THE HALF-LIFE COUNTERSTRIKE REAL WEAPONS FAQ
Version 1.04
Copyright Wavehawk 11/15/2001

"Conventional warfare is outmoded, and we must prepare ourselves for the 
unconventional in any future conflict."
- Maj. Gen. F.W. Farrell, 82nd Airborne Division (U.S. Army)

========
FOREWORD
========
This article is intended to describe and compare the weapons, equipment, and teams 
found in Half-Life:CounterStrike with their real-world counterparts. It is intended 
primarily to set to rest the arguments between various CS fans over the accuracy of 
the CounterStrike game modelling of such real-life weaponry, and how it affects 
gameplay. Know also that Half-Life:CounterStrike does not make any claim to be an 
accurate simulation of real-life Counterterrorist actions, and thus should not be 
assumed as so.

By the way, this will most likely be my last update to the Real Weapons FAQ. With 
the coming of Half-Life: Condition Zero and Tom Clancys Ghost Recon, I may not be 
playing CS as much as I used to.


============
UPDATE BOARD
============
11/15/01 - Version 1.04
- Added and updated comment about 12-Inch Counterterrorist Action Figures in the 
OTHER FAQ section.
- Added note about the Terrorist Groups in the game. Yes, they arent real Terror 
groups, but ones made up for the game. Ive already argued these to death with 
other CS fans, and Im sticking by my statement. Check out the note in 
COUNTERTERRORIST TEAMS segment. 

10/30/01 - Version 1.03
- Changed references of 'Clip' to 'Magazine', a correction I should have done long 
ago (but kept forgetting).
- Additional notes to weapon-specific tactics.
- Additional Points made for the Steyr AUG in-game.

08/15/01 - Version 1.02
- Rephrased the LEGALESE segment. Thanks to Lord Zero for pointing out that Mao 
Tse-Tung's quote in the TACTICAL THOUGHTS segment actually came from Sun Tzu. I 
noted it below as Mao paraphrasing Sun Tzu.
- Corrected the acronym for SFOD-D (Delta Force). Added some additional notes on 
the M4A1 Suppresser and ammo. TACTICS segment added to describe the basic use of 
some weapons. This TACTICS segment pertains to in-game tactics, while the POINT 
segment discusses the in-game weapon itself.
- Some additional questions are also answered in the OTHER FAQ segment (I get SO 
many questions -_-x;;;). Added to WISHLIST: M79 Grenade Launcher (I kid you not) 
and some other CT skins players want. I might be doing even less updates of this 
FAQ save for minor corrections if and when Condition Zero comes out.

07/30/01 - Version 1.01
- Slight revisions; changed all references of 'RIGHT MOUSE BUTTON' to 'ALTERNATE 
FIRE BUTTON', refined some commentary on the Tactical Thoughts segment, addendum on 
some of the weapons, and some additional questions are answered in the OTHER FAQ 
segment, such as the reason the REAL Glock G18 is not a burst-fire weapon. Looks 
like this FAQ's not quite done with just yet...

07/07/01 - Version 1.00
- Latest and probably final version of this Real Weapons FAQ, as I have heard that 
a new version of CS will be coming out soon. Added some anecdotal notes on both the 
Kevlar Armour and PASGT Helmet's predecessors. Also included for the Wishlist are a 
Double-barrelled shotgun, Claymore Mines, as well as various other errors fixed. I 
will still be making occasional fixes to the weapons data, but for all intents and 
purposes, this is the full version.

05/20/01 - Version 0.99 (Not Posted)
- Corrected a lot of incorrect data on this FAQ, such as the description of C4, and 
some other equipment such as the M249, SIG P228, Beretta 96G, and added some M4A1, 
AUG, MAC-10, AK-47, P90, and TMP data. Am considering whether or not to add other 
factors (Muzzle velocity, Rate of fire, etc.) to the weapons data. Thanks to Foxy 
for his help. Added some more queries in the OTHER FAQ section. Also, reformatted 
text to length=70 ASCII text characters per line. One more thing: Please check the 
OTHER FAQ section before emailing me anything; I get a lot of questions already 
answered in that section.

04/20/01 - Version 0.98
- First version of FAQ, Weapons/Ammo, Equipment, and Counterterrorist teams 
described. Some Tactical Thoughts mentioned. Hopefully the next update will have a 
more complete listing of the weapon data, particularly for the Rifles and the 
UMP45.


========
LEGALESE
========
This FAQ may only be shown EXCLUSIVELY at Gamefaqs <http://www.gamefaqs.com> 
website, and ONLY there. Any reprinting or publication of part or the whole of this 
article without the author's permission is prohibited. Any attempt at copying part 
or the whole of this FAQ and pass it off as another's work is considered blatant 
plagiarism and will be punished accordingly and personally by the author himself.

This is a non-profit FAQ written for free and informational purposes only and not 
to be marketed for any reason. Know fully well that if this is violated in any way, 
the writer and the maintainers of the page this FAQ is displayed on are perfectly 
within their legal rights to sue the pants off of you, since murder is not 
permissible.

The information written in this FAQ is neither sponsored by nor endorsed in any way 
by software developers Sierra, Valve, or the CounterStrike development team. Nor 
has this FAQ been sponsored or approved by the companies mentioned below: Heckler & 
Koch GmbH, Fabrique Nationale, Glock GmbH, Kalashnikov Iszmash JSC, Schweizerische 
Industrie Gesellschaft (SIG) Arms/Sauer and Sons, Israeli Military 
Industries/Magnum Research Inc, Steyr GmbH, Colt Armaments USA, Pietro Beretta Inc, 
or Accuracy International.


=================
TABLE OF CONTENTS
=================
FOREWORD
UPDATE BOARD
LEGALESE
TABLE OF CONTENTS
WEAPONS
1 - Pistols
	1-1 H&K USP .45 Tactical (K&M .45)
	1-2 Glock G18 Select Fire (9x19mm)
	1-3 Desert Eagle .50 AE (Nighthawk)
	1-4 SIG P228 (228)
	1-5 Dual Beretta 96G (.40 Dual Elites)
	1-6 FN Five Seven
2 - Shotguns
	2-1 Benelli M3 Super90 (Leone 12 Gauge Super)
	2-2 Benelli XM1014 (Leone YG1265 Auto Shotgun)
3 - Submachine Guns
	3-1 H&K MP5-Navy (SMG)
	3-2 Steyr Tactical Machine Pistol (Schmidt MP)
	3-3 FN P90 (ES C90)
	3-4 Ingram MAC-10
	3-5 H&K UMP45 (K&M UMP45)
4 - Rifles
	4-1 AK-47 (CV-47)
	4-2 SIG SG552 Commando (Krieg 552 Commando)
	4-3 Colt M4A1 Carbine (Maverick M4A1 Carbine)
	4-4 Steyr AUG (Bullpup)
	4-5 Steyr Scout (Schmidt Scout)
	4-6 AI Arctic Warfare/Magnum (Magnum Sniper Rifle)
	4-7 H&K G3/SG-1 (D3/AV-1 Semi-Automatic Sniper Rifle)
	4-8 SIG SG550 Sniper (Krieg 550 Commando)
5 - Machine Guns
	5-1 FN M249 Para (ES M249)
6 - Primary Ammo
	A - Gauge 12 Buckshot (18.4 mm Shell)
	B - 5.56x45mm NATO (.223 Caliber Remington)
	C - 7.62x51mm NATO (.308 Caliber Winchester Magnum)
	D - .338 Lapua Magnum (8.6x70mm)
7 - Secondary Ammo
	A - 9x19mm NATO (Parabellum/Luger)
	B - .45 Caliber ACP (Automatic Colt Pistol)
	C - .357 Caliber SIG/Magnum
	D - 5.7x28mm FN (Fabrique Nationale)
	E - .50 Caliber AE (Action Express)
8 - Equipment
	8-1 Kevlar Armour
	8-2 Kevlar Armour with Helmet
	8-3 Flashbang
	8-4 HE Grenade
	8-5 Smoke Grenade
	8-6 Defuse Kit [Counter-Terrorist Only]
	8-7 Night Vision
	Knife
	C4 Explosives [Terrorist Only]
COUNTERTERRORIST TEAMS
	SEAL Team Six
	GSG-9
	GIGN
	SAS
TACTICAL THOUGHT
WISHLIST
OTHER FAQ
CONTACT
CREDITS


=======
WEAPONS
=======
Unlike most FPS (First-Person Shooter) games and multiplayer tournaments, the 
weaponry in Half-Life:CounterStrike are all modelled after existing real-world 
weapons. All of these are currently in use by one or other Military or 
Counterterrorist organization in the world today. Those weapons are the primary 
reason for the existence of this FAQ; many of the players of CounterStrike are fans 
of the Military Spec Ops/Counterterrorist Genre, and often disagree upon the data 
of some weapons used in the game. Truth be told, there are naturally some tweaks in 
the game that make the weapons different from their real-life counterparts, and 
those differences are noted here.

In Version 1.0 of Half-Life:CounterStrike (Retail), the weapon names were changed 
from their real-life names to fictitious ones, to avoid potential copyright 
infringements and/or misrepresentation of guns. I have listed the weapons under 
their real names, but beside them are their alternate names in V1.0 where possible. 
V1.1+ now has the guns with their real names. For ease of reference, I've also 
sorted the weapons and equipment in the same way as it appears in the buy menu 
screen.


============
1 -- Pistols
============
There is a saying that every Special Operations man is a shooter. In general this 
is very true, since many Special Operations Forces, especially those assigned to
Counterterrorist roles, usually have to work in situations where combat is up close 
and personal. Pistols are weapons specifically meant for these CQB (Close-Quarters 
Battle) situations. When a rifle or submachinegun is empty or fails for any reason 
in the middle of a heated firefight, only a pistol and the troopers' skill stand in 
the way of him and being just another Terrorist kill statistic.

The handguns in CS are all known Special Forces or Government-Issue weapons, and in 
the case of the Glock G18, USP Tactical, and Five-SeveN, are sold exclusively to 
government organizations.


1-1 H&K USP .45 Tactical (K&M .45)
WEAPON TYPE: .45 Tactical Semiautomatic Combat Pistol
WEAPON COST: $500
AMMO TYPE: .45 Caliber ACP (Automatic Colt Pistol)
AMMO/MAX: 12/48
AMMO COST: $25 (12)
ALTERNATE FIRE BUTTON: Sound Suppresser
	In 1991, the U.S. Special Operations Command (SOCOM) requested a new kind of 
handgun for Special Operations, an Offensive Handgun for use with all US Special 
Forces. Until that time, most military handguns were used only as back-up weapons 
in case a primary weapon (Rifle or Submachinegun) failed or was emptied. The new 
weapon was developed as an alternative: a handgun that could itself be used as an 
assault weapon if a suitable submachinegun or rifle was unavailable, impractical, 
or simply unusable. The requirements were that it should be powerful, suppresser-
capable, and above all dead accurate to a quarter millimetre.

	The contract fell to Heckler & Koch, which based the design upon the 
successful USP-series pistols. Labelled the HK Mk23 Mod 0, it was better known as 
the SOCOM pistol. It carried 12 rounds of .45 Caliber ammunition because SpecOps 
people complained that the 15-round 9mm Beretta 92F (known as the M9) was too weak, 
and the older Colt .45 M1911 carried only 7 bullets (10 if you were using the 
extended magazine). The Mk23 SOCOM was matchless in terms of accuracy, durability, 
and reliability. It was a near-perfect weapon with one major, irreparable flaw: 
size. Many Special Forces operatives complained of its bulky size--almost as large 
as a Desert Eagle. Add the Sound Suppresser and LAM (Laser Aiming Module) and it 
became absolutely huge--16.65 inches of gun. Despite its great qualities, the SOCOM 
was hardly a widely acclaimed gun among SOF units.

	HK had to trim the SOCOM down to a more manageable size, and the result was 
the HK USP Tactical, a gun that was a smaller version of the SOCOM. The USP 
Tactical was built over an existing HK pistol, the HK USP45, and had some features 
added to it to improve its performance. Accurate (though not as pinpoint-accurate 
as the SOCOM), cheaper, lighter, and smaller than the SOCOM, it was quickly adopted 
by SpecOps in lieu of the bigger gun. On the downside, it was not as amenable to 
harsh environments and seawater as the SOCOM, but the USP Tactical was a welcome 
alternative to the SOCOM pistol's size. The USP Tactical uses the same Sound 
Suppresser but not the LAM designed for the bulkier-bodied SOCOM.

	The USP Tactical should not be confused with the HK Mark 23, a 'civilianized' 
version of the SOCOM Pistol sold to gun collectors. The Mark 23 is almost exactly 
the same as the Mk23 Mod 0 SOCOM pistol with a 10-round civilian-issue magazine and 
no suppresser, as well as slightly different markings. Most of these are overstock 
SOCOM pistols HK is selling off to gun collectors. The USP Tactical, on the other 
hand, though based upon the SOCOM, is actually an upgraded USP45 and can be 
purchased by some civilian security forces and police, but it is a completely 
different weapon from the SOCOM/Mark 23.

POINT: As an all-round handgun, the USP Tactical is the best handgun in the game to 
have as it has moderate power, accuracy, and range, not to mention one of the few 
suppresser-capable weapons there. Not to mention that it goes to CT players free of 
charge. It may not be of much use to a sniper, but to an assaulting CT player, the 
USP makes for a fair backup weapon. The Desert Eagle and Five-SeveN are more 
accurate at range, and the Glock G18 (in Burst Mode) and SIG P228 pack more power 
up close and personal, but for the middle ground, the USP Tactical is best.

