_ __ _ _ _ | |/ / | | | | | | | |\ \ | | | |___ | |___ - - - ----- ----- ---- ----- __ _ ---- / / | ,-, | | \ | | | ==/ / / | `-` | | |\\| | | ==\ ----- ----- - --- ---- Guide written by Syffer Bidan "If your opponent attacks like the sea, strike like the mountains; if your opponent strikes like the mountains, attack like the sea." -- Miyamoto Musashi Contents Cntrl F -------- ------- ISA Weaponry (IW) Helghan Weaponry (HW) Special Arms (SA) Body Damage (Head Shot) (BD) Did you know? (DYK) Special Thanks (ST) ----------------- ISA Weaponry (IW) ----------------- Extremely accurate despite high recoil, ISA weapons are manufactured with meticulous care. Accuracy and versatility, however, compromise the rate of fire for most ISA weapons. M-82 Assault Rifle ------------------ Primary: Rapid Burst Secondary: HE Grenade Launcher Magazine Capacity: 30 rounds Grenade Capacity: 1 grenade Scope: Yes Damage: Moderate Recoil: High Efficiency: Medium to Long Range Primary Magazine Munition: Banana Clip Secondary Magazine Munition: HE Grenades, several medium sized shells with semi-round tips Description: The ISA Assault Rifle serves as the mainstay weapon of the ISA marines. The weapon features a primary burst fire and a secondary grenade launching function. Cosmetically, the weapon offers a muzzle flash and a mid-range scope. The damage produced by the ISA Assault Rifle is devastating against soft or lightly-armored targets. Two quick three-round bursts aimed at the chest usually results in instant death. A quick three-round burst to the head will also result in immediate death. The accuracy of this particular assault rifle is far better than the Helghan Assault Rifle. The bullets fired by the ISA Assault Rifle hardly stray off target; however, the recoil may cause the user to over-shoot his or her target. Keeping this in mind, at long ranges, this weapon may be extremely lethal if one aims at the body of his or her opponent, in hopes that at least one round makes it into the heart or head. It may take several hours to fully understand the range and scope of this weapon; however, the results are well worth the time and effort. The secondary grenade launching function acts like the Helghan Grenade Pistol and ISA Grenade Launcher. The HE Grenade shells arch and explode on impact. The damage that the shells produce is on par with the standard Hand Grenade--capable of destroying APCs and lightly armored tanks. If one becomes proficient at arching the grenades, one can easily take down squads of Helghast without firing a single ballistic round. It is highly suggested that, even though the ISA Assault Rifle comes without shells, one find the grenade ammo somewhere around the battlefield and practice using them in combat. If the grenades do not kill one's opponent, the explosion may blind them or even disturb their cross-hairs. This is a strategic maneuver commonly used by many ISA marines. One must also keep in mind that the Assault Rifle carries only one grenade in its chamber, and it would be unwise to miss one's intended target only to reload the weapon in a heated fire-fight. M4 Handgun ---------- Primary: Semi-Automatic Secondary: None Magazine Capacity: 7 rounds Scope: No Damage: Low Recoil: Low Efficiency: Short to Medium Range Primary Magazine Munition: Standard Clip Description: The ISA Handgun is the standard sidearm for both special forces and marines alike. The Handgun is an extremely accurate pistol that is capable of taking down opponents with two to three well-placed shots to the head. The bullets usually do not stray off-course unless the intended target is at a relatively long distance away from the wielder, making it a useful tool for relatively silent takedowns at any range. While not extremely powerful, the Handgun serves as a backup in case one runs out of ammo for his or her primary weapon. If one wishes to pick up a more powerful or useful weapon, it is advised that this weapon be discarded, as it is very expendable, and unnecessary for most field missions. M66-SD MP Silenced Submachine Gun --------------------------------- Primary: Full-Automatic Secondary: Suppressed Semi-Automatic Magazine Capacity: 30 rounds Scope: Yes Damage: Moderate Recoil: Low Efficiency: Short to Long Range Primary Magazine Munition: Standard Clip Description: The ISA Silenced Submachine Gun is the standard issued weapon for ISA Shadow Marshals. The Silenced Submachine Gun is equipped with a scope, flash suppresser, and a silencer for stealthy takedowns. Due to its light weight, it is extremely portable and easy to maintain. The Silenced Submachine Gun is an extremely versatile weapon with very little recoil and offers several strategies for the wielder to choose from. The weapon offers full-automatic fire, capable