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| Sounds
of battle carnage and death screams came from the
tunnel ahead. Bodies were blown backwards by exploding
grenades, teammates cut down by the relentless chatter
of an M60. With no other way to go, the tunnel had
to be breached. Crawling out of my sniper roost,
I approached the mouth of the tunnel and hunkered
down into a prone position and primed my last Steilhand
grenade. Slowly, I crawled into the tunnel as it
wound its way to the left and right. Finally, the
sounds of footsteps in the distance. I flung the
grenade over a stack of crates and was satisfied
when it killed two hidden enemies. Unfortunately,
an opposing grenade landed at my feet. I attempted
to get to my feet and bolt but the bastard blew
and inflicted heavy damage. I was bleeding fast
but fortunately I had a few bandages to stem the
crimson flow. Footsteps approached. Readied my Steyr
AUG and mowed down the fool running towards me.
More followed. More bodies went down. Finally, a
few teammates came to assist and we moved cautiously
into the bowels of the tunnel. From out of nowhere,
a sniper bullet slammed into my right leg and actually
broke it. Limping along, a bloody mess near death,
I had nothing to lose. Time to take one for the
team. Opened up the Steyr and charged ahead as fast
as I could muster, gunning down anything that moved.
Finally, the end of the tunnel came into view and
before me was our next objective, the bridge, which
proudly hoisted the flag of our enemy. Unfortunately,
the place was crawling with people all waiting for
my arrival. Last thing I remember was the chatter
of six different guns and the unsettling bounce
of several live grenades. At least I went out in
a hail of glory. Firearms gameplay as described
by Chris Jensen.
Firearms is a modification of Valve Software's
computer game, Half-Life. It's a realistic modification
of the game, that focuses on teamplay with Half-Life
gameplay altered to the extreme. New rules, new
content, and 30 new weapons. It features multiplay
only, and therefore it is only playable online
or on a local area network. In order to play Firearms,
you need to own a copy of Half-Life. Firearms
being developed by the FA team and it's a non-commercial
project. We are developing Firearms because we
think it's fun. In Firearms you play in teams,
or rather armed forces. Every time you join or
start a game, you will join one of the two forces
being Red or Blue. Each time you choose what weapons
and optional items you want, a kevlar vest is
required gear though. Each force has an certain
amount of reinforcements, which stands by and
are thrown into action as a game progresses. When
there are no reinforcements left, and all active
soldiers have the been killed, the standing team
wins the battle. There are lots of different scenarios
and mission objectives in Firearms, and the above
rules is the basic way it plays on all of them.
Each individual soldier is awarded ranks as he
gets better and when he helps the team. You can
also gain skills as you advances in rank. Bandages
can heal your gun shot wounds, but they won't
make you gain in health points, so you should
be aware of the danger lurking all places, when
you and your team moves into enemy territory.
Firearms has been around for a long, long time.
Development started back in December 1998, while
the whole team were all new and had no experience
in game development. The first 12 months of its
development we used to evolve our own skills.
To learn more about all the aspects of Firearms
gaming and features, visit the Fairarms site at:
www.firearmsmod.com
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| [ Firearms RC 2.5 Weapons ] |
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COMBAT KNIFE
Weapon Type: Knife
Ammo Type: razor-sharp blade
Ammo Capacity: n/a
Secondary Fire: Slower, more damaging Swing
Role: Melee
Credits: 0 (Default Weapon)
DESCRIPTION: When all else fails, use the
knife to slash and hack away at your opponent. |
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COLT 1911 (.45 ACP-SA)
Weapon Type: Pistol
Ammo Type: .45 ACP
Ammo Capacity: 7 rnds, 4 extra clips
Secondary Fire: n/a
Role: Backup
Credits: 3
DESCRIPTION: A cheap but reliable sidearm.
The 1911 lacks the ammo capacity of other pistols
and its weak .45 ACP does little damage against
opponents wearing armor.