TACTICS: Use the suppresser when up close and sneaking around. In an open firefight 
or at range, don't bother unless he's alone and completely unaware. Practice 
Double-Tapping (See OTHER FAQ on Double-Tapping) your opponent (upper body to 
head). A lot of people complain that it lacks power and that the suppresser weakens 
this further, but that all depends on the individual shooter's skill.

HK USP Tactical
Manufacturer: Heckler & Koch GmbH
Caliber: .45 ACP
Type: .45 Tactical Semiautomatic Combat Pistol
Total Length: 218mm (8.58 in.)
Height (Total): 154mm (6.06 in.)
Width of Frame: 32mm (1.26 in.)
Empty Weight: 817g (1.8 lbs.)
Magazine Capacity: 12 Round Magazine


1-2 Glock G18 Select Fire (9x19mm)
WEAPON TYPE: 9mm Select-Fire Automatic Machine Pistol
WEAPON COST: $400
AMMO TYPE: 9mm Parabellum (NATO)
AMMO/MAX: 20/100
AMMO COST: $20 (20)
ALTERNATE FIRE BUTTON: Burst-Fire Mode
	The Glock G18 is a handgun that at first glance looks exactly like Glock's 
widespread G17 9x19mm pistol. The only visible differences are a small dial-like 
selector on one side, different 'cuts' (gas vents) along the slide, and a slightly 
protruding barrel. When holstered, even a gun expert could be forgiven for 
mistaking the G18 as its more popular and civilized older brother, the G17. But the 
two guns can't be more different; where the G17 is your standard 9mm handgun, the 
G18 might be considered one of the world's smallest submachine pistols.

	In CS, the Glock G18 can fire either single-shot semiautomatic or in a burst 
of 3 shots. The real G18 however, is more of a mini-SMG, firing either single-shot 
or full automatic. Originally designed as a small full-auto weapon for Counter-
Terrorist use, it's been used by agencies such as the U.S. DEA (Drug Enforcement 
Administration) in some situations. Though a handgun, it's actually a fairly good 
shot using short bursts, although the full-auto recoil kick is quite powerful. The 
Glock G18 normally uses the 17-round G17 9mm magazines, but Glock also manufactures 
extended 20- and 30-round extended magazines specifically for this use.

POINT: This is more or less the same as the Glock G17 9mm handgun that you first 
get in the Half-Life game, only with a Burst-Fire option. The 3-Burst mode in CS is 
obviously a game balancing point; surely in the first round a Terrorist with a 
fully automatic G18 would easily make short work of his USP Tactical-armed rivals! 
Of course, the Glock being a pistol, a full-auto G18 would not only empty its 
magazine quickly, but also suffer horrendous recoil from it. The Burst Mode also 
makes it superior to the USP Tactical in Close Combat; if all 3 9mm bullets hit 
(and this only happens in EXTREMELY Close Quarters), the total does a lot more 
damage than a single .45 Caliber ACP shot.

TACTICS: Use semiauto mode at medium to long ranges. Burst Fire is better in very 
close quarters, but remember that Burst fire also has a lower ROF than semiauto. 
Swap to a better handgun if you have cash to spare, but in skilled hands, this is 
an exceptional weapon in close-combat.

Glock G18
Manufacturer: Glock GmbH
Caliber: 9mm Parabellum
Type: 9mm Select-Fire Automatic Machine Pistol
Total Length: 188mm (7.32 in.)
Height (Total): 138mm (5.43 in.)
Width of Frame: 30mm (1.18 in.)
Empty Weight: 620.86g (1.37 lbs.)
Magazine Capacity: 15/30 Round Magazines


1-3 Desert Eagle .50 AE (Nighthawk)
WEAPON TYPE: .50 Semiautomatic Pistol
WEAPON COST: $650
AMMO TYPE: .50 Caliber AE (Action Express)
AMMO/MAX: 7/35
AMMO COST: $40 (7)
	Few semiautomatic handguns, outside of the venerable Colt M1911 .45 Caliber, 
are as well-known as the Desert Eagle. Its appearance alone speaks volumes and 
exudes a nasty attitude. The Desert Eagle was originally called the "Magnum Eagle", 
and was designed by Magnum Research as an automatic pistol capable of firing the 
powerful .357 Cal Magnum round, which had until then been solely a revolver round. 
IMI (Israeli Military Industries) offered funding and assistance to the company, 
and the result was the .357 Cal Magnum Desert Eagle, quickly followed up by a .44 
Cal Magnum version. In 1991, a completely new round, the .50 Cal Action Express, 
was developed, and the Desert Eagle .50 AE became the single most powerful 
automatic handgun in the world.

	The Desert Eagle isn't just a big and threatening gun, it's practically a 
Hollywood celebrity. Since it first appeared in the 1984 film "Year of the Dragon", 
the Desert Eagle has been the 'big and bad' gun to use in action filmsThe handguns 
that the MIB-like Agents in "The Matrix" use are all Desert Eagles, for example. 
Quoting Clair Rees of American Handgunner: "Whenever a script calls for a wicked-
looking, thoroughly intimidating handgun, the Desert Eagle still gets the nod". On 
the practical side, the Desert Eagle 50 is also one of those rare few handguns that 
used for big-game hunting; the heavy .50 round has been known to kill moose with a 
single shot. Surprisingly, the Desert Eagle .50 also has less recoil than one would 
expect, due to rifle-style gas control venting inside the gun, which explains why 
it is so accurate, even with follow-up shots.

	In reality, the Desert Eagle isn't used much by the military, much less by 
Special Operations Forces. Although it's powerful, it still packs only 7 shots for 
.50 Cal AE, is incredibly loud and hard to conceal, and despite the semiautomatic 
function which allows one to fire it faster than a revolver, the 7 rounds in the 
gun really don't lend well to it. Most conventional troops usually don't carry 
handguns, and Special Forces need either quieter guns or those that carry more 
ammo.

POINT: Because of its sheer size and weight, I think that the Desert Eagle should 
be a bit heavier to move with; Empty, they're almost as heavy as shotguns, and 
definitely heavier than a pair of Berettas! 

TACTICS: Don't double-tap too often with this weapon as you will run out of ammo 
too quickly. Take full advantage of its power and accuracy at mid and long range. 
Good as a last-ditch finishing weapon for skilled shooters. Though it can pierce 
through crates, don't waste too much ammo firing through them. Dont buy this 
weapon just for it's power; practice your shooting skills to make it count.

IMI Desert Eagle
Manufacturer: Israeli Military Industries/Magnum Research Inc.
Caliber: .50 AE
Type: .50 Semiautomatic Pistol
Total Length: 273mm (10.75 in.)
Height (Total): 159mm (6.25 in.)
Width of Frame: 32mm (1.25 in.)
Empty Weight: 2050g (4.52 lbs.)
Magazine Capacity: 7 Round Magazine


1-4 SIG P228 (228)
WEAPON TYPE: .357 Semiautomatic Pistol
WEAPON COST: $600
AMMO TYPE: .357 Caliber SIG
AMMO/MAX: 13/52
AMMO COST: $50 (13)
	The SIG P228 is a compact pistol based upon SIG's popular (albeit expensive) 
9mm handgun, the SIG P226, and is originally chambered for 9mm. The P228 has better 
ergonomics, a solid construction, and aesthetically more pleasing than the older 
P226. (Gun aficionados consider the P226 to be "an ugly duckling of a gun".) The 
real P228 is chambered only for 9mm; only the older P226 and the newer compact P229 
are chambered in a .357 Cal Magnum version. The P228 is a compact 9mm handgun 
favoured by the US Army Criminal Investigative Division (CID), US Secret Service, 
and some sections of the FBI as the gun is highly reliable straight out of the box 
with little to no adjustment.
 
	Admittedly in CS, the SIG P228 can't hold a candle to the USP Tactical when 
it comes to sheer range accuracy, but its lighter weight and .357 ammo make it an 
incredible stopper at close combat ranges, where smaller guns excel. This being a 
compact pistol, it isn't really meant for mid-range, drawn-out pistol duels. Like 
the Glock G18, the P228 in CS is best when used 'in your face', and its higher ammo 
capacity makes it an attractive alternative to the 7-shot Desert Eagle. Despite 
this, the P228 is still meant more as a defensive pistol (unlike the offensive USP 
Tactical) rather than an assault pistol, and is best used as such--a backup weapon.

POINT: Technically, this should have been listed as the .357 Cal Magnum SIG P229; 
the SIG P228 only comes chambered in 9mm. Until the Five-SeveN appeared, the SIG 
P228 was the second best handgun in the game. Powerful .357 Cal ammo and fairly 
good capacity were its best traits, although it isn't as good as the USP Tactical 
when taking slightly longer-range shots. Now that the Five-SeveN is available, CTs 
have a better choice for ranged shots. Terrorists who can't afford the Desert Eagle 
but need some considerable punch in a backup can still purchase this as an 
alternative, though.

TACTICS: Best in medium to close-range battles. Not as powerful as the Desert 
Eagle, but has more ammo, and does very good damage. Best use of this gun is 
preferably to get in close and let loose. Not many people use this gun currently, 
as they gravitate more to the Desert Eagle, which is a shame as the P228 is a fine 
enough weapon in its own right.

SIG P228
Manufacturer: Schweizerische Industrie Gesellschaft (SIG) Arms/J.P. Sauer & Son
Caliber: 9mm [Real]
Type: 9mm Semiautomatic Pistol
Total Length: 180.34mm (7.1 in.)
Height (Total): 137.16mm (5.4 in.)
Width of Frame: 38mm (1.5 in.)
Empty Weight: 740g (1.63 lbs.)
Magazine Capacity: 13 Round Magazine


1-5 Dual Beretta 96G (.40 Dual Elites) [Terrorist Only]
WEAPON TYPE: 9mm Semiautomatic Combat Pistol
WEAPON COST: $1000
AMMO TYPE: 9mm Parabellum (NATO)
AMMO/MAX: 30/120
AMMO COST: $20 (30)
	The 9mm Beretta 92F series of pistols were first developed in the mid-80's as 
a 9x19mm Parabellum replacement for the U.S. Army's old Colt .45 M1911 pistol (to 
the consternation of many longtime Colt 45 fans in the Military). Since then, the 
Beretta (Designated M9 by the U.S. Army) has been a popular pistol choice for 
various Military, Police, and Civilian shooters. Arguably 7 out of every 10 9mm 
pistols in the world are Berettas.

	The real Beretta 96G Elite is a 1993-issue .40 Cal S&W edition of the 
Military-issue Beretta 92, but in CS these are chambered for the 9mm round and have 
the 15-round capacity of the 9mm Beretta. In CS, the Berettas are sold as a pair, 
held John Woo-style, and are actually used in the same way--running around with 
your fingers frantically pulling on the triggers and throwing a lot of 9mm ammo in 
the air. This is why they are expensive in the game--You're basically buying 2 
Berettas at $500 apiece. 

POINT: I am wondering why the guns were labelled as 96Gs; the 15-round/magazine 9mm 
capacity suggest that these are the older and more common 92F types, not the 11-
round/magazine .40 S&W 96G. Also, it would be nice if the Dual Berettas had an 
alternate fire mode. As they are now, the guns are fairly accurate in the first 
shot but lose it badly after following it up (No surprise. Hong Kong cinema aside, 
it's ridiculously hard to shoot accurately with a gun in each hand).

If it were possible, I'd prefer the Berettas to be firing normally (i.e. one 
gun at a time) with the advantage of 30 shots (since you merely draw the second 
Beretta after emptying the first), and make the two-handed and faster firing stance 
a secondary fire option instead. This would make the Beretta more accurate when in 
normal mode. But no matter how you stretch it, one 15-Round pistol plus one 15-
Round pistol does not equal one 30-Round SMG. 

TACTICS: Best if you have a VERY fast trigger finger. A spray and pray pair of 
handguns. Shots are slightly to one side, opposite of the gun firing. Strictly for 
bragging rights only.

Beretta 96G Elite
Manufacturer: Pietro Beretta Inc. 
Caliber: .40 Caliber S&W [Real]
Type: .40 S&W Semiautomatic Combat Pistol
Total Length: 210.82mm (8.3 in)
Height (Total): ?
Width of Frame: ?
Empty Weight: 985g (2.17 lbs.)
Magazine Capacity: 11 Round Magazine


1-6 FN Five SeveN [Counter-Terrorist Only]
WEAPON TYPE: 5.7mm Semiautomatic Tactical Combat Pistol
WEAPON COST: $750
AMMO TYPE: 5.7x28mm FN (Fabrique Nationale)
AMMO/MAX: 20/100
AMMO COST: $50 (50)
	Developed at the same time as the FN P90, there's just no other handgun in 
the world like FN's Five-SeveN (Take note that the capital "N" at the end is not a 
typographical error; Fabrique Nationale obviously emphasized the "FN" in Five-SeveN 
as a marketing point). First developed in 1995 and chambered in FN's new 5.7x28mm 
round, the Five-SeveN is a weapon that can punch through any kind of Kevlar body 
armour or helmet currently in existence--Even CRISAT armour (Light Titanium Flak 
Vest with Kevlar layering). At the same time it's lighter, smaller, and still packs 
more ammo than most standard combat 9mm pistols, has an ergonomic grip, and 
possessing very low recoil, making it ridiculously easy to shoot accurately with 
it.