of dishing out quite a bit of damage. While not as powerful as the ISA Assault Rifle, its rapid rate of fire more than makes up for its standard .45 rounds. The silenced semi-automatic function acts as a sniper tool, capable of dealing mass amounts of damage if aimed properly. This weapon is capable of taking down an opponent with one well-placed shot to the head. This suppressed round is very accurate, and can be fired accurately from a long distance. Because it is silenced, it is possible to catch opponents off-guard. If one is detected, the primary full-automatic fire can fair well in elevated fire-fights. The Silenced Submachine Gun is a very diverse weapon, and it is highly suggested that any soldier be familiarized with this weapon. Shotgun ------- Primary: Pump-action Single-shot Secondary: Pump-action Dual-shot Magazine Capacity: 8 rounds Scope: No Damage: High Recoil: Moderate Efficiency: Short Range Primary Magazine Munition: red 12-gauge rounds Description: The ISA Shotgun is a 12-gauge, pump-action close-quarters weapon equipped with a flip-down stock to lessen recoil. The ISA Shotgun is not widely used in open combat; however, it can be a devastating tool in the right hands. The primary fire of this weapon fires a single round. Because this weapon is pump-action and not automatic, there is a moment's delay between shots. Due to this, the Shotgun is best used in close-quarters to prevent having to pump or reload the weapon in the middle of a fire- fight. The primary fire is capable of taking down most opponents in one hit, providing that most of the pellets from the fired shell hits the intended target. The secondary fire discharges one shell from both barrels. The secondary fire is easily capable of taking down all opponents who are unlucky enough to be in its line of fire. This secondary feature is dangerous to the wielder if the opponent is not taken down, because the weapon must be pumped longer to eject both empty shells. Also, firing two shells burns ammo quickly, thus the wielder must reload the weapon more frequently, usually putting him/her in harm's way. Because the Shotgun's reload is manual, it may take several seconds to reload all eight shells, thus it is advised that one takes cover when reloading, or reloads one or two rounds every time the weapon is fired, so that the wielder is not confined to reloading the weapon in the middle of a fire-fight. If one is capable of doing all of the said above properly, the Shotgun can be easily mastered. It is suggested that all soldiers at least familiarize themselves with this weapon, as it is one of the most devastating close-quarters weapons. M327 Grenade Launcher --------------------- Primary: HE Grenade Launcher Secondary: Proximity Grenade Launcher Magazine Capacity: 6 grenades Scope: No Damage: High Recoil: Moderate Efficiency: Short to Long Range (Variable: Arch) Primary Magazine Munition: 6 round HE Grenade revolver insert Description: The ISA Grenade Launcher is a revolver-type grenade launcher, equipped with a flip-down stock, capable of firing six dual-type grenades. The ISA Grenade Launcher is preferred more by ISA marines than the Helghan Grenade Pistol. Unlike the Helghan Grenade Pistol, the Grenade Launcher is capable of firing six grenades--all of which are capable of impact detonation or proximity detonation. The impact grenades, primary fire, detonate the moment they come in contact with an object, while the proximity grenades are timed, and detonate after three-seconds. Both grenades are fired in the same manner, using an arch-like trajectory. The proximity grenades are capable of sticking to hard metallic or organic surfaces. Because these grenades are hard to spot, they can be fired in front of a moving opponent, or can be attached to a lightly armored vehicle or building. Both grenade types cause considerable amounts of damage, and should be used with caution. When facing an ISA marine wielding a Grenade Launcher, it is best to engage these menacing foes at close range, forcing them to switch weapons. By judging the distance of the sound of a grenade being fired, experienced Helghast soldiers will sprint in the opposite direction. Bazooka ------- Primary: Anti-tank Missile Secondary: Laser-guided Rocket Magazine Capacity: 1 missile Scope: Yes Damage: High Recoil: Low Efficiency: Medium to Long Range Primary Magazine Munition: mid-sized rocket Description: The ISA Bazooka is a standard tube-reusable anti-tank rocket launcher. Rarely seen on the field, this weapon is used for taking out bunkers, large gun emplacements, and tanks and APCs. The Bazooka fires a fairly accurate missile capable of damaging targets as far as six yards around the impact site. Because of the very powerful splash damage, it is