Equipment consists of infiltration gear and explosives other than Weapons or Armor that operatives can bring on or find during missions. Many pieces of equipment require Perks to unlock and most equipment can be stored in an equipment bag.
Gears can be equipped while editing your loadout and they will be brought to every mission. Every piece of gear takes up a certain amount of inventory space and costs a certain amount. If all of your gear takes up 2x3 slots or less it will be put into your inventory, otherwise it will be in your equipment bag.
The Drill is able to open most doors and perform several objectives. They are slow, take up 2x2 in the inventory, create noise that alerts NPCs, and break doors, alerting NPCs that see them. The drilling speed can be increased by the Overdrill perk. Drills are free and can always be found somewhere within most missions.
The Silent Drill is nearly identical to the Drill, but it does not make any noise. It can be equipped for free and drills around 33.3% slower than the regular drill.
With Precision Drilling, drilled doors can be closed and opened. However, anyone who sees a drilled open door or interacts with it will be alerted. This makes it unsafe to use on many doors.
The Lockpick Kit can open almost any door that does not require a keycard. It is silent and does not break doors when opening them. It is only usable by operatives with The Art of the Steal perk. The lockpicking speed can be increased by the Fast Hands perk. The kit takes up 2x1 in the inventory and costs $50.
The Keycard Scrambler can open doors protected by a Keycard reader by interacting with the symbol below the reader. It is only usable by operatives with Prodigy. The hacking speed can be increased by the Equipment Specialist perk. It takes up 2x1 in the inventory and costs $125.
The C4 is a powerful explosive charge that can blast open doors and deal massive damage to NPCs, the player, and teammates (Elite+) within the blast. It can only be bought by operatives with the Demolitions Expert perk, but everyone can use it inside of the mission itself. It costs $200 and takes up 2x1 space in the inventory. Like all explosives, it deals 300 damage. It may be found in some missions, such as The SCRS in the armory.
C4 can serve as a loud alternative for opening nearly all doors, some needing more than 1 charge. It can even be used to blow open light safes and the walls in The Withdrawal.
The Breaching Charge is an explosive device that can open doors with a non-lethal explosion and is significantly less audible compared to the C4. It takes up 2x1 in the inventory, costs $150, and requires the Explosive Entry perk. It is much faster to use than the C4, however, it can not be used on every door.
The Frag Grenade is an explosive weapon that is thrown and explodes after 1.5 seconds. It takes up 1x1 in the inventory and costs $50. It has approximately the same radius as a C4 explosion, and deals 300 damage against NPCs and 2500 damage against gunships.
The Blowtorch is able to breach metal doors quietly. It can also breach through The Lakehouse security door and The Financer Panic room door. It's the same speed as a loud drill but does not benefit from any perks. It also still breaks the lock, alerting guards that spot the door. The blowtorch is capable of making windows in metal doors to watch and shoot through, although guards will be alerted by these windows. It is usable by any class if they have the Firebug perk. It is smaller than the drill, takes up 1x2 in the inventory, and costs $50.
The Proximity Mine can be placed on any ground surface and will explode whenever an NPC walks in front of it. It can be purchased by any class with the Advanced Deterrent perk, takes up 1x2 in the inventory and costs $100.
The Microcam can be placed on any surface and is undetectable by enemies. Its feed can be viewed by any operative by pressing 'B.' It is unlocked through the Surveillance State perk and works with the perk's automatic spotting. It takes up 1x1 in the inventory and costs $75.
First Aid Kit
First Aid Kits can be used to recover health either in your inventory or when dropped on the ground. They recover around 50 health. The amount of health regeneration can be increased by Battlefield Medicine and their usage speed can be lowered with Equipment Specialist. They take up 1x2 in the inventory, and cost $100.
Trackers can be used to permanently spot an NPC. They are instantly used by going close to an NPC and using the appropriate equipment key. It is unlocked through the Surveillance State perk. It takes up 1x1 in the inventory and costs $75.
When a tracker is used on an NPC, the color of the signal depends on what type of NPC you mark. White for civilians and employees, red for armed NPCs, and blue for important NPCs. When someone with a tracker is knocked out or killed, the tracker is dropped and can be reused. Trackers cannot be placed on NPCs that are currently checking in. You can also place these on SWAT, and in The Withdrawal, First Responders.
This gear can be only be found in certain missions. They are usually required for the completion of the mission.
The keycard is a blue card with a white stripe that can be used to open keycard doors. They take up 1x1 inventory space. Keycards may be dropped by security guards, but they can also be found in certain missions. As the difficulty increases there will be less guards with keycards, except for camera operators, who always do or always don't have keycards.
The vault keycard is a red card with a white stripe that can be used to open the vault in The Deposit, The Gala, The Killhouse, The Auction and Black Dusk. They take up 1x1 inventory space. The card is found in either a safe or dropped by certain NPCs.
The high-security keycard is a red-pinkish card with a white stripe that can be used to open the safe room door in The Scientist and is also used to open up the server doors in The SCRS. They take up a 1x1 inventory space. The card can be dropped by Falcon and his second in command in the Scientist, and can be obtained from the Head Tech or Tech Office safe in The SCRS.