	The only real trouble with the Five-SeveN is that it has not been used in a 
real-life gun battle. Since its purpose is primarily to be used against an opponent 
with body armour, there hasn't been any opportunity as of yet to use the gun in 
actual combat. Critics of the gun say that it does very little actual damage, while 
FN and some NATO shooters claim that it is more powerful than the standard 9mm NATO 
round. FN hopes that the 5.7mm round will soon replace the 9mm round as NATO 
standard-issue pistol ammo, which is why the Five-SeveN and the critically-
acclaimed P90 are currently being issued to some NATO frontline units. Since it 
uses an armour-piercing round, the Five-SeveN is one pistol that will most likely 
never be sold to anyone outside the military.

POINT: Since the 5.7mm is designed as an armour-piercing round, I think the Five-
SeveN rounds should, like the Desert Eagle, go through crates. Of course, there 
should be a corresponding drop in damage, but every little bit counts. It's easily 
the most accurate gun in the game, good enough that you can actually snipe with it 
to some extent. I actually prefer it to the Desert Eagle when packing shotguns, if 
only for the range accuracy. It also has an incredible 20-round magazine, high rate 
of semi-auto fire, and almost negligible recoil from it. It's a fairly versatile 
gun for the CT player who wants a little more ammo than what the USP or P228 can 
offer.

TACTICS: Very accurate, but as of V1.2 less than it used to be. Low damage but high 
kevlar armor penetration. Very large magazine size. Highly underestimated and 
misused by many players, the Five-SeveN can be a nasty surprise in the hands of a 
skilled shooter.

FN Five-SeveN
Manufacturer: Fabrique Nationale
Caliber: 5.7mm FN
Type: 5.7mm Semiautomatic Tactical Combat Pistol
Total Length: 208mm (8.2 in)
Height (Total): ?
Width of Frame: ?
Empty Weight: 618g (1.36 lbs.)
Magazine Capacity: 20 Round Magazine


=============
2 -- Shotguns
=============
Forget everything you know about Shotguns from the movies and from other FPS games 
such as Doom, Duke Nukem, or Quake. Although shotguns are indeed monster weapons at 
close range, they're practically worthless anywhere else. Among Counterterrorist 
Units, a shotgun is used not as a combat weapon but as an entry weapon--to blow the 
hinges off of doors when door charges or lock-picking would take too long, and 
silence is not essential.

Nonetheless, Shotguns also make for incredible room-clearing weapons wherein there 
are lots of Terrorists, cramped quarters, and no civilians or hostages in the area. 
That said, it takes an exceptional kind of skill for someone to master a shotgun in 
such close-range combat, especially a pump-action (or Manual) shotgun. Most true 
combat shotguns are semiautomatic or automatic for the purposes of room-clearing. 
Still, they lack the mid-range capabilities of SMGs or the long-range finesse of a 
good rifle.


2-1 Benelli M3 Super90 (Leone 12 Gauge Super)
WEAPON TYPE: 12-Gauge Tactical Entry Shotgun
WEAPON COST: $1700
AMMO TYPE: 12 Gauge Buckshot
AMMO/MAX: 8/32
AMMO COST: $65 (8)
	The Benelli M3 Super 90 Tactical Entry Shotgun is a gun designed by Benelli 
of Italy and marketed by Heckler & Koch. If you've played Rainbow Six or Rogue 
Spear before, this is practically the same as the Benelli M1 Tactical Shotgun in 
that game. The difference is that while the Benelli M1 is a Semiautomatic self-
loading shotgun, while the M3 can be selected to fire either Semiautomatic or 
Manual (Pump-Action). 

	The version used in CS is configured purely for Pump-Action and fitted with a 
solid Kevlar stock. Also, the weapon skin shows it with a Mag-lite flashlight 
attached on the pump handle. In real life, the 12-Gauge shot may not penetrate the 
Kevlar vest at all, but the power of the round itself (especially when used at 
close range) is enough to break ribs or even cause internal bleeding. If you're 
lucky, it'll only feel like you were kicked pointblank by a mule, and will leave 
you unconscious for quite some time. At the worst, you could be looking at crushed 
lungs despite the Kevlar protection.

	The M3 is configured for semiautomatic firing when using standard 12-Gauge 
shotgun loads. But when the shotgunner needs to quickly swap from that to another 
ammo type, say Tear Gas rounds or Flares, he can quickly select the Pump-Action 
mode and manually load in a new round. The semiautomatic feature, it seems, also 
makes the loading of the shotgun harder and slightly slower than a typical pump-
action. The gun allows a shotgunner to load the full capacity of 7 shot shells plus 
one in the barrel chamber, giving the M3 a total of 8 rounds.

POINT: It would be nice if you could select-fire this weapon from semiautomatic to 
Pump-Action manual, but that would completely defeat the reason and existence of 
the 2nd shotgun in the game, the Benelli XM1014. There are two advantages to the 
M3: one is that at close range, it's virtually a one-shot kill weapon. The other is 
that it's one of the lightest primary weapons that pack a considerable punch. 
However, this power is only of good use in close combat, so equipping a shotgun in 
a map with a lot of wide open spaces is suicide. There are only very few maps 
wherein the M3 can be used to its fullest. The cramped hallways of cs_italy, 
cs_backalley, or cs_estate/cs_mansion are the best; close range areas wherein you 
only have to face one opponent at a time, since the manual pump-action takes 
considerable re-readying time in between shots.

TACTICS: Best used at extremely close range and one opponent at a time, for a one-
hit kill. Pump-action gives it slower rate of fire. Used best in cramped and small 
enclosures. It is, without a doubt, the weapon of true skill among CS players. In 
some circles, it is also referred to as the 'Snobgun' due to the high regard 
players have for it.
 
Benelli M3 Super 90
Manufacturer: Heckler & Koch GmbH/Benelli Inc.
Caliber: 12 Gauge Buckshot (18.4 mm Shell)
Type: Select-Fire Tactical Shotgun
Total Length: 901.7mm (35.5 in.)
Height (Total): 184.15mm (7.25 in.)
Width of Frame: 57.15mm (2.25 in.)
Empty Weight: 2950g (6.5 lbs.)
Magazine Capacity: 7 + 1 Shells


2-2 Benelli XM1014 (Leone YG1265 Auto Shotgun)
WEAPON TYPE: 12-Gauge Semiautomatic Combat Shotgun
WEAPON COST: $3000
AMMO TYPE: 12 Gauge Buckshot
AMMO/MAX: 7/32
AMMO COST: $65 (8)
	The Benelli XM1014 was originally named the Benelli M4 Super 90, and was 
adopted on 02/12/99 by the U.S. Marine Corps as their new Combat Shotgun. However, 
since there already was a weapon in the US arsenal labelled the M4 (The Colt M4A1 
Carbine), it was re-designated the XM1014. The weapon is Semiautomatic, like the 
Benelli M1, but is designed tougher; The M1 and M3 shotguns were originally 
designed for Police and Urban work, not for jungle or other hostile environments. 
It carries 6 shells and can load another in the barrel, a total of 7 rounds. 
Technically, the XM1014 and the Benelli M3 fire off the same ammunition of 12 Gauge 
shot, but in CS, the XM1014 is slightly weaker than the M3. This is most likely an 
adjustment due to game balance than anything else.

POINT: Unlike the M3, the XM1014's semiautomatic capabilities allow for incredibly 
close-quarters room clearing. Like the M3, it has a lighter weight than most SMGs 
(Save for the Steyr TMP), but the automatic ability allows it to fire much faster 
than the M3. The downside is that unlike the M3, it isn't possible to do a one-hit 
close-combat kill with the XM1014 (it takes the XM1014 at least two shots for a CQB 
kill) unless with a headshot. But the ability of full automatic fire makes this a 
better choice when against two or more SMG-wielding opponents in cramped quarters. 
The full-auto ability and the stunning effect it has on hit opponents make this one 
of my favorite weapons. A full SMG is still a better-rounded option, though.

TACTICS: Best used at extremely close range. Slightly weaker than the M3, but with 
a higher rate of fire. Used best in cramped and small enclosures. Some older 
players, especially M3 Shotgun users, turn up their noses at this gun due to its 
popularity with new players.

Benelli XM1014 Combat Shotgun System (Telescoping Stock)Manufacturer: Heckler & 
Koch GmbH/Benelli Inc.
Caliber: 12 Gauge Buckshot (18.4 mm Shell)
Type: Semiautomatic Combat Shotgun
Total Length: 1010.92mm (39.8 in.) with stock extended,
               886.46mm (34.9 in.) with stock compressed
Height (Total): 184.15mm (7.25 in.)
Width of Frame: 57.15mm (2.25 in.)
Empty Weight: 3840g (8.44 lbs.)
Magazine Capacity: 6 + 1 Shells


====================
3 -- Submachine Guns
====================
Generally, a submachinegun is any light weapon that fires pistol ammo, but at high 
rates of fire close to those of a true machine gun. That said, there's a lot of 
inconsistencies between different SMGs. Some like the MP5/N are accurate, while 
others like the MAC-10 simply have a high rate of fire. No two SMGs were designed 
with the same goal in mind, which is why directly comparing one SMG with another 
isn't quite fair at times. To sum up, here are the usual ideas behind SMGs:
- A smaller, scaled-down version of an Assault Rifle. (MP5/N, UMP45)
- A small weapon capable of high rates of fire. (MAC-10)
- A personal defense weapon more powerful than a pistol but not as big as a rifle. 
(Steyr TMP)
- A more compact alternative to a full-scale assault rifle (FN P90)
- A fully-automatic firing pistol.


3-1 H&K MP5-Navy (SMG)
WEAPON TYPE: 9mm Combat Submachinegun, (Navy SEAL variant)
WEAPON COST: $1500
AMMO TYPE: 9mm Parabellum (NATO)
AMMO/MAX: 30/120
AMMO COST: $20 (30)
	The HK MP5 is one SMG that really needs no introduction. Based upon HK's G3 
rifle design, it was the first SMG known for accuracy and controllability in 
combat. In fact, many note that the MP5 appears as a scaled-down G3 chambered for 
9mm, and the MP5's rifle-like design (As opposed to the pistol-configured designs 
of Uzis, Ingrams, and most other SMGs) adds to that idea. As a weapon, it is the 
single most successful SMG design in the world, and without a doubt the most 
popular and trusted. Variants of the MP5 abound, chambered for 10mm, .40 Cal S&W, 
and .45 Cal ACP.

	The MP5 version in CounterStrike is the MP5/N, also known as the MP5 Navy. It 
is a full-size MP5 with a retractable stock and 3-stage firing type (Safe, Single-
shot, Full Auto), and is almost identical to the MP5A3 (full-size MP5 with a 
retractable stock) version, only made more durable for Spec Ops usage. Due to 
security reasons HK has not revealed exactly how the MP5/N is different from the 
standard MP5A3. Nonetheless, it is every bit as accurate as the next MP5 model, and 
the robust and reliable construction make it a winner in any respect. Consequently, 
it is the one SMG adopted by almost every small-unit team in the world from the 
Navy SEALs, British SAS, GSG-9, etc., up to the SWAT teams of various countries. 
The MP5/N is THE submachinegun to beat, and the world's standard in terms of 
hostage-rescue weaponry.

	The official HK designation for this weapon is the HK54. It got its current 
name of MP5 due to the West German Border Guard--MP5 stands for Machine Pistol 
number 5. The A, SD, and other extensions added to the designation of the MP5 
indicate what variant they are. The weapon itself is the same. Thus, an MP5A2 (With 
solid Kevlar stock) can be changed into an MP5A3 (With retractable stock) simply by 
swapping attachments. The MP5K (K - Kompact or compact) however, due to its smaller 
size, cannot fit a normal MP5-size stock and must use a modified stock. With all 
that has been done for the MP5, it's considerably hard to improve on what many 
consider a near-perfect SMG.

POINT: The MP5/N is the ideal SMG to use, and in terms of balance plus cost, the 
single best SMG in the game. Even more so because it is available to both sides. A 
secondary fire option providing the MP5/N with a suppresser would be nice, but not 
really all that necessary in the game. The MP5/N in CS is modelled very faithfully 
after the real MP5/N in the sense of its use and effectivity (Although a real MP5/N
would be far costlier). Whether it's to assault, to ambush, or to cover a hasty 
retreat, the MP5/N is the best SMG to have at a relatively cheap price. But to get 
the most of the weapon, remember that it's a weapon intended to assault, and does 
so best in middle range or closer.

TACTICS: Best mid- to close- weapon in the game. Ideal newbie starter weapon. Not 
recommended for long-range combat, especially against rifles. Often mocked by older 
players due to its inherent accuracy at close range and low cost.

HK MP5/N
Manufacturer: Heckler & Koch GmbH
Caliber: 9mm Parabellum
Type: 9mm Combat Submachinegun (Navy SEAL variant)
Total Length: 660mm (25.98 in.)
Height (Total): 210mm (8.26 in.)
Width of Frame: 50mm (1.96 in.)
Empty Weight: 2880g (6.34 lbs.)
Magazine Capacity: 30 Round Magazine


3-2 Steyr TMP (Schmidt MP) [Counter-Terrorist Only]
WEAPON TYPE: 9mm Tactical Machine Pistol/Personal Defense Weapon
WEAPON COST: $1250
AMMO TYPE: 9mm Parabellum (NATO)
AMMO/MAX: 30/120
AMMO COST: $20 (30)
	The handguns used by support forces such as aircraft maintenance crews and 
medics were next to useless when an enemy armed with SMGs or assault rifles 
attacked these non-combat troops. On the other take, a full-size SMG or rifle was 
too large and bulky to be used by people who weren't supposed to fight in the first 
place. Out of this was developed the PDW (Personal Defense Weapon) concept. The TMP 
is an SMG designed with the PDW concept in mind. It has the full-auto capabilities 
of a good SMG, and at the same time light and easy to handle as a pistol. Since the 
TMP was designed for non-combatants, it also had to be intuitive enough for someone 
to fire well even with little training. 