advised that one fire a round no closer than forty feet away from him or her. It is also suggested that one takes a knee when firing the weapon to lower ejection recoil, which can cause the missile to stray off course. With this said, it is also wise to fire the weapon from a stationary position, preferably one with plenty of cover. Be warned, the Bazooka only carries one missile down the tube at once, so after each missile is fired, it is mandatory that one reloads the weapon. Keeping this in mind, it is best to seek plenty of cover, as many are likely to take aim at the wielder while he or she is reloading for he, seeing as the user is a threat to enemy squads. The secondary function of the Bazooka is a laser-guidance system capable of directing a moving rocket toward a large target or area of terrain. Once fired, move the laser-sights to send the rocket towards the intended target. At first, this will be very difficult to do, as distance is hard to measure from a kneeling position; however, skilled wielders will learn to fire the weapon, and slowly move the laser-sight to arch the rocket over obstacles or around fortified walls. Because of its bulk, the ISA Bazooka decreases the wielder's walking speed by one-forth. Chaingun -------- Primary: Full-automatic Secondary: Anti-tank Missile Magazine Capacity: Thermal Safety Missile Capacity: 1 missile Scope: No Damage: High (Variable: Rate of Fire) Recoil: High Efficiency: Short to Medium Range Primary Magazine Munition: Gattling Chain; a chain concealed in a small supply box Secondary Magazine Munition: mid-sized rocket Description: The ISA Chaingun is widely used amongst ISA regulars and heavy weapon handling experts. The Chaingun features a waist strap to keep the recoil as low as possible and a thermal safety, meaning one can mount any sized chain (any number of rounds) into the weapon; thus, the Chaingun does not need reloading. This does not mean, however, that the wielder can exhaust a full chain. The thermal safety will keep the weapon from overheating and jamming, which will prevent the wielder from firing too many rounds at once. The primary fire of the ISA Chaingun is full-automatic, and capable of mowing down squads of Helghast or fleshing out immense amounts of damage to lightly armored vehicles, such as APCs. The thermal safety, as stated above, will prevent the user from continuous fire, and after a few seconds of continuous use, the thermal safety will lock the trigger, preventing the wielder from overheating the weapon. The rounds fired by the Chaingun are armored piercing and will take down most opponents in four or five shots (one medium-length burst). Despite its massive recoil, the Chaingun is very accurate for a full-automatic machinegun, making it one of the most lethal weapons in the ISA armory. Another devastating feature of the Chaingun is the Anti-tank Missile Launcher mounted underneath the twin barrels of the Chaingun. The missile fired is very similar to the ISA Bazooka, and capable of saturating a large area, destroying anything around the blast site within six yards. Because of its bulk, the ISA Chaingun reduces the wielder's walking speed by a half, and increases the amount of stamina consumption used when running by one-forth. --------------------- Helghan Weaponry (HW) --------------------- Weapons carried by Helghast troopers are mass-produced and highly inaccurate; however, they are very powerful at close ranges. Helghan weapons have a high rate of fire and low recoil, meaning that hundreds of bullets can be fired within a matter of minutes. StA-52 LAR Assault Rifle ------------------------ Primary: Full-automatic Secondary: 12-gauge Pump-action Shotgun Magazine Capacity: 50 rounds Secondary Capacity: 1 round Scope: Yes Damage: Moderate Recoil: Low Efficiency: Short to Medium Range Primary Magazine Munition: Aluminum Cylinder Cartridge; medium-sized Secondary Magazine Munition: green 12-gauge rounds Description: The Helghan Assault Rifle is the mainstay weapon of the Helghast army. Equipped with a reinforced grip, muzzle flash, and sturdy stock, the Helghan Assault Rifle is very durable despite being mass-produced. The weapon is equipped with a mid-range scope and is capable of firing full-automatic and 12-gauge rounds, making it a superb short to medium range weapon. The Assault Rifle's primary fire is full-automatic--highly inaccurate but extremely quick. Aluminum cylinder cartridges are this weapons primary ammunition. Due to this, the Helghan Assault Rifle can hold twenty more rounds over the ISA Assault Rifle. While lacking the punch of the ISA Assault Rifle, the Helghan Assault Rifle can still take down most opponents in as few as six to eight rounds. Despite its low recoil, it is recommended that one