---
title: "Ready or Not: Complete SWAT Tactics Guide"
game: "Ready or Not"
game_url: "https://qna.gg/games/ready-or-not"
author: "Qloud"
author_url: "https://qna.gg/players/Qloud"
topics: ["Builds", "Co-op"]
summary: "This guide covers Ready or Not's core loop (compliance, arrests, reporting, and scoring), room-clearing tactics, AI squad commands, loadouts, Commander Mode, the DLC missions, and the new Mission Editor. Researched…"
url: "https://qna.gg/g/ready-or-not-complete-swat-tactics-guide-75982a93"
published: "2026-09-27T16:33:01.922Z"
updated: "2026-09-27T16:33:01.922Z"
source: "QnA.GG"
---

# Ready or Not: Complete SWAT Tactics Guide

This guide covers Ready or Not's core loop (compliance, arrests, reporting, and scoring), room-clearing tactics, AI squad commands, loadouts, Commander Mode, the DLC missions, and the new Mission Editor.

*Researched September 2026. Current as of v1.5.2 (Mission Editor, September 3, 2026), after the Boiling Point DLC and v1.4 update in March 2026. Live games change; check the linked sources if something differs.*

> **Content note:** Ready or Not depicts realistic violent crime, including missions about school and mass-casualty attacks. Take breaks as needed.

---

## Quick Start

1. **You're police, not a soldier.** Your score depends on following the rules of engagement: get compliance, arrest, report, and secure evidence. Killing everything tanks your grade.
2. **Yell first.** Shouting commands (the Yell/Compliance key) makes many suspects and civilians surrender. Give them a second to comply before you escalate.
3. **Only shoot when there's a threat.** Suspects aiming at you or reaching for a weapon are fair game. Shooting a surrendered or fleeing unarmed person is unauthorized force and a heavy penalty.
4. **Cuff everyone.** Compliant suspects and civilians should be restrained. Unrestrained civilians can wander into gunfire.
5. **Report to TOC.** Downed suspects, civilians, and dead officers need to be reported (look at them and use the report interaction). Missed reports cost points.
6. **Collect evidence.** Pick up dropped weapons and required mission items.
7. **Check doors before opening them.** Use the mirror (Optiwand) under doors to spot traps and suspects.
8. **Don't rush.** Slow, methodical clearing with flashbangs or stingers beats running in.
9. **Your AI team is good if you command them well.** Use the command menu to stack up, breach, and clear.
10. **Heavy armor isn't free.** It slows you down. Pick armor for the mission.

---

## Scoring and Rules of Engagement

Your mission score and letter grade come from things like:

| Positive | Negative |
|---|---|
| Suspects arrested (more than killed) | Unauthorized use of deadly force |
| Civilians rescued and restrained | Civilian injuries or deaths |
| Reports to TOC | Unreported downed people |
| Evidence collected | Evidence left behind |
| Objectives completed | Officers injured or killed |

- **Arrests are worth more than kills.** Less-lethal tools (beanbag shotgun, pepperball, taser, pepper spray, CS gas, stinger grenades) make arrests safer.
- **Justified force:** if a suspect is armed and a threat, lethal force is authorized. Fake surrenders happen, so keep your weapon on them until they're cuffed.
- **Mission completion** can be separate from a good score. You can finish a mission with a bad grade. Replay for S-tier.

---

## Team Commands

Your AI officers are split into **Gold**, **Red**, and **Blue** elements. You can command the whole team or just one element.

| Command | What it does |
|---|---|
| **Stack Up** | Line up on a door (auto, left, right, or split) |
| **Open** / **Open & Clear** | Open the door and clear the room |
| **Breach & Clear** | Breach with the method you pick (kick, shotgun, C2, ram), then clear |
| **Use Flash / Stinger / CS** | Deploy a grenade before entering |
| **Mirror under door** | Check what's on the other side |
| **Wedge** | Block a door to control the flow |
| **Fall In** / **Move To** / **Hold** | Positioning |
| **Restrain / Collect Evidence** | Have officers handle suspects and items |

