NATO |
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Feed
: 30 round magazine.
Armed with the M16 A2 Assault rifle (see soldier below for details), and
usually carrying 2 smoke grenades, together with a number of basic grenades and
binoculars, the officer is fully kitted out to lead his squad.
If the officer is killed the next highest ranking soldier will take command.
The officer icon in-game will be represented by the highest ranking soldier in the
unit. |
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Feed : 30 round magazine.
In game : Carried by most NATO troops as their primary weapon.
The standard issued weapon. The M16 is a good all purpose weapon offering good close
range firepower, and is relatively good at long ranges.
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Feed : 30 round magazine.
Grenade Launcher : 1 Rifle Grenade (Usually carries 3).
The M16 with the M203 grenade launcher attached to it, giving the soldier fast access
to a pre loaded grenade, when the need arises.
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Feed : 100 rounds.
A good support weapon which can lay down a blanket of fire to pin down enemy troops.
The M60 is noisy and will quickly attract the attention of the enemy, so it's best kept
quiet until an ideal firing position (one with a good field of view) can be setup.
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Feed : 20 round magazine.
Head shots are deadly with this weapon - enabling a skilled marksman to pick off
targets with one shot from a great distance.
The M21 has a adjustable zoom, which can be changed via the + / - Keys on the
far right of the keyboard.
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Feed : 30 round magazine.
Mortars : Usually carries 3.
The mortars are attached to the end of the M16 and fired as normal. Ideal for
destroying small light armoured targets or to disrupt the enemy, especially if they're
holed up in a building.
Mortars: One of its primary functions is attacking the enemy,
in or from, covered positions. eg. behind a large hill, or valley. The
range on these weapons is immense, but only if fired at an arc. The arc
thing is very important, without this ability the mortar is nothing more
than a souped up grenade launcher. It takes some practice to judge
distances and effective aiming trajectories, but shooting almost straight
up with this weapon could potentially be very devastating. (Comments by Travis Scobie)
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Feed : 30 round magazine.
Feed : 1 Missile (usually carries 3).
Light and with up to 3 or more missiles allowing a soldier to use it more than once.
For usability it ranks high, but it has poor armour penetration capabilities.
The LAW will make short work of light targets like a BMP, but against tanks and
other heavily armoured vehicles it will take two or more well placed shots to dent a tank,
let alone disable it.
Switch to weapon view and place the middle horizontal line on the target and
fire...

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Feed : 30 round magazine.
Feed : 1 Missile.
To take out heavily armoured ground targets (like a T80) this weapon is a
must-have.
Switch to weapon view and place the middle horizontal line on the target and
fire...
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Feed : 30 round magazine.
Feed : 1 Missile.
This weapon will ensure any air targets will be soon brought down, although due to the
size of it, you'll only be able to carry enough ammo for one shot.
The stinger missile can be locked onto the target by switching to
"Weapons View" and right clicking when the center crosshair is on the target.
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Feed : 30 round magazine.
Land Mines : Usually carries 3.
Land mines can be placed on roads or other areas where a heavy vehicle will travel.
Useful for when laying down an ambush, but otherwise not much use in a bog-standard combat
role.

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Feed : 30 round magazine.
Special : Can heal Units
Armed with the standard issued M16, the medic can take care of himself in most
situations, but will find himself sprinting across the battle field attempting to heal
team mates whilst dodging enemy fire.
To heal a unit, move near a wounded soldier and (by using the action menu)
select 'heal'. You'll then give life saving treatment for a few seconds and the
soldier will be back to full fitness.
The medic can also be called for by a soldier, via the command menu
'5 - Status', then 'Call Support' and asking for a medic to come help.
Squad commands can also order a medic to heal a soldier at a location.

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Feed : 30 round magazine.
Rarely will a Pilot need to use his rifle, but the XM-177 is a nice backup weapon if a
pilot has to eject and land in enemy-held territory.
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Feed : 30 round magazine.
Fast rate of fire, and weapon of choice for vehicle crews.
In some cases vehicles will get damaged and be a sitting duck. It's at these
times a crew will abandon their vehicle and trust in the XM-177.

