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9x19mm
Parabellum (9x19mm NATO Standard)  
Invented
for the German military at the turn of
the century, the wide distribution of the
9x19mm Para(-bellum)/Luger cartridge made
it the logical choice for the NATO
standard pistol and SMG round. While
weaker than .45 ACP, it tends to have
an advantage in weight and capacity.
Fairly good against unarmored personel,
but non-efective against bodyarmor.
Si vis pacem, para bellum - if
you want peace, prepare for war.
| Game
Data: |
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| Damage:
Fair |
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Max.
load: 360 rounds |
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| Penetration:
0% |
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M9
magazine: 15 rounds |
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| Range:
Short |
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MP5
magazine: 30 rounds |
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.45 Auto Colt Pistol  
The
standard U.S. pistol round for about a
century. The .45 ACP offers more
power than 9mm Parabellum but due to it's
heavy weight and large size, it lacks the
penetration and range of the 9mm. Very
effective against unarmored personel but
lack of penetration makes poor choise
against bodyarmor.
| Game
Data: |
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| Damage:
Good |
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Max.
load: 250 rounds |
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| Penetration:
0% |
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M1911
magazine: 7 rounds |
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| Range:
Short |
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M3A1
magazine: 30 rounds |
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.357 Magnum  
Using a
lengthened and strengthened version of
the .38 Special case, the .357
Magnum was rapidly accepted by hunters
and law enforcement. At the time of
its introduction, it was claimed to
easily pierce the body panels of
automobiles and crack engine blocks.
While it has less power than .44 Magnum, it
compares favorably to the .45ACP, but
with
better
penetration. .357 Magnum is also good
against unarmored personel.
| Game
Data: |
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| Damage:
Good |
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Max.
load: 180 rounds |
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| Penetration:
20% |
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Desert
Eagle magazine: 9 rounds |
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| Range:
Medium |
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Box
of ammo: 18 rounds |
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12 Gauge 00 Buckshot  
The
trick with the buckshot is that you can
have a few large pellets or a bunch of smaller
pellets. The smaller pellets have a
better chance of scoring a hit
due to the sheer number of pellets, but
the severity of the wound won't be
as great as a hit from a larger pellet.
For
purposes
of game play, the armor piercing shot
will not be as effective as standard
buckshot against non-armored targets. The
standard buckshot is worthless against
armored personel except for taking out
the legs and arms, hoping for enough
wounds to cause incapacitation.
The power of a blast of buckshot is equal
to 10 rounds of 9mm bullets.
| Game
Data: |
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| Damage
(per pellet): Poor |
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Max.
load: 120 shells |
| Penetration:
0% |
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Loose
shells: 4 shells |
| Range:
Short |
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Box
of shells: 15 shells |
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.223 Remington
(5.56x45mm NATO Standard)  
Adopted
by the US military in the 1960s, it later
became the NATO standard rifle
cartridge in the early '80s, displacing
the much more powerful 7.62x51mm. The
small and light bullet is prone to many
enviromental variable like the wind; the
5.56mm has triple the wind drift of the
7.62mm. Also the early versions of the
5.56mm used a wrong type of gunpowder
that caused a lot of weapons to jam. But
the 5.56mm is a good round for many
assault rifles. It's good against
personel, but has trouble with heavy bodyarmor.
| Game
Data: |
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| Damage:
Fair |
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Max.
load: 300 rounds |
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| Penetration:
50% |
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STANAG
magazine: 30 rounds |
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| Range:
Long |
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Ammo
belt: 100 rounds |
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.308 Winchester
(7.62x51mm NATO Standard)  
This
was the standard NATO rifle round until
it's gradual replacement by the 5.56x45mm. It
is much more powerful than 5.56mm, but has considerable
more recoil. It is now typically
restricted to sniper rifles and
Machineguns. Good against personel, with
lots of penetration.
| Game
Data: |
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| Damage:
Very Good |
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Max.
load: 200 rounds |
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| Penetration:
70% |
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GETME
magazine: 20 rounds |
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| Range:
Very Long |
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Ammo
belt: 100 rounds |
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7.62x39mm  
The
standard Soviet rifle cartridge from the mid-1940s to the
mid-'70s, it is easily one of the most
widely distributed cartridges in
the world due to the distribution of the
AK47
series.