	The TMP does not have the range of most other SMGs, being designed for very 
close-in engagements. It also has no stock whatsoever; Steyr believes that adding 
one would only add weight and hinder a person's reaction time. But this lack of 
stock (upon which to brace and absorb recoil) is one of the reasons the TMP isn't 
quite as good as the MP5/N in terms of accuracy. This isn't to say that the weapon 
is inaccurate; in fact, it's quite sharp at close ranges and fires very quickly. 
But being a PDW, it's not really meant as an offensive weapon, which is why the TMP 
isn't as good as the MP5/N when taking out ranged targets. Nonetheless, TMPs can 
also fit a Sound/Flash Suppresser, and the combination of light weight and small 
size make it a viable option for Special Operations forces undergoing highly covert 
operations.

POINT: Because of its high rate of fire, it's sometimes difficult to fire the TMP 
single-shot all the time. Even with a suppresser, firing the TMP full-auto gives a 
noise akin to that of a zipper going Mach 1. The TMP's much lighter and pistol-like 
characteristics make it quicker to aim and shoot than an MP5. On the other hand, 
its small size and high rate of fire give it a considerable recoil kick for a small 
weapon; A full-auto burst bucks straight upwards. In CQB, this can sometimes work 
to your advantage in getting headshots at close range. The TMP is best used as a 
hit-and-run or ambush weapon (see MAC-10, as well) than a dedicated assault weapon, 
so a straightforward charge with it is not recommended.

TACTICS: Less accurate and weaker than the MP5/N. Best used for ambush due to 
suppresser. Use the upwards recoil to your advantage. Almost no CT player uses this 
SMG, which is a waste, as it is an effective and cheap weapon when used properly 
(in close combat ambush).

Steyr TMP
Manufacturer: Steyr GmbH
Caliber: 9mm Parabellum
Type: 9mm Tactical Machine Pistol/Personal Defense Weapon
Total Length: 400mm (15.74 in.) [With Suppresser]
Height (Total): ?
Width of Frame: ?
Empty Weight: 1300g  (2.86 lbs.)
Magazine Capacity: 20/30 Round Magazines


3-3 FN P90 (ES C90)
WEAPON TYPE: 5.7mm Submachinegun/Personal Defense Weapon
WEAPON COST: $2350
AMMO TYPE: 5.7x28mm FN (Fabrique Nationale)
AMMO/MAX: 50/100
AMMO COST: $50 (50)
	In the mid-1980s, NATO began seriously considering the existence of an enemy 
wearing Kevlar body armour, and how it would affect future combat engagements. 
Against a rifle, Kevlar provided only minimal protection, but it was a lifesaver 
against SMGs and pistols, which prompted NATO to consider switching to another 
small-arms ammo round. Fabrique National (FN) of Belgium presented an answer: the 
5.7x28mm FN round, a small bullet that looked like a smaller version of the 
5.56x45mm rounds used by NATO for its Rifles and Carbines. Not only that, FN 
produced two weapons for the new round, the FN Five-SeveN pistol (see above) and 
the FN P90 SMG.

	The FN P90, like the Steyr TMP, it was originally designed with the PDW 
(Personal Defense Weapon) concept in mind, only chambered for 5.7mm as opposed to 
the 9mm SMGs currently existing. The weapon has been tested against Kevlar and 
CRISAT (Titanium plus layered Kevlar) and easily made short work of its 
targets. It was highly compact (far smaller than the MP5), carries a large 
magazine, and is easily maintained due to the simplicity of most of its working 
parts. Top it off with an incredibly robust construction, and it is small wonder 
that European Special Forces teams have literally fallen in love with the P90.

	In the early versions of CS, the P90 is equipped with the .338 Lapua round. 
The real P90, on the other hand, is armed with the 5.7x28mm FN round. Since the FN 
Five-SeveN only appeared starting with V1.0, it's likely that the incorrect caliber 
was to accommodate the ammo type. The P90 as of V1.0 now uses the 5.7mm round, even 
if the data file (at the buy screen) still shows it as .338 Lapua Magnum. Other 
than that and one other detail, the FN P90 in CS functions almost like the real 
thing. However, its accuracy has been woefully downgraded due to game balance 
reasons. As either a PDW or assault SMG, the P90 leaves little to be desired, and 
may someday revolutionize the way SMGs are made and used.

POINT: The other little detail is the same note mentioned above for the Five-SeveN. 
5.7m rounds should be able to punch through crates easily. The P90's power and high 
ammo load sometimes prompts one to forget that this is still an SMG, after all. 
Light, maneuverable, and capable of putting a LOT of heavy lead in the air, it's a 
good weapon to use when in a pinch and cramped in close quarters with two or more 
enemies bearing down on you. If it were only more accurate while moving (like the 
real P90), the P90 would be the best weapon to use in a head-on assault.

TACTICS: Poor accuracy while moving. Better than MP5/N only for the armor-piercing 
ammo and larger magazine size. Shoot in short bursts at medium range, full-auto in 
extremely close (shotgun) range. One of the few weapons new and old players seem to 
enjoy equally.

FN P90
Manufacturer: Fabrique Nationale
Caliber: 5.7mm FN
Type: 5.7mm Submachinegun/Personal Defense Weapon
Total Length: 500mm (19.7 in.)
Height (Total): 210mm (8.25 in.)
Width of Frame: 55.88mm (2.2 in.)
Empty Weight: 2500g (5.9 lbs.)
Magazine Capacity: 50 Round Magazine


3-4 Ingram MAC-10 [Terrorist Only]
WEAPON TYPE: .45 Automatic Machine Pistol
WEAPON COST: $1400
AMMO TYPE: .45 Caliber ACP (Automatic Colt Pistol)
AMMO/MAX: 30/96
AMMO COST: $25 (12)
	The Ingram MAC-10 was one of the first SMGs used by the Navy SEALs until the 
more accurate MP5/Nwas adopted. Named after its creator Gordon Ingram, the MAC-10 
was chambered for 9mm and .45 Caliber ACP (The MAC-11, which was based on the MAC-
10, was chambered for .380 Caliber and 9mm). In the 1970's it was the most popular 
SMG in America--cheap, easy to manufacture, mass-produced, and usually reliable in 
performance. AFAIK the gun is no longer being produced, thanks to US laws banning 
the sale and production of automatic weapons, and the emergence of the more 
accurate and reliable MP5/Nfor Police and Military use. Nicknamed the "American 
Uzi", it also (thanks to many late 80's action movies) has the dubious reputation 
of being the favorite weapon of Colombian Druglords and Cartels. The MAC-10 is also 
one of the first SMGs designed to accept a Sound Suppresser (long before the HK 
MP5SD SMGs), and among some of its fans is called "The Silent Killer".

	The MAC-10 was actually made by various different gun makers, so there has 
been notable inconsistency of quality between the various guns. The original 
Military Armaments Corporation MAC-10s are the best (MAC stands for Military 
Armaments Corporation, Gordon Ingram's company which went bankrupt in 1976), while 
others were anywhere between good quality to bottom-of-the-barrel bad in terms of 
construction or reliability (depending on who made them). The version of the MAC-10 
in CS is most likely not one of the originals; First-Edition Mint-Condition MAC-10s 
fetch a fairly good price among gun collectors on the Internet nowadays.

	SMG fans are usually divided about the MAC-10. But all of them, fans and 
detractors alike, admit that the MAC-10 is a real bullet-hose, emptying a 30-round 
magazine in less than 3 seconds. It's certainly not the kind of SMG to use when 
engaged in a delicate hostage-rescue operation, but a good weapon to use when in 
close quarters and needing lots of cover fire. One of the reasons that the Ingram 
MAC-10's name was not changed at all (unlike the other guns) in v1.0 retail of CS 
might be due to the fact that there are no more copyrights pending on this weapon, 
and the companies that made it are no longer in business.

POINT: It would be interesting if the next version of CS allowed a Terrorist to 
attach a Suppresser to the MAC-10. Not only would it be realistic, it'd also give 
Terrorists more reason to use this weapon. More than any other SMG in 
CounterStrike, the MAC-10 should be used to ambush rather than directly assault. 
The MP5/Nand UMP45 outshoot it at medium range, the P90 has a bigger magazine plus 
better ammo, and the weaker but suppressed Steyr TMP has a slightly higher rate of 
fire. The MAC-10 works like the TMP in the sense that its pistol configuration 
makes it faster to shoot with, but the bigger kick of the .45 Cal ACP rounds also 
make it a bad choice for ranged duels. It's best to hide, waiting for some poor 
schmoe to walk by and nail him up close and personal with the MAC-10, much the same 
way you would do with the TMP.

TACTICS: Cheapest SMG in the game, yet very powerful in the right hands. Can be 
used for ambush or assault, preferably at close range or better. Like the TMP, use 
the powerful recoil to your advantage. Terrorist player tend to buy this for its 
low cost, in order to save cash for bigger and better weaponry.

Ingram MAC-10
Manufacturer: Military Armaments Corporation (MAC), various others
Caliber: .45 ACPType: .45 Automatic Machine Pistol
Total Length: 279.4mm (11 in.)
Height (Total): ?
Width of Frame: ?
Empty Weight: 2450g (5.4 lbs.)Magazine Capacity: 30 Round Magazine


3-5 H&K UMP45 (K&M UMP45)
WEAPON TYPE: .45 Combat Submachinegun
WEAPON COST: $1700
AMMO TYPE: .45 Caliber ACP (Automatic Colt Pistol)
AMMO/MAX: 25/100
AMMO COST: $25 (12)
	The HK UMP45 (Universal Machine Pistol 45) is a new SMG partially based upon 
HK's MP5 design, chambered for the .45 Cal ACP round. The UMP45 has a much lower 
rate of fire, in order to fire more accurately and control the .45 Cal round's 
recoil. The weapon is much larger than its predecessor is; it is also has a boxy 
design, and has an MP5K-inspired front vertical grip for stability.

	In the late 1980's HK developed a new Submachinegun called the SMG-II (There 
was an earlier 'SMG-I', also done by HK on request by the Navy SEALs, but it was 
scrapped for the MP5/N). The SMG-II had an MP5K-like silhouette, only with a boxy, 
hi-tech hexagonal look and various other adjustments made that were distinct 
improvements on the MP5. Unfortunately, the high initial and maintenance cost of 
the SMG-II kept it from becoming anything more than an expensive made-to-order 
automatic weapon. The UMP45, developed in the 1990's, is HK's first attempt to put 
some of the finer qualities of the SMG-II in a more affordable package.

POINT: The UMP45's design and accuracy are all reminiscent of the MP5, and many 
consider it a more powerful MP5. However, despite its inherent accuracy, it's not 
the kind of SMG to be stuck with in close combat with, as its slow rate of fire 
will allow an enemy with a faster gun (say the TMP or MAC-10) to easily ventilate 
you before you score a good hit. Like the MAC-10, the UMP45's advantage lies in its 
ammo power, but while the MAC-10 excels at extremely close range, the UMP is more 
of a mid-range assault or snipe weapon; more like a lighter assault rifle than a 
heavier SMG.

TACTICS: Does poorly at close ranges due to lower rate of fire. Best used in medium 
to far medium ranges. Treat as a more powerful, slower-firing MP5/N. Far too many 
players make the mistake of using it in close combat and thus gain a lasting bad 
impression of the UMP45.

HK UMP45
Manufacturer: Heckler & Koch GmbH
Caliber: .45 ACP
Type: .45 Combat Submachinegun
Total Length: 690.12mm (27.17 in.) with stock extended,
              449.83mm (17.71 in.) with stock folded
Height (Total): 324.10mm (12.76 in.)
Width of Frame: 63.5mm (2.5 in.)
Empty Weight: 2100g (4.63 lbs.)
Magazine Capacity: 25 Round Magazine


===========
4 -- Rifles
===========
Regardless of what country you're in, it's Rifles, not SMGs that are the standard 
infantryman's weapon. From the ancient muskets to the modern assault rifles, a 
rifle is the mainstay long arm of all troops, and one that it is mandatory for all 
military forces to learn to use. They lack the maneuverability and lighter weight 
of submachineguns, but they also pack more firepower and recoil as well. That said, 
most rifles are best used from a stationary position, to take shots at range, 
rather than the CQB of SMG combat. Of course, there are exceptions...


4-1 AK-47 (CV-47) [Terrorist Only]
WEAPON TYPE: 7.62mm Main Battle Rifle (Soviet)
WEAPON COST: $2500
AMMO TYPE: 7.62x51mm Winchester Magnum (NATO)
MAGAZINE/MAX: 30/90
MAGAZINE COST: $80 (30)
	If there is any single weapon in the world that has become synonymous with 
the word 'Terrorist', it is this--the Kalashnikov AK-47 Assault rifle. First 
designed in 1946 by Mikhail Timofeyevich Kalashnikov as a combat rifle for Soviet 
Tank crews to use, the AK47's robust design, cheap manufacturing costs, and high 
firepower immediately made it the standard infantry rifle for the Soviet Union and 
all of its allies as of 1949. Up to today, in spite of newer rifles existing, the 
AK47 is still the favored rifle of Post-Communist Russia and other small forces.