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Feed : 30 round magazine.
Satchel Charges : Usually carries 3 charges.
In game : Carried by Black Op units only.
A favourite of the black ops, the MP5 is silenced due to the need for stealth during a
typical mission for this type of soldier.
The MP5 SD6 has a high rate of fire, but has limited effectiveness at long range.
Satchel charges are placed by using the action menu where there will
be two options avaliable:
1 - Set a timer for 30 seconds. This can be stopped by going back to
the charge and disabling it.
2 - Touch off. This allows the Soldier to remotely detonate the
charges. 
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Soviet |
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Feed : 30 round magazine.
Armed with the AK74 Assault rifle (see soldier below for details), and
usually carrying 2 smoke greandes, together with a number of basic grenades and
binoculars, the officer is fully kitted out to lead his squad.
If the officer is killed the next highest ranking soldier will take command.
The officer icon in game will be represented by the highest ranking soldier in the
unit. |
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Feed : 30 round magazine.
The soviet's general assault weapon. The AK74 is well known for its high rate of fire
and good accuracy at long range, although it's more effective at close ranged targets.

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Feed : 30 round magazine.
Grenade Launcher : 1 Rifle Grenade (Usually carries 3).
The AK74 can also have a grenade launcher fitted allowing the soldier to fire one
pre-loaded grenade when the need arises.
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Feed : 100 round magazine.
Rapid fire machine gun which can give nearby units support fire when required. A little
hard to aim due to the way it kicks up, but with a few bursts here and there it can be
potent, and a thorn in the side of the enemy.

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Feed : 10 round magazine.
Deadly in trained hands, the SVD can kill with one shot provided the target is hit in
the head.
The trick with the SVD is to place the top
"Triangle" on the target to ensure a headshot. Note this rifle
does not zoom.
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Feed : 30 round magazine.
Feed : 1 Rocket Propelled Grenade. (usually carries 3).
Equivalent to the NATO's LAW launcher. The RPG (rocket propelled grenade) can take out
most light armoured targets. An RPG-equipped soldier will usually carry enough
ammunition for three shots.
To aim, enter "Weapons View" and place the center line on the
target, then hit the fire button.

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Feed : 30 round magazine.
Feed : 1 Missile.
To take out heavy armoured targets this is THE weapon to do it with, although bear in
mind that a soldier will only have enough ammo for one shot.
To aim, enter "Weapons View" and place the center line on the
target, then hit the fire button.
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Feed : 30 round magazine.
Feed : 1 Missile.
Air targets will fear this weapon. Very fast and deadly to anything in the air.
The Strela Launcher can be locked onto a target by entering "Weapons
View" and right clicking on the target.
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Feed : 30 round magazine.
Land Mines : Usually carries 3.
Armed with three land mines which can be placed to destroy heavy vehicles, the engineer
can aid in preparing ambushes - especially useful against enemy convoys.

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Feed : 30 round magazine.
Special : Can heal Units
Armed with the the AK74, the medic can take care of himself in most situations, but
will find himself sprinting across the battle field attempting to heal team mates whilst
dodging enemy fire.
To heal a unit move near a wounded soldier and by using the action menu
select "heal". You'll then give life saving treatment for a few seconds and the
soldier will be back to full fitness.
The medic can also be called for by a soldier selecting via the command menu
'5 - Status', then 'Call Support' and ask for a medic to come help. Squad
commands can also order a medic to heal a soldier at a location.
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Feed : 30 round magazine.
Armed with the AK SU the Pilot can put up a good fight if he has to eject into enemy
territory.
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Feed : 30 round magazine.
Once a vehicle becomes disabled it will be time for the crew to bail out and use their
AK74 SU's to ensure they stay alive.
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Feed : 30 round magazine.
The Soviet's answer to NATO's black ops, the Spetz Natz will usually be found armed
with the AK74 SU, as with most vehicle crews.
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