Search and Destroy kits
Choose a kit for your next Search and Destroy round.
Pick a kit from the kit menu (right-click the nether star in the lobby, or type
/rwf kits) or with /rwf kit <name> before the round starts. If you pick
nothing you play Trooper, and next time you join you start with the kit you
last played.
Every kit carries the Bomb Fuse in the first hotbar slot. When the full kit selection is available, six kits are free: Trooper, Longbow, Shortbow, Rewind, Medic and Teleporter. The others are bought once with Red Warfare Credits and are yours for good. Until the full selection reaches you, the menu offers the first four kits.
The following are examples of kits; the in-game menu shows the full selection available to you.
| Kit | Price | What it carries | What it does |
|---|---|---|---|
| Trooper | Free | Iron sword (Sharpness I), 3 golden apples, iron armor | The standard every other kit is measured against |
| Berserker | 400 | Iron axe (Sharpness II), 2 steaks, no leggings | Each kill adds 0.7 damage to your hits, up to 7 |
| Demolitions | 300 | Fire Aspect II sword, 2 landmines | Mines arm after 2 seconds and blow up enemies who step on them; your fuse arms and defuses 5 seconds faster |
| Dwarf | 500 | Iron sword, iron armor | Sneak to level up Sharpness and Protection; high levels slow you, and you lose levels when you stop sneaking |
| Explosive | 150 | Stone sword, 5 RPGs, 10 grenades | RPGs explode where they hit (30 second recharge, and they can hurt you); grenades explode 3 seconds after a throw |
| Ghost | 150 | Golden sword, 4 ender pearls, no armor | Invisible, but held items, sprinting and getting hurt give you away; arrows stay stuck in you for 10 seconds |
| Juggernaut | 350 | Stone sword, iron and diamond armor | 15 hearts, takes 60% of hits and less knockback, but cannot sprint |
| Longbow | Free | Bow (Punch III), stone sword | A long-range archer |
| Medic | Free | Healing Wand, 20 golden apples, gold armor | The wand heals allies within 5 blocks; you see everyone’s health. No healing in rounds of 20 players or fewer |
| Pyro | 200 | Fire Aspect II sword, Flame II bow | Sets enemies alight; armor resists fire and explosions |
| Rewind | Free | Iron sword, Time Machine clock | Right-click to go back to where you were 30 seconds ago (30 second recharge) |
| Shortbow | Free | Bow (Power II), wooden sword (Knockback I) | A hard-hitting archer |
| Spy | 250 | Iron sword, iron armor | Every enemy sees you as one of their own team, wearing a Trooper kit |
| Teleporter | Free | Teleport Creator, Remote Teleporter | Place two linked teleporters; teammates sneak on one to reach the other. The remote places one under a teammate |
| Vampire | 300 | Vampiric Sword (Sharpness I) | Starts with 8 hearts; each kill adds a heart and Regeneration, up to 20 hearts |
| Venom | 400 | Poisoned Sword | Hits poison and slow enemies for 6 seconds |
| Warper | 250 | Warper’s Wand | Use it on an enemy to send them and enemies near them to where you stood 10 seconds ago (30 second recharge) |
| Ninja | 200 | Iron sword, 6 ender pearls | Speed II and Night Vision |
| Frost | 150 | Iron sword, ice-blue leather | Hits freeze enemy hands for 10 seconds (16 second recharge); your armor softens blows |
| Skinner | 300 | Iron sword (Silk Touch) | Takes the name of an enemy slain near you after 3 seconds of dressing, during which your armor does nothing |
| Wraith | 200 | Bow (Power II), no armor | Invisible like a Ghost; your arrow comes back 2 seconds after each shot |
| Bleeder | 400 | The Bleeder (wooden sword) | Hits deal 2–3 damage and take that much from the enemy’s max health for good |
| Equality | 350 | Iron sword, black and white leather | Every hit you deal or take is 3 damage |
| Inertia | 350 | Wooden sword, shield | Running builds up melee damage; sharp turns lose it, and running into a wall hurts |
| Sacrificial | 500 | Sacrificial Magic, shears, 10 steaks | Bond allies to take their damage for them; direct hits on you hurt four times as much |
| Sapper | 150 | Iron sword, chainmail | Your fuse defuses 3 seconds faster, and explosions do you half damage |
| Saboteur | 200 | Stone sword, dark leather | Your fuse arms 3 seconds faster, and enemies cannot see your team’s arming progress until 10 seconds are left |
| Spotter | 250 | Iron sword, spyglass | Enemies you see through the spyglass within 60 blocks glow for your team for 6 seconds (30 second recharge) |
| Grappler | 300 | Stone sword, grappling hook | Reel in to be pulled to where the hook landed, with no fall damage for 3 seconds (5 second recharge) |
| Bannerman | 300 | Iron sword, team banner | Plant the banner to give allies within 6 blocks Regeneration; enemies break it in 3 hits (45 second recharge) |
| Engineer | 400 | Stone sword, bricks | Right-click a block to raise a 3×2 wall for 8 seconds, not near a bomb (25 second recharge) |
| Tracker | 400 | Iron sword, crossbow | See enemy footprints from the last 8 seconds; your first hit marks an enemy on your team’s compasses |
| Decoy | 450 | Iron sword, decoy | Send a running copy of yourself and turn invisible to enemies for 3 seconds (35 second recharge) |
Buying kits
Section titled “Buying kits”Buy a kit by clicking it in the kit menu and confirming, or with
/rwf buy <kit>. Kits cost Red Warfare Credits, earned by playing (see
Rewards); /rwf credits shows how many you have. A kit you have bought is
yours for good.
Each week four bought kits are free for everyone: one or two cheaper kits and
the rest mid or advanced, never the same as the week before. The free kits are
marked in the kit menu and shown on the lobby’s board, and /rwf rotation
lists them and says when they change. The week turns on Monday at 00:00 UTC.
The full kit list and the shop are being rolled out gradually.
Kit layouts
Section titled “Kit layouts”Right-click a kit you can use in the kit menu to arrange its items. Move them where you like in your inventory and hotbar, then close the menu: the layout is saved and every later round gives you the kit that way. The Bomb Fuse stays in the first slot.
Killstreaks
Section titled “Killstreaks”Kills earn rewards, and an assist counts as your share of the damage. At 2 kills you get a tracking compass that points at the nearest enemy. Every 4 kills you get attack dogs and a supply crate, every 8 an iron golem, and every 11 napalm. Click a block of open ground with the reward: it drops from the sky and lands there. Dogs and golems fight for your team, and dogs leave when you die; both leave when the round ends. Killstreaks are being rolled out gradually too.