	The Kalashnikov may well be the most successful Assault Rifle design in the 
world. Over 30-50 million were produced, and that still does not include bootleg 
copies produced in Iraq, China, or in other countries. The AK47 is a very heavy 
rifle, more in the class of the older 7.62mm M14 Rifle than the 5.56mm M16, and 
highly inaccurate when used on fully automatic fire; However, its semiautomatic 
firing capabilities are very good. The famed Russian Dragunov Sniper Rifle, in 
fact, has many of the AK47's parts as its base.

POINT: The Real AK47 actually uses the 7.62x39mm Soviet round, but for game 
simplicity it uses the 7.62x51mm NATO round in CounterStrike (Same as the Steyr 
Scout and HK G3/SG-1). It is actually a fairly accurate weapon, but the horrific 
recoil tends to throw its fire off greatly in a sustained burst. Even Burst-Firing 
the AK47 is a tough task, as the 7.62mm round's powerful recoil can throw the 
succeeding shots way off unless in close combat. Used Single-Fire, it is highly 
accurate and damaging. It's also an extremely heavy weapon; the older AK uses 
hardwood and cast-iron parts rather than the Kevlar/Polymer and Steel construction 
of other (European/American) guns.

TACTICS: Cheapest and most powerful assault rifle in CS. Weight and recoil are 
problems. Best used in medium to long range, firing single shot or short two/three-
round bursts. A favorite of Terrorist players.

Kalashnikov AK-47
Manufacturer: Kalashnikov Iszmash JSC
Caliber: 7.62mm
Type: 7.62mm Main Battle Rifle (Soviet)
Total Length: 869.95mm (34.25 in.)
Height (Total): ?
Width of Frame: ?
Empty Weight: 4300g (9.47 lbs.)
Magazine Capacity: 30 Round Magazine


4-2 SIG SG552 Commando (Krieg 552 Commando) [Terrorist Only]
WEAPON TYPE: 5.56mm Assault Carbine
WEAPON COST: $3500
AMMO TYPE: 5.56x45mm Remington (NATO)
AMMO/MAX: 30/90
AMMO COST: $60 (30)
ALTERNATE FIRE BUTTON: 2x Zoom View
	SIG Arms' 550-series Assault Rifles ("Sturmgewehr" or "Storm Rifle") are SIG 
arms' answer to the US Army Colt M16 or the German Army HK G3 rifles. These weapons 
were made as the standard rifle of the Swiss Army. Previously there were two 
variants: the original SG550 Rifle and the SG551 SWAT Carbine used by the French 
GIGN. The SG552 Commando is the Special Forces Carbine version of the 550, equipped 
with a foldable stock and a scope. The Folding Stock is an important feature; 
because of this, a 552 can be compacted even further, to the dimensions of an SMG, 
but retaining the power of the Assault Carbine that it is.

	All of the SG-series assault rifles are ambidextrous, and SIG boasts that 
they can actually be operated with only one of either hand. Further, the weapon is 
highly precise and accurate, a rival for HK's renowned G3/G36 rifles in terms of 
sharp-shooting potential (See the SG550 Sniper, below). Rugged, lightweight, and 
horrendously accurate, the SG552 is, indeed, a dangerously effective carbine.

POINT: As an assault weapon, the SG552 is simply incredible. The attached 2x Scope 
that it packs also gives it some limited sniping ability. Having smaller recoil 
than the Steyr AUG also helps as you can have less worries about going full-auto in 
CQB. The only other rifle weapon in CS that can possibly match the SG552's 
performance would be the Colt M4A1, but the M4A1 lacks the SG552's 2x Scope.

TACTICS: Use the scope to snipe at long range. Functions like the M4A1 in medium to 
close-range combat, with a higher rate of fire and slightly less accuracy (so 
slight it is considered negligible). It is a good halfway weapon between the Steyr 
AUG and M4A1.

SIG SG552 Commando
Manufacturer: Schweizerische Industrie Gesellschaft (SIG) Arms
Caliber: 5.56mm
Type: 5.56mm Assault Carbine
Total Length: 825.5mm (32.5 in)
Height (Total): 285mm (11.22in.)
Width of Frame:	?
Empty Weight: 3492.66g (7.7 lbs.)
Magazine Capacity: 30 Round Magazine


4-3 Colt M4A1 Carbine (Maverick M4A1 Carbine) [Counter-Terrorist Only]
WEAPON TYPE: 5.56mm Assault Carbine (Suppressed)
WEAPON COST: $3100
AMMO TYPE: 5.56x45mm Remington (NATO)
AMMO/MAX: 30/90
AMMO COST: $60 (30)
ALTERNATE FIRE BUTTON: Sound Suppresser
	The M4 Carbine is one of the most popular assault weapons in the Western 
world at the moment. Basically, it is a Colt M16A2 Rifle that has been shortened, 
made more durable and lighter for maneuverability and use, while still retaining 
the tack-driving accuracy of the original M16A2 rifle. The firing mechanism is 
exactly the same as the M16, but with a shorter scope and collapsible stock. This 
basically gives the firepower of a full Assault Rifle in a more manageable package, 
hence the name Carbine (A shortened rifle sacrificing some long-range reach for 
maneuverability). There have been Carbine versions of the M16A2 before, but the M4 
thus far is the most successful, its capabilities having been requested by none 
other than the U.S. Marine Corps for their operations. The weapon is also slowly 
replacing all M16A2 rifles in U.S. Military Service.

	The M4A1 is a variant of the M4 designed specifically for use with the U.S. 
Army Rangers, Army Special Operations Forces (SOF), and Navy SEALs. It can mount a 
scope (Normal or Night Vision) and a small Flash/Sound Suppresser attachment, the 
same as in CounterStrike. I've actually had the privilege of handling an M4 as well 
as live firing the M16A1 (The older Vietnam-era M16), and there really is a huge 
difference between the two; the M4 carries quite easily--comfortably, even--with 
the stock retracted, while still retaining the quality and reliability of a full 
M16A2.

	There are two variants of the M4A1 Suppresser. One is the Knight Armaments 
suppresser, which looks like a canister filled with holes. The Suppresser shown in 
CS is the Gem-Tech suppresser, which is smaller and does not have holes. One note 
is that for the suppresser to work, the M4A1 must be equipped with subsonic 5.56mm 
rounds (normal 5.56mm rounds are supersonic). Using the suppresser with supersonic 
rounds does not have any effect at all, as the sound will be as loud as normal 
firing. Subsonic rounds, on the other hand, have less range than normal 5.56mm 
rounds.
 
POINT: Although CS fans gripe about the M4A1 losing its scope, it makes sense for 
practical reasons, since real M4A1 Carbines in service with the Navy SEALs were 
intended for mid- to close-range assault-style combat than actual sniping. Still, 
the M4A1 is a good weapon in-game for both long- and close-range shooting. CT 
players favour this weapon over all the others, as it is the one weapon that goes 
the whole nine yards; accuracy, light carry weight, and fair recoil make it a good 
rival to the Terrorists' SG552.

TACTICS: Most well-balanced Assault rifle. Does well at nearly all ranges. 
Accurate, and has a good rate of fire. Has a suppresser, which makes it good for 
ambush tactics. The most maligned rifle in the game due to this ease of use and 
reliability.

Colt M4A1
Manufacturer: Colt Armaments USA
Caliber: 5.56mm
Type: 5.56mm Assault Carbine (Suppressed)
Total Length: 861mm (33.88 in.) with stock extended,
              780mm (30.69 in.) with stock compressed
Height (Total): ?
Width of Frame: ?
Empty Weight: 3320g (7.3 lbs.)
Magazine Capacity: 30 Round Magazine


4-4 Steyr AUG (Bullpup) [Counter-Terrorist Only]
WEAPON TYPE: 5.56mm Bullpup Battle Rifle
WEAPON COST: $3500
AMMO TYPE: 5.56x45mm Remington (NATO)
AMMO/MAX: 30/90
AMMO COST: $60 (30)
ALTERNATE FIRE BUTTON: 2x Zoom View
	Steyr designed the Steyr AUG (Armee Universal Gewehr  Universal Army Rifle) 
for the Austrian Army, and it is easily the most recognizable Bullpup-styled 
Assault rifle in the world. Its sleek and futuristic form makes it easy to carry, 
and the built-in scope also doubles as an equally durable carrying handle. It's 
also highly accurate, even more so than the M16A2 assault rifle. Light, 
maneuverable and powerful, it was an early favorite in the days before Carbine 
Assault Rifles became widespread. Currently, the AUG is the standard rifle of the 
Austrian Armed Forces, and is a good combination of maneuverability and power.

POINT: The real AUG's scope is locked at 1.5x rather than 2x magnification. And 
yes, the AUG is the most accurate of the Assault Rifles, but its powerful recoil 
makes even a 3-shot burst fairly inaccurate at long ranges. The AUG works best from 
mid-range short bursts and limited long-range single-shot sniping. However, it 
completely loses it when going full-auto; only the AK47 has worse recoil than this, 
and it at least packs a heavier bullet. Apparently the AUG's recoil problem is like 
the P90--a game-balance issue, where the weapon was intentionally downgraded. The 
AUG user should avoid close combat where possible, especially against SMG or 
M4A1/SG552 users.

TACTICS: Use the scope for sniping. Fire in short bursts as the AUG's recoil is too 
high. Avoid full-auto with this weapon as much as possible, except in very close 
quarters. Ideally a mid- to long-range weapon.

Steyr AUG
Manufacturer: Steyr GmbH
Caliber: 5.56mm
Type: 5.56mm Bullpup Battle Rifle
Total Length: 787.4mm (31 In.)
Height (Total): ?
Width of Frame: ?
Empty Weight: 3606.05g (7.95 lbs.)
Magazine Capacity: 30 Round Magazine


4-5 Steyr Scout (Schmidt Scout)
WEAPON TYPE: .308 Bolt-Action Sniper Rifle
WEAPON COST: $2750
AMMO TYPE: 7.62x51mm Winchester Magnum (NATO)
AMMO/MAX: 10/60
AMMO COST: $80 (30)
ALTERNATE FIRE BUTTON: 2x/4x Sniper Scope
	There are many other weapons that are either more accurate or pack more of a 
punch than the Scout. That said, it is still an ideal weapon for a single Recon or 
Scout trooper, hence the name. Although most modern Recon units now use Assault 
Rifles and Carbines, the Scout is a good weapon to have; a fairly accurate Sniper 
Rifle that is light, effective, and packs a 7.62mm wallop. Consequently, the Scout 
is also a very good hunting rifle--no surprise since many of the smaller bolt-
action 'Sniper' rifles are modified variants of existing bolt-action hunting guns.

	One does not pick the Scout and hole up in a sniping perch as you would other 
Sniper Rifles. Its light weight make it more ideal for a Recon trooper to take 
quick, lethal potshots at enemies from a distance, then scamper away for another 
cover. This is real-life Assault Sniping; taking a shot only at the best 
opportunity, immediately escaping after firing the shot.

POINT: The reason many people dislike the Scout is because unlike the AWM, it 
cannot kill in one shot. Nonetheless, it is a very good weapon in the right hands, 
and must be used as a true Scout is used--to hit and run as much as possible. The 
key word is: Target of opportunity fire. Don't stick around; the Steyr is not the 
rifle to use for a camping Sniper. Take a bead with your rifle, aim for the head, 
fire off a shot, then swap to your knife and run like your behind was on fire. Most 
importantly, don't get too close; even though the Scout is the lightest sniper 
rifle in CounterStrike, it's still suicidal to engage in mid- and close-range 
battles with it.

TACTICS: Never stick around too long in one place. Use long-range hit-and-run 
tactics. Get a partner with a good medium-to-close combat weapon when assaulting. 
And always, ALWAYS go for a headshot.

Steyr Scout
Manufacturer: Steyr GmbH
Caliber: 7.62mm
Type: .308 Bolt-Action Sniper Rifle
Total Length: 1006mm (39.57 in.)
Height (Total): 279.4mm (11 In.)
Width of Frame: ?
Empty Weight: 3143.4g (6.93 lbs.)
Magazine Capacity: 10 Round Magazine


4-6 AI Arctic Warfare/Magnum (Magnum Sniper Rifle)
WEAPON TYPE: .338 Bolt-Action Sniper Rifle
WEAPON COST: $4750
AMMO TYPE: .338 Magnum Lapua
AMMO/MAX: 10/30
AMMO COST: $125 (10)
ALTERNATE FIRE BUTTON: 2x/4x Sniper Scope
	Accuracy International is a British-based arms company that manufactures both 
sporting and sniping rifles. The AWM (Nicknamed "Super Magnum") is chambered for 
the unique .338 Cal Lapua Magnum, one of the few rounds short of an antiaircraft 
gun than can easily penetrate thin concrete or vehicles with little decrease in 
power. Technically speaking, the AWM and the AWP are two completely different 
weapons; the AWP (Police) is chambered for .308 Winchester Magnum (7.62mm), while 
the AWM (Military) is chambered in .338 Lapua Magnum. The CS version is most 
definitely the more powerful AWM rifle.

POINT: In real life, all of the rifles in CS can achieve a one-hit kill with or 
without Kevlar. Game-wise, however, only one weapon can do this at any and all 
ranges--the AWM rifle. In the earlier Beta editions of CS, the AWM was accurate and 
lethal at all ranges (one of the reasons I hadn't jumped onto CS until V1.0), but 
with V1.0 it is now inaccurate without the scope. Version 1.1 lowers the non-scope 
shooting of the AWM even more, and will only kill with head or torso shots. 
Although old-time players gripe, I think it's a good thing, because there are many 
gamers out there who are afraid to play due to fear of the Anything-Goes AWM. 
Nonetheless, the AWM is still the most powerful gun in-game.