Roughly equal in terminal performance
with the 5.56mm NATO, it is far less
powerful than 7.62mm NATO. Good against
all personel, but has trouble with heavy bodyarmor.
| Game
Data: |
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| Damage:
Good |
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Max.
load: 250 rounds |
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| Penetration:
55% |
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AK
magazine: 30 rounds |
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| Range:
Long |
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Large
magazine: 40 rounds |
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5.45x39mm  
The
Soviet's response to the 5.56x45mm
cartridge. The long (almost 1 inch) 5.45mm
projectile doesn't fragment like the
5.56x45mm. Good against all personel, but
has trouble with heavy bodyarmor.
| Game
Data: |
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| Damage:
Fair |
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Max.
load: 300 rounds |
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| Penetration:
50% |
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AK
magazine: 30 rounds |
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| Range:
Long |
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Large
magazine: 45 rounds |
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40mm M406 High Explosive
Grenade  
The M406 uses an
alloy projectile body to support a nose
impact fuze and a spherical prefragmented
steel container holding the bursting
charge. The fuze magazine protrudes into
the fragmentation container so as to
initiate the high explosive. The
aluminium cartridge case is semi-rimmed,
with a percussion cap pressed into the
rear. Forward of this cap, the interior
of the case is shaped into a small
propellant chamber which is provided with
vents to the remaining space within the
case. On firing, the propellant burns
inside this chamber at high pressure, and
the gas vents to the interior of the
cartridge case where it expands to
provide a low-pressure impulse to the
projectile. The case is crimped to the
projectile body allowing pressure to
build up to approximately 3,000 lbs/in{2}
before the projectile pulls free. This
provides a degree of consistency in
chamber pressure and velocity. The M551
fuze is a direct action impact fuze with
delayed arming.
| Game
Data: |
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| Damage:
High Explosive |
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Max.
load: 12 grenades |
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| Radius:
Small |
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Single
grenade: 1 grenade |
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| Range:
Short/Medium |
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Grenade
container: 8 grenades |
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| Detonation:
Impact |
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40mm M433 Dual Purpose
Grenade  
The M433 are
fired from the weapon by a percussion
primer, and use an internal PD fuze to
function upon impact. The color coding
for the M433 is an olive-drab cartridge
case with yellow markings and a yellow
ogive. It is designed for use against
armored targets, and has the additional
capability of inflicting personnel
casualties in the target area. This is
the usual fixed round, with the
projectile composed of an aluminium body
with driving band and a hollow aluminium
nose cap. The body holds a shaped charge
with a copper cone liner, and ahead of
this protected by the nose cap. This fuse
has delayed arming and, when functioned
on impact, fires a small shaped charge in
the fuze magazine. This directs its jet
backwards to strike a detonating unit
located at the apex of the shaped charge
cone. This detonates and initiates the
shaped charge filling, the energy from
which is directed forward to the target.
| Game
Data: |
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| Damage:
Dual Purpose (High Explosiove
with Fragmentation) |
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Max.
load: 12 grenades |
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| Radius:
Medium |
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Single
grenade: 1 grenade |
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| Range:
Short/Medium |
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Grenade
container: 8 grenades |
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| Detonation:
Impact |
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20mm Prototype
Fragmentation Grenade 
The weapon of
choice is the 20mm grenade launcher as
this reduces target errors (misses) by
using a programmable munition. The point
where the munition explodes is set on
firing by a laser rangefinder.
Electronics in the 20mm munition count
the number of turns as it spins. A
certain number of turns is equivalent to
a certain distance. The grenade normally
arms at 25 metres, this is the minimum
range before the warhead detonates. In
the short arm mode, this decreases to 14
metres, but this may be overriden to 5
metres for close range work. The mode
must be set before the grenade is fired,
and can not be changed. Most battlefield
targets are exposed (no cover), protected
(trench, etc), fleeting (crossing a
street) or are behind cover (no direct
fire weapon can defeat these, besides
penetrating) and the 20mm grenade should
defeat all of these. Effective against
personel and light armored vehicles.
| Game
Data: |
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| Damage:
Fragmentation |
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Max.
load: 24 grenades |
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| Radius:
Medium |
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Magazine:
6 grenades |
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| Range:
Medium |
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| Detonation:
Impact |
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40mm High Explosive
Anti-Tank Rocket Grenade 
RPG's were
primarily intended as a light anti-tank
weapons, but in Vietnam and elsewhere
since, they have been used as a very
effective psychological terror weapon
because of the tremendous blast and
noise. The rocket is a thin metal skinned
shaped charge that will penetrate light
armor from 6" to 14" thick.
Used against ground troops and bunkers,
it was effective in direct hits, but
there was not much schrapnel unless one
was near the point of impact. The RPG-7
rocket has no fins and is gas stabilized.
The 40mm HEAT
rocket grenade has an effective range of
300 meters against moving targets and up
to 500 meters against stationary targets.
The projectile explodes either on impact
or at its maximum range of 920 meters.
Good against personel and armored
vehicles.
| Game
Data: |
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| Damage:
High Explosive |
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Max.
load: 4 rockets |
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| Radius:
Small |
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Transport
crate: 1 rocket |
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| Range:
Very Long |
|
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| Detonation:
Impact |
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