Weapons Guide by You_Need_A_Life
Tom Clancy's Rainbow Six: Lockdown on SuperCheats.com
Tom Clancy's
Rainbow Six: Lockdown
[Weapons Guide]

(Note: Please be aware that the information contained within this guide
was created using the PS2 version of this game, and was written for the
PS2 version of the game. The information within may or may not be the
same for the Xbox and Gamecube versions, and since the PC version of
this game has customizable weapons with variable stats, this guide cannot
be used for the PC version of Lockdown in any accurate way. Some
versions of the game may also contain additional weapons or differing
stats/performance from what is listed within, so if you are playing any
other version of Rainbow Six: Lockdown, I advise you seek a different
guide that was written for the version you are playing in order to get the
most accurate information possible.)

Josh Kushnir
the_hippie_killer@hotmail.com

Table of Contents:
1. Introduction
2. Aiming Devices
3. Pistols
4. Shotguns
5. Submachine Guns
6. Light Machine Guns
7. Rifles
8. Miscellaneous
9. Terrorist Weapons
10. Additional Information


1. Introduction
Lockdown is the fourth instalment in the Tom Clancy series, Rainbow Six,
in which an elite team of counter-terror operatives lead assaults on
terrorist organizations utilizing the latest in advanced weapons and
technology. All of the weapons in the game are based on their real-life
counter-parts. However, the names of the weapons were not licensed for
use in the game, so the names of some weapons are slightly different from
those of the actual weapons seen within. To help educate you, the reader,
the correct names of each weapon will be provided in addition to the
fictitious and/or altered names used for the guns in the game.

This guide will run you through the basic and advanced knowledge of
each of these weapons, and provide an idea of how to use each to its
fullest potential. The guide will consist of a list of the various Aiming
Devices present on each weapon and how each works, and the information
broken down as follows:

Name- The name of the Aiming Device.
Zoom- How far the Aiming Device will allow you to zoom in.
Operation- How the Aiming Device works.

The following sections will detail the six different weapon groups in order
from short range to long-range, and the information on each weapon will
be broken down as follows:

Name- The name of the weapon, with the correct name in brackets
following if applicable.
Price- How many Intel Points it will cost to unlock a weapon for use, if
any (N/A means that the weapon does not have to be unlocked in order to
use it).
Class- What class the weapon is (Pistol, Shotgun, etc.).
Damage- How damaging each round fired is.
Rounds to Kill (Unarmoured)- Min. and Max. number of rounds required
to kill a target wearing no body armour.
Rounds to Kill (Armoured)- Min. and Max. number of rounds required to
kill a target wearing body armour.
Accuracy- How accurate the weapon is when fired.
Ammo Capacity- Total amount of ammunition the weapon can carry.
Spare Ammunition- The total number of rounds you carry in addition to
what is already in the weapon's magazine when you begin a mission.
Reload Time- How long a weapon takes to complete a full reload (No
ammunition left in the magazine or the gun's chamber; reloading when the
weapon still has ammunition in  the chamber will drastically reduce the
amount of time necessary for a reload).
Sights- What type of Aiming Device the weapon uses when fired using the
Zoom function.
Fire Modes- Which of the three firing modes (Single, 3rd Burst, Full
Auto) the weapon supports.
Rate of Fire- How fast the weapon fires.
Calibre- The size of the weapon's ammunition.
Suppressed- Whether the weapon is equipped with a Sound Suppressor or
not.
Length- The length of the weapon.
Country of Origin- Where the weapon was created.
Operation- How the weapon performs, and an explanation on how to use
the weapon properly and efficiently.

Additionally, a list of weapons that the Terrorists use will be provided, and
a final section will offer hints, pointers, and additional information to
maximize your skill in eliminating the enemy threat. Please note that the
areas which identify the amount of Rounds required to eliminate an enemy
are set up in the following way: first digit identifies the average
minimum number of rounds needed on Normal Mode, while the second
digit identifies the average maximum number of rounds needed on
Challenge Mode. All numbers pertain to shots fired at the torso only (not
legs, arms, or the head), from within the weapon's effective range only,
and are just averages, not precise numbers. The amount of rounds it may
take for you to eliminate an enemy may be higher or lower than those
listed, particularly as you put distance between you and your target and
leave your weapon's effective range. A headshot, fired from any weapon
on any difficulty at any range will result in instant death for you, your
squad-mates, and enemies alike.

This guide, as per my wishes, may be used by anyone, for any purpose, at
anytime with or without my knowledge so long as credit to writing this
entire guide, in the form of my name, Josh Kushnir, is clearly stated. In
order to provide this in-depth information, I personally tested each and
every single weapon in this game in various scenarios to determine the
information presented within. If you have questions, comments, concerns,
additional information, etc., please feel free to contact me at my email
address;
the_hippie_killer@hotmail.com


2. Aiming Devices
Equipped on all weapons in Lockdown, these Aiming Devices help the
operator to eliminate the threat by providing visual aid in various forms.
There are three main Visual Aids, and each has a slightly differing effect
that can be the difference between taking the enemy out, and being taken
out yourself.

Name- Iron Sights
Zoom- 2x
Operation- The Iron Sights are the standard Aiming Device built on to
every single gun created, the most common Aiming Device, and found on
all three Pistols used by Rainbow. They assist in aiming by increasing
accuracy by lining up the front sight with the back sights. They provide
the shortest amount of zoom, making them best for use in close-quarters
situations, but can become difficult to use at longer ranges. Also, the Iron
Sights often tend to obscure your off-central vision, leaving you able to
see only the exact center of the screen, and the outside edge of the screen.