### Clearing a Door, Step by Step
1. **Mirror the door.** Check for traps and occupants.
2. **Pick your entry.** Unlocked: open. Locked: kick, shotgun breach, C2, ram, or lockpick. Trapped: disarm first, or breach another way.
3. **Throw a flash or stinger** (or have the team do it).
4. **Enter in order** and clear corners. Each officer covers a sector.
5. **Yell, restrain, report.**

---

## Loadouts

### Primaries
| Category | Notes |
|---|---|
| Assault rifles and carbines | All-round choice, good against armored suspects |
| SMGs | Lighter, great in tight rooms |
| Shotguns | Breaching and close quarters. The beanbag shotgun is less-lethal |
| Less-lethal launchers | Pepperball and similar, for arrests |

The **v1.4 update (March 2026)** added three new weapons, the **9-bang grenade**, more attachments, a **multi-rail attachment system**, and more cosmetics. The **v1.5 update (September 2026)** released free new styles of the Triple Weapon Pack guns to everyone: **MK-V 'HC' (Hard Chrome)** pistol, **590M 'FDE'** shotgun, and **M32A1 'LSPD' Blue** rotary grenade launcher.

### Ammo
- **JHP** (hollow point): more damage to unarmored targets, worse against armor.
- **FMJ / AP**: better against armored suspects.
- Pick based on the mission. Armored gangs want armor-piercing rounds.

### Tactical Gear
| Gear | Use |
|---|---|
| **Optiwand (mirror gun)** | Check under doors |
| **Door wedges** | Block doors |
| **C2 / breaching charges** | Blow locked doors (can hurt people behind them) |
| **Battering ram** | Quiet-ish breach of locked doors |
| **Lockpick gun** | Quiet breach |
| **Flashbangs, stingers, CS gas, 9-bang** | Disorient before entry |
| **Taser, pepper spray** | Less-lethal arrests |
| **Ballistic shield** | Frontal protection for the point man |

### Armor
- **Plate material** (lighter vs. heavier) trades protection for mobility.
- **Coverage** (front only vs. front and back).
- **Helmets and NVGs**. Dark missions need night vision.
- Heavier setups slow you down. For missions with lots of stairs and ground to cover, go lighter.

---

## Commander Mode

Commander Mode is the campaign-style mode where you manage a roster of SWAT officers across missions:
- Officers have **stress and injuries** that carry between missions, and losses stick.
- Manage officer wellbeing with downtime and rotation.
- Unlock missions and progress through the campaign.
- **Play slower than in regular missions.** Losing experienced officers hurts later.

---

## Missions and DLC

The base game has a large set of missions across Los Sueños, including **Valley of the Dolls**, **Neon Tomb**, and **Elephant** (a school shooting mission with very heavy content), plus many more. DLC adds:

| DLC | Content |
|---|---|
| **Home Invasion** | Three missions set after a Category 5 hurricane, plus three weapons, six gear pieces, and seven clothing color variants |
| **Dark Waters** | Three missions off the coast of Los Sueños, including an abandoned island resort, plus five weapons and two gear sets |
| **Boiling Point** (March 2026) | Terror-attack themed missions launched alongside the v1.4 update |

The **Digital Deluxe Edition** bundles the base game with all three DLCs. Ready or Not came to consoles on **July 15, 2025**.

---

## Mission Editor (v1.5, September 2026)

The Mission Editor lets you tweak gameplay variables in existing missions, with a focus on AI:

- **Suspect AI**: behavior and combat effectiveness, loadouts (for example, giving everyone knives or M249s), and appearance swaps from other levels.
- **Civilian AI**: compliance and behavior.
- **SWAT AI**: your officers' behavior.
- **Player variables**: for example, starting with only 50 HP.
- **Save and share** edited missions with codes. The official Discord has a **#mission-editor-codes** channel.

