4.0 Equipment

The NS:CO equipment and weapons armory are one of the most complete and realistic you will find in FPS realism gaming.  With advanced projectile code weapons, scale sound design, a sophisticated attachment system..

4.1 Weapons

Navy SEAL\s: Covert Operations includes a complete Armory of realistic scale projectile code weapons.  Every NS:CO weapon is unique, built to scale with scale features, sound and with unique tactical advantages. Not every weapon is available to both teams; most are limited to either SEAL\s or Tangos. The NS:CO Armory will continue to grow with future releases

Multi Purpose Knife

Range: hand to hand weapon
Fire Modes: none

Attachments: none
Ability Requirements: none

Advantages: very high damage
Disadvantages: not ranged weapon

Kukhri Knife

Range: hand to hand Weapon
Fire Modes: none

Attachments: none
Ability Requirements: none

Advantages: very high damage
Disadvantages: not ranged weapon

Heckler & Koch P9s Sidearm

Caliber: 9mm
Magazine Size: 12
Range: short
Fire Modes: single shot

Attachments: silencer, laser pointer
Ability Requirements: none

Advantages: accurate
Disadvantages: poor penetration & low damage

Glock 26 Sidearm

Caliber: 9mm
Magazine Size: 11
Range: short
Fire Modes: single shot

Attachments: silencer, laser pointer
Ability Requirements: none

Advantages: accurate
Disadvantages: poor penetration & low damage

Heckler & Koch Mark 23 SOCOM Sidearm

Caliber: .45cal
Magazine Size: 12
Range: short
Fire Modes: single shot

Attachments: silencer
Ability Requirements: none

Advantages: high damage against unarmored targets
Disadvantages: high recoil & poor penetration

Smith & Wesson .40 Tactical Sidearm

Caliber: .40cal
Magazine Size: 12
Range: short
Fire Modes: single shot

Attachments: silencer
Ability Requirements: none

Advantages: high damage against unarmored targets
Disadvantages: high recoil & poor penetration

Smith & Wesson 629p Sidearm

Caliber: .44cal
Maximum Capacity: 6
Range: medium
Fire Modes: single shot

Attachments: none
Ability Requirements: strength 4+

Advantages: very high damage against unarmored targets
Disadvantages: high recoil & small maximum ammo

IMI Desert Eagle Sidearm

Caliber: .50cal
Magazine Size: 7
Range: medium
Fire Modes: single shot

Attachments: none
Ability Requirements: strength 4+

Advantages: very high damage against unarmored targets
Disadvantages: high recoil & small Magazine size

Heckler & Koch Mark Mp5 Sub-Machinegun

Caliber: 9mm
Magazine Size: 30
Range: short
Fire Modes: single shot, full-auto

Attachments: silencer, laser pointer
Ability Requirements: none

Advantages: medium recoil, low weight & high ROF
Disadvantages: poor penetration

Mac 10 Sub-Machinegun

Caliber: 9mm
Magazine Size: 45
Range: short
Fire Modes: single shot, full-auto

Attachments: silencer, laser pointer
Ability Requirements: none

Advantages: medium recoil, low weight & high ROF
Disadvantages: poor penetration

Colt M4 Carbine Assault Rifle

Caliber: 5,56mm
Magazine Size: 30
Range: medium
Fire Modes: single shot, full-auto

Attachments: grenade launcher, bayonet, scope
Ability Requirements: none

Advantages: good penetration & average damage
Disadvantages: strong recoil

Kalashnikov Ak47 .223 Norinkow Assault Rifle

Caliber: .223
Magazine Size: 30
Range: medium
Fire Modes: single shot, full-auto

Attachments: grenade launcher, bayonet, scope
Ability Requirements: none

Advantages: good penetration & average damage
Disadvantages: strong recoil

Remington 870 Shotgun

Caliber: 12gauge
Maximum Capacity: 8
Range: short
Fire Modes: single shot

Attachments: duckbill
Ability Requirements: none

Advantages: high damage against unarmored targets
Disadvantages: poor penetration & strong recoil

Mossberg M590 Shotgun

Caliber: 12gauge
Maximum Capacity: 6
Range: short
Fire Modes: single shot

Attachments: duckbill
Ability Requirements: none

Advantages: high damage against unarmored targets
Disadvantages: poor penetration & strong recoil