Name- Red Dot Sight
Zoom- 3x
Operation- The Red Dot Sight is the least common Aiming Device, and
operates similarly to the Scope, though it doesn't provide as much of a
zoom function. It allows for much more accuracy then the Iron Sights as
there is little central-visual obstruction, and gives a slightly more powerful
zoom, ideal for Medium-Ranges.

Name- Scope
Zoom- 4x
Operation- The ACOG 4x Scope offers the most powerful zoom of the
standard Aiming Devices. More common among the Rifle Class of
weapons then others, the Scope allows for Medium-to-Long-Range
shooting with better precision than the Red Dot Sight and Iron Sight, but is
difficult to operate in Close-Range situations. It causes slightly more
visual obstruction than the Red Dot Sight.

Name- Digital Scope
Zoom- 1x-16x (Telescopic)
Operation- The Digital Scope is a square-shaped telescopic Sniper scope
that is only available for use with the W2000 Sniper Rifle. It has a very
high zoom function, high clarity, and allows the operator to choose their
ideal zoom level for the situation at hand. While using this Aiming
Device, the targeting reticule will sway from side-to-side as the operator
breathes. A technique to combat this is to hold your breath by holding
down the Item button, steadying your aim, and allowing for a full 10
seconds of precise shooting. While holding down the Item button, a bar
will appear that indicates how much breath you have, which will decrease
and turn red as you run out of breath. When it becomes empty, you will
have to wait for a few moments while the bar fills back up again before
being able to steady your aim once again.


3. Pistols
Pistols are mainly used as a backup weapon in case your primary weapon,
usually a Submachine Gun or Assault rifle, jams or runs out of ammo.
They are weak, their range is short, they have a slow rate of fire, and their
ammo capacity is usually low in comparison to primary weapons.
However, there are some advantages to using pistols. For instance, you
could use a Suppressed pistol as a means of staying quiet if your primary
weapon doesn't support a Suppressor, or in close-quarters if your primary
weapon is too big to properly manoeuvre. Another perk to using a pistol in
this game is that all three pistols in Lockdown come with an unlimited
ammunition supply, so you will not run out under any circumstance.
Pistols require 5 rounds to breach a door's lock or hinge.
 
Name- M9 (Beretta M92F)
Price- N/A
Class- Pistol
Damage- Low
Rounds to Kill (Unarmoured)- 2-5 Rounds
Rounds to Kill (Armoured)- 4-7 Rounds
Accuracy- Medium
Ammo Capacity- 15
Spare Ammunition- Unlimited
Reload Time- Low
Sights- Iron
Fire Modes- Single
Rate of Fire- High
Calibre- 9.00mm
Suppressed- Yes
Length- 348.00mm
Country of Origin- Italy
Operation- The M9 is a fast-firing accurate pistol, with a decent magazine
capacity, a fast reload time, and is the only pistol fitted with a Sound
Suppressor. The only downside to the weapon is the small amount of
damage it causes even to unarmoured targets. This weapon is best suited
for making stealthy headshots in the event that an unsuppressed Primary
weapon is out of the question, but Stealth may still be a factor.

Name- 5-7 (FN Five-seveN)
Price- N/A
Class- Pistol
Damage- Medium
Rounds to Kill (Unarmoured)- 2-4 Rounds
Rounds to Kill (Armoured)- 6-10 Rounds
Accuracy- High
Ammo Capacity- 20
Spare Ammunition- Unlimited
Reload Time- Medium
Sights- Iron
Fire Modes- Single
Rate of Fire- High
Calibre- 5.7mm
Suppressed- No
Length- 208.00mm
Country of Origin- Belgium
Operation- The 5-7 pistol is the best all-round pistol in the game. It has a
very large magazine capacity, high rate of fire, high accuracy, and is
decently powerful. Unless the silence of the M9 or the brute power of the
MEU(SOC) 45 is needed, this will be your best choice when it comes to
choosing a secondary weapon.

Name- MEU(SOC) 45 (Colt MEU(SOC))
Price- N/A
Class- Pistol
Damage- High
Rounds to Kill (Unarmoured)- 1-4 Rounds
Rounds to Kill (Armoured)- 3-6 Rounds
Accuracy- Medium
Ammo Capacity- 7
Spare Ammunition- Unlimited
Reload Time- High
Sights- Iron
Fire Modes- Single
Rate of Fire- Low
Calibre- 0.45 ACP
Suppressed- No
Length- 216.00mm
Country of Origin- United States
Operation- The MEU(SOC) 45 is the most powerful pistol in Rainbow's
current arsenal. With the power of a Submachine Gun or one of the
weaker Rifles, this pistol is best suited in aiding an operator in longer
range shooting when their primary weapon is a Shotgun, and their enemies
are wearing body armour. Care must be taken when using this weapon, as
it has a small magazine, a slow rate of fire, and takes quite some time to
reload.


4. Shotguns
Shotguns are primarily used for breaching doors by Entry-teams, and
extreme Close Quarters-Battle (CQB). They have a devastating effect on
light targets at close range, but quickly lose their effect and power on
armoured personnel, at medium ranges, and are almost completely useless
at long-ranges due to the spread of the pellets. The primary selling point to
these weapons, aside from their immense close-range power, is that they
are the only weapons capable of destroying a door's lock and/or hinge in a
single shot, allowing fast and rapid entry into a room.

