Assualt rifles *
AR-16 M16 5.56x37mm
Damage 12.5
Recoil .6 inches
Mag size 30
RPM 600 ROF
Extra mags 4 MV 330 YPS
M15 AN-94 5.56x37mm
Damage 12.5
Recoil .5
Mag Size 36
Extra mags 5
MV 255 YPS
ROF 720 RPM
SOAR F2000 5.56x37mm
Damage 12.5(up to 75 yards
10(beyond 75 yards)
Recoil .7 inches
Mag size 48
ROF 960 RPM
Extra mags 3
MV 325 YPS
AKS-974 G3 7.62x39m
Damage 18.75 (Up
Mag size 4
Rof 600 RPM
recoil .5
Extra mags 5
Mv 380 YPS
XAR FAMAS 5.56x45mm
Damage 15.5(up to 55 yards
12.5(after 55 yards)
Mag size 28
Recoil .5 inches
extra mags 6
MV 125 YPS
G11 L85 11x55mm
Damage 35
3 round or semi automatic
Mag size 36
4 round per second
MV 225 YPS
- all Assult rifles expect G11 have 3 modes full auto semi auto and 3 round burst
- All assualt rifles have 1.4 headshot mulitplers for damage
PDW PDW-R 10x30mm
Mag size 24
Headsot muulitpler 1.5
Damage 18.75(up to 30 yards)
12.5(beyond 30 yards)
recoil.5
ROF 360 RPM
100 YPS
Uzi AS VAL 8x25mm
Damage 12.5
Headshot multiplier 1.6
Mag size 32
MV 325 YPS
FG-90 P90 10x31mm
Damage 19.3(up to 75 yards
14.4(beyond 75 yards)
Mag size 50
Recoil .4 inches
ROF 750 RPM
Recoil .3
Rof 636 RPM
MV 125 YPS
M32 MP7 7x60
Damage 20( up to 125 yards
17( beyond 125 yards)
Mag size 40
Recoil .6 inches
Rof 780 RPM
MV 135 YPS
Pistol **
M2111 M1911 11.25x54mm
Damage 34
Headshot Multiplier 2.0
Mag size 9
fire cap 240 RPM
Mv 145 YPS
M19 G18 8x50mm
Damage 25
Mag size 12
Fire cap 360 RPM
Headshot multiplier 3.0
Mv 30 YPS
ZM-98 M9 7x60mm
Damage 20
mag size 15
Headshot multipiier 4.0
fire cap 450 RPM
Mv 40YPS
M78R M93R 9x66mm
3 round burst
4 burst per second
Mag size 21
Damage 37.5
Headshot multiplier 3
Mv 145 YPS
cobra Revolver .44 12.5x88mm
Rounds per reload 6
Damage 75
reload time .6 second per bullet
Damage multipliers
Chest 1.5
head 2.4
MV 850 YPS
Magsize
Mag
Shotgun
Double barral Double
Damage 25 X 9
range 20 ( after 20 feet the pellets break into 3 groups of 3 and do 75 damage each)
Reload time .75 for first shell .40 for second
Extra Shells 16
headshot multiplier 2.0
MV 555 YPS
M144 SPAS-12
Damage 25 X 9
range same
reload time .6 for each shell
- number of shells before it has to reload 5
extra shells 25
pump action(must wait 1 second before it can fire again)
headshot multipler 3.0
Mh-13 M11014
Semi auto
- of shells can hold 6
Fire cap 180 RPM
Damage 25X9
range same
MV 250 YPS
Extra shells 30
M1887 M1887
Damage 25 X9
Lever action( must wait .70 seconds before fireing again)
MV 550 YPS
Extra shells 25
- of shells 5
Headshot multiplier 3.0
AA-12 AA-12
Damage 25X9
- Of shells it can hold 12
Extra shells 24
MV 235 YPS
Cabine
Car-16 M4.56x37mm
Damage 12.5(up to 75 yards)
10(beyond 75 yards
Mag size 24
Recoil .4
Rof 690 RPM
Headshot multiplier 1.5
MV 124 YPS
M13 AK-74 5.56x45mm
Damage 15.5( up to 85 yards)
11.2(beyond 85 yards)
Mag size 35
Headshot multiplier 1.4
recoil .5
ROF 840 RPM
140 YPS
SOC-65 SCAR 7.62x39mm
Damage 18.75( up to 100 yards
15.5(beyond 100 yards)
Mag size 30
recoil .5 inches
Headshot multiplier1.5
MV 235 YPS
ROF 630RPM
N-74 SG553 5.56x37mm
Mag size 30
damage 12.5
Recoil .7
Rof 960 RPM
Headshot multipler 1.4
MV 245 YPS
M15C G53 7x60mm
Damage 20( up to 55 yards)
15(beyond 55 yards)
3 round burst and semi
Fire cap 300 RPM(semi) 4 bursts per second(3 round burst)
Mag size 21
Mv 200 YPS
Headshot multipler 4.0
G12 QBZ-95 7.62x39mm
Damage 18.75
ROF 600 RPM
Recoil .5
Headshot Multipler 3.0
MV 200 Yps
MV 345 YPS
LMG
Mg76 pkp 5.56x39
damage 12.5(up to 75 yards)
10(beyond 75 yards)
Recoil .6
Rof 900 rpm
Reload time 3.5 seconds
headshot multipler 1.5
mag size 80
extra mags 3
M65 M240 7.62x39
damage 17.5(up to 150 yards)
15.5(beyond 150 yards)
recoil .6 inches
ROF 600 Rpm
Reload time 3.8
mag size 75
extra mags 3
headshot multipler 1.5
FG42 M249 42 8x40mm
Damage 20(up to 85 yards)
17.5(after 85 yards)
Mag size 100
extra mags 4
recoil .6
headshot multplier 1.5
reload time 4 seconds
rof 750 rpm
headshot multiplier 1.4
M250 Type 88 8x40
Damage 20
reload time 3.5 seconds
recoil .5 inch
mag size 125
rof 840 rpm
headshot multpler 1.6