TACTICS: Find a safe spot from which to snipe from and shoot. Do not engage with 
this rifle at anything closer than long range. Always aim for the main body or 
head, as arm or leg shots no longer kill. Though it is the most powerful weapon in 
the game, it still takes some skill in use, and not really recommended for new 
players.

Accuracy Intl AWM
Manufacturer: Accuracy International
Caliber: .338 Magnum Lapua
Type: .338 Bolt-Action Sniper Rifle
Total Length: 1200mm (47 in.)Height (Total): ?
Width of Frame: ?
Empty Weight: 6000g (13.2 lbs.)
Magazine Capacity: 5/10 Round Magazines


4-7 H&K G3/SG-1 (D3/AV-1 Semi-Automatic Sniper Rifle) [Terrorist Only]
WEAPON TYPE: 7.62mm Select-Fire Automatic Sniper Rifle
WEAPON COST: $5000
AMMO TYPE: 7.62x51mm Winchester Magnum (NATO)
AMMO/MAX: 20/60
AMMO COST: $80 (30)
ALTERNATE FIRE BUTTON: 2x/4x Sniper Scope
	The very first rifle ever designed by Heckler & Koch, the 7.62mm G3 Assault 
Rifle was made into the German Army's standard long weapon. It became the basis of 
practically all of Heckler & Koch's long arms, influencing the design of the MP5/N
Submachineguns (which in effect is like a scaled-down G3 in construction), the 
famous PSG-1/MSG-90 Sniper Rifles, and the G36 Assault rifles in use today.

	The G3/SG-1 is a special project of HK made at the request of the German 
Armed Forces (Deutsche Bundeswehr). At first glance, it merely looks like an 
extended G3, mounted with a PSG-1 style Hensoldt telescopic sight. The difference 
is in the handling; the G3/SG-1 in Semiautomatic (single-shot) mode functions like 
a sniper rifle. But when in Full-Auto mode, it becomes more like an Assault Rifle. 
What HK created, in effect, was a 'halfway' rifle--one that could be used either as 
a Sniper or an Assault Rifle in any given situation. In theory, it's a good weapon. 
In practice, it is slightly harder to manage, but the G3/SG-1 apparently adapts 
well. So much so, in fact, that HK also allows optional modifications to be made to 
the MSG-90 Sniper Rifle that allow it to fire full-auto.

POINT: A nice adjustment would be to allow the G3/SG-1 to fire full-auto when in 
normal view but semiautomatic only in Zoom view. The real G3/SG-1 can fire either 
in semi or full auto. In CS, it fires full-auto in the sense that you merely need 
to hold down the trigger to achieve a continuous stream of firepower. But 
technically, its slower rate of fire than the Assault guns makes it more of a 
semiautomatic rifle. The G3/SG-1 has great power and first shot accuracy, but has 
horribly powerful recoil and heavy weight. Take note that the recoil of the bolt-
action Steyr Scout and AWM rifles aren't as noticeable as that of the G3/SG-1 
mainly because the weapon automatically zooms out to work the bolt-action after 
firing a shot. The advantage is that the G3/SG-1's automatic firing gives it one 
over the Scout in that you can quickly follow up your first shot, faster than a 
Scout user can work the Bolt system.

TACTICS: Like the AWM, best used from a safe sniping position. Best used against 
enemies at long range who do not pack an AWM or other good sniper rifle. Rarely 
ever used.

HK G3/SG-1
Manufacturer: Heckler & Koch GmbH
Caliber: 7.62mm
Type: 7.62mm Select-Fire Automatic Sniper Rifle
Total Length: 1024.89mm (40.35 in.)Height (Total): ?
Width of Frame: ?
Empty Weight: 5540g (12.22 lbs.)
Magazine Capacity: 30 Round Magazine


4-8 SIG SG550 Sniper (Krieg 550 Commando) [Counter-Terrorist Only]
WEAPON TYPE: 5.56mm Semiautomatic Sniper Rifle
WEAPON COST: $4200
AMMO TYPE: 5.56x45mm Remington (NATO)
AMMO/MAX: 30/90
AMMO COST: $60 (30)
ALTERNATE FIRE BUTTON: 2x/4x Sniper Scope
	The SIG SG550 Sniper is another modification on SIG Arms' 550-Series Assault 
rifles. It's a 5.56mm semiautomatic Sniper Rifle that accepts 5-, 20-, and 30-round 
magazines; the 30-round magazines being interchangeable with regular 550/551/552-
series rifles. The Sniper version has a longer, heavier barrel and a bipod as well 
as an adjustable stock. Unfortunately, the SG550 Sniper also negates many of the 
things that made the original SG-series rifles so attractive to use; it's heavy, 
bulky, and being a sniper rifle, requires some skill to fire. Rifle tests have 
shown it to be at least on par with the famous HK PSG-1 in terms of point accuracy.

POINT: Unlike the select-fire G3/SG1, the SG550 Sniper is a purely semiautomatic 
sniper rifle, with no full-auto function. In CS, holding down the trigger will 
allow you to fire continuously. It doesn't achieve one-hit kills like the AWM, but 
a quick follow-up shot can do quite a lot when aiming for the head. The SG550 
Sniper is a great sniper rifle, but not the kind of weapon to duel against a Scout 
or AWP with. A lot of people find the SG550 Sniper worthless, but I've personally 
had some very good frag streaks with this gun. Like the G3/SG-1 it's automatic, but 
fires the smaller 5.56mm round and is just slightly faster.

TACTICS: Never stay in one place. High firing rate gives it a better chance than 
the other snipers in mid- to close-range combat, but still not as effective as SMGs 
or assault rifles. Like the G3/SG-1, best against enemies without long-range 
capabilities. It seems to function better than the G3/SG-1 in some respects.

SIG SG550 Sniper
Manufacturer: Schweizerische Industrie Gesellschaft (SIG) Arms
Caliber: 5.56mm
Type: 5.56mm Semiautomatic Sniper Rifle
Total Length: 1130mm (44.48 in.)
Height (Total): 285mm (11.22in.)
Width of Frame: ?
Empty Weight: 7020g (15.47 lbs.)
Magazine Capacity: 5/20/30 Round Magazines


=================
5 -- Machine Guns
=================
If you use a Machine Gun, you had best expect to kill or hurt very little and get 
shot at a lot. The duty of a Machine Gunner is to provide his teammates with cover 
fire, prompting the enemy to keep their heads down. The one machinegun in this game 
is the FN M249 Para, a SAW or Squad Automatic Weapon. As the name suggests, it is 
not an individual's weapon, but is used to protect and cover the squad--your 
teammates.


5-1 FN M249 Para (ES M249)
WEAPON TYPE: 5.56mm Squad Support Weapon (Paratrooper Type)
WEAPON COST: $5750
AMMO TYPE: 5.56x45mm Remington (NATO)
AMMO/MAX: 100/200
AMMO COST: $60 (30)
	The FN M249 was a late entry among the contenders for the US Military's 
search for a new SAW (Squad Automatic Weapon). What was needed was a machine-gun 
type of support weapon that was easily carried by members of small units. The 
7.62mm M60 was a fairly good General-Purpose Machine Gun but (As Vietnam proved) a 
horrible squad weapon to carry around, being heavy to lug around and requiring 
constant maintenance. Later Army experiments in making the 7.62mm M14A1 and 5.56mm 
M16A1 rifles into mini-machineguns also failed miserably. Finally, in 1982, the 
Army chose the FN M249.

	The small and lightweight machinegun had already been accepted fairly by 
Europeans (It is known as the FN Minimi in Europe). At first skeptical, Army and 
Marine Corps later embraced the new weapon's abilities. The M249-series of 
machineguns have since been used as replacements for the M60 machinegun on Humvees 
and small squads. The version used in CS, the M249 Para, is an even more compact 
version, meant for Paratrooper units use, thus it is much lighter than previous 
designs.

POINT: The M249 Para is not a high kill ratio weapon at all. It is indeed accurate, 
but only for the first two or three round bursts.  Its primary purpose is to lay a 
suppressive fire to cover your teammates and force your opponents to keep their 
heads down or get hit. It's not really a weapon for finesse. That is why it packs a 
100-round belt-fed magazine; 80% of that ammo will go straight into the air.

	As a team player's weapon, it works wonders. Often, an M249 can soften up 
enemy players enough for your lighter SMG or Rifle-armed teammates to pick off with 
ease much later. It also does quite well when firing blindly at walls behind which 
enemy players lurk. Clearly, it's a gun that you'd use for helping out your team 
and ignoring your own self, since majority of enemy players will try to nail you 
second (The AWM Snipers come first, of course).

	As an individual's weapon, it's the worst you could pick. Now I know that 
there are some people who are actually good with this weapon, firing it in bursts 
to preserve a sense of accuracy, and that method works quite well for them. But I 
find the low movement rate plus the 5.56mm rounds completely unacceptable. Then 
again I prefer the use of SMGs and Carbines over Assault/Sniper Rifles. In any 
case, if you pick this gun you'd best know what you're doing.

TACTICS: Support only. Lay a suppressive fire to protect your teammates and force 
the enemy down. The M249 is very heavy, so close-range combat is almost suicide. 
Best used by experts. In the Philippines, it has the ubiquitous distinction of 
being called the "Macho Gun" due to its high firepower and low hit rate despite the 
accuracy.

FN M249 Para
Manufacturer: Fabrique Nationale
Caliber: 5.56mm
Type: 5.56mm Squad Support Weapon (Paratrooper Type)
Total Length: 739.09mm (28.98 in.)
Height (Total): ?
Width of Frame: ?
Empty Weight: 6000g (13.22 lbs.)
Magazine Capacity: 100 Round Beltfeed Magazine


=================
6 -- Primary Ammo
=================
These are the rifle and machine gun rounds. SMG primary rounds are actually pistol 
rounds, but they are purchased in CS as primary ammo. For the purposes of this FAQ 
(and to avoid repeating myself), I arranged the data on SMG ammo under Secondary 
Ammo. You will also notice that Millimeter rounds are arranged like this: 9x19mm. 
This is to indicate the bullet's dimensions; 9mm in diameter and 19mm in length. 
Thus, a 5.56x45mm rifle round is smaller in width than a 9x19mm pistol round, but 
is far longer.

A - Gauge 12 Buckshot (18.4 mm Shell)
2-1 Benelli M3 Super90 (Leone 12 Gauge Super)
2-2 Benelli XM1014 (Leone YG1265 Auto Shotgun)
	12-Gauge Buckshot is the standard type of shotgun shell used by Military and 
SWAT forces. Although there are many types of shotgun rounds, 12-Gauge is the best 
blend of power and shot size for security use; shot ball large enough to cause 
considerable injury and an acceptable spread area of fire. The shell is called 
Buckshot since this particular pellet type was originally designed for deer 
hunting.

B - 5.56x45mm NATO (.223 Caliber Remington)
4-2 SIG SG552 Commando (Krieg 552 Commando)
4-3 Colt M4A1 Carbine (Maverick M4A1 Carbine)
4-4 Steyr AUG (Bullpup)
4-8 SIG SG550 Sniper (Krieg 550 Commando)
5-1 FN M249 Para (ES M249)
	The U.S-made 5.56mm round was developed as a lighter alternative to the 
powerful but heavy 7.62mm NATO rounds. Before the 5.56mm (previously known as the 
.223 Cal Remington), NATO rifles and machineguns were chambered for the bigger 
7.62mm round. This round was very powerful but incredibly bulky to carry. The 
5.56mm was later developed as a scaled-down rifle round, and with the introduction 
of the M16A1 it quickly became a more popular ammo type, being adopted by NATO soon 
afterward.

C - 7.62x51mm NATO (.308 Caliber Winchester Magnum)
4-1 AK-47 (CV-47)
4-5 Steyr Scout (Schmidt Scout)
4-7 H&K G3/SG-1 (D3/AV-1 Semi-Automatic Sniper Rifle)
	In real life, the AK-47 fires the 7.62x39mm WP (Warsaw Pact/Soviet), but for 
CS purposes it uses the NATO 7.62x51mm round. It's an older round type developed 
after World War II and can directly trace its lineage from the .30-08 Cal rounds 
used in the old M1 Garand rifles. After WWII, the .308 Cal was developed and 
chambered for many NATO rifles and machineguns, and adopted by NATO as standard 
rifle ammo until the appearance of the 5.56x45mm round. The 7.62mm is still used in 
most sniper rifles for its sheer power, but has mostly been replaced by lighter 
weapons chambered for the lighter 5.56mm round.

D - .338 Lapua Magnum (8.6x70mm)
4-6 AI Arctic Warfare/Magnum (Magnum Sniper Rifle)
	This special round was originally developed in 1983 for the US Navy SEAL team 
snipers. It provided the teams with a sniper round that could easily punch through 
walls and vehicles like the .50 Cal BMG (12.7mm) Barret rifle, but with a weight 
and size closer to the more manageable standard .308 Cal Winchester (7.62mm NATO) 
sniper rifle ammo.