Name- M870S (Remington 870MCS)
Price- 100 Points
Class- Shotgun
Damage- High
Rounds to Kill (Unarmoured)- 1 Round
Rounds to Kill (Armoured)- 1 Round
Accuracy- Low
Ammo Capacity- 5
Spare Ammunition- 450 Rounds
Reload Time- High
Sights- Iron
Fire Modes- Single
Calibre- 12.00 Gauge
Suppressed- No
Length- 250.00mm
Country of Origin- United States
Operation- The M870S is attached to the under-barrel of the SR-4 CQB, and
Replaces your secondary weapon (Pistol). The M870S is more or less used
as an alternative means of gaining entry to rooms rather than as an
offensive Shotgun. It has a very low rate of fire and ammunition capacity,
and a long reload time. This weapon should only be used as an alternative
to using Breaching Charges or a Hammer to enter a room, or in extreme
CQB situations.

Name- SPS 15 (Franchi SPAS-15)
Price- 30 Points
Class- Shotgun
Damage- High
Rounds to Kill (Unarmoured)- 1 Round
Rounds to Kill (Armoured)- 1-4 Rounds
Accuracy- Low
Ammo Capacity- 6
Spare Ammunition- 750
Reload Time- Low
Sights- Iron
Fire Modes- Single
Rate of Fire- Medium
Calibre- 12.00 Gauge
Suppressed- No
Length- 1000.00mm
Country of Origin- Italy
Operation- The SPS 15 is a standard Assault-Shotgun. It has a very low
ammunition capacity and even smaller effective range, but its
effectiveness on armoured enemies is far superior to that of the AS 12. It
can also be very easily controlled and fired by a skilled operator. Despite
the quick reload time, be careful not to overwhelm yourself with enemies
while using this weapon, as you may find yourself with an empty
magazine staring down a group of hostiles.

Name- AS 12 (USAS-12)
Price-70 Points
Class- Shotgun
Damage- High
Rounds to Kill (Unarmoured)- 1 Round
Rounds to Kill (Armoured)- 1-8 Rounds
Accuracy- Low
Ammo Capacity- 20
Spare Ammunition- 600 Rounds
Reload Time- Medium
Sights- Iron
Fire Modes- Single, Full Auto
Rate of Fire- High
Calibre- 12.00 Gauge
Suppressed- No
Length- 960.00mm
Country of Origin- South Korea
Operation- The AS 12 Auto-Shotgun is based on the design of the M16
Rifle and can unleash its entire 20-round drum-magazine in a mere few
seconds. This makes it incredibly deadly up close, and for sweep-and-clear
manoeuvres. However, when put up against enemies wearing body
armour, the AS 12's effectiveness is dramatically reduced. It is best used
for quickly clearing small rooms of unarmoured hostiles.

Name- M1S 90 (Benelli M4 Super 90)
Price- N/A
Class- Shotgun
Damage- High
Rounds to Kill (Unarmoured)- 1 Round
Rounds to Kill (Armoured)- 1-5 Rounds
Accuracy- Medium
Ammo Capacity- 9
Spare Ammunition- 900 Rounds
Reload Time- High
Sights- Red Dot
Fire Modes- Single
Rate of Fire- Medium
Calibre- 12.00 Gauge
Suppressed- No
Length- 886.00mm
Country of Origin- Italy
Operation- This is probably the longest-ranged Shotgun available to you,
and the most accurate. The spread of pellets when fired from the M1S 90
is minimal, and the power fairs decently against armoured targets. The
main drawback to this weapon is the incredibly long reload time, as each
individual shell must be loaded into the tube, whereas most other Shotguns
are magazine-fed.

Name- MG 7 (MAG-7)
Price- N/A
Class- Shotgun
Damage- High
Rounds to Kill (Unarmoured)- 1 Round
Rounds to Kill (Armoured)- 1-5 Rounds
Accuracy- Medium
Ammo Capacity- 10
Spare Ammunition- 750 Rounds
Reload Time- Low
Sights- Iron
Fire Modes- Single
Rate of Fire- Low
Calibre- 12.00 Gauge
Suppressed- No
Length- 550.00mm
Country of Origin- South Africa
Operation- When it comes to extreme CQB, no other Shotgun out
performs the MG 7. It is incredibly easy to manoeuvre, being the size of a
Submachine Gun, but fires rather slowly in comparison to other Shotguns.
Another drawback is that this weapon loses its efficiency over range more
than any other Shotgun, but is the most devastating up close, being
capable of eliminating both unarmoured and armoured targets alike with 
single shot. This weapon is only effective at close-range.


5. Submachine Guns
Submachine Guns are short-to-medium range weapons that pack more
power than a pistol, but retain the manoeuvrability. Basically, a
Submachine Gun is used in close quarters situations where a full-length
Rifle is too big to use effectively, and a pistol is a poor compromise.
Submachine Guns are generally less powerful than Rifles, but much easier
to handle and operate, and often come available with all three different fire
modes. They are best suited for tight indoor locations, and perfect for
making quick head-shots. Submachine Guns require 3 rounds to breach a
door's lock or hinge.