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BERETTA 92F (9mm SA-SIL)
Weapon Type: Pistol
Ammo Type: 9mm
Ammo Capacity: 15 rnds, 5 extra clips
Secondary Fire: n/a
Role: Backup
Credits: 4
DESCRIPTION: The silenced Beretta 92f is
a good backup weapon for missions that require stealth
and tactics. It can carry more rounds per magazine
and more total magazines than the 1911. |
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BERETTA 93R (9mm SA-3RB)
Weapon Type: Pistol
Ammo Type: 9mm
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: n/a
Role: Backup
Credits: 4
DESCRIPTION: An unusual weapon, the Beretta
93 can be fired in both semi-auto and 3 round burst
modes. While less accurate than some of the other
handguns, its 20 round magazine makes up for any
shortcomings.
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COLT ANACONDA (.44 RV SA-SCP)
Weapon Type: Pistol
Ammo Type: .44 Magnum
Ammo Capacity: 6 rnds
Secondary Fire: scope
Role: Long-Range Combat/Backup
Credits: 4
DESCRIPTION: The .44 magnum revolver is an
extremely powerful weapon. Having a mounted scope
allows for long-range shooting, but its slow rate
of fire and ability to only hold 6 rounds prevents
it from being very useful up close. |
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DESERT EAGLE (.50 AE-SA)
Weapon Type: Pistol
Ammo Type: .50 AE (Action Express)
Ammo Capacity: 7 rnds, 4 extra clips
Secondary Fire: n/a
Role: Backup
Credits: 5
DESCRIPTION: If you want a good close-range
backup with tremendous power at a cheap cost, here
is your gun. The Desert Eagle is chambered in .50
caliber Action Express, making it extremely deadly.
Its 7 rounds are more than enough to blow a few
holes through your enemy. |
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BENELLI M1 (TAC 12-Gauge)
Weapon Type: Shotgun
Ammo Type: 12 gauge
Ammo Capacity: 7 rnds, 48 extras
Secondary Fire: flashlight
Role: Close Quarters Battle (CQB)
Credits: 7
DESCRIPTION: The Benelli is a standard pump-action
shotgun, carrying 7 rounds internally. A bit underpowered
in comparison to assault weapons, it makes a decent
backup, if you have the credits to spare.
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SAIGA 12K (Automatic Shotgun)
Weapon Type: Shotgun
Ammo Type: 12 gauge (?)
Ammo Capacity: 7 rnds, 3 extra clips
Secondary Fire: n/a
Role: Close Quarters Battle (CQB)
Credits: 9
DESCRIPTION: A Russian-made automatic shotgun.
You're able to expend all 7 rounds into someone's
body as fast as you can press the trigger.
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H&K MP5A5 (9mm TAC SMG)
Weapon Type: Submachinegun
Ammo Type: 9mm
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: laser
Role: CQB / Short Range Combat
Credits: 7
DESCRIPTION: The standard, unsilenced sub-machinegun
of Firearms. It has a built-in laser pointer for
greater accuracy (you'll need it with the MP5 at
medium range, forget using the weapon at all at
longer ranges) and boasts an incredible rate of
fire. While too weak and innaccurate to compete
with the assault weapons, it can come in useful
for close quarters or as a backup weapon. |
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Sterling SMG (9mm LC)
Weapon Type: Submachinegun
Ammo Type: 9mm Parabellum
Ammo Capacity: 35 rnds, 5 extra clips
Secondary Fire: n/a
Role: CQB / Short Range Combat
Credits: 8
DESCRIPTION: A nice addition to any soldier's
arsenal, the Sterling boasts a very good rate of
fire and a low credit cost to boot. Excellent as
a backup weapon.
