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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter R » Rainbow Six: Lockdown - Strategy Guide (Page 03)

Rainbow Six: Lockdown - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Rainbow Six: Lockdown - Strategy Guide (Page 03).

-=-=-=-=-=-=-=-=-=-=-=-=-2.14 Operation: Red Scythe-=-=-=-=-=-=-=-=-=-=-=-B14
Player Character: Ding Chavez
Additional Team Members: Jamal Murad, Roger McAllen, Ayana Yacoby

Location of the intel-briefcases:
1: In a small room after fighting off 22 enemies.
2: Behind the surveillance center, after completing objective #2.
3: In a small room right after entering the theatre area.
4: Open the right door in front of a barricade blocking a hallway.
5: In a room on the left, directly after rescuing the hostages.

Note: In this mission you better watch your ammunition or, like in Leviathan, 
you might find yourself relying on the pistol in the end. When I completed 
this level I had about 25 shots left.

1: Secure the main entrance.
Leave your team right at the beginning, open the first door and kill the 
first two enemies without entering the room. This will trigger five 
additional tangos to enter the room from the left and from up ahead. Take 
down as many as you can until you need to retreat. No one will follow you, so 
take your time and carefully clear the room. Next, use the motion tracker 
near the left door to eliminate the last two terrorists.
2: Establish an uplink to the surveillance system.
Get your team at your heels and proceed through the first door on your left 
until you reach a small exhibition hall guarded by two patrols that ought to 
be easily killed. Make your men halt near the door in this room, proceed to 
the corner up ahead, kill the sole GLF member behind the vases and retreat 
around the corner. There will be twenty-one (!!!) enemies either rushing in 
on you (that's why you retreat and why you let your teammates cover you from 
behind) or waiting in the adjacent exhibition hall. Just crouch at the 
waypoint and await any terrorist willing to run into his doom. If nobody 
comes anymore, peek around the corner and try to shoot someone before 
retreating and waiting again. Enter the small room on the left which contains 
two enemies, first (intel briefcase #1), before going to the next waypoint. 
Proceed slowly and zoom in on the third exhibition room to take down three 
tangos relatively easily. Leave the museum area, make your team halt again 
and take care of four enemies in the computer area. Luckily, the terrorists 
don't seem to be able to see through glass (for whatever reason), so use it 
to your advantage. Then approach the left door, but don't open it yourself. 
Instead wait for the two GLF members behind it to do so. Eliminate them. 
Enter the room they came out of and look at the door frame in the far left 
corner as two bad guys will come through it.
3: Disable the terrorists' satellite transmitter.
Proceed to the waypoint (intel briefcase #2), open the door and wait for a 
patrol to come into sight from the left. Order your men to stop, use the 
motion tracker to precisely throw a grenade at the flock of five enemies and 
then use the motion tracker again to take them down one-by-one with your gun.
4: Deactivate the biological fuse system.
Get back into the building via the lower entrance and take care of three GLF 
members around the corner before reaching the waypoint. Locate the next four 
terrorists via the motion tracker and lob a grenade at their feet. Finish 
them off with your gun. Move around the far-off corner but prepared for a 
quickly-reacting sole bad guy (intel briefcase #3). Once again command your 
men to stop, pass the waypoint, take down a sole terrorist and retreat as you 
have triggered twelve tangos to storm the hall. Risk a quick look, eliminate 
an enemy and retreat again, which you need to repeat over and over again. 
5: Search for the hostages in the second storey.
Leave this level section.
Wait at the beginning of the stairs for four bad guys to come along (a 
grenade works really well here). Go to the glass door and let the hostile 
forces open it. Advance to the entrance of the hallway, take down six enemies 
on the way and watch out for three more to spawn right in front of you, on 
the carpet inside the passage. Use the frag grenade / rush - command on the 
right door to dispose two GLF members (intel briefcase #4). Repeat for the 
opposite door, but use a flash bang instead of a frag grenade and run in 
yourself to deal with the two bad guys. Proceed to the metal detectors and 
wait for six enemies to come from the right.
6: Secure the hostages.
Step behind the metal detectors and observe the door to your right as two GLF 
members will go there. Then let your men open the first door on the left with 
a flash bang and open the other left door yourself to enter the hostage room. 
There are three hostages on the right and four GLF members to the left of 
them so you don't need to worry too much about hitting any civilians.
7: Stop the terrorists from escaping.
Step into the next hallway and command your men to clear the room on the far-
left via a frag grenade (intel briefcase #5), if you refrain from doing so, 
the two bad guys waiting there will fall into your back soon. Repeat this for 
the room opposite of the last waypoint before peeking around the corner in 
the hallway where five enemies will appear. Don't be too self-confident here 
or they will probably kill you rather quickly. Just have a look, kill one or 
two and retreat. If any of them rushes in you, you and your men shouldn't 
have a hard time dealing with him. As you move up the stairs, use the motion 
tracker to see the only terrorist waiting on top and give him an easy 
headshot. Tell your teammates to open the door leading outside and to lob a 
flash bang. Once all your men have stepped out, do so yourself and assist 
them in taking down six tangos. When you have done so, two more enemies come 
up the stairs on the left, so be prepared. Proceed to the other side of this 
area and watch out for some more terrorists on the left who even launch some 
rockets at you. Hide somewhere near and carefully shoot them. Right 
afterwards you need to turn around and kill four tangos at the now-opened 
door behind you. Get there and you are relatively safe for the rest of the 
mission: All you have to do now is to take down some more enemies waiting 
where you came from.