Heckler & Koch PDW Sub-Machinegun

Caliber: 4.6mm x 30
Magazine Size: 20
Range: medium
Fire Modes: single shot, full-auto

Attachments: none
Ability Requirements: strength 4+, accuracy 5+

Advantages: good penetration & very high ROF
Disadvantages: low damage & small Magazine size

Colt M14 Battle Rifle

Caliber: 7.62mm
Maximum Capacity: 30
Range: long
Fire Modes: single shot, full-auto

Attachments: scope
Ability Requirements: strength 5+

Advantages: good penetration, long range
Disadvantages: strong recoil

Franchi SPAS 15

Caliber: 12gauge
Magazine Size: 6
Range: medium
Fire Modes: single shot

Attachments: none
Ability Requirements: strength 7+

Advantages: high damage against unarmored targets
Disadvantages: poor penetration & small magazine size

Heckler & Koch Sl8sd Sniper Rifle

Caliber: 5,56mml
Magazine Size: 10
Range: long
Fire Modes: single shot

Attachments: none
Ability Requirements: accuracy 6+, stealth 5+

Advantages: integrated silencer & good penetration
Disadvantages: strong recoil, low ROF & small Magazine size

Heckler & Koch PSG-1 Sniper Rifle

Caliber: 7.62mm
Magazine Size: 5 rounds
Range: long
Fire Modes: single shot

Attachments: none
Ability Requirements: accuracy 7+

Advantages: very good penetration & high damage
Disadvantages: strong recoil, low ROF & small Magazine size

Macmillan Bolt Action Sniper Rifle

Caliber: .50cal
Magazine Size: 5
Range: very long
Fire Modes: single shot

Attachments: none
Ability Requirements: accuracy 9+, strength 5+

Advantages: good penetration & very high damage
Disadvantages: strong recoil, low ROF & small Magazine size

FN M249 SAW

Caliber: 7.62mm
Maximum Capacity: 200
Range: medium
Fire Modes: single shot, full-auto

Attachments: none
Ability Requirements: strength 4+, stamina 5+

Advantages: huge capacity, good penetration, medium range
Disadvantages: strong recoil, weight

4.2 Weapon Attachments

Most weapons can be upgraded with one or more attachments. All attachments have a minimum ability requirements you have to meet in order to be able to equip your weapons with them.

Silencer
Silencers are barrel extensions that are attached to the weapon's muzzle to suppress the noise produced when firing the gun; silencers also completely remove muzzle flash.
      Ability Requirements: stealth 3 for sidearm silencer, stealth 5 for primary silencer

Laser Pointer
Laser pointers project a laser beam roughly tracing the intended trajectory of the bullet and make aiming weapons much easier.
      Ability Requirements: accuracy 3 for sidearm laser pointer, accuracy 4 for primary laser pointer

Scope
A scope magnifies distant images and has a more precise aiming reticule offing more accurate aim at range. Useful for sniping and scouting; some weapons like sniper rifles are pre-equipped with scopes.
      Ability Requirements: accuracy 6 for primary weapon scope

Bayonet
Attached to the front of the rifle this knife like attachment is used as an intermediate range melee weapon and is more effective then the hand knife.
      Ability Requirements: strength 4 for primary weapon bayonet

Under-Slung Grenade Launcher
Available in two models firing 40mm smoke grenades as attachments to assault rifles only. The m203 grenade launcher for the M4 assault rifle and the BG-15 grenade launcher for the ak47 assault rifle.
      Ability Requirements: technical 7 for primary weapon under-slung grenade launcher

Duckbill
The duckbill is an attachment that is used to control the spread of shotgun shot.
      Ability Requirements: Strength 4 for primary weapon duckbill

4.3 Grenades

All NS:CO hand-thrown grenades offer multi-mode (alternate fire mode) fuse timers and throw modes; grenades can be rolled or thrown, distance is determined by the player Strength ability and accuracy is determined by the Accuracy ability see TASS™ Abilities System section.  Additionally hand grenades may have their fuses set or "primed" for three set delays; see the Weapons Fire Modes section.