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MC51B VOLLMER CONVERSION (7.62 BF-SMG)
Weapon Type: Submachinegun
Ammo Type: 7.62mm NATO
Ammo Capacity: 50 rnds, 2 extra boxes
Secondary Fire: n/a
Role: CQB / Short to Medium Range Combat
Credits: 12
DESCRIPTION: The MC51B Vollmer is a modified
H&K 51. It can be a decent support weapon when
used prone or crouched, and when fired in short
bursts it has better accuracy. It has more power
than any of the other SMGs and most assault rifles
because of its conversion to 7.62mm ammunition. |
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AKIMBO INGRAM M11s (Akimbo .45 SMG)
Weapon Type: Submachinegun
Ammo Type: .45 ACP
Ammo Capacity: 32 rnds per gun, 200 extra rounds
Secondary Fire: fires both guns at same time
Role: CQB
Credits: 11
DESCRIPTION: The akimbo Ingram M11s can dish
out 64 rounds in less than 2 seconds. Chambered
in the slightly more powerful .45 ACP (as opposed
to the M10's 9mm, unless your opponent has a lot
of armor on) the M11 does considerable damage. Drawbacks
are the long reload times (twice that of normal
of guns if you want to reload both) and horrible
accuracy. Great for room-clearing. |
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BIZON SMG (9mm HCM-SMG)
Weapon Type: Submachinegun
Ammo Type: 9mm
Ammo Capacity: 66 rnds, 2 extra clips
Secondary Fire: n/a
Role: CQB
Credits: 10
DESCRIPTION: A Russian-made SMG. Holds 66
rounds of 9mm ammo, but you won't be hitting much
at medium and long ranges. Has a lower rate of fire
than the MP5 series, comparable to that of the Vollmer.
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AK-47 (7.62mm AR-BT)
Weapon Type: Assault Rifle
Ammo Type: 7.62x39mm
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: bayonet stab
Role: Medium-Range Automatic Weapon
Credits: 12
DESCRIPTION: Packing a heavy punch, the AK-47
is one of the better assault weapons. If your 30
rounds of 7.62mm can't kill them, then stab them
with the mounted bayonet. Has good accuracy, lots
of power, and decent rate of fire. |
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FA-MAS (5.56 AR-TAC)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm
Ammo Capacity: 25 rnds, 5 extra clips
Secondary Fire: n/a
Role: Medium-Range Automatic Weapon
Credits: 10
DESCRIPTION: If you need quick killing power,
the FA-MAS is what you want. It's incredible ROF
will expend all 25 rounds faster than most other
weapons in the game.
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H&K G3 (7.62 TAC AR-LCM)
Weapon Type: Assault Rifle
Ammo Type: 7.62mm NATO
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: n/a
Role: Medium to Long Range Automatic Weapon
Credits: 13
DESCRIPTION: The G3A3 is one of the most
accurate rifles in Firearms. In combination with
the Marksmanship II skill, you can use this weapon
as a sniper rifle - without a scope. Holds 20 rounds
in 7.62mm.
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STEYR AUG (5.56 BPAR-SCP)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 42 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Medium to Long Range Automatic Weapon
Credits: 11
DESCRIPTION: The AUG takes the stage when
it comes to long-range killing. Its scope allows
for better accuracy than other assault weapons at
extreme distances and its high clip capacity makes
it ideal for anything else.
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G36E (5.56 NATO AR-SCP)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Medium to Long Range Automatic Weapon
Credits: 11
DESCRIPTION: Much like the AUG, the G36 has
a 3 round burst mode and a smaller clip.
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M-16A2 (5.56 AR-GL)
Weapon Type: Assault Rifle w/mounted 40mmGL
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips, 3 40mm contact
grenades
Secondary Fire: 40mm M203 Grenade Launcher
Role: Medium Range Automatic Weapon / Fire Support
Credits: 13
DESCRIPTION: Probably one of the better weapons
in Firearms, the M-16 comes with a standard 30-round
clip, has semi-auto, 3 round burst, and rock 'n'
roll trigger groups, and comes with a mounted M203
grenade launcher. |
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M-4 CARBINE (Carbine 5.56 AR)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: n/a
Role: Medium Range Automatic Weapon
Credits: 12
DESCRIPTION: A smaller and lighter version
of the M-16. It has slightly less accuracy due to
a shorter barrel length (thus lower muzzle velocity). |
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PSG-1
Weapon Type: Sniper Rifle
Ammo Type: 7.62mm NATO
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Long Range Combat
Credits: 15
DESCRIPTION: The PSG-1 is one of the world's
best sniper rifles. Comes with 20 rounds in 7.62mm
NATO, has a decent rate of fire when in semi-automatic,
and 5x scope. Its large ammunition capacity and
high cyclic rate allow it to double as an assault
rifle in some circumstances, though it should never
be a replacement for an automatic weapon. |
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BARRET M82A1 (.50 A-T SR-SCP)
Weapon Type: Sniper Rifle
Ammo Type: .50 caliber BMG (Browning Machine Gun)
Ammo Capacity: 10 rnds, 3 extra clips
Secondary Fire: Cycles through different zooms
Role: Long Range Combat
Credits: 17
DESCRIPTION: The M82 is the most powerful
gun in Firearms. It can kill in 1 shot, though you
must hit them in the head or chest. The M82's primary
role is to destroy equipment, and some say it is
inhumane to use it against soldiers. Because of
its weight, you can't fire it while moving.
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M-60 (7.62 HCM-MG)
Weapon Type: Machinegun
Ammo Type: 7.62mm NATO
Ammo Capacity: 100 rnds, 2 extra boxes
Secondary Fire: n/a
Role: Fire Support
Credits: 19
DESCRIPTION: FA's only machinegun is the
M-60. It has horrible accuracy unless you're lying
down with it, but its 100 round box of powerful
7.62mm ammunition can rip people in half. Good for
breaking legs and laying down suppressive fire. |
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M-79 (40mm GL)
Weapon Type: Grenade Launcher
Ammo Type: 40mm Contact Grenades
Ammo Capacity: 6 grenades
Secondary Fire: n/a
Role: Fire Support
Credits: 9
DESCRIPTION: If plastering enemies to the
nearby walls is your kind of thing, this is your
gun. This 'Nam-era grenade launcher can fire 6 40mm
high-explosive rounds, and you can easily kill 2
or 3 people with 1 well-placed shot. The ultimate
support weapon. NOTE: A safety device prevents the
grenades from going off too close and injuring the
user. |
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CLAYMORE
Weapon Type: Mine
Ammo Type: High Explosive
Ammo Capacity: 1 mine
Secondary Fire: Trip Mode
Role: Perimeter Defense
Credits: 5
DESCRIPTION: Claymores are nasty weapons
that always kill someone when detonated at their
feet. To place a claymore, hit the fire button.
To detonate it, hit the fire button again. Hitting
secondary fire when its already been placed sets
it into trip mode, and anyone silly enough to walk
over it gets blown into meaty giblets. NOTE: if
you are using manual detonation, you can't move
far before the cord runs out of length and breaks.
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M61 FRAGMENTATION GRENADE
Weapon Type: Grenade
Ammo Type: High Explosive
Ammo Capacity: 3 grenades
Secondary Fire: n/a
Role: Room Clearing
Credits: 2
DESCRIPTION: Your standard high-explosive
grenade. Lob one of these into a room, and people
run for their lives. Very deadly. The longer you
hold the fire button, the farther the grenade travels.
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STIELHANDGRANATE
Weapon Type: Grenade
Ammo Type: High Explosive
Ammo Capacity: 2 grenades
Secondary Fire: n/a
Role: Room Clearing
Credits: 3
DESCRIPTION: Much more powerful than the
average frag or HE grenade. You can only hold 2
of these.
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FLASHBANG GRENADE
Weapon Type: Grenade
Ammo Type: none
Ammo Capacity: 2 grenades
Secondary Fire: n/a
Role: Room Clearing
Credits: 2
DESCRIPTION: Flashbangs do not do any damage,
rather they blind your opponents for several seconds.
Throw one of these into a room, followed by a few
frag grenades, and you can probably get a couple
of kills. An even nastier tactic is to flashbang
someone and then kill them with the knife :)
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