Tactical Swat Simulator Loadout Planner
Five kits you can actually buy, mapped to the pads you will walk.
Use this planner like a locker note. Pick the kit that matches the pad and the passes you own. Then buy only the missing line. Full gun chatter lives on weapons. Letters live on the weapons tier.
Kit A — Recruit Cash (no passes)
When: First night, after codes and the group bonus.
Pads: Cash Under Fire, Locked Tenants, Broken Bars.
Primary: SR-16 or the best free rifle, sight attached.
Throwable: Flashbang if the locker sells it on your patch.
Secondary: None until the rifle is finished.
Do not bring: Revolver mains, smoke, a plan to snipe the bank lobby.
If Cash remains, muzzle brake. If Cash is gone, raid anyway. Irons are worse than a cheap optic, not worse than staying in the hub.
Kit B — CQB stack
When: Tenants, Forced Entry, Black Apron, Broken Bars interiors.
Primary: Pump shotgun or MP5 if you own Special Forces.
Throwable: Flashbang, then maybe one M67 if the room is confirmed hostile.
Do not bring: R700, long sightlines in your head, smoke as the opener.
F-cuff after the flash. This kit fails if you throw frags at civilians. How to play is part of the kit.
Kit C — Rifle maps
When: Smuggler’s Run, Fission Strike, Night Exhibit galleries, Special Delivery aisles.
Primary: SR-16 on semi for the long peek, full auto only after a flash.
Attachment: Sight + muzzle brake.
Throwable: Flashbang.
Do not bring: Pump shotgun as the only gun. Watch the port shotgun clip if you need the lecture again.
Night Exhibit still wants this rifle. Darkness is not a shotgun buff if the gallery is thirty studs long.
Kit D — Special Forces
When: You paid 249 or earned the gate. Desert Stockpile, Hijacked Waters, plus any CQB you want to flex.
Primary: MP5 in buildings, SR-16 in desert.
Gadget: C4 for planned walls, not for every door.
Throwable: Flashbang.
Do not bring: C4 into a civilian kitchen.
Optional: R700 on Desert only.
This kit exists because people buy Special Forces and keep using the recruit pump. Stop. Equip the MP5. Details on gamepasses.
Kit E — FBI
When: Silent Guest and house work.
Primary: Breaching shotgun.
Backup: SR-16 if Guest has an exterior you dislike.
Throwable: Flashbang.
Do not bring: R700 into Guest, K9 as your only plan, lethal nades around hostages.
Beanbag is a legal extra here if you keep failing Rescue. It is not a replacement for the breaching gun you already paid for.
Universal add-ons
- Medkit if you solo and die to chip damage.
- K9 if you want a noisy scout. Sit it before you flash.
- Clan booster if the tag is real.
- Double Cash if the kit is already correct and you just want more of it.
How to swap mid-session
You cannot rebuild mid-raid. Die or finish, return to hub, locker, pad. If the first Special Delivery run felt too long, you were on Kit B. Switch to Kit C. If Tenants felt like a peashooter, you were on Kit C. Switch to Kit B. The mission tier tells you which pad you are actually on.
Revisit this planner after grenade patches. A new throwable can promote Kit B without touching the rifle row. A new pad can demand Kit C even if you love shotguns. The latest update is the trigger to reread, not a vibe.
Frequently Asked Questions
Quick answers to the most common questions.
Which loadout should a new player use?
Kit A. Redeem codes, attach a sight, walk Cash Under Fire. Do not start on Kit D because a thumbnail looked cool.
Can I run Kit B on Smuggler's Run?
You can. You will have a bad time. That pad is Kit C. The shotgun video on weapons is the proof.
Where does the revolver fit?
Backup only, after the primary and a sight exist. It is not a kit by itself.
Do I need Medkit in these kits?
No. It is an add-on for solo chip damage. Skill and flashes save more raids. See how to play.