Instant death at close range, moves shields, makes punch holes, and destroys utility. Never forget it exists.
Claymore (2) Fan-shaped, laser-triggered explosive.
Frag Grenades (2) Self-explanatory.
Stun Grenade / Flashbang (3, reduced to 2 in Year 10) Self-explanatory.
Smoke Grenade (2) Creates smoke and denies line of sight.
Impact EMP Grenade (3) Disables electronic utility within a short radius.
Rappel Lets you scale a building up or down, and hang upside down in a window.
Drone Arguably the most important mechanic in the game to get comfortable with. It lets you collect information without putting your body at risk.
Barricades Self-explanatory.
Reinforcements Self-explanatory.
Default Cameras Self-explanatory.
Barbed Wire (2) Slows and damages attackers. Destroyed by explosives or melee.
Deployable Shield (1) Self-explanatory.
C4 / Nitro Cell (1) Remotely detonated explosive. Can be pre-placed at a distance and usually kills outright.
Impact Grenade (2) Roughly a 2 m explosion radius dealing up to 40 HP. Mostly used to create rotations.
Observation Blocker (3) Denies vision to drones.
Bulletproof Camera Placed on surfaces. Destructible from the sides, and the glass can be broken.
Proximity Alarm (2) Makes noise.
This chapter is from The Principles of Competitive Siege, a free guide by Szhutsen K. Liang. SiegeIQ puts the same thinking on your own clips: upload a round and get a breakdown of what actually went wrong. Try it free.