===================
7 -- Secondary Ammo
===================
Secondary ammunition are the pistol rounds. In the case of SMGs, some of these are 
actually bought as Primary Ammo, unless both of your Primary and Secondary weapons 
are equipped with the same Ammo Type. Examples of these combinations are:
5.7x28mm FN - Five-SeveN & P90
9x19mm NATO - Glock G18/Dual Beretta & MP5/Steyr TMP
.45 Cal ACP - USP Tactical & UMP45/MAC-10

If both your Primary and Secondary weapons have the same ammo type, then whether 
you buy Primary (6) or Secondary (7) on the buy menu, you're equipping ammo for 
both weapons at the same time. The advantage to this is that buying ammo is much 
quicker, but you're limited by the total amount of ammo you can carry. For the most 
part, I'd recommend using dissimilar Primary and Secondary Ammo types, so that you 
can carry more.

A - 9x19mm NATO (Parabellum/Luger)
1-2 Glock G18 Select Fire (9x19mm)
1-5 Dual Beretta 96G (.40 Dual Elites)
3-1 H&K MP5-Navy (SMG)
3-2 Steyr Tactical Machine Pistol (Schmidt MP)
	The 9mm Parabellum/Luger round has been around since World War II, originally 
chambered for the now-infamous German Luger 9mm pistol. Since then, it has become 
one of the most common handgun rounds in the world, especially in Europe. It packs 
more of a punch than the older .38 Cal S&W and .22 Cal LR pistol rounds, and is 
smaller than the older and bulkier .45 Cal ACP round, which is why it is quite 
commonplace. Naturally, many pistols and SMGs use the 9mm as its ammo type. It's 
cheap, plentiful, and a fairly effective stopper against unarmoured targets. 
Against Kevlar-wearing opponents, it is a slightly different story...

B - .357 Caliber SIG/Magnum
1-4 SIG P228 (228)
	The .357 Cal Magnum was the first of the high-powered ammo rounds designed 
for handguns, and is currently the smallest of the Magnum-class rounds. The .357 
round's reputation has since been overshadowed by its siblings, the .44 Cal Magnum 
and the .50 Cal Action Express, but it still has incredible stopping power for a 
handgun.
 
C - .45 Caliber ACP (Automatic Colt Pistol)
1-1 H&K USP .45 Tactical (K&M .45)
3-4 Ingram MAC-10
3-5 H&K UMP45 (K&M UMP45)
	The .45 Cal ACP round was introduced by Colt Firearms as a more powerful 
handgun ammo type to replace the .38 Cal revolvers then in service (in no small 
part due to us Filipinos). Not long afterward, John Browning developed the weapon 
that would make Colt and the .45 ACP round a household name: The Colt M1911 
Autopistol. Although it is bigger than the .357 Cal rounds, it does less damage 
since it is an older round and subsonic. Conversely, it is easier to suppress the 
sound of a subsonic round than a supersonic round (no sonic boom), which is why the 
USP Tactical has a good Suppresser--though it is subsonic, the bullet's sheer bulk 
still packs a wallop.

D - 5.7x28mm FN (Fabrique Nationale)
1-6 FN Five Seven
3-3 FN P90 (ES C90)
	A new round developed by Fabrique Nationale of Belgium, the 5.7x28mm round 
easily looks like a smaller version of the 5.56x45mm or 7.62x51mm rifle rounds and 
is designed to penetrate armour easily yet still do a considerable amount of 
damage. The 5.7mm when used in the P90 is very promising, and may someday replace 
all 9mm rounds in service.

E - .50 Caliber AE (Action Express)
1-3 Desert Eagle .50 AE (Nighthawk)
	A specialized .50 Caliber round for the Desert Eagle pistol, this is NOT the 
same as the .50 Caliber BMG (Browning Machine Gun) round used by Antiaircraft guns 
and the Barret .50 Cal Sniper Rifle. Nonetheless, it is without a doubt the most 
powerful handgun round developed to date, and is considered illegal in many 
countries and many states of the United States.


====================
8 -- Other Equipment
====================

Guns alone are not your only tools in the fight for or against Terrorism. There are 
also many other pieces of equipment necessary to your well-being as well as devices 
that can change the course of combat in your favor...


8-1 Kevlar Armour
COST: $650
	This is the standard Medium-Level waist-length Kevlar body armour used by 
most Counterterrorist and SWAT operatives in the field, and is designed to stop 
most pistol rounds and a certain level of SMG fire. Kevlar in reality is not like 
old plate or flak armour. Rather, it consists of many layers of plastic coating and 
foam padding designed to act like a trampoline, catching a bullet and spreading its 
kinetic energy around the vest, thus preventing it from hitting the body. Of 
course, rifle rounds and the new 5.7mm rounds have a sharp, tapered tip designed to 
rip through Kevlar and cause serious damage.

	Kevlar was developed as a lighter and more comfortable alternative to the 
Flak Vest. Flak Vests are vests with steel or titanium inserts designed to deflect 
most small-arms fire, and were in use from as old as the Civil War up to the 
Vietnam era. The major complaint with Flak vests was that they were heavy and 
uncomfortable, especially in the hot jungle/swamp conditions of Vietnam. Kevlar is 
still an encumbrance, but not nearly as uncomfortable as Flak armour.

POINT: Except for the L337 Crew and Arctic Avengers Terrorist Skins, all of the 
player skins of CS have the Kevlar Vest illustrated. In CS, even when hit by a 
rifle round, Kevlar still provides some protection, but not much. Still, it's best 
to wear it as it provides a measure of protection against most pistols and SMGs in 
combat.


8-2 Kevlar Armour with Helmet
COST: $1000
	This is the same as the Kevlar armour above, plus the addition of the PASGT 
Kevlar helmet that is standard for U.S. Troops. The PASGT helmet is slightly 
tougher than the Kevlar vest since it is Kevlar molded around a hard helmet shape 
(Vests have to be flexible for one to move in, but a human skull is fixed). A rifle 
round can still penetrate it, but only when direct on; this helmet will still 
deflect a shot slightly at an angle. US Troops have nicknamed this the "Fritz" 
Helmet due to its similarity in design to German Stormtrooper helmets of World War 
II.

	It's a little-known, but very odd, fact that when the PASGT Helmet was 
developed, many Army and Marine Corps personnel didn't like it, even though it was 
lighter, more comfortable, and generally better at deflecting small arms. The 
reason was that unlike the old 'Steel Pot', you can't cook food in a plastic 
helmet. This practice (of using helmets for cooking) has been around since World 
War I, and eventually changed in the mid to late 1980's, as the new non-cook MRE 
(Meals Ready to Eat) Rations became widespread among military forces.

POINT: The PASGT helmet is the one seen on the GSG-9 skin. Many CS players eschew 
the helmet to save cash since many of the higher-powered weaponry can still kill 
with a headshot. This should not be an excuse, since equipping the helmet in CQB 
can mean the difference between life and death at such ranges with SMGs or pistols.


8-3 Flashbang
COST: $200
	It's a little known fact, but the British SAS were the first to develop the 
Flashbang. Also known as a Stun or Concussion Grenade, its primary use is to stun 
or temporarily disable a terrorist without actually harming them; a very important 
point if the terrorist is holding a hostage or if it is desired to take the 
terrorist alive. Flashbangs live up to their name; upon exploding, they impair 
vision and hearing alike with a blinding flash of light and a painfully loud blast. 
For Real-life CTs, these are far more useful than normal grenades.

POINT: In CS, Flashbangs can blind vision, turning your view white for anywhere 
between 2-5 seconds. Unlike the real Flashbangs (or those in Rainbow Six for that 
matter), they do not completely impair your hearing (though there is a slight 
ringing sound), a vital point to remember when you're firing blind. Another thing 
to remember is that it affects both teams, so one must take care not to blind 
himself or teammates with their own Flashbangs. Sadly, this is something that a lot 
of players, newbie or otherwise, fail to consider. You can carry 2 Flashbangs at a 
time in CS, which is important since many of the wiser players know to shield their 
vision behind an obstacle when a grenade is thrown their way. Toss one, then 
immediately prep another. Again, take care not to blind yourself or your teammates 
when doing this.

TACTICS: Learn to 'Breach and Bang' properly (See OTHER FAQ, below). Practice your 
throwing angle religiously. When in doubt and NO teammates are in the room, 
flashbang. Listen for anyone panic-firing after being flashed. Works best if the 
enemy is NOT expecting it, such as a dark corner, ESPECIALLY if he's wearing NVGs.


8-4 HE Grenade
COST: $300
	The HE (High Explosive) Grenade or Fragmentation (Frag) Grenade is the most 
common indirect weapon of attack among troops. CTs only use these in situations 
wherein there are few to no civilians or hostages and are pinned down by enemy 
firepower. It is standard SOP for room clearing to toss in either a Flashbang or HE 
grenade in before entering, in order to stun or injure opponents hiding inside.

POINT: Players prefer this grenade to all others simply because of its damaging 
capability. Still, many players get careless with it, often tossing it haphazardly 
into areas without checking first. Ideally, HEs should be thrown only into areas 
where enemies are confirmed, otherwise it is useless. Personally, I use Flashbangs 
more than HEs, but HEs work better in trying to flush out campers in the shadows. 
Use HEs wisely since you can only carry one at any time.

TACTICS: Learn to 'Breach and Bang' properly. Practice your throwing angle, to 
avoid an accidental bounce-back (HE's, unlike Flashbangs, can kill you). Remember 
that on some servers, Friendly Fire Off does not apply to HE grenades.


8-5 Smoke Grenade
COST: $300
	There are two purposes of Smoke Grenades in real life: One is to provide 
cover for an escaping unit and mask them from enemy fire. The other is as a Signal 
for other team members to regroup in that direction.

POINT: 9 out of 10 CS players find this weapon useless. This is because the smoke 
is not as thick as they would like it, or as fast as they would like. For blinding 
purposes, they would rather use Flashbangs. But Smoke Grenades work best indoors or 
in enclosed spaces wherein the smoke builds up, and it makes for a good way to 
avoid snipers. But the best way to use them is to confuse your opponents in closed 
and already-dark spaces. In cs_mansion as a Terrorist, I once herded all 4 hostages 
to one dark corner of the house. I then ran out to take potshots at the remaining 2 
CTs nearby, before running into the hallways. After grabbing their attention, I 
then tossed a Smoke Grenade as they followed. The result was chaos; the beleaguered 
CTs ended up emptying their M4A1s into the hostages while at the same time 
providing me with two picture-perfect, no-brainer headshots. Unfortunately, the 
smoke in the game does not go high enough into the sky to work as an efficient 
Signal system.

TACTICS: Use smoke to cloud enemy sniper's vision. Has a more lasting effect 
than flashbangs, and NVGs can't see through them. However, there are certain 
settings in CS that can make smoke nearly transparent and therefore useless.


8-6 Defuse Kit [Counter-Terrorist Only]
COST: $200
	This kit speeds up the disarming of explosives. As a set, it has a full 
complement of electronic and diagnostic equipment as well as the proper tools in 
order to safely and efficiently defuse a bomb.

POINT: Many CS players ignore this mostly since it isn't necessary to defuse a bomb 
with the Defuse Kit. However, the time needed to defuse a bomb is cut in half when 
using this piece of equipment, so I believe at least one CT member should carry 
one, just in case.


8-7 Night Vision
COST: $1250
	The Night Vision system in CS works on low-light amplification. It takes in 
what little light is available and intensifies it. The result is a greenish-looking 
view of the world, but it is better than going completely blind in many situations.

POINT: Although Half-Life is known for its dark corners and areas, most of Counter-
Strike's locations are not completely and absolutely dark enough to warrant the use 
of NVGs. The only map location wherein the NV Goggles are of any use would be in 
cs_mansion's darkest corridor (the pitch-black hallway on the second floor). Even 
then, there are easier, cost-free ways to view the surroundings than with the 
goggles, and the greenish tinge is occasionally an eyesore.


Knife
ALTERNATE FIRE BUTTON: Overhead Stab
	In reality, most CT units don't use a knife. Many of the CQB situations that 
they find themselves in do not lend much to hand-to-hand combat, and in fact, it's 
avoided as much as possible. Only in certain and rare situations are knives used, 
and those are in situations wherein a suppressed gun is not effective or usable in 
the given situation, which is highly rare.

POINT: The knife in CS actually comes from the knife used in the Half-Life: 
Opposing Force expansion pack (which in turn replaced the crowbar in Half-Life). In 
the beta versions, it was highly feared, but not as of V1.0, wherein slashes are 
not enough to kill. It is a good weapon to use against a weakened opponent whom you 
get the jump on at -extremely- close range, but otherwise leave it in favor of your 
guns.

TACTICS: Only use in very close quarters in ambush, and when you either want to 
conserve ammunition or have no ammo left. Do NOT try a kill with a knife simply for 
bragging rights, unless you are THAT skilled a CS player.


C4 Explosives [Terrorist Only]
	Plastic Explosives are highly prized by both Terrorist and Counter-Terrorist 
units. They are light, easily moldable, infinitely more stable than other types of 
explosives (such as dynamite), and leave very little trace once used. They can also 
be used underwater given the right waterproofing. And it takes very little to 
destroy a whole lot.

POINT: Terrorists only get C4 in Bomb missions, and they can only be placed in one 
of two (or more) 'Bombsites' on the map. Despite this, it packs a terrific punch 
when it explodes, so anyone unfortunate to still be in the effective area of the 
bomb blast is liable to be killed outright or at least seriously injured (Not to 
mention get additional 'Frequent Flier' premiums as they're blasted into the sky 
^^x).

TACTICS: Do not leave bomb as soon as it is planted, as CTs can still defuse it. 
Wait awhile, then leave just before it explodes. Always protect the bomb-carrier as 
much as possible until he plants the bomb. 