The crowbar is a tool that can be used to open up certain doors. It takes up 2x3 inventory space and can only be found in The Freelancer, The Blacksite, The Gala, and Shadow War. It is rarely used, as there are better options like a lockpick kit or breaching charges.
Thermite can be found in The Deposit, The Lakehouse and Black Dusk and is used to burn through parts of the building. Its model is a red gas canister and it takes up 2x3 inventory space. Once you deploy it, it will start burning after a few seconds. Getting close while it is burning will cause massive damage to both you and NPCs who are near.
The Demolition Charge is an explosive found in The Withdrawal and The Blacksite, it is a bag that is used to blow open the vault floor during the loud plan in The Withdrawal, and to blow up the AA Guns in The Blacksite during loud. It slows you down slightly once picked up.
The cage parts are a bag found in The Withdrawal that is used to construct the cage which holds the money bags. The cage is later picked up by Sparrow during the loud part of the mission. It is a brown bag that slows you down slightly once picked up.
Eight bombs can be found inside a Bomb Crate in Black Dusk. In the mission, the purpose of this piece of equipment is for multiple of them to be planted in various areas of the map. Although looking quite alike to the C4 in size, shape, the inventory space that it takes up (which is 1x2), and the inventory icon, the obvious main physical differences between the two are the dusk timer which can be seen on the face of the bomb, compared to the C4's blinking light, and the color of the explosive itself, which is a brick red, compared to the C4's sandy color.
The diamond drill is a red bag that is used to set up the drill in The Killhouse and Black Dusk for the loud phase of these missions, with it being utilized to open the vaults found on both maps. It slows you down considerably once it is picked up. It's very loud and it's advised to take out anybody who may notice it.
The screwdriver can be found in The Cache, The Scientist, and Black Dusk. In The Cache, it spawns in a random place inside the bank and its only use is opening the electrical panel next to the server room. In The Scientist, you can open a vent leading to Rivera's room and she'll use it to open the panel at the control room door. In Black Dusk it can be found in the vents or on tables to open vent covers to access different rooms without needing to open the doors for each section. An example of this is the server room in the development section. Takes up 1x2 inventory space.
The wire cutters can be found in The Scientist. It can be given to Rivera through the vent so she can open the safe room door. It takes up 1x2 inventory space.
The USB is an item seen in The Cache, The Scientist, and The SCRS missions. It takes up a 1x1 inventory space. In The Cache, it is used to verify the account transaction from one of Ryan Ross's offshore accounts. In The Scientist, it is used to hack the Halcyon servers if there's no hacker. It's usually dropped by Falcon. In The SCRS, it is used to grant access to the heavily encrypted file in the last server during stealth. The stripe is pink in The Scientist, and blue for The SCRS.
Propane can only be found in The Scientist and is used during loud. Propane can be found around the map. Propane takes up 2x3 inventory space, and is used for accessing the control room on loud if Rivera is dead. Once you place down two of them, shooting them will make them explode and open the control room door, while also dealing damage to nearby players and NPCs.
Shadow War Equipment
Tripwires are an item exclusive to the defenders. It is a small device that can be placed on any flat horizontal surface. Tripwires will automatically mark any enemies who cross its invisible laser, as well as emit an audible beeping sound, which makes it very useful, however, it can be destroyed by shooting it.
Shaped Charge is an explosive similar to C4 but it only damages players on the other side of the wall, making it less dangerous to use when breaching the enemy's safehouse.
Flash Grenade is an item that can be used to temporarily blind enemies by throwing it close to them. If you use it at the right time and at the right place, it can be very useful against hostile forces. The effects of Flash Grenades are also able to stack, letting you completely blind enemies if used properly.
In most missions, each player is given their own equipment bag at the beginning, with the exception being Black Dusk (if you chose stealth) where it will be in a room near the Control Center, amongst the bombs required to finish the mission. It is a dark grey/navy bag which has 4x3 inventory space inside it. If your starting gear occupies more space than 2x3, it will be put into your equipment bag at the start of the mission. Like all the other bags, it will get detected by guards and sometimes civilians in specific missions, so it is advised not to leave it in plain sight.
There is a special red version of the bag found in The Deposit at the back of the bank which holds 2 thermite cans.
If you pick up a dead or unconscious NPC they will turn into a body bag. You can disguise yourself if the disguise has not been taken yet, with the disguise itself depending on the NPC that was turned into that certain body bag, and if the NPC is still alive. The NPC can also be killed by shooting the bag, but it ruins the disguise if not taken already.
Body bags can be hidden in chests, drawers, cabinets, and dumpsters, which are found in almost all missions. The only NPC you cannot hide is an unconscious Ryan Ross. Once hidden, the bag is gone forever, and disguises cannot be obtained from it anymore. Body bags are alike to equipment bags; after bagging up an NPC, there will be a speed penalty granted to whoever is wearing the bag.