Use it to practice specific scenarios, like a mission full of heavy armor or civilians that won't comply, or to build challenge runs with friends.

---

## Solo vs. Co-op

| | Solo with AI | Co-op with players |
|---|---|---|
| Strengths | AI officers follow orders precisely and clear rooms fast | Better situational awareness, flexible entries |
| Weaknesses | AI can get stuck, and you need to micro-manage | Coordination is hard, and friendly fire happens |
| Tips | Use elements (Red and Blue) to hold one door while another team enters | Assign roles: point man, breacher, less-lethal, rear security |

### Suggested Co-op Roles
- **Point:** shield or carbine, first through the door.
- **Breacher:** shotgun, C2, ram, and lockpick.
- **Less-lethal:** beanbag, pepperball, or taser, for arrests.
- **Rear security:** watches hallways and stairs behind the team.

---

## Approach by Mission Type

- **Barricaded suspects and active shooters:** time matters, but going slowly and methodically still wins. Flash every room.
- **Hostage situations:** less-lethal first, and keep civilians out of crossfire. Don't breach with explosives near hostages.
- **Bomb threats:** prioritise finding and disarming explosives, then clear.
- **Raids and drug labs:** expect traps and armored suspects. Mirror every door, and sweep for evidence.
- **Large open levels:** lighter armor, and split elements to cover more ground.

---

## Common Mistakes to Avoid

- **Shooting surrendered suspects.** Instant penalty.
- **Forgetting reports.** Look at every downed person and report them.
- **Rushing doors without mirroring them.** Trapped doors kill officers.
- **Using C2 on doors with civilians behind them.** You'll injure them.
- **Going in without a flash.** Suspects get the first shot.
- **Ignoring evidence.** Dropped weapons count.
- **Heavy armor on huge maps.** You'll be slow and tired.
- **Leaving compliant suspects uncuffed.** They can pick weapons back up.

---

## Advanced Tips

- **Split stacks** on double doors or multiple entries give coordinated entries.
- **Wedge side doors** to control where suspects come from.
- **Pie corners** before you commit. Slow peeks show you more of a room safely.
- **Use less-lethal on suspects who might surrender.** A pepperball or taser often makes a surrender safer.
- **Listen.** Footsteps and voices give away positions.
- **Leave AI teammates on a door** while you cover a hallway, instead of moving everyone together.
- **Check mods after patches.** PC mods often break with updates (per the v1.4.3 FAQ), so wait for mod updates.

---

## FAQ

**What's the latest version of Ready or Not?**
As of September 2026, v1.5.2 (Mission Editor), released September 3, 2026.

**How do I get an S rank?**
Arrest suspects instead of killing them, avoid unauthorized force, protect civilians, report everyone, collect all evidence, and complete all objectives with no officer losses.

**Does Ready or Not have co-op?**
Yes, multiplayer co-op with human players, or single-player with AI officers.

**What are the DLCs?**
Home Invasion, Dark Waters, and Boiling Point (March 2026). The Digital Deluxe Edition bundles all three.

**Is Ready or Not on consoles?**
Yes, since July 15, 2025.

**Why did my mods break?**
Game updates change files that mods depend on. Wait for mod authors to update.

---

## Sources

- [Ready or Not Steam news](https://store.steampowered.com/news/app/1144200)
- [RoN v1.5 Update: Mission Editor Changelog, v1.5.2 (Sep 3, 2026)](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1842846814444426)
- [Vol. 90 Development Briefing: Mission Editor (Jul 30, 2026)](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1839676055886174)
- [Ready or Not Steam announcements via the Steam Web API (includes "RoN v1.4 Boiling Point Release Changelog (v1.4.1)", Mar 2026)](https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1144200&count=25&feeds=steam_community_announcements)
- [Ready or Not v1.4.3 Changelog (May 5, 2026)](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1831432155580572)
- [Community Exhibit Vol. 28 (Sep 12, 2026)](https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1843481262698287)