Name- PP-M1 (PP-90M1)
Price- N/A
Class- Submachine Gun
Damage- Low
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 4-8 Rounds
Accuracy- Medium
Ammo Capacity- 32
Spare Ammunition- 1000
Reload Time- Medium
Sights- Iron
Fire Modes- Single, Full Auto
Rate of Fire- Low
Calibre- 9.19mm
Suppressed- No
Length- 424.00mm
Country of Origin- Russia
Operation- This Submachine Gun operates much more like a pistol than
anything else. It is very fast to bring to bear on the enemy, it has a very
large ammunition capacity, and allows more damage to be felt in between
each round fired due to the slow firing rate. It is extremely useful in tight
shoot outs, but loses accuracy quickly over distance, and also proves very
ineffective against body armour.

Name- UM9 (HK UMP-9)
Price- 50 Points
Class- Submachine Gun
Damage- Low
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 4-6 Rounds
Accuracy- High
Ammo Capacity- 30
Spare Ammunition- 750
Reload Time- Medium
Sights- Red Dot
Fire Modes- Single, 3rd Burst, Full Auto
Rate of Fire- Low
Calibre- 9.19mm
Suppressed- No
Length- 600.00mm
Country of Origin- Germany
Operation- The UM9 is similar to the MP5/10, except a Red Dot sight has
been added in exchange for a slightly less powerful round. It is very easy
to handle and operate, and accurate even at longer-ranges, but is quickly
put to shame when fired upon an enemy wearing body armour.

Name- MP5/10 (HK MP5/10A3)
Price- N/A
Class-Submachine Gun
Damage- Medium
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 3-7 Rounds
Accuracy- Medium
Ammo Capacity- 30
Spare Ammunition- 900 Rounds
Reload Time- Medium
Sights- Iron
Fire Modes- Single, 3rd Burst, Full Auto
Rate of Fire- Medium
Calibre- 10.00mm
Suppressed- No
Length- 660.00mm
Country of Origin- Germany
Operation- The MP5/10 is a variation on the standard 9mm Submachine
Gun of Counter Terror organizations throughout the world that fires a
larger and more powerful 10mm round. Though no longer in production,
having been replaced by Heckler & Koch's UMP line of Submachine
Guns, it is still a standard in Rainbow's arsenal, and has been ever since
the unit's creation in 1999. It is perhaps the most balanced of Rainbow's
Submachine Guns, as it offers decent firepower, decent accuracy, and
doesn't take a very long time to reload. It loses its effectiveness at longer
ranges like most Submachine Guns, so it should be used mainly in close
quarter situations where the enemy may be encountered one at a time.

Name- MP7SD (HK MP7 PDW)
Price- 40 Points
Class- Submachine Gun
Damage- Medium
Rounds to Kill (Unarmoured)- 1-4 Rounds
Rounds to Kill (Armoured)- 5-10 Rounds
Accuracy- High
Ammo Capacity- 40
Spare Ammunition- 900 Rounds
Reload Time- Low
Sights- Iron
Fire Modes- Single, Full Auto
Rate of Fire- High
Calibre- 4.60mm
Suppressed- Yes
Length- 340.00mm
Country of Origin- Germany
Operation- A direct competitor to FN's P90 PDW (Personal Defence
Weapon), the MP7SD is Rainbow's silenced Submachine Gun of choice. It
fires very quickly over a slightly larger area than both the MP5/10 and the
UM9, and sports a higher magazine capacity. The main feature of this gun
is its Sound Suppressor, which allows for covert elimination of enemies in
close-quarters areas where a weapon like the AS9 is just too large, and a
Pistol doesn't pack enough punch. The weapon also displays good reload
characteristics, but loses efficiency even faster than the MP5/10 or the
UM9 at longer ranges, and should primarily be used at close-range for
maximum effect.

Name- 90TR (FN P90 TR)
Price- 80 Points
Class- Submachine Gun
Damage- High
Rounds to Kill (Unarmoured)- 1 Round
Rounds to Kill (Armoured)- 2-4 Rounds
Accuracy- High
Ammo Capacity- 50
Spare Ammunition- 900 Rounds
Reload Time- High
Sights- Scope
Fire Modes- Single, Full Auto
Rate of Fire- High
Calibre- 5.70mm
Suppressed- No
Length- 500.00mm
Country of Origin- Belgium
Operation- The 90TR is one of the most powerful weapons available to
Rainbow, with an enormous magazine size and incredible firepower,
combined with pin point accuracy and the level of manoeuvrability of a
Submachine Gun. Reloads will be less frequent with this weapon as the
magazine carries a large quantity of ammunition, but take care not to
spend it foolishly with the fast rate of fire. This weapon still comes with
its share of downsides, as the reload time is lengthy, and due to the level
of accuracy, its effectiveness in close-quarters will be drastically reduced.


6. Light Machine Guns
Light Machine Guns are power-house weapons that pack as much power
as they do ammunition. Light Machine Guns are mainly used as a means
of covering friendly units as they move through enemy territory where
many hostiles are present. They generally have a large ammunition
capacity, a high amount of damage, and are suited for medium to-long
range combat. That being said, the Light Machine Guns are best suited to
large, out-door areas, but during later missions, in which large groups of
enemies are present, the Light Machine Guns can be effectively used as a
means of quickly eliminating them with minimal damage caused to the
operator or their squad-mates. Light Machine Guns require 3 rounds to
breach a door's lock or hinge.

