Equipment
Outside of weapons, Operators should also consider their equipment, which can indirectly or directly help eliminate the opposition.
MK2 Frag Grenade: Cookable Fragmentation Grenade. The standard Lethal Equipment, the Frag can deal lethal damage in a short radius several seconds after its pin is pulled. “Cooking” a Frag involves holding the Lethal Grenade command (L1 by default), which pulls the pin, and releasing it after a second or two, allowing the Grenade to explode “quicker.” Just remember: once a Frag is cooked, be sure to throw it (or swap to a weapon with Triangle to stow it back).
No. 69 Stun Grenade: Slows victim’s movement and aiming. Your standard Tactical Equipment, the Stun Grenade significantly affects an opponent’s ability to fight back. Use it early and often for maximum effect, bouncing it off walls and obstructions for unexpected beginnings to an engagement.
Throwing Knife: Retrievable knife that is lethal when thrown at the body or head. Unlike previous games, the Throwing Knife in Vanguard is only lethal when it hits the head, neck, or chest, making accuracy even more key to those who use these knives only. Even if it lands in an Operator’s toe or shoulder, it still deals plenty of damage, but follow-up shots are needed for an elimination.
Gammon Bomb: Impact Grenade. This heavier equipment piece immediately explodes on impact, damaging anything within its short radius. Direct hits result in immediate kills, so aim wisely.
MK V Gas Grenade: Explodes on impact with the ground, releasing a lingering cloud of tear gas that causes slowed movement, blurred vision, and coughing. This is like the Stun Grenade but with more distracting effects to the senses rather than movement. Remember that it goes off on impact with any surface, so do not attempt to throw it too close to yourself.
S-Mine 44: Proximity-triggered explosive. This Tactical Equipment cannot directly kill an opponent at full health and armor, but it certainly will hurt. It can also be used as a device for gathering enemy positions. When it goes off, it means an enemy has tripped it by running past it.
Perks
Perks are permanent, passive upgrades to your Operator, providing them with abilities that can help them in the field through the rest of a Champion Hill match.
Demolition: Extra lethal on spawn. Thrown lethals display an indicator showing the path of the lethal. Helpful for those who use equipment early and often.
Tracker: Enemies leave behind a footprint trail. See markers at enemy death locations and hide the death markers of enemies you kill. Footprints and enemy death locations can be used to “track” enemies down, while hiding death markers prevents opponents from doing the same.
Double Time: Double the duration of Tactical Sprint. Increase crouch movement speed by 30%. A fantastic Perk for run-and-gunners, but still useful to all Operators. Faster movement means a quicker run at that Extra Life Token.
Ghost: Undetectable while moving by Spy Planes, enemy intel, and Field Mics. No need to worry about Field Mics (for now). When moving, you will remain off enemy minimaps, including when a Spy Plane is online, until you fire an unsuppressed weapon.
Survival Training: Maximized resistance to stun effects. Immune to gas. A hard counter to those Gas Grenades and a serious defense against Stun spam. A Perk that you did not think would be necessary until the Gas and Stun Grenades start flying.
High Alert: Your vision pulses when enemies outside of your view see you. This is especially helpful when squadmate communications are not accurate. Look at the screen to see a bright light in the direction of an enemy staring right at you. Find some cover whenever it pulses or prepare to fight.
Streaks
Normally reserved for those who earn a set number of kills in one life (Killstreaks) or who amass enough Score through kills and objective play (Scorestreaks), these powerful items that fundamentally turn the tide of a single round are simply known as Streaks in Champion Hill.
Armor Plate: A single piece of Armor. Fills one of three slots in your armor bar. Armor absorbs damage from explosives and bullets.
Full Armor: Full set of armor plates. Fills your armor bar to full capacity. Useful if enemies are not frequently dropping Armor Plates during Combat Rounds.
Extra Life: Gain 1 additional life for your team. More lives means more chances at surviving Champion Hill.
Spy Plane: Calls in a spy plane which reveals all enemy positions on the minimap to allies… (This automatically activates in the next match.) In Champion Hill, knowing an opponent’s movements — or lack thereof — can be key to swift one-sided victories. Look to your minimap for the frequent sweeps that show where enemies are (they appear as red dots) and go for the kill.
Deathmachine: Equips a machine gun with explosive rounds and a fixed number of bullets. Persists through death until ammo is depleted. (This automatically activates in the next match.) One of two powerful Streak, the Deathmachine is a monster that chews through enemies. Be mindful that it can be difficult to control, but in terms of power, it is better than any standard Loadout weapon. Also, don’t worry about losing it after dying; it stays with you during the entire round.
Flamenaut: Receive a flamethrower with unlimited fuel and a protective suit. Both lost on death. (This automatically activates in the next match.) A Flamenaut is essentially a one-soldier wrecking crew, able to burn down entire squads and destructible environments with ease. The protective suit is as powerful as the short-ranged Flamethrower, as it can absorb an incredible amount of damage before the soldier within it dies. Because this suit and Flamethrower are powerful, they are lost upon death.
V2 Rocket: Drops a V2 Rocket, killing all players and ending the match. Returning from Call of Duty: WWII, the V2 Rocket is a game-ending Streak that does not come cheap. An Operator must show total and utter individual dominance to scavenge enough Cash for a V2 Rocket, but once it is earned, it becomes the exclamation point that ends your opponent’s death sentence. And if you cannot earn it in Champion Hill, fret not: there is another opportunity to earn it in more traditional Vanguard Multiplayer.