use short bursts, as full-automatic fire tends to be less accurate. Full-automatic fire, on-the-other- hand, can be very useful in saturating an area with bullets, keeping ISA forces pinned down until one can reach shelter or move in closer to get better shots off. The secondary fire of the Helghan Assault Rifle is a very accurate pump-action 12-gauge shotgun--the most powerful close-quarters weapon. While lacking the dual-shot capability of the ISA Shotgun, the Helghan Assault Rifle's secondary fire can be fired from a longer range than the ISA Shotgun and still be effective. At point-blank ranges, this weapon can take down all opponents in one shot. All Helghan troopers are provided one shotgun shell per Assault Rifle, making the Helghast troops unparalleled in close-quarters combat. The secondary function's only short-coming is the fact that only one round can be loaded at a time, which means that the wielder must reload the secondary function every time it is fired. With this said, it is best that one does not miss, or takes cover after firing the secondary function. It is advised that, in the event that one misses or does not take down his or her opponent with the shotgun round provided, one switch weapons to avoid being killed during a forced reload. IvP-18 Tropov Combat Pistol --------------------------- Primary: Burst Secondary: Semi-automatic Magazine Capacity: 18 rounds Scope: No Damage: Low Recoil: High Efficiency: Short Range Primary Magazine Munition: Cylinder Pistol Cartridge Description: The standard Helghast sidearm, the Combat Pistol is a versatile close- quarters tool used by Helghast troopers as well as officers alike. The Combat Pistol is capable of taking down most opponents in two to three well-placed shots to the head. The primary mode of fire is three-round burst, which is effective only in close-quarters to short ranges due to its high recoil. The burst, however, is easily capable of taking down any ISA marine if all three rounds sink into their skull. The 18 round cartridge provides this weapon with plenty of ammo, giving the wielder six chances to successfully land three rounds. The secondary fire is semi-automatic, and slightly more accurate with moderate recoil. The secondary mode of fire is effective at medium range; however, due to the Combat Pistol's relatively weak nature, most Helghast weapons fair better in fire-fights. It is advised that one discard this weapon if a more useful or more powerful weapon can be found. Skilled players will, however, become proficient with this weapon, and, in the event that they miss with the Assault Rifle's secondary shotgun function in close-quarters combat, will draw this sidearm to finish off their opponent. StA-3 Stova S.A.W. Light Machinegun ----------------------------------- Primray: Full-automatic Secondary: None Magazine Capacity: 100 rounds Scope: No Damage: Low (Variable: Rate of Fire) Recoil: Low Efficiency: Short to Medium Range Primary Magazine Munition: Aluminum Cylinder Cartridge; large-sized Description: The Helghast Light Machinegun is a S.A.W. (squad assault weapon) equipped with a sturdy stock, revolving inner barrel, armored outer barrel, and tripod, making it versatile in all weather conditions. The Light Machinegun is used frequently by the Helghast elites, and is best fired in a prone or crouched position. The Light Machine gun fires full-automatic, standard rounds. While not as powerful as the ISA Chaingun, this weapon is a S.A.W., and thus is capable of firing solid-rounds at rapid speeds. For a matter of fact, the Helghast Light Machinegun is the fastest firing weapon amongst both ISA and Helghan weaponry. The 100 round cylinder cartridge provides this weapon with hefty amounts of ammo to burn, and, unlike the ISA Chaingun, this weapon does not require a thermal safety, allowing the wielder to fire continuously until all 100 rounds are depleted from the cartridge. While not particularly powerful, the Helghan Light Machinegun is capable of fleshing out heavy amounts of damage if enough rounds hit the intended target. Because of its above-average accuracy, it is very easy for any soldier to barrage his or her opponents with a hail of bullets. Skilled soldiers will use this weapon to saturate an area, pinning down ISA opponents, providing cover-fire for allies. StA-52 SLAR Sniper Rifle ------------------------ Primary: Semi-automatic Secondary: None Magazine Capacity: 6 rounds Scope: Yes (Variable: Zoom) Damage: High Recoil: Moderate Efficiency: Long Range Primary Magazine: Aluminum Cylinder Cartridge; thick, moderate-size Description: The Helghan Sniper Rifle is the weapon of choice for Helghast snipers and ISA snipers alike. The Helghan Sniper Rifle is equipped with a collapsible stock, flash