SWAT 4: The Stetchkov Syndicate is the expansion to Irrational Games' SWAT 4. It added seven new missions, lightsticks, five new pieces of equipment, voice-over IP, melee, and a plethora of other features. For the sake of convenience, it is also referred to as SWAT 4: TSS in short.

Missions and CareerEdit

The expansion pack had brought an entirely different set of missions to be played in Career mode, each linked by a single storyline unlike its predecessor SWAT 4. In the original game, each mission was unidentical and completely different from the other, however, in the expansion pack, the missions presented in Career mode are either directly or indirectly related to another. For example, the level following Drug Lab is Fresnal St. Station and the interconnection between the two missions is clearly implied in the game. In Drug Lab, the Stetchkov clan's secret location was supposedly exposed by possibly a member of a rival gang, therefore enraging the Stetchkov clan further and fueling a gang war that would very soon take place in none other than the Fresnal St. Station itself.

The layout of the newer levels is comparatively far more larger than those in the original game and may sometimes consist of an additional third floor, as in the case of the Department of Agriculture (it must be noted however that the lowest floor of the said building is basically the basement of the building). Some maps also feature interesting layouts, such as those where the upper floors of the building hang over and overlook the lower floors of the building as in the case of FunTime Amusements, Department of Agriculture, Sellers Street Auditorium and Stetchkov Warehouse. In such levels, when a suspect from another floor, either above or below the Player, complies with the Officers, the Player is forced to instruct an Officer to arrest the suspect while watching him or vice-versa in order to prevent the suspect from picking up his weapon and fleeing (which is a feature of the expansion pack).

After successfully unlocking the next mission in career mode, a new weapon or piece of equipment is subsequently unlocked to the Player to use. The layout and archetypes of the expansion may also be used in the Quick Mission Maker for customization, casual mission making etc.

Below is a table of the list of equipment unlocked after successfully availing the next mission in the campaign.

Note: The statistics stated below are with respect to the Elite Force mod. To find out the order of weapons unlocked in the unmodded version, simply hover over the dotted line that lies below the respective weapon name laid beside the mission name for which you wish to know. 

Mission Weapon/Equipment unlocked
FunTime Amusements Gas Mask
Our Sisters of Mercy Hostel Pepperball Gun, Suppressed Browning Hi-Power
Sellers Street Auditorium UMP 45, MP5SSD6
Department of Agriculture SG552 Commando, Suppressed SG552 Commando
Drug Lab Taser C2 Series Stun Gun
Fresernal St. Station HK33 , Scoped HK33 rifles
Stetchkov Warehouse ARWEN37 Grenade Launcher, Colt Python pistol

Weapons and EquipmentEdit

A wide range of new weapons and equipment was introduced into the game. These newer weapons however could only be used if they were unlocked by the Player in the singleplayer campaign. In the Elite Force mod, the weapon unlock system was completely changed and revamped to suit the massive change in the campaign mode and to welcome the newly introduced weapons from the SAS mod as well, resulting in dual equipment unlocks from a single mission itself.

The list of new weapons and equipment introduced into the game is mentioned below in the form of a table

Weapons Tactical Equipment
Colt Accurized Rifle Lightsticks
Grenade Launcher Night Vision Goggles
Cobra Stun Gun
5.7 x 28 mm Submachine Gun
Mark 19 Semi-Automatic Pistol (Desert Eagle)

Additional FeaturesEdit

The Stetchkov Syndicate had also introduced numerous other miscellaneous features apart from just weapons and tactical equipment. They are briefly listed below.


  • The expansion pack allowed the player to perform melee attacks by pressing the 'B' (default) key to bring about compliance from non-cooperating subjects. However, if performed excessively the victim may also incapacitate inviting penalties at the end of the mission.
    • It is not advised to perform melee attacks or punch civilians to force them to comply since it negates five points from the total score earned in the game - but not in the form of a penalty. On completing the mission, in the table above the penalties table is a specification which states "No civilians injured". The Player will lose the points awarded under this specification if he punches any civilian irrespective of the civilian's state of cooperation.
  • Lightsticks, a form of tactical equipment, could be dropped at any location by either an Officer or the Player himself for the purpose of marking progress, lighting the area etc. (Read Lightstick for more information)
  • When surrendered suspects are left unattended, they may pick up their firearm and either flee or may also aggressively attack the team if present nearby. This feature made the game more realistic and also made it equally important to swiftly restrain subjects who have complied immediately.
  • On holding CTRL (default) key while issuing commands to the team, the issued commands are kept on 'hold' and is performed by the team only when the leader calls to 'initiate'. Hence, making it easier to synchronize the movements and operations of the two separate teams in order to gain a significant tactical advantage.


  • The COOP capacity was doubled from five to ten and the team was divided respectively into Red and Blue, each led by an individual leader. The Red team would always begin the map from the alternative entrance, if any, and the Blue team from the front or default entrance.
  • An elaborate voting system was also introduced for general player base control over a server. Earlier, in the absence of an administrator, it was often difficult to coop with "trolls", AFK players etc. With the introduction of the voting system, players could now collectively vote to kick such players, vote for a specific map and so on.
  • Verbal communication was deemed necessary to enjoy COOP and to subsequently make it easier to communicate between players, therefore voice-over IP was introduced and all the players required was a functioning microphone.

Elite Force Mod Edit

The mod focuses on giving the game its players, a more lively experience. It brings about a more realistic nature, restores cut content and aims to fix what was left either incomplete or unsatisfactory.

Critical ReceptionEdit

The expansion pack of SWAT 4 was received well and gained many positive reviews; earning 80% on Metacritic, 9.2 on ModDB and 80% on GameFAQ's.