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 [email protected] 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; [email protected] 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. It�s 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, [email protected] 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.