Combat Knife |
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The knife is a silent weapon
used for close in "wet work." It's razor sharp edge
is as deadly as a bullet, however you need to be at point blank
range to hit with it. The "combat knife" comes in a
variety of styles and lengths, but all have the same purpose:
to dispose of the enemy with minimal noise when a gun either
isn't available or appropriate.
Shown here is the "Tsunami"
by SOG Knives, Inc.
Game information
- Have to be in close to
hit with the knife
- Everyone starts with a
knife in addition to their pistol
- Enemies killed with this
weapon make very little death noise
- weapon command switches between knife
fighting and knife throwing
- Thrown knife does same
damage as sniper rifle
- Can carry several knives
- Knives stick in walls
when thrown
- Kevlar vest is no defense
against the knife
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Heckler & Koch Mark
23 Special Operations Handgun |
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The Heckler & Koch
Mk23 semi-automatic pistol is a fine choice for the hard working
professional. It's .45 caliber 230 grain bullets travel at 900
feet per second and are quite capable at penetrating completely
through the human body, leaving a nasty hole in their wake. This
pistol is accurate, powerful, and capable of accessorizing with
either a silencer or a laser sight. It has a capacity of 12 rounds
in each clip, and has a fast rate of fire that lets you blaze
a nice swath of destruction when the situation warrants.
The picture above illustrates
the Mk23 with the optional LAM (laser aiming module) and the
supressor supplied by Knight's Armament Company.
Weight: 2.30 lbs
Length: 9.65 inches
Max effective range: 164.1 feet
Game information
- Range modifiers: at 600
texels damage is 2/3rds normal, and at 1400 texels damage is
halved. this also applies to the akimbo pistols
- weapon command switches between automatic
and semi-automatic fire. Semi-auto fire spread is 75% of automatic
fire spread, meaning more accuracy
- Everyone starts with a
pistol and 12 rounds (1 clip)
- You can carry two extra
clips
- Players always drop a
pistol when they die
- Can be equipped with the
silencer or laser sight
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Akimbo (Dual) Pistols |
Picking up a second pistol
gives you one pistol in each hand, each of which have the same
characteristics as the Mk23 pistol above. Firing the dual pistols
squeezes off two shots, one from each. You can still use a single
pistol even if you have two.
Additional information
- Contains 12 rounds in
each pistol, with the possible 24 rounds being split across both
pistols
- Reload as one unit...
you don't have to reload each seperately, however they require
2 clips to reload. If you only have one clip left, you can always
switch back to a single pistol and reload.
- Is more accurate than
the MP5
- Cannot use silencer or
laser sight on dual pistols
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Heckler & Koch MP5/10
Machine Pistol |
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The Heckler & Koch
MP5 is a very sweet little combat weapon designed to deliver
extremely large quantities of lead in minimal time. The MP5 has
a 30 round capacity clip of 10mm 245 grain rounds which it can
fire off completely in about four seconds, propelling each bullet
at around 1300 feet per second. Like all automatic weapons, it
is not very accurate, especially at range... however, in close
proximity it is unparalleled. The MP5 accepts both the silencer
and the laser sight, the latter of which makes this weapon extremely
deadly.
There are 23 variants of
the MP5, which can be chambered for 9x19mm Luger, .40 S&W,
and 10mm Auto. MP5's are imported to the US only for military
and police use.
Game information
- Each clip holds 30 rounds
- You can carry 2 extra
clips
- Can be fitted with the
laser sight and the silencer
- Each bullet does less
damage than a pistol round
- Very inaccurate when running
- weapon command switches between full-auto
and 3-round-burst modes
- 3-round bursts are more
accurate
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Heckler & Koch (Benelli)
M3 Super 90 Shotgun |
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The Heckler & Koch
M3 Super 90 is the weapon of choice for both professionals and
law enforcement officers of all types. This weapon clears a hallway
nicely with a 3 inch, 12 gauge shell packing a twelve pellets
of 00-buckshot that have a muzzle velocity of about 1100 feet
per second. What each of these pellets lacks in penetration they
make up for by spreading over a nice area, causing multiple wounds
simultaneously. Additionally, accuracy is not nearly as important,
although the spread of the shot pattern at distance makes this
a short to medium range weapon. The M3 has an under-barrel magazine
that holds 7 shells which must be reloaded one at a time.
Alternatively, the 12 gauge
shells can be loaded with #4 buckshot, which contains a few dozen
pellets of smaller size than 00 buckshot. While each pellet does
less damage, the overall effect of #4 buckshot on an unarmored
target is much more devastating. This is just sort of extraneous
information since there is only one generic type of shotgun shell
in ActionQuake. Note that the laser sight and silencer cannot
be used with this weapon.
Weight: 3.5 kg
Length: 120 cm
Available in semi-automatic and pump action.
Game information
- Holds 7 shells in the
magazine, which you must reload one at a time with the reload command
- You can carry 14 extra
shells
- Tapping reload key while
reloading reloads multiple shells quickly
- Pellets bypass the kevlar
vest (unrealistic, however quite fun)
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12 Gauge Sawed-off Double
Barrel Shotgun |
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Sometimes referred to as
a "whippit", this weapon is simply a sawed-off double
barrel shotgun that fires off both 12 gauge shells simultaneously.