N65 Mg36 10x 40mm
Damage 25(up to 220 yards)
20(beyond 220 yards)
Mag Size 100
reload time 4 seconds
recoil .7 inches
Rof 750 rpm
headshot multipler 1.6
M65E L86
damage 34
mag Size 100
Reload time 4.5 seconds
recoil 1.1
rof 540 rpm
headshit multipler 1.6
Sniper rifle
MR-55 7 x100 MK11
Damage 45(UP TO 355 yards
35(beyond 355 yards)
mag size 6
extra mags 3
DamageMultipler
Head 3.0
chest 1.5
MV 350 YPS
Fire cap 90 rpm
M25 SVD 10.5x86 mm
Damage 55( up to 500 yards)
35(beyond 500 yards)
mag size 7
extra mags 4
Damage multipler
3.0
1.7 chest
MV 550 YPS
fire cap 240 rpm
N75 SV-98 8x70mm
Damage 35(up to 970 yards)
30(beyond 970 yards)
Mag size 9
extra mags 5
Damage multipler
head 4.0
Torso 2.5
fire cap 150 rpm
M3 SKS G 7.62x63mm
Damage 30(up to 675 yards)
20(beyond 675 yards)
Mag size 20
Extra mags 3
Damage multipler
head 5.0
torso 2.75
Mv 550 YPS
Fire cap 300 rpm
L118T M40 10x120mm
Damage 75(up to 1425 yards)
60(beyond 1425 yards
Mag size 8
Extra mags 4
Damage multipler
head 4.0
Torso 3.0
Upper leg 2.2
MV 750 YPS
fire cap 120 rpm
Can use iron sights
M96 M39 EMR 14.5x114mm
Damage 95( up to 1850 yards
85(beyond 1850 yards)
Mag size 5
extra mags 4
Damage Multipler
3.0 chest
3.0 Head
MV 1150 YPS
bolt action
Chance of jaming 1.4
Can shoot guns out of enemys hand
Pistols have infinte extra mags
Launcher
M118 recoiless rifle
Damage 1000(500 from impact 500 from explosion)
Extra Rounds 3
Free fire only
SA-18
Damage 500
extra rounds 3
Aircraft lock on only
M129
Damage 2000
Free fire or Ground Vehicle lock on
FGM-146
Damage 2000
Ground Vehcile air craft or Location lock on
Special
Lightning gun
Damage 16 for every 0.1 second its charged
Maxium charge time 3 seconds
Range 20 feet(Also damage any Enemys whitin 5 feet of the target and so on)
maxium kills per shot 8
Mag size 100 charges(Each 0.1 second depletes a charge)
M3 flamethrower
Lethal equipment
Concussion grenade
Damage 120-50(50 after 12 feet from radius)
Blast radius 576 square feet
Starting # 2
Max number 4(Only with Ammo package)
Fuse 4 secodns (Can be held The Whole time)
Molotlv coktail
Damge from explosion 30
Circle of fire 64 square feet
Damage per second from fire 17 per .1 second(Sticks on you after you leave fire for .1 second)
Starting # 2
Explodes on impact
Max number 4(Only with ammo Pakcage)
Sticky bomb
Damge 150 250(If stuck to you)
Explodes on impact
blast radius 36 square feet
Starting number 2
max number 4
Motion mine
Effect When someone get whitin range of it explodes
Range 3 feet
360 degree arc
Blast radius 64 square feet
time from triger to detenate .6 seconds
Damage 400
Tactial equipment
Stun grenade
Effect Blinds and deafens anyone whitin an 8 feet radius
Lenth effects last 12 seconds
Starting 2
Max 4(only from ammo package)
Smoke grenade
Emits a large smoke screen for 20 seconds
AOE 400 Square feet
Starting number 2(After each use it takes 15 seconds for a new one to regenrate)
Mustard gas
Slows down and poisons people in AOE
Damage per second 1.9 per .1 second
Radius 244 400 square feet
Slow down rate 60 percent
Starting number 3
EMP greande
Disables enemy eletronic(Motion mines tugs HUDs and ATM)
Starting number 2
Blast radius 400 square feet
Special equipments
C4 unlocked at 12000 points
for use by support
Damage 2000
Starting number 4
Blast radius 16 square feet
Ammo box
for use by support
effect goves ammo out to Teamates
Gives one mag per .1 second
Gives one grenade per.6 seconds
gives Luancher ammo per .75 second
Repair tool
Effect repairs freindly vehicles
For use by Enginerr
Damage repaired per second 80 per .1 second(Does this much damage to Enemy vehicles)
overheat time 5 seconds
Cool down time 7 seconds
ATM Unlocked at 7000 points
For use by enginerr
effect Damage enemy Vehicles
Damage 4000
Starting number 4
Thermite unlocked at 18000 points
For use by recon
effect damages enemy vehciles over time
Dmage per second 50 per .1 second
Time before fuse runs out 10 seconds
Starting number 4
TUGS
For use by recon
effect detects enemys whitin 15 yards
Starting number 3