-=-=-=-=-=-=-=-=-=-=-=-=-=-2.15 Operation: Citadel-=-=-=-=-=-=-=-=-=-=-=-=B15
Player Character: Ding Chavez
Additional Team Members: Annika Lofquist, Louis Loiselle, Jamal Murad

Location of the intel-briefcases:
1: You can see this one lying behind a window, but it is only reachable when 
   passing the second waypoint.
2: In the hallway where you begin the second level section.
3: On the right, directly after entering the bio lab.
4: In a small room, reachable from the sleeping room in the barracks.
5: Move up the stairs in the far-left corner of the hangar.

Note: Like Leviathan and Red Scythe, this mission requires some serious ammo 
preservation. When I played this level I killed 140 terrorists (plus an 
additional 21 shot by my team-mates), I fired off 1025 bullets (so you see, I 
also used the pistol quite a lot), had a hit percentage of 49 (506 bullets 
hit their target) and I had about 15 shots left in my primary weapon. Try to 
aim for the head whenever you're not in a hurry and if you need to clear an 
area with tangos that actually don't move that much you should consider using 
the secondary weapon.

1: Gain entrance to the HQ.
Enter the second tower and kill two tangos down the small set of stairs after 
having listened to their dialogue (optional) and slide down the ladder.
2: Deactivate the security system.
Step in front of the window and take down the enemy with your secondary 
weapon (to preserve ammo); then send your men to the far-left end of the 
hallway, open the right door and carefully peek into the next room to dispose 
five terrorists, before making Lofquist hack the console. Once she did, 
quickly aim at the sole GLF member upstairs behind the now-opened door (given 
you haven't shot him when he was standing behind the window). Order your team 
to hold their position and open the door on the upper level. You will need to 
eliminate nine tangos to clear the area and you better act carefully. Some 
enemies hide behind the computers and some will rush into the hall from a 
door on the upper level, when certain terrorists are dead, so do not enter 
the hall. However, if you need to because a GLF member is behind cover, 
retreat as soon as you have taken him down. Enter the small room on the 
higher storey and take care of two enemies beneath you through the lattice 
tiles (use the motion tracker). Open the door at the waypoint just to the 
right of the stairs, enter the last room on the left (intel briefcase #1), 
position your team here and now enter the other room that is reachable from 
the hallway. Traverse the rest rooms and look through the door frame to shoot 
seven terrorists behind the window. Get your team back at your heels and let 
Lofquist hack the security system while you open the next door and position 
yourself in the dead-end in front of you. Once the smart Swedish hacker has 
finished, quite some enemies will head your direction, but you can avoid most 
of the fight by being where you are since this is where the end-of-level-
section symbol appears.
3: Advance to the biological laboratory.
Look around the left corner to get rid of three tangos before repeating this 
for five tangos at the right corner (intel briefcase #2). Let your men halt 
in the room behind the waypoint, open the next door and carefully take down 
four enemies by zooming in, strafing and retreating. Once you've cleared the 
area ahead, dispose two more GLF members behind the corner. Still proceed on 
your own, open the next door and eliminate eleven terrorists without entering 
the hall they're in. Now take along your team again and clear a hall 
containing eight enemies via motion tracker and quick aiming. Position your 
men near the boxes lying at the entrance of the hall, before moving to the 
waypoint on your own, because when you reach it a trigger causes eleven 
enemies to breach the two closed doors and to rush into the hall. When you 
reach the waypoint, pick up a grenade, aim at either door and release the 
button the instance the door have been opened. You and your team should be 
able to inflict a nice amount of damage easily by attacking from two sides 
and you may even retreat behind the boxes near you for a brief moment if you 
need to. Let Lofquist hack the gate and take care of three tangos behind it. 
Then move on to an open door and slowly take down four GLF members in the 
adjacent room.
4: Secure the bio lab.
Use the panel to open the door to the bio lab and aim through the door frame 
at two terrorists on the right side. If you aim fairly quickly, they won't 
even realize you're there (intel briefcase #3). Move on alone and use the 
motion tracker to ease your fight against three terrorists in the other 
section of the room. Open the next door and try to quickly land to headshots 
before the guards can react. Proceed to the turn in the hallway and shoot 
four more bad guys from a distance. Enter the next hall and somewhat try to 
get at least a bit of cover under the low ceiling on the left when nine 
tangos rush in on the upper storey. Hopefully you still have some team-
members left or else you will really need to aim quickly. When moving up the 
stairs to proceed, watch the door you came from, since a few enemies will try 
to launch a surprise attack from there. Open the last door in the bio lab and 
take down three easy victims, before being able to leave the second level 
section.
5: Secure the barracks.
Go around the corner and wait for lone patrol to come into sight (use the 
secondary weapon to preserve precious ammo). Give the command to open the 
door and to throw in a flash bang before rushing in and finishing off four 
tangos. Send your team back into the circle room, turn on the night vision 
goggles and open the next door. Stand left of the door and strafe in to aim 
at the head of the GLF member just in front of you. When he's down, strafe 
back again, wait for about a second and strafe in again. You should now have 
another head right in your crosshair, so trigger. Repeat this until no new 
terrorists appear; then you need to shoot a few more bad guys in this area 
until you will have taken down a total of twelve in this hall. Enter the hall 
and look outside through the first window on the right to see a far-off guard. 
Now advance near the tunnel to see and eliminate another enemy hiding behind 
some crates before peeking around the corner and shooting three more 
terrorists one-by-one. Still move on alone, with your night vision turned on 
and open the door. Switch to your secondary weapon and kill eighteen GLF 
members in the sleeping hall. While doing so, always have a look for the door 
in the far-left corner as many enemies actually spawn there. If you can't see 
any adversaries left, use the motion tracker and eventually toss a grenade at 
some of them, given they stand in another room (especially useful against 
those guys in the small, right room (intel briefcase #4).
6: Secure the hangar.
Climb down the two ladders, hide your men in the right corner of the small 
room and open the door. Since the hangar is pretty huge you better turn on 
the night vision and cautiously aim at two tangos. Afterwards new GLF members 
will rush into the hangar, but you can take your time and stay where you are 
to eliminate all nine of them (intel briefcase #5). Actually you might use 
the secondary weapon here again, if you're low on ammo, given most enemies 
won't rush to your position. Now there should be four doors left closed. Go 
to those two that can be opened by you, use the motion tracker, open the 
lower door and lob a grenade at the three tangos to wipe them out instantly. 
Then hide inside the room, as the last terrorist will have opened the other 
two doors and desperately tries to guard the hangar. Use the motion tracker 
one more time and you should have an easy time killing him.

-=-=-=-=-=-=-=-=-=-=-=-=-=2.16 Operation: Lockdown=-=-=-=-=-=-=-=-=-=-=-=-B16
Player Character: Ding Chavez / Dieter Weber
Additional Team Members: Louis Loiselle, Jamal Murad, Eddie Price

Location of the intel-briefcases:
1: Take a right at the second tunnel intersection in the dungeon.
2: In a small room to the left, just when having cleared objective #1.
3: In the area full of big halls (shortly after securing the bio lab).
4: On the upper level in the great hall just before leaving the second 
   Chavez-level-section.
5: In the first room of the last level section (it's basically impossible to 
   miss).

1: Secure the dungeon.
Look around the corner and take down three enemies, before moving on to the 
second intersection where you need to wait and eliminate two tangos on the 
right. Take a right and use the motion tracker against another terrorist 
waiting behind a corner. Open the door and make good use of the motion 
tracker to make a grenade bounce off the wall right at four GLF members 
(intel briefcase #1). Open the next door and quickly aim to the left where a 
four-person patrol comes from. If you don't succeed in eliminating them 
directly, retreat and act carefully. Proceed to another door, open it (if you 
let your team throw in a frag grenade, it will bounce off the column and hit 
you, so don't do it) and take care of an enemy next to the waypoint and of 
one behind the column (use the motion tracker for both of them). Move on 
until you reach an intersection: Wait for two terrorists to rush in from the 
right and after having dealt with them, run and gun to the left and around 
the whole circle shaped hallway to eliminate two more tangos. Order your men 
to stay here before proceeding alone and opening the first door on your left. 
Aim at the head of the only GLF member you are able to see from the doorframe 
to trigger some more to enter the room. Take your time and peek in to shoot 
anybody you see (use the motion tracker), then go to the other door and kill 
any remaining bad guys there. If you hear a door being opened while dealing 
with the first door, instantly look to the right, retreat and quickly take 
down any enemy who might have entered the hallway. This area contains a total 
of nine enemies (intel briefcase #2).
2: Proceed to the inner yard.
Move up the stairs, around the first corner and stop at the second corner to 
attack seven enemies.
3: Protect Rainbow.
Weber-time again. Stay at the left-most window and simply aim at those guys 
coming out of two doorways beneath you. After a while a red arrow will 
indicate a bazooka-wielding enemy high up on the right, so simply move to the 
centre window and take him down. Stay here and take down some more tangos 
coming from the left, but also some on the walls in front of you. After 
eliminating two more snipers, go to the right-most window, so you can see 
another bazooka-guy coming. Afterwards return to the centre window and 
"simply" look out for tangos coming from the walls in front of you, on the 
roof to the right and from two doorways on the ground on the right as well as 
for some snipers and bazooka-guys. Only switch windows if you need to retreat 
for reloading, but if you can: avoid moving; just aim quickly.
4: Secure the bio lab.
Go down the stairs and look inside the building to take down five terrorists, 
but only one by one, given they shoot precisely. Enter the second room of the 
bio lab and look into the next one to shoot the last three GLF members 
necessary to complete the mission objective. Move up the spiral staircase 
where you should make your teammates halt. Turn on the night vision, 
carefully advance a bit until you see enemies rushing into the hall, then 
retreat. Try to use both the staircase and the stack of boxes as cover when 
slowly disposing the five tangos. Then you and your men should move on to the 
other side of the hall where you need to look right and take down another 
five enemies (intel briefcase #3). Make your men hold their position again 
and while still having the night vision turned on, slowly step around the 
second left turn after the waypoint. You will see nine terrorists there out 
of which some might even rush in on you if you act to quickly. So really take 
your time and nearly crawl around the corner always instantly shooting 
whatever moving object you see. Again, position your men on a spiral 
staircase, make sure the night vision is still on and advance on your own. 
Stop at the end of the stairs, crouch and hide at the left wall, while still 
being on the staircase. Zoom in on anybody you see and then advance a few 
more steps allowing you to look at the upper end of the next set of stairs 
where a lot more tangos await. After having dealt with them as well you 
should have taken down fourteen GLF members in this hall. Go up, return to 
normal view, get your team back at your heels, turn right and use the motion 
tracker to fight two terrorists behind the corner (intel briefcase #4). Leave 
this level section.
5: Stop Vanderwaal.
Use the motion tracker to see what the terrorists here are doing. If they run 
away: Open the left door and kill the sole enemy (intel briefcase #5). 
Command your men to halt and prepare for grenade-galore: Go to the waypoint, 
use the motion tracker and let a grenade bounce off the right wall in the 
next room to hit as many as possible of the six enemies there. When I tried 
it, I hit five of them, with the last one standing behind the furthest wooden 
bar. Use the motion tracker again to clear the room.
If they stay either in the windmill room or close to it: Open the left door 
and carefully take down the four enemies before proceeding to the waypoint.
Then enter the next room together with your team and wait for four tangos to 
open the door. Dispose them quickly, before stepping through the doorframe. 
Proceed to the corner and kill four enemies (watch out if any of them come 
around the corner). Position your men at both sides of the door and open it 
yourself, since five tangos await you right behind it. Kill the first one 
with your gun, then throw in a grenade and finish them off with your fire 
weapon. Look outside through the hole in the stone wall behind the next 
doorframe to take down seven terrorists with ease (eventually use the motion 
tracker and a grenade against some bad guys standing on a set of stairs 
leading down). Do not even try to hit Vanderwaal, who keeps strafing on the 
wall ahead, but run down the stairs, throw a grenade behind the far-right 
corner and use the motion tracker to kill quite some tangos. Once the only 
adversary around is Vanderwaal, move around the circle-shaped platform in the 
centre, go up the small set of stairs, triggering a short cut-scene. 
Afterwards hide behind the boxes and when you are not being shot at, look at 
where the nemesis should be at the moment and finish him off.
Congratulations: You have just finished Rainbow Six Lockdown.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                3.0 Controls                              CCC
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

First-Person-Settings:

Configuration A (Standard):
A button: Action
B button: Go-Code / Hold Position & Follow
X button: Reload
Y button: Night Vision
R button: Fire
L button: Use Item
Z button: In combination with A: Switch Weapons
          In combination with B: Switch Items
Control Stick: Move
C Stick: Move View
Left on the D-Pad: Lean to the left
Right on the D-Pad: Lean to the right
Up on the D-Pad: Zoom / Return to normal view
Down on the D-Pad: Crouch / Stand up again

Configuration B:
A button: Reload
B button: Action
X button: Go-Code / Hold Position & Follow
Y button: Night Vision
R button: Fire
L button: Use Item
Z button: In combination with B: Switch Weapons
          In combination with X: Switch Items
Control Stick: Move
C Stick: Move View
Left on the D-Pad: Lean to the left
Right on the D-Pad: Lean to the right
Up on the D-Pad: Zoom / Return to normal view
Down on the D-Pad: Crouch / Stand up again

Configuration C:
A button: Action
B button: Go-Code / Hold Position & Follow
X button: Night Vision
Y button: Reload
R button: Fire
L button: Use Item
Z button: In combination with A: Switch Weapons
          In combination with B: Switch Items
Control Stick: Move
C Stick: Move View
Left on the D-Pad: Lean to the left
Right on the D-Pad: Lean to the right
Up on the D-Pad: Zoom / Return to normal view
Down on the D-Pad: Crouch / Stand up again

Sniper-View-Settings:

Configuration A (Standard):
A button: Zoom / Return to normal view
X button: Reload
Y button: Night Vision
R button: Fire
L button: Hold Breath
Control Stick: Move
C Stick: Move View

Configuration B:
A button: Reload
B button: Zoom / Return to normal view
Y button: Night Vision
R button: Fire
L button: Hold Breath
Control Stick: Move
C Stick: Move View

Configuration C:
A button: Zoom / Return to normal view
X button: Night Vision
Y button: Reload
R button: Fire
L button: Hold Breath
Control Stick: Move
C Stick: Move View

Furthermore you can switch the function of the R and L button in both 
controller settings to ease controls for lefties although I personally doubt 
that this helps in any way. I guess it would have been a better idea to 
switch the Control Stick and the C-Stick but feel free to tell me if you are 
having a good experience with this option.

If you want to change the fire mode, hold the reload button to open up a menu 
e.g. for switching from burst fire to single shot fire.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               4.0 Characters                             DDD
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
__________________
Ding Chavez (USA):|
Specialty: Leading
Who named this guy? Seriously: Is Ding really a name? I don't mean to insult 
anybody but here in Germany Ding both is the German word for thing and it is 
the onomatopoeia for e.g. hitting a glass with the fork and such sounds.
Anyway, Ding has been included in every Rainbow Six game as far as I know and 
here he even is the main playable character.

Update: Apparently Ding is a short form of Domingo; thanks to Kevin Driscoll 
for this info.

Update #2: Ding (Domingo) Chavez is in every game because he is a very 
important character. He worked with John Clark many times before Rainbow Six 
came to be, he is married to John's daughter, Patsy (short version like 
"Ding"). He is an important character in a few of Tom Clancy's books, all of 
which are excellent if you like that subject matter. When Rainbow Six was set 
up, there were two teams which could be deployed to a crisis should one arise. 
Ding was the leader of Team 2.
I simply quoted this from g_man1679, only correcting some typos. Thx for the 
info.

___________________
Dieter Weber (GER):|
Specialty: Sniping
Dieter is the second playable team member besides Ding but he only relies on 
his sniping rifle. You can leave sniping mode to move around freely (which 
unfortunately isn't possible when in sniper mode) but you're very restricted 
in terms of useful positions.
_________________
Eddie Price (GB):|
Specialty: Assault
__________________
Jamal Murad (EGY):|
Specialty: Assault
____________________
Renee Raymond (USA):|
Specialty: Assault
___________________
Ayana Yacoby (ISR):|
Specialty: Assault
____________________
Pak Suo-Won (S-KOR):|
Specialty: Recon
____________________
Roger McAllen (CAN):|
Specialty: Explosives
______________________
Annika Lofquist (SWE):|
Specialty: Electronics
_____________________
Louis Loiselle (FRA):|
Specialty: Assault

Every character can use any weapon and any item so feel free to create the 
team you like best. So far I haven't made out any certain differences between 
your team members and I personally doubt that there are any but if you have 
made different observations, let me know and I'll check them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 5.0 Weapons                              EEE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

When I played this game on challenge, I simply equipped an SA58 to Ding in 
every mission and combined it with the standard pistol, phosphor grenades and 
the motion tracker. That's all I did.
Of course you can customize your teammates and there are better weapons for 
Ding to be unlocked, but, to be honest, I just didn't want to waste any time 
equipping my team and I wanted the challenge of completing the game only with 
those weapons being available from the start and I might say: It works pretty 
well.

Suggestion: Unlock the 90TR as soon as possible if you have problems beating 
a mission. It has great stats overall and its ammo capacity also surpasses 
most other weapons. Thx to David McIntee for this hint.

_______
Rifles:|

M36C 
Fire Modes   : Single, full auto 
Ammo Capacity: 45 
Caliber      : 5.56mm 
Length       : 720.00mm 
Sights       : Scope 
Country of origin: Germany 
Damage       : Medium 
Accuracy     : Medium

SA58 
Fire Modes   : Single, full auto 
Ammo Capacity: 30 
Caliber      : 7.62mm 
Length       : 840.00mm 
Sights       : Iron 
Country of origin: United States 
Damage       : High 
Accuracy     : Medium

AS9 
Fire Modes   : Single, full auto 
Ammo Capacity: 30 
Caliber      : 9.39mm 
Length       : 875.00mm 
Sights       : Scope 
Country of origin: Russia 
Damage       : Medium 
Accuracy     : High

MTAR-21 
Fire Modes   : Single, full auto 
Ammo Capacity: 30 
Caliber      : 5.56mm 
Length       : 480.00mm 
Sights       : Red dot 
Country of origin: Israel 
Damage       : Medium 
Accuracy     : High

SR-4 CQB 
Fire Modes   : Single, full auto 
Ammo Capacity: 30 
Caliber      : 5.56mm 
Length       : 757.00mm 
Sights       : Iron 
Country of origin: United States 
Damage       : Medium 
Accuracy     : Medium

WA2000 
Fire Modes   : Single 
Ammo Capacity: 12 
Caliber      : 7.62mm 
Length       : 904.75mm 
Sights       : Scope 
Country of origin: Germany
Damage       : High
Accuracy     : High
________________
Submachine guns:|

MP5/10 
Fire Modes   : single, 3rd burst, full auto 
Ammo Capacity: 30 
Caliber      : 10.00mm 
Length       : 660.00mm 
Sights       : Iron 
Country of origin: Germany 
Damage       : Medium 
Accuracy     : Medium

PP-M1 
Fire Modes   : Single, full auto 
Ammo Capacity: 32 
Caliber      : 9.19mm 
Length       : 424.00mm 
Sights       : Iron 
Country of origin: Russia 
Damage       : Low 
Accuracy     : Medium

MP7SD 
Fire Modes   : Single, full auto 
Ammo Capacity:40 
Caliber      : 4.60mm 
Length       : 340.00mm 
Sights       : Iron 
Country of origin: Germany 
Damage       : Medium 
Accuracy     : High

UM9 
Fire Modes   : Single, 3rd burst, full auto 
Ammo Capacity: 30 
Caliber      : 9.19mm 
Length       : 600.00mm 
Sights       : Red dot 
Country of origin: Germany 
Damage       : Low 
Accuracy     : High

