | Trophy System | Player level 14 | Deployable defense system that destroys up to three airborne projectiles. Larger targets will take multiple shots to counter. |
| Field Upgrade | Seeker Drone | Player level 19 | Deployable drone that seeks out nearby enemies to snapshot them. |
| Field Upgrade | Inflatable Decoy | Player level 25 | Proximity activated decoy dummy. Upon activation, the reinforced fiber target is violently deployed to confuse and distract. Also supports manual activation. |
| Field Upgrade | Smoke Wall | Player level 29 | Hand-held rocket that emits a long trail of heavy smoke coverage. |
| Field Upgrade | Recon Drone | Player level 33 | Remote-controlled drone that has manual and auto marking capabilities. |
| Field Upgrade | Razor Wire Trap | Player level 41 | Proximity activated mine that ensnares enemies in a mesh of barbed wire. |
| Field Upgrade | Tactical Insertion | Player level 45 | Mark a location to act as your next spawn point. |
| Lethal | Frag Grenade | Player level 4 | Cookable fragmentation grenade. |
| Lethal | Sticky Grenade | Player level 4 | Unlocked at Player Level 7. |
| Lethal | Drill Charge | Player level 7 | Thermal lance that burrows through surfaces before releasing an explosive round. |
| Lethal | Proximity Mine | Player level 13 | Proximity-triggered explosive that launches and detonates in the air. Can also stick to vehicles that pass over it before exploding. |
| Lethal | Zip Gun | Player level 17 | 3D printed, single-use pistol that can be quickly deployed to take out close ranged targets. |
| Lethal | Trip Wire | Player level 22 | Thrown explosive trap that deploys a detonation wire upon landing. Multiple Trip Wires can link together, creating a connected network of explosives. |
| Lethal | Thermite | Player level 26 | Sticky incendiary device that deals heavy damage to vehicles and armored targets. |
| Lethal | Molotov Cocktail | Player level 28 | Improvised incendiary device that explodes on impact, leaving flammable pools in the area. |
| Lethal | Claymore | Player level 37 | Proximity-activated explosive mine. |
| Lethal | C4 | Player level 43 | Large explosive that sticks to surfaces and can be detonated remotely. |
| Lethal | Throwing Knife | Player level 49 | Retrievable throwing knife that’s lethal on impact. |
| Tactical | Flash Grenade | Player level 4 | Blinds and deafens targets. |
| Tactical | Smoke Grenade | Player level 4 | Smoke screen that blocks vision and automated targeting systems. Weapon fire and explosions rip through the coverage. |
| Tactical | Snapshot Grenade | Player level 10 | Provides a momentary glimpse of enemies within the immediate area for your team. |
| Tactical | Concussion Grenade | Player level 15 | Disorients enemies, resulting in reduced reaction speeds and blurred vision. |
| Tactical | Heartbeat Sensor | Player level 23 | Battery-powered tablet that displays nearby enemy locations. |
| Tactical | Shock Stick | Player level 29 | Electrical device that sticks to surfaces, electrocutes enemies, destroys equipment, and causes vehicles to go haywire. |
| Tactical | Decoy Grenade | Player level 42 | Counter-intel grenade that stimulates gunfire, movement, and radar signatures to confuse the enemy. |
| Tactical | Stim | Player level 47 | Military stimulant that immediately starts health regeneration and refreshes Tactical Sprint. Mitigates flash and stun effects. |
| Tactical | Screamer Mine | Player level 53 | Proximity-triggered mine that suppresses and marks all enemies in range. |
Where this information comes from
Reviewed October 21, 2026. Official details can change at launch.