======================
COUNTERTERRORIST TEAMS
======================

Listed here are short descriptions of the 4 CT teams portrayed in CS, in a 
nutshell. The Terrorist teams, on the other hand, are NOT based on any existing 
Terrorist groups. This should be apparent already with the names given them: 
Phoenix Connection, Arctic Avengers, L337 Krew, and Gorilla Warfare. The L337 Krew 
names comes from the term "LEET" (or Elite), for example.
 
SEAL Team Six
	USN Commander (Ret.) Richard Marcinko originally formed SEAL Six (Now 
officially known as Naval Special Warfare - Development Group [NAVSPECWAR - 
DEVGRU]) as a standalone Counterterrorist unit for the Navy. Considering that it is 
much younger and infinitely smaller than the older and more legendary SAS, SEAL Six 
has made an almost mythic (Detractors would say 'infamous') name for itself in many 
circles. The team cross-trains regularly with other Spec Ops teams including GSG-9, 
GIGN, and SAS as well as their Army equivalent, First Army Special Forces 
Operational Detachment Delta - (1st SFOD-D or Delta Force), and other CT groups 
worldwide.

	Though SEAL Six was originally designed for (and still is) primarily focused 
on maritime Counterterror operations, they are also exceptionally skilled masters 
of CQB (Close Quarters Battle), each team member emptying 2500-3000 bullets per 
week and constantly practicing to further perfect their dead-on target shooting. 
Taken a step even further, SEAL Team Six is one of the few Counterterror units in 
the world with the authorization to take the first strike at Terrorism (meaning 
assassination of Terrorist targets), if and when given the go-ahead by the 
President of the United States. As a result, SEAL Six is also one of the most 
clandestine CT units in the world.

	SEAL Six's Counterterror and CQB requirements, as well as seagoing nature is 
one of the reasons Heckler and Koch developed an MP5/N SMG specifically to cater to 
the Navy SEALs' needs--the MP5/N Submachinegun.


GSG-9 (Grenzschutzgruppe 9)
	After the horrors of World War II, Germany was naturally apprehensive about 
creating an elite military force for any given reason, and thus tried to bring up a 
wholesome and friendly image. That image was shattered in 1972, when members of the 
terrorist group Black September kidnapped and murdered Israeli athletes during the 
Munich games, made even worse by (even Germany admits) horribly inept police 
action.

	In 1973, the West German government, precisely because of this fiasco, then 
wrote up the plans for GSG-9, an elite Counterterror unit. GSG-9 is actually a part 
of the West German Border Police Forces (Bundesgrenzschutz) and not the military. 
This is both to avoid any stigma from the World War II connotations and that the 
Border Police were already used to dealing with terrorism to some degree (More so 
than the regular police at Munich).

	Life in GSG-9 is spartan to say the least, and each member prides themselves 
on their ability to live in such conditions; many GSG-9 members go undercover, 
actively infiltrating Terrorist groups and nipping many actions in the bud. 
Clearly, this Counterterror unit's members are not the type to merely sit back and 
wait for a Terrorist action to happen.


GIGN (Groupe de Securite et d'Intervention de la Gendarmerie Nationale)
	The French GIGN, like the German GSG-9, is operated by the Police, not the 
Military. But that is where the similarity ends. The GIGN are unlike any other 
Counterterrorist unit, firstly because of its small size (barely over a hundred 
men, including staff members), and the fact that they are the only CT unit of 
renown with standing orders NOT to shoot to kill. GIGN was formed 1973, around the 
same time as GSG-9.

	GIGN troops are police officers first and foremost, which is why GIGN has 
such an odd non-lethal policy of taking down Terrorists and the like; Police 
officers must make arrests and are not allowed to take the law into their own 
hands. GIGN prides itself on its marksmanship--to injure but not to kill, and that 
more often than not, they manage to have both hostages AND Terrorists alive at the 
end of a mission. Even though other CT units scoff at what they regard as both 
pointless and potentially hazardous, all of them cross-train with GIGN, hoping to 
learn some of that legendary marksmanship.


SAS (Special Air Services)
	The SAS is both the oldest and thus far the best-known Counterterrorist 
Special Operations Force still existing in the world today. First formed in World 
War II as a commando-style unit, the SAS eventually branched out into other 
divisions of Spec Warfare. In 1980, the SAS Counterterrorist team intervened 
successfully in the Iranian Embassy siege in London, and that one action was what 
put the SAS Counterterrorist function in the limelight.

	One thing to note is that the SAS is actually divided into various 
'Squadrons' with differing duties, from Mountaineering to vehicles, up to Recon 
units. The SP (Special Projects) team, which engages in Counterterror, however, is 
not a regular unit of the SAS. It is a group in which all SAS members have to go 
through for six months at a time, with constant refresher courses. Because of this, 
it can be said that ALL members of the SAS are qualified in CT warfare.

	Even today, all Counterterrorist units in the world have nothing but the 
deepest of respect for the British SAS. SEAL Team Six, GSG-9, GIGN, regardless of 
who, there is no unit (save maybe the Israeli Mossad) that does not give the SAS at 
least some measure of respect. 


================
TACTICAL THOUGHT
================
It's often been said that good soldiers aren't born, they're made. That is 
certainly the truth with Counter-Strike. You may have been blessed with better 
reflexes, a fast eye and trigger combination, but without the proper training and 
orientation, you're not going to last long in Half-Life:CounterStrike. In fact, a 
lot of seasoned DOOM/Duke Nukem/Quake players find themselves hopelessly splattered 
in CS their first time out. In here are some Tactical Thoughts that apply well in 
the game.


"I am your War Lord and wrathful god of combat, and I shall lead you from the 
FRONT, not the REAR."
- Richard Marcinko, 10 Commandments of SpecWar

	Don't expect to tell your team to charge while you cower behind a crate. If 
you want to lead, lead by example. If you're an assaulter, this means you head into 
battle first. Obviously, this lends better to assaulters than campers. I'm not 
saying for you to charge in blindly and suicidal; that's just plain stupid. If you 
have a plan in mind, run with it. Don't just TELL people about it and expect them 
to do it for you, do it yourself! For example:

* In one game of cs_assault (and the very second time I played CS in my life), we'd 
been regularly creamed by the Terrorists for three straight rounds. No teamwork 
among us at all, while the Terrorist team had incredible teamwork. I was about to 
kick myself in the head when I realized, rather late in the 3rd round, that the 
Terrorist team had taken the bridge as their sniping point (in real life, you don't 
get a second, much less a third or fourth chance). On the fourth round, I bought an 
M4A1, swapped to the knife and ran all the way to the bridge before the Terrorists 
did, then armed my M4A1 over the bridge, just in time for the poor unsuspecting 
Terrorists to run out and kiss 5.56mm headshots instantly. They were all in panic 
as their team leader and one other teammate bit the dust first; obviously that had 
never happened to them before. Taking my cue (and not even needing any verbal 
prodding!), the rest of the team took advantage of the situation to attack the 
warehouse building from behind and nail the Terrorist Team, who were still messed 
up and freaking over how 'the newbie' popped a surprise like that on them. We CTs 
won that round flat out, and after everybody (Both CT and Terrorist Teams) got 
smart to those tactics and played like a team, we had tons of fun. Had I not gone 
and taken the initiative, it would have been another boring game of getting sorely 
whacked on the LAN.


"Secure every advantage before attacking."
- Hauptmann Oswald Boelcke, Dicta Boelcke

	Advantages include cover, speed, weapon range, and a lot of others. Try to 
secure every advantage in an attack; know the map territory, your enemy's weapons 
against your own, and most importantly surprise, to get the jump on him. This is 
especially vital for AWM Snipers since they have to take a spot which is hard to 
get at and yet easy to shoot from. Rest assured that any advantage you ignore may 
eventually become the enemy's advantage.

* Every Terrorist knows that the window overlooking the CT spawn point in cs_italy 
is the best sniping position in that map. What many neglect may be the point that 
directly under it is a recessed area with crates. I took advantage of this once--
Bought an M249 Para, swapped to my knife and went for that particular region (I 
didn't buy armour at all since I wasn't playing all that seriously at the time--
also why I picked the M249 in the first place). I then armed the M249 when I saw 
and heard an AWM take out one of my teammates. What happened next was a no-brainer; 
I swung the M249 to the ceiling and let loose. Two Terrorists dead and one wounded, 
and all of a sudden, every Terrorist was voting for de_dust. ^^x;;;


"Attack from behind, when your enemy does not see you."
- Hauptmann Oswald Boelcke, Dicta Boelcke
"Attack where they are not prepared, go out to where they do not expect."
- Sun Tzu, The Art of War

	To many FPS game players (those in Quake Tournaments especially), this sounds 
low and 'dishonorable'. Maybe it is, but from the standpoint of a Counter-
Terrorist, much less that of a Terrorist, this is the rule and not the exception. 
Look at it from a logical point of view. Attacking from the side doesn't always 
produce good results. There's less body area of your enemy to hit, and the 
slightest twitch or recoil (As with AK47s and AUGs) may make you miss the target 
entirely and attract his notice for him to counterattack. Not to mention that 
moving forward as he is makes for a slightly harder to hit target.

	The only cases wherein you can get a larger hit chance if he was facing 
directly forward or directly behind you. Obviously, a head-on attack would be risky 
if your opponent has a superior weapon or superior skills to yours (Can you say AWM 
Sniper Master?).

	So all that's left is attacking from behind. It takes a bit longer for your 
enemy to react, as he has to spin around to attack you, and by that time you've 
hopefully riddled him with enough bullets to kill or at least seriously injure him. 
For snipers (especially those who do NOT have the AWM), taking him out from behind 
and above also gives a higher chance of a headshot on your target. Behind and 
slightly below (Such as in cs_assault or in de_aztec) also presents a good angle if 
you are a 'counter-sniper' out to nail a pesky AWM sniper upstairs. And simply 
nothing beats the sheer satisfaction of sneaking up on a sniper from behind and 
knifing him to death. ^^x;;;

* In the very first game of CS I ever played, there were 7 Terrorists (average 
players, my guess) and 4 Newbie CTs including myself, map de_dust. Two rounds into 
the game I noticed that the CTs were all going to the first bombsite and 
effectively getting massacred while the Terrorists (all 7 of them) stayed inside 
the halls and AWM-sniped us at their leisure. Third round, I bought a P90 and HE 
grenade and went under the bridge. No snipers at all were guarding the place. 
Running up back and into the Terrorist side of the hallways, I noticed all of them 
firing at my teammates and their backs turned to me. I tossed the HE grenade and 
ran my behind off firing the P90, eventually getting waxed by one Terrorist with an 
AK47, but not before I HE'd three of them to death and seriously injured the AK 
wielder, not to mention give my teammates the win for that round. No surprise that 
there were then 7 Terrorist players out for my "Newbie" blood...Is it my fault they 
were overconfident? I just used their oversight to my advantage.


"Attack in groups."
- Hauptmann Oswald Boelcke, Dicta Boelcke

	This is another tactic that a great majority of FPS players find 
'dishonorable'. Then again, other FPS players have the benefit of respawning 
immediately after dying...which they do a lot. In CS, you only respawn after the 
match ends. I need not add that there are a lot of Rambo types who play CS charging 
in like some fool knight on horseback, only to be carried home in a litter box. 
Oswald Boelcke himself lectured to his students constantly this tenet of the Dicta 
Boelcke, emphasizing teamwork above all else, for yours and your team's survival.

	Attacking in groups has many advantages. You'll have more firepower, your 
enemy will be overwhelmed, and that'll be one less guy to worry about. Never assume 
you've done just enough damage to kill him with the NEXT shot; ALWAYS treat your 
enemy like he was at full health. Also, the more firepower hitting him, the harder 
it will be for him to single one of you out--A large number of bullets hitting him 
all at once is a lot of stopping power. Also noted is the fact that some weapons in 
CS work much better as part of a group. Examples are that of an M249 Para wielder 
supporting a group of SMG users, or an assaulter with an M3 being backed up by a 
teammate with the M4A1 for support.

	Alternatively, when there are two or more opponents, don't bother to gang up; 
split and each of you take one. Though this might be dangerous initially, at least 
it takes a load off your mind; two ganging up on one opponent when another opponent 
is unscathed and nearby is a turkey shoot waiting to happen. Above all, stop 
worrying about which of you gets the kill; the point is that your opponent is dead 
and both you and your teammates are alive.

	There's a nickname for this kind of tactic: It's called a Wolf Pack. Each one 
of you is like a wolf; you each want to get the highest frag rate possible. But you 
also work in packs, so that your chances of killing the enemy are higher than that 
of him killing you.


"Fixed formation is bad."
- Miyamoto Musashi, Go Rin No Sho
"When we're on the march we march single file, far enough apart so one shot can't 
go through two men."
- Major Robert Rogers, Standing Orders of Roger's Rangers, 1756

	You'd normally think that running around in a large united group makes for 
both an imposing appearance. Actually, this makes an enemy AWM sniper's ability to 
get 3-in-1 kills all the easier. Don't EVER crowd up elbow-to-elbow with your 
teammates, especially in tight hallways and corners! Attack within groups, but 
don't get in your buddy's way. You're a group of Special Forces or Terrorist units, 
not a Parade Drill team, so stop trying to bunch together. Even if you stick close 
to your teammates, you must give them enough maneuvering room.

* One game of cs_italy was particularly annoying for me. Three of us CTs were in 
the wine cellar (small route leