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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