While extremely slow to reload, it's extreme spread and excessive
damage make it the most damaging of weapons at close or point-blank
range. Note, however, that at medium range or greater the short
barrel length causes the spread of the buckshot to be so great
that you may only hit with one or two pellets at most.
If you intend to use this
weapon, you may as well wear the kevlar vest because the laser
sight and silencer simply don't fit on this weapon.
Note that the picture above
shows Doc Holliday's trusty "street howitzer", a 10-gauge
Meteor sawed-off with a cropped stock. Doc kept his favorite
weapon suspended by a shoulder strap under his overcoat. For
those of you who might not know, Doc Holliday was a famous western
gunfighter who was fast friends with Wyatt Earp. Doc died November
8th, 1887.
Game information
- Uses two shotgun shells
at a time, which you must manually reload
- You can carry 14 extra
shells (7 shots)
- Extremely short range
weapon
- Pellets bypass the kevlar
vest (unrealistic)
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Sig Sauer SSG 3000 Military
Sniper Rifle |
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The Sig Sauer SSG 3000
Sniper Rifle is the marksman's weapon of choice. This bolt action
is the epitome of accuracy at extreme range, delivering a .308
caliber projectile at over 3000 feet per second. The high precision
of this rifle is accomplished through use of a barrel in excess
of 24 inches coupled with a bolt style action which deforms much
less than other actions under the stress of such a high-velocity
charge. The rifle has a five round magazine, but must be manually
operated with the bolt after each shot, leading to a slower fire
rate.
If you have a clear field
of fire and a protected location, this is the weapon to use.
Note that it may be equipped with the silencer, although this
streches reality quite considerably. Since the bullet travels
in excess of two times the speed of sound it is impossible to
silence, however flash supression is still a good idea. The best
defense for the sniper is the distance he can put between himself
and the client.
Caliber : 7.62 x 51mm (.308
winchester)
Overall Length : 118cm
Barrel Length : 610cm
Weight (w/o scope) : 5.4kg
Weight (w/ Hendsoldt 1.5-6x42mm) : 6.2kg
Magazine Capacity : 5
Game information
- Four magnifications of
view using the weapon command (1X, 2X, 4X, 6X)
- 1X view is normal view
shooting from the hip (inaccurate except when crouching or standing)
- Rifle has a magazine of
6 shells, which you must reload one at a time (note
that the real rifle only holds 5 shells, but AQ2 doesn't distinguish
between "in magazine" and "in chamber")
- You can carry 20 extra
shells
- Absolutey accurate through
the scope (but have to aim up a little as range increases)
- Enemies make less noise
when they are killed with this weapon
- Bullets don't stop until
they hit a wall (shoots through players)
- Tapping reload key while
reloading reloads multiple shells quickly
- Penetrates the kevlar
vest
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M26 Fragmentation Grenade |
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The M26 Fragmentation Grenade
is usually reserved for the armed forces, however, some resourceful
individuals obtain them for their own use. These little pineapples
explode in a fearful storm of flying shrapnel in addition to
a concussion wave that can kill through sheer air pressure.
The grenade has a three
second fuze that activates as soon as the spoon separates from
the body of the grenade. As the grenade can throw shrapnel father
than it can be reasonably tossed, it is a good idea to gain cover
after throwing the device.
It took me a couple tries
to figure out how to use the grenade... it seems you need to
hold down the fire button for about a second until you hear the
little *ping* of the pin coming out of the grenade. From
that point on whenever you release the fire button you will throw
the pineapple.
Shown above is the british
L2A1, which is very similar in design to the M26. (Still looking
for a good image of this device.)
Game information
- Explosion is quite big
and doesn't give a damn about the kevlar vest
- Damage is halved if you
are ducking
- You can carry two grenades
- You cannot bandage while
holding a grenade with the pin pulled
- weapon command toggles between short,
medium, and long range throwing
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M4A1 Carbine (USA) |
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The M4 Combat Carbine is
the weapon of choice for the professional that wants to inflict
maximum damage without caring how much noise or mess he creates.
The noisy chatter of this weapon is both a repellant and an attractor:
everyone runs like hell if they are in the line of fire, and
everyone swarms to the spot to nab the weapon from the owner
if they can.
The M4 is much more accurate,
and much more damaging than the MP5. You can run and still hold
a decent group of shots with this bad boy. Additionally, the
penetrating bullets rip through as many bodies as care to get
in the way... so if you know where a crowded room is, grab this
weapon and cry havoc!
Weight: 7.3 lbs
Length: 33.88 inches
Caliber: 5.56mm NATO Ball M855
Muzzle velocity: 2900 feet per second
Game information
- Bullets shoot through
people
- Each bullet does same
damage as a pistol round
- Fires as fast at the MP5
- 24 rounds per clip
- You can carry only one
extra clip
- weapon command switches between full-auto
and 3-round-burst modes
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