Name- U100MK3 (Ultimax 100 Mk. 3)
Price- 60 Points
Class- Light Machine Gun
Damage- Medium
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 3-7 Rounds
Accuracy- Medium
Ammo Capacity- 100
Spare Ammunition- 1000 Rounds
Reload Time- Medium
Sights- Scope
Fire Modes- Single, Full Auto
Rate of Fire- High
Calibre- 5.56mm
Suppressed- No
Length- 850.00mm
Country of Origin- Singapore
Operation- This Light Machine Gun, being smaller than the M73E, is
easier to handle, but still presents some difficulty in manoeuvring in
tighter areas. It is fed from a quickly changeable drum magazine that holds
up to 100 rounds, and can quickly clear a small group of enemies from
quite a distance, making this a better choice for long-range  shooting. 

Name- M73E (HK 13E)
Price- N/A
Class- Light Machine Gun
Damage- Medium
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 3-6 Rounds
Accuracy- Medium
Ammo Capacity- 150
Spare Ammunition- 900 Rounds
Reload Time- Medium
Sights- Iron
Fire Modes- Single, Full Auto
Rate of Fire- High
Calibre- 5.56mm
Suppressed- No
Length- 1030.00mm
Country of Origin- Germany
Operation- The M73E is similar to the U100MK in operation, except it is
much more suited to medium-range shooting than long. The larger box
magazine holds an additional 50 rounds in comparison, but this also slows
down the reloading process when compared to the U100MK's drum
magazine. This Light Machine Gun is best suited for medium range battle
involving many enemy targets in a group.

Name- M249SPW (FN Minimi SPW)
Price- 80 Points
Class- Light Machine Gun
Damage- High
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 3-5 Rounds
Accuracy- Low
Ammo Capacity- 200
Spare Ammunition- 800 Rounds
Reload Time- High
Sights- Iron
Fire Modes- Full Auto
Rate of Fire- High
Calibre- 5.56mm
Suppressed- No
Length- 774.00mm
Country of Origin- Belgium
Operation- The M249SPW is the most powerful of Rainbow's Light Machine
Guns, and boasts the most power, and the largest ammunition capacity,
capable of firing for a full 18 seconds before requiring a reload! It is also
very easy to handle and operate, and allows for rapid saturation of close
quarters areas, making it extremely useful for clearing out large groups of
enemies in tight areas where smaller-arms could potentially not provide
the firepower necessary to eliminate the threat efficiently. However, it
suffers from a long reload period requiring a full 5 seconds before being
able to fire again.


7. Rifles
Rifles are medium-to-long range weapons that pack more punch than
Submachine Guns, better accuracy than Light Machine Guns, and are
often equipped with visual aids, usually in the form of Scopes or other
kinds of varying sights. Their effective range varies from medium-range to
long range, but can still be used effectively in close quarters, although not
as efficiently as one could with a Submachine Gun or a Shotgun in their
hands. Rifles require 3 Rounds to breach a door's lock or hinge.

Name- M36C (HK G36C)
Price- N/A
Class- Rifle
Damage- Medium
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 3-5  Rounds
Accuracy- Medium
Ammo Capacity- 45
Spare Ammunition- 900 Rounds
Reload Time- Medium
Sights- Scope
Fire Modes- Single, Full Auto
Rate of Fire- Medium
Calibre- 5.56mm
Suppressed- No
Length- 720.00mm
Country of Origin- Germany
Operation- The M36C is a Submachine Gun-sized Compact Assault Rifle
sporting a large magazine, slightly less accuracy than most full-length
and/or Carbine Assault Rifles which increases its usefulness in close
quarters, a scope, and a fair amount of damage. The only drawbacks to this
Rifle are a decreased accuracy at longer ranges, and the amount of time it
takes for a complete reload.

Name- SR-4 CQB (Colt SOPMOD M4A1 Masterkey)
Price- 100 Points
Class- Rifle
Damage- Medium
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 2-5 Rounds
Accuracy- Medium
Ammo Capacity- 30
Spare Ammunition- 900 Rounds
Reload Time- Medium
Sights- Iron
Fire Modes- Single, Full Auto
Rate of Fire- High
Calibre- 5.56mm
Suppressed- No
Length- 757.00mm
Country of Origin- United States
Operation- The SR-4 CQB is a Carbine Assault Rifle with an M870S
Shotgun attachment on the underside of the hand guard that replaces your
Secondary weapon (Pistol). It has a high rate of fire, does an average
amount of damage, reloads quickly, and handles well in close-quarters.
The only downsides to this weapon are the fact that the M870S prevents
you from taking along a Suppressed sidearm, and that, being a Carbine
Rifle, its accuracy suffers at longer ranges, especially when having to use
the iron sights to aim.

Name- AS9 (AS "Val")
Price- 60 Points 
Class- Rifle
Damage- Medium
Rounds to Kill (Unarmoured)- 1-3 Rounds
Rounds to Kill (Armoured)- 2-5 Rounds
Accuracy- High
Ammo Capacity- 30
Spare Ammunition- 900 Rounds
Reload Time- Low
Sights- Scope
Fire Modes- Single, Full Auto
Rate of Fire- High
Calibre- 9.93mm
Suppressor- Yes
Length- 875.00mm
Country of Origin- Russia
Operation- The AS9 is the only Suppressed Rifle available to you in
Lockdown. With a high rate of fire and accuracy, a high amount of
damage even on armoured targets, and it's scope, it is easily one of the
best choices when it comes down to stealth and raw firepower alike. The
only drawback to this weapon is that it may fire more quickly than some
inexperienced operators may be ready for, potentially leaving them with
an empty weapon in front of a group of enemies.
 
Name- MTAR-21
Price- 70 Points
Class- Rifle
Damage- Medium
Rounds to Kill (Unarmoured)- 1-4 Rounds
Rounds to Kill (Armoured)- 3-5 Rounds
Accuracy- High
Ammo Capacity- 30
Spare Ammunition- 750 Rounds
Reload Time- Low
Sights- Red Dot
Fire Modes- Single, Full Auto
Rate of Fire- High
Calibre- 5.56mm
Suppressor- No
Length- 480.00mm
Country of Origin- Israel
Operation- The MTAR-21 is another Submachine Gun-sized Assault Rifle
that allows for easy manoeuvrability while delivering fast and ferocious
firepower. It's not the most powerful weapon however, and due to the
firing speed and standard 30-round magazine capacity, care should be
taken to avoid running out of ammunition in front of a group of enemies.
Fortunately, the fast reload time makes such a situation less hectic and
more manageable, and the Red Dot sight makes longer-range shooting
easier.

 Name- SA58 (FN DSA-58OSW)
Price- N/A
Class- Rifle
Damage- High
Rounds to Kill (Unarmoured)- 1-4 Rounds
Rounds to Kill (Armoured)- 2-4 Rounds
Accuracy- Medium
Ammo Capacity- 30
Spare Ammunition- 750 Rounds
Reload Time- Slow
Sights- Iron
Fire Modes- Single, Full Auto
Rate of Fire- Slow
Calibre- 7.62mm
Suppressor- No
Length- 840.00mm
Country of Origin- United States
Operation- The SA58 is the most powerful Assault Rifle Rainbow uses. It
has decent accuracy, and the slower rate of fire not only conserves
ammunition, but it also allows for the full effect of each powerful round to
be realized when fired at an enemy, conserving the amount of ammunition
required to eliminate them when firing in full auto. The drawbacks to this
weapon are the long reload time, and the lack of a scope or Red Dot sight,
forcing you to use the large, vision-obscuring iron sights.

Name- W2000 (Walther WA 2000
Price- N/A
Class- Rifle
Damage- High
Rounds to Kill (Unarmoured)- 1 Round
Rounds to Kill (Armoured)- 1-4 Rounds
Accuracy- High
Ammo Capacity- 12
Spare Ammunition- Unlimited
Reload Time- Low
Sights- Scope
Fire Modes- Single
Rate of Fire- Low
Calibre- 7.62mm
Suppressed- No
Length- 904.75mm
Country of Origin- Germany
Operation- The W2000 is Rainbow's standard Sniper Rifle. It is a small
and compact bull-pup design, increasing its manoeuvrability. It is also the
most powerful gun in Rainbow's arsenal, capable of eliminating all but the
most heavily-armoured targets in a single shot. When operating this
weapon, the first thing users will notice is that the scope is square-shaped,
increasing the operator's field of vision. While engaging the scope
function on this Rifle, the targeting reticule will sway from side-to-side as
the operator breathes. A technique to combat this is to hold your breath by
holding down the Item button, steadying your aim, and allowing for a full
10 seconds of precise shooting. This weapon is not readily available to all
operatives, however, and is only usable by Rainbow's sniper, Dieter
Weber, and in multiplayer games.


8. Miscellaneous
The following are miscellaneous weapons and/or equipment that do not
match up with any of the previous Weapon Classes present in Lockdown.

Name- GL69A (HK69)
Price- 100 Points
Class- Grenade Launcher
Damage- High
Rounds to Kill (Unarmoured)- 1 Round
Rounds to Kill (Armoured)- 1 Round
Accuracy- Medium
Ammo Capacity- 1
Spare Ammunition- 30 Rounds
Reload Time- High
Sights- Iron
Fire Modes- Single
Rate of Fire- Low
Calibre- 40.00mm
Suppressed- No
Length- 581.66mm
Country of Origin- Germany
Operation- This is the most powerful weapon at your disposal. It is a
single action, break action High Explosive grenade launcher capable of
inflicting incredible amounts of damage to personnel and the environment
alike. It has a huge area of effect, far greater than that of Frag or
Phosphorus Grenades, and will destroy an entire door with a single direct
hit, as well as any enemy, armoured or not. Because of the enormous
power of this weapon, extreme caution must be taken to ensure that a shell
lands far away from the operator and any of their squad-mates and/or
innocent bystanders, as this weapon's area of effect can almost guarantee
death if a shell misses it's mark and hits too close. For this reason, AI
squad-mates cannot be assigned this weapon for deployment, nor is it
available in non co-op multiplayer games.

Name- Mine
Price- N/A
Class- Mine
Damage- N/A
Capacity- 3
Country of Origin- United States
Operation- Like Flash Grenades, these Mines have a blinding effect, and are
triggered when another player gets too close. Note that only two
operational Mines may be placed at a time, by pressing the Item button,
and any set Mines will disappear should the player who set them be killed.
They are only available to the Rainbow team in non-co-op online modes.

Name- Claymore (M18A1 Claymore Mine)
Price- N/A
Class- Mine
Damage- High
Capacity- 3
Country of Origin- Russia
Operation- Claymore Mines are set facing a predetermined direction, and
upon detonation, will fire a blast of pellets in a 45 degree angle in that
direction. Only one mine may be placed at a time, by pressing the Item
button, as the original Mine set will be detonated upon pressing the Item
button a second time, and any set Mines will disappear should the player
who set them be killed. They are only available to the Mercenary team in
online modes.

Name- Smoke Grenade (AN-M8 Smoke Grenade)
Price-N/A
Class- Grenade
Damage- N/A
Capacity- 3
Country of Origin- Russia
Operation- Upon detonation, these Grenades will produce a thick cloud of
smoke that can be used for concealment. Be aware that the Mercenary
team will have no way of seeing through this cloud of smoke, but the
Rainbow team can utilize their Motion sensors to see beyond it. They are
only available to the Mercenary team in online modes.

Name- Stun Grenade (M84 Stun Grenade)
Price- N/A
Class- Grenade
Damage- N/A
Capacity- 8
Country of Origin- England
Operation- The explosive effect of this grenade produces a thundering pop
of sound and force that will shock, confuse, and stun those within the blast
radius. Unfortunately, the area of effect is extremely small, but unlike
Flash Grenades, the enemy does not have to see it detonate in order to be
affected. These grenade types are not available in non-co-op online modes.

Name- Flash Grenade 
Price- N/A
Class- Grenade
Capacity- 8
Country of Origin- England
Operation- Creates an intensely bright and hot explosion that blinds
anyone in its blast radius. This Grenade has a larger area of effect than
Stun Grenades, but will only be effective if the enemy actually sees it
detonate.

Name- Frag Grenade (M67 Fragmentation Grenade)
Price- N/A
Class- Grenade
Damage- High
Capacity- 10
Country of Origin- Russia
Operation- When detonated, the Frag Grenade produces numerous high
velocity fragments and causes casualties within a large radius. Ideal for
room-clearing, this grenade is also capable of destroying doors if they are
trapped in the blast. Ensure that these grenades be thrown far away from
your person, squad-mates, and/or innocent bystanders at all cost, as a
direct blast will prove fatal.

Name- Phosphorus Grenade (White Phosphorus Grenade)
Price-N/A
Class- Grenade
Damage- High
Capacity- 10
Country of Origin- Germany
Operation- Packed with White Phosphorus and a small charge, the
phosphorus ignites on contact with oxygen. It burns with extreme heat,
catching everyone within its range on fire. Extreme care must be taken
anytime you deploy one of these Grenade types, as the area of effect is
much larger than that of Frag Grenades, and without cover from the
detonation, even at medium-range, the blast may reach you, your squad
mates, and/or innocent bystanders and instantly kill you and/or them.
These grenade types are not available in non-co-op online modes.

Name- Hammer
Price- N/A
Class- Entry Equipment
Damage- N/A
Capacity- 1
Operation- This Hammer allows for fast door breaching. Its lightweight
design combined with a special alloy head gives it an extra bang that
demolishes locks and hinges. When using this item, be sure you are
standing beside the door, or else you will be caught in the line of fire upon
clearing the door. Also be aware that if the door opens towards you and a
hammer is used to breach it, you will end up stunning yourself and
possibly your squad mates. This item is not available in non-co-op online
modes.

Name- Breaching Charge
Price-N/A
Class- Entry Equipment
Damage- High
Capacity- 3
Operation- This Charge is placed on a door's center and detonated by a
remote trigger. The explosion will destroy most doors and seriously injure
people on the other side of the door. Be careful about using Breaching
Charges in hostage situations, as a hostage can be killed if they are too
close to the blast upon detonation. Flash and/or Stun Grenades do not have
to be used in conjunction with Breaching Charges as they stun, wound, or
even kill those on the other side of the door. This item is not available to
the Mercenary team in online modes.


9. Terrorist Weapons
Throughout the game, the terrorists you encounter will use a wide array of
weapons, far more than your Rainbow team has access to. The following
is a brief list, in alphabetical order rather than the order you will see each
weapon in, of the various weapons that Lockdown's terrorists will utilize,
excluding those that your own team has access to. The higher the weapons
calibre, the more damage the weapon will cause.

-AKMS (7.62mm)
-Benelli M1 Super 90 (12 Gauge)
-Colt M16A2 (5.56mm)
-FN FAL (7.62mm)
-Franchi SPAS-12 (12 Gauge)
-Groza OC-14/M203 (9.00mm)
-HK 53 (5.56mm)
-HK MP5A4 (9.00mm)
-HK MP5K (9.00mm)
-HK OICW (5.56mm)
-HK PSG-1 (7.62)
-HK USP (.40 S&W)
-Ingram M11 (9.00mm)
-Intratec AB-10 (9.00mm)
-IWI Mini-Uzi (9.00mm)
-Kalashnikov PK (7.62)
-Legion Bio-Grenade (500ml of Legion Virus)
-PP-19 Bizon (9.00mm)
-RPG-7 (40mm HE Grenade)
-SITES Spectre M4 (9.00mm)
-Steyr AUG (5.56mm)
-ST Kenetics SAR-21 (5.56mm)
-TAR-21 (5.56mm)

10. Additional Information
The following is some additional tips, pointers, and things to be on the
lookout for during your operations against the GLF's campaign of terror.