suppressor, and an all-weather, long-range scope capable of zooming in for pin-point accuracy. The armored-piercing rounds fired by the Sniper Rifle can penetrate through multiple targets. One must keep this in mind at all costs, and should always be aware of what is on the opposite side of his or her target before firing the weapon, as not to injure an ally. This weapon's sniper zoom glows with an orange tint, which aids the wielder in spotting targets during rain, sand storms, snow, or the blackness of night. Unfortunately, the scope is light sensitive, and too much light may cause a glare, or a blinding effect within the lens. One should avoid staring into the sun to snipe airborne targets, or peering into the smoke left behind by an explosion. If dealing with a sniper, it is advised that one stirs up as much light dampening dust or smoke as possible, to throw off the sniper's sights. Despite its minor flaws, the sniper scope allows pinpoint accuracy over incredibly long distances. By holding down the zoom button, the sniper scope can be zoomed in to maximize accuracy. Another tap of the zoom button will disable the zoom. Unfortunately, there is no button to zoom the scope out, so one must reset the scope if he or she over- zooms. The Helghan Sniper Rifle has a rather long barrel and, in conjunction with the collapsible stock, is rather difficult to hold still. Thus, when sniping, the wielder is constantly battling with his own arm to keep the sights stationary. The sights always want to return to a fixed center point. To prevent this, move the sights until a new center of focus is found, and the arm and gun rests comfortably. Usually, moving targets are hard to hit due to a constantly changing center of focus. To prevent this, aim at the target without the scope, then activate the scope when one finds it opportune to minimize the constant changing of the center of focus. Kneeling also aids in holding the rifle steady. The armor-piercing rounds fired by the Sniper Rifle usually kill a target in one hit, despite where the shot lands. If a shot fails to kill an opponent, keep in mind that the distance between the wielder and the target may diminish the bullet's speed. Moving targets may also contribute to a round failing to kill in one shot. If a moving target is merely scratched or nicked by the round, there is a chance that he or she may survive, albeit for a short time. Even scratching an opponent with an armor-piercing round can result in greater-than- average damage. Be warned: the Sniper Rifle, unlike the multipurpose ISA MP Silenced Submachine Gun, is not suppressed, and may cause quite a stir if the wielder misses his or her target; thus, it is better to fire this weapon from an elevated position, or one that is very far away, as to diminish sound travel, or, if detected, remain concealed and out of enemy sights. SiSKia Squad Cannon ------------------- Primary: Explosive Single-round Secondary: Explosive Double-round Magazine Capacity: 6 explosive rounds Scope: No Damage: High Recoil: Moderate Efficiency: Medium to Long Range Primary Magazine Munition: 6 round explosive shell revolver insert Description: An uncommon weapon used by Helghast heavy troopers, the Squad Cannon is capable of taking out ISA tanks, stationary guns, and other fortifications. The Squad Cannon, much like the ISA Chaingun in design, is equipped with a waist-strap to keep recoil as low as possible. Like the ISA Chaingun, the Helghan Squad Cannon is equipped with dual recoiling barrels. The explosive rounds are fired from the barrel so quickly that even the fastest moving ground targets cannot escape the round; thus, even at long range, leading (aiming in front of a target to increase the chances of hitting that target) should not be necessary. The Squad Cannon's primary function fires a single, accurate explosive shell with an impact radius roughly the size of most HE Grenade rounds. The Squad Cannon has a major advantage over most grenade launching weapons due to the fact that the explosive shells fire straight, and not arched. The secondary function fires both barrels simultaneously. While rather inaccurate, two rounds can be enough to take down most heavy ISA tanks, or to completely annihilate a small squad. When facing a Helghast trooper wielding a Squad Cannon, it is best to silently snipe these threatening foes from a distance, or to engage them at close range, forcing them to switch weapons. Due to its bulk, the Squad Cannon decreases walking speed by half, and increases the amount of stamina used to run by one-forth. Grenade Pistol -------------- Primary: HE Grenade Launcher Secondary: None Magazine Capacity: 1 grenade Scope: No Damage: High Recoil: Moderate Efficiency: Short to Medium Range (Variable: Arch) Primary Magazine Munition: HE Grenade Description: The Helghan Grenade Pistol, while not as effective as its ISA counter- part, is equally as versatile. The Grenade Pistol, unlike a flare gun, uses a reinforced grip which bends separately from the barrel, so that the wielder does not fracture his or her wrist when firing the weapon. Much like the ISA Grenade Launcher, the Helghan Grenade Pistol fires HE Grenades, which detonate on impact, making it slightly more useful than a standard Hand Grenade in open field combat. Because the grenades detonate on impact, they can be fired into trenches or fox-holes, killing ISA soldiers before they can react. The Grenade Pistol's only shortcoming is that, because it is a man- portable grenade launching pistol, it can only hold one grenade at a time, which means that the wielder must manually reload and cock the weapon each time it is fired. With this in mind, the Helghan Grenade Pistol is best used as an ambush weapon, or a weapon used at long ranges, to minimize any risk of being shot at while reloading the weapon after each round is fired. One aspect about this weapon that is better than its ISA counter-part is that this weapon can carry twice as much reserve ammunition than the standard Grenade Launcher. Also, one must keep in mind that the Helghan Grenade Pistol is safer to use at close-quarter ranges than the ISA Grenade Launcher. Rocket Launcher --------------- Primary: Anti-tank Missile Secondary: Tactical Missile Barrage; three missile rounds Magazine Capacity: 3 missiles Scope: Yes Damage: High Recoil: Moderate Efficiency: Medium Range (Variable: Primary or Secondary Fire) Primary Magazine Munition: mid-sized rocket Description: The Helghan Rocket Launcher, much like its ISA counter-part, the Bazooka, fires mid-range Anti-tank Missiles. Unlike the ISA Bazooka, the Helghan Rocket Launcher is comprised of three rocket tubes, allowing the wielder to fire off a three round Tactical Missile Barrage. While incredibly rare, the Rocket Launcher can destroy nearly any armored vehicle--heavy or otherwise. Few fortifications can withstand three overlapping explosions, making the Helghan Rocket Launcher a feared weapon in the Helghast arsenal. The Rocket Launcher's primary function acts like an average rocket launcher, firing one very accurate Anti-tank Missile capable of destroying anything within six yards of the impact area. With this in mind, Helghast troopers are advised to fire this weapon at medium to long ranges to avoid any damage one may bring to his or her self. It is advised that one fire the Rocket Launcher from a stationary or kneeling position, as movement tends to throw the rockets slightly off course. The secondary mode of fire ejects all three rockets at once in a Tactical Missile Barrage, usually used to take down heavily armored ISA tanks. The three round ejection is very inaccurate, and is usually used to saturate an area, rather than to pick off individual targets. The secondary function is best used against multiple opponents, or small squads, where very many casualties may be inflicted. It is advised that the secondary function be fired from a kneeling position. If fired from a kneeling position, the wielder betters his or her chances of having all three rockets land around the same area. If all three rockets explode at the same point, it is possible to destroy anything in a twelve yard radius. Keeping this in mind, it is best to double check a target zone for any allies present before firing the Rocket Launcher. Unlike the ISA Bazooka, this weapon has a considerable shortcoming. Because of its size, the Helghan Rocket Launcher restricts sight. Anything on the right side of one's peripheral vision may not be seen. One should be extremely cautious when handling the weapon, so that the wielder is not flanked by enemy troops. Because of its bulk, the Helghan Rocket Launcher diminishes walking speed by one-forth. Laser Designator ---------------- Primary: Artillery Strike Secondary: None Artillery Capacity: (Variable: Allotted Time Target is Painted) Scope: No (Variable: All-Weather HUD Compatible) Damage: High (Variable: Artillery Payload) Recoil: None Efficiency: Medium to Long Ranges Primary Magazine Munition: None Description: The Helghan Laser Designator is a hand-held, barely man portable, laser tracker, which sends a direct visual feed into a HUD-equipped helmet. The Laser Designator is used to "paint" targets for artillery strikes. The Laser Designator is best used against large towers, bunkers, gun emplacements, and motorcades. ----------------- Special Arms (SA) ----------------- In the midst of war, armies often steal, bribe, or copy one another's technology. This is no different for the ISA and the Helghan armies. M32 Combat