90TR 
Fire Modes   : Single, full auto 
Ammo Capacity: 50 
Caliber      : 5.70mm 
Length       : 500.00mm 
Sights       : Scope 
Country of origin: Belgium 
Damage       : High 
Accuracy     : High
_________
Shotguns:|

MIS 90 
Fire Modes   : Single 
Ammo Capacity: 9 
Caliber      : 12.00 gauge 
Length       : 886.00mm 
Sights       : Red dot 
Country of origin: Italy 
Damage       : High 
Accuracy     : Medium

MG7 
Fire Modes   : Single 
Ammo Capacity: 9 
Caliber      : 12.00 gauge 
Length       : 550.00mm 
Sights       : Iron 
Country of origin: South Africa 
Damage       : High 
Accuracy     : Medium

SPS 15 
Fire Modes   : Single 
Ammo Capacity: 6 
Caliber      : 12.00 gauge 
Length       : 1000.00mm 
Sights       : Iron 
Country of origin: Italy 
Damage       : High 
Accuracy     : Low

AS12 
Fire Modes   : Single, full auto 
Ammo Capacity: 20 
Caliber      : 12.00 gauge 
Length       : 960.00mm 
Sights       : Iron 
Country of origin: South Korea 
Damage       : High 
Accuracy     : Low
___________________
Light Machine Guns:|

M73E 
Fire Modes   : Single, 3rd burst, full auto 
Ammo Capacity: 150 
Caliber      : 5.56mm 
Length       : 1030.00mm 
Sights       : Iron 
Country of origin: Germany 
Damage       : Medium 
Accuracy     : Medium

U1000MK3 
Fire Modes   : Single, full burst 
Ammo Capacity: 100 
Caliber      : 5.56mm 
Length       : 850.00mm 
Sights       : Scope 
Country of origin: Singapore 
Damage       : Medium 
Accuracy     : Medium

M249SPW 
Fire Modes   : Single, full auto 
Ammo Capacity: 200 
Caliber      : 5.56mm 
Length       : 774.00mm 
Sights       : Iron 
Country of origin: Belgium 
Damage       : High 
Accuracy     : Low
________
Pistols:|

M9 
Fire Modes   : Single 
Ammo Capacity: 15 
Caliber      : 9.00mm 
Length       : 348.00mm 
Sights       : Iron 
Country of origin: Italy 
Damage       : Low 
Accuracy     : Medium

MEU (SOC) 45 
Fire Modes   : Single 
Ammo Capacity: 7 
Caliber      : 0.45 ACP 
Length       : 216.00mm 
Sights       : Iron 
Country of origin: United States 
Damage       : High 
Accuracy     : Medium

5-7 
Fire Modes   : Single 
Ammo Capacity: 20 
Caliber      : 5.70mm 
Length       : 208.00mm 
Sights       : Iron 
Country of origin: Belgium 
Damage       : Medium 
Accuracy     : High
_______
Others:|

GL69A 
Class        : Grenade Launcher 
Fire Modes   : Single 
Ammo Capacity: 1 
Caliber      : 40.00mm 
Length       : 581.66mm 
Sights       : Iron 
Country of origin: Germany 
Damage       : High 
Accuracy     : Medium

FRAG 
Weapon Class: Frag 
Damage      : High 
When detonated, the frag grenade produces numerous high velocity fragments 
and causes casualties within a large radius. Ideal for room clearing.

STUN 
Weapon Class: Stun 
Damage      : None 
The explosive effect of this grenade produces a thundering pop of sound and 
force that will shock, confuse and stun those within the blast area.

PHOSPHEROUS 
Weapon Class: Phosphorous 
Damage      : High 
Packed with white phosphorous and a small charge, the phosphorous ignites on 
contact with oxygen. It burns with extreme heat, catching everyone within its 
range of fire.

BREACH CHARGE 
Weapon Class: Breaching Charge 
Damage      : High 
This charge is placed on a door's centre and detonated by a remote trigger. 
The explosion will destroy most doors and seriously injure people on the 
other side of the door.

HAMMER 
Weapon Class : Hammer 
Damage       : None 
This hammer allows for fast door breaching. Its lightweight design combined 
with a special alloy head gives it an extra bang to demolish locks and hinges.

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