-The Motion Sensor that Rainbow uses has two key highlights. The first is
the ability to clearly identify life forms despite all lighting factors. For
instance, in an area too dark to make out an enemy without visual aid, but
against an area that is illuminated too much when viewed through the
Night Vision Goggles, masking the enemy in the process, the Motion
Sensor is ideal for making them out with ease. They even allow the
operator to see enemies through doors, walls, and other obstacles. The
second function of the Motion Sensor is the built-in Heartbeat Sensor that
allows the operator to identify the general number and direction of hostiles
in the surrounding area. There are drawbacks of course that must be noted.
The first is the fact that the Motion Sensor runs off of a battery that rapidly
drains as long as the Motion Sensor is being used, though the battery will
automatically recharge as long as the Motion Sensor is inactive. The
second drawback is that the range is very limited. Anything beyond ten or
so meters will quickly fade from your vision, and eventually not register at
all. The Heartbeat Sensor also suffers from a limited range, although it is
much larger than that of the Motion Sensor. Try to use this item as little as
possible unless it is from a safe location. Itís best utilized to identify
hostile threats within a room before making entry, or to verify that a room
is indeed clear following a Breach. Also, be aware that as the item is
primarily a motion sensor, anything that moves will register as a bright
green, and anything that does not move, excluding life forms, will show
up in blue with very little detail. Things like doors opening, fans spinning,
etc. will show up green, along with anything that begins to move, so don't
let such objects confuse you. An opening door will also obscure anything
behind it, including whoever is opening it, so be cautious.

-A major aspect to this game that is often over-looked is the fact that when
an enemy is killed, he screams and thus alerts nearby enemies. However,
when an enemy is eliminated via headshot, he does not scream, and thus
does not alert nearby enemies. This is a major factor when it comes to
stealth as enemies seem to be much more responsive to the sounds of their
own men falling then to the sound of your weapons. By eliminating
enemies with headshots, you can maintain the element of surprise as much
as possible without worrying about every enemy in the mission having a
sixth sense and be camped out at each door with their weapons at the
ready.

-When you are near corners, be aware that there is more to your body then
what you can see. If you're too close to a corner, even if your screen shows
you to be behind cover, your arm, leg, shoulder, etc. may still be exposed,
and that's all it takes for the enemy to begin firing at you, and usually, will
land a few hits. To ensure that you're safe, it should be noted that enemies
will not fire at you if they cannot see you, so if the enemy begins firing at
you before you round a corner, you're partially exposed, and you must
either quickly engage, or get back behind cover. Always wait for the
enemy to stop shooting, or better yet, reload, before you peek out again.

-A headshot, fired from any weapon on any difficulty at any range will
result in instant death for you, your squad-mates, and enemies alike. Be
careful in situations where the only visible part of your body will be your
head, because that's what the enemy will shoot at.

-Grenades of all types have a huge flaw: anything obstructing them from
the enemy will often result in the effects being lost. Boxes, tables, etc., and
sometimes even other enemy personnel will shield enemies from all
Grenades, and unless the enemy clearly watches a Flash Grenade go off,
he will remain unaffected unless it goes off right beside him. Upon using a
Grenade, always enter the room with caution as there may still be hostiles
within. Also note that when a Grenade successfully registers, regardless of
what type, the enemy will always react unless in the case of a Frag
grenade, where enemies may simply die silently. Stun and Flash Grenades
will cause the enemy to make a "Hufh!" sound when they register, and
Phosphorus Grenades will make them scream out in agony. If you use a
Grenade and hear nothing following detonation, it's safe to assume that the
Grenade had no effect whatsoever. Also, be aware that enemies who are
dispatched via Phosphorus Grenades will dance about in flame for a brief
period, which can potentially obscure your vision and prevent you from
seeing another enemy or enemies who have remained unaffected. To
combat this, note that upon register of a Phosphorus Grenade detonation,
any enemies affected will instantly disappear from the Motion Sensor and
Heartbeat Sensor. Enemies who are on fire will not cause damage to
anyone who comes into contact with them while they are burning, so don't
be afraid to get near them as they're totally harmless.

-Enemies who wear body armour can be clearly distinguished from those
 who are not. If you see any enemies who have a green bulky vest on,
either be ready to attempt a headshot, or put more than the usual amount
of rounds into them, or else you may only fire enough rounds to eliminate
an unarmoured target and run right into their face, usually resulting in
either massive damage or death.

-At close-range, any enemy Shotgun will instantly kill you if you are hit.
Be careful about going around corners or through tight areas where
enemies may be lurking. Your own Shotguns are also capable of instant
kills at close-range as well, so keep that in mind.

-There is a rare phenomenon that occurs in Lockdown from time to time
which has come to be known as "Jamming". This is a glitch that occurs for
a currently unknown reason that results in your weapon becoming empty,
and prevents you from either reloading or changing weapons, leaving you
only capable of using Grenades. The only known solution to this glitch is,
unfortunately, death.


Copyright 2006 Josh Kushnir, the_hippie_killer@hotmail.com

2005 Red Storm Entertainment. All Rights Reserved. Rainbow Six
Lockdown, Red Storm and the Red Storm logo are trademarks of Red
Storm Entertainment in the U.S. and/or other countries. Ubisoft, Ubi.com,
the Soldier Icon and the Ubisoft logo are trademarks of Ubisoft
Entertainment in the U.S. and/or other countries. Red Storm
Entertainment, Inc, is a Ubisoft Entertainment company.