Knife ---------------- The M32 Combat Knife, preferred by covert Shadow Marshals, is the best method to stealthily take down opponents from behind. A quick slice from ear to ear will fall most Helghan soldiers. When approaching a Helghan soldier from the front, which is never advised, the knife is thrown into the victim's neck, then is forcibly drug through the trachea. Hunting Knife ------------- Much like its ISA counterpart, the Helghan Hunting Knife is used by ISA Field Operatives, who undergo both heavy weapons training and covert-ops. The style of martial arts used with the Helghan Hunting Knife is the same as the one used with the M32 Combat Knife. HE FRAG Grenade --------------- Grenades tend to be the most reliable weapon in a soldier's arsenal. Capable of being thrown, rolled, and bounced off walls, the grenade is a five-second, timed explosive, which, upon detonation, throws small clusters of shrapnel up to eighteen feet. By holding onto a grenade, a soldier, be he Helghast or ISA, can "cook" the timer--that is to say, to allow the fuse to diminish a few seconds before throwing the grenade, so that the enemy has hardly--if any-- time to escape the incoming grenade. Aside from the standard issued assault rifle, the grenade is one's only friend on the battlefield. ---------------- Body Damage (BD) ---------------- Killzone, like all modern first-person-shooters, features a body damage system, in which damage is multiplied and increased when certain areas are shot. For instance, shooting a person in the shoulder will deal quite a bit more damage to that person than shooting him or her in the foot. Likewise, shooting a person in the head tends to bring him or her down much quicker. Pistols ------- Limb Damage: Damage X 1.0 Torso Damage: Damage X 2.0 Head Shot: Damage X 3.0 Silenced Submachine Gun ----------------------- Limb Damage: Damage X 1.0 Torso Damage: Damage x 1.5 Head Shot: Damage X 3.0 Sniper Rifle ------------ Limb Damage: Damage X 1.0 Torso Damage: Damage X 3.0 Head Shot: Damage X 5.0 Assault Rifles -------------- Limb Damage: Damage X 1.0 Torso Damage: Damage X 1.5 Head Shot: Damage X 2.0 Chaingun and Light Machinegun ----------------------------- Limb Damage: Damage X 1.0 Torso Damage: Damage X 1.5 Head Shot: Damage X 1.5 ------------------- Did You Know? (DYK) ------------------- IMPORTANT TIP: Did you know that holding down the secondary or primary fire buttons will cancel the automatic reload? When the ISA or Helghan Assault Rifles discharges their secondary function, the player will automatically reload the weapon, usually causing him or her plenty of problems, such as the inability to fire his or her weapon while there is still ammunition for the primary function. By holding down the secondary fire button, the player will not reload the weapon until the trigger is released. That makes the Helghan Assault Rifle that much better, huh? Did you know that there are five SKINS for the standard Helghast trooper? This does not include camouflaged variations. Speaking of camouflage, did you know that Guerilla never intended for the Helghast troops to have camouflage? The grainy graphics filter they used just so happened to produce the appearance of camouflage. Have you ever noticed that, when in the jungles, Helghast troopers tend to have a slightly green hue to them? Or that, when battling in the tundra, the Helghast seem somewhat blue in hue? Interesting, no? Did you know that Killzone was originally to be titled "Kin"? Personally, I like both names, but I must admit, "Kin" would make a neat first-person-shooter title. ------------------- Special Thanks (ST) ------------------- I have no idea why you are reading this... Special thanks to: Adrian, my younger cousin: Without him, and the hours upon hours of time we spent playing Killzone, I would not have had enough weapon know-how to write this Weapon Guide. [AI] Kluft: for being my mortal nemesis. www.killzonegame.com : for being the only fan-site on the 'net that is still devoted to the fans. Killzone's US website, http://www.us.playstation.com/Content/OGS/SCUS-97402/Site/ : After scouring their site for a few hours, I came across the actual production numbers for some of the weapons in Killzone. Unfortunately, at the time in which this Weapon Guide was created, the website did not yet have an "Armaments" section. Perhaps, if I am able to bring myself to doing it, I will update this Weapon Guide with more production numbers in the future. Guerilla: Hell, they MADE the game, and took quite a bit of flak from the media for it. You have my utmost respect. So, that basically concludes my Weapon Guide. If you find anything in this guide to be erroneous, TOUGH. If you wish to contact me, don't. Hey, are you still reading this?