Mk26 Fragmentation Grenade
Fire Modes: throw, roll
Timer Control: 3, 4 or 5 second fuse


The Mk26 HE fragmentation grenade throws penetrating shrapnel and concussion damage to a radius of ~12m.
 


Flash-Bang Grenade
Fire Modes: throw, roll
Timer Control: 1, 2, 3 second timer


On detonating a blinding flash and deafening sound are produced. The purpose of this grenade is to stun and confuse enemies while not dealing lethal damage to civilians nearby. Be careful setting the fuse to a one second delay as it can very difficult to move out of range of the weapon before it detonates.


40mm Smoke Grenade
Fire Modes: launched
Timer Control: n/a contact fuse


Used only with the under-slung grenade launcher; these weapons trace a ballistic trajectory and explode on impact. The 40mm grenade must travel 5m before it is primed; if it strikes a surface before it reaches 5m, it will not detonate. The 40mm launched grenade emits smoke to create a screen that covers any movement within.

4.4 Weapon Fire Modes

NS:CO has a sophisticated scale weapons with multiple fire modes, knowing how to use these features is "must have" knowledge.

Internal Fire-Mode (+button7)
This is the most commonly used and switches between full-auto and semi-auto or select-fire modes on those weapons that support it. Hand Grenades may be selectively thrown or rolled with by toggling this option.

Tactical Weapon-Mode (+button8)
This will toggle optical modes on or off like scopes and laser pointers where fitted. Hand Grenades may have their fuses primed or "milked" to one of three settings by toggling this option.

Battle Attachment-Mode (+button9)
This will toggle enable the grenade launcher or bayonet on weapons that support it and have one attached.

4.5 Special Equipment

Special equipment not listed above, some is mission critical:

Kevlar Helmet
The Kevlar helmet protects your head from smaller caliber weapons and long range mid caliber fire.  You may survive a direct head shot at range but you will experience dramatic blurred vision and dizziness. Kevlar helmets can protect from fatal head damage to some degree but can not protect from large caliber rounds or multiple hits. The helmets weight, bulk and heating effects effectively reduces your speed and stamina.

Kevlar Vest
The Kevlar vest protects you from hits to the torso by smaller caliber weapons. You receive less damage from chest- and stomach hits. It is useless against higher caliber weapons tough. The Kevlar Vest's weight, bulk and heating effects effectively reduces your speed and stamina.

Suitcase/Briefcase
The cases is an object that is used in the INFO and COMPLEX mission scenarios. It contains mission critical information or equipment that has to be extracted that must be extracted to a recovery area or target.

C4
The C4 is used for the BOMB mission scenarios. It is placed at the designated points and detonates after a preset amount of time. In bomb maps it's given out to one member of the attacking team at random, but can be dropped and given to other team members.

Bomb Defuse Kit
The Bomb Defuse Kit is required to disarm active C4 bombs; all players are auto-equipped with the Bomb Defuse Kit with a Technical Experience level of 2 or higher. Disarming bombs in NS:CO is realistic, technical and exciting. The more technical skill the person that set the bomb has the more difficult that bomb will be to defuse.  Similarly the more Technical skill the person defusing the bomb has the faster they can perform the task. To disarm a bomb you need at a minimum Technical Ability of 2 to be equipped with the Defuse Kit. To defuse move as close to the bomb as possible or practical, press and hold your "Use" key until the bomb case model and wire cutter appears in your view and you are ready to attempt disarming. The bomb will have eight grey timer wires; only one of which is the correct power conductor for the trigger and timer that will safely disarm the bomb when cut. If you cut the wrong wire the bomb will detonate. However, if you wait your Defuse Kit will trace each wire and will identify incorrect wires highlighting them in red. Depending on the technical level of the player that placed the bomb and the technical level of the player disarming it will take a different amount of time for the Defuse Kit to trace wires. Once your Defuse Kit has identified seven incorrect timer trigger wires in red, the eighth wire turns green; select the wire to cut by pressing the "Use" key and clip it by pressing your "Fire" key to disarm the bomb. If you are out of time you can guess but it is best to let the Defuse Kit trace as many wires as possible to the last second reducing the guess-work and improving your odds. Good luck, the success of your team can depend on your skill with this tool.

[ all content © 2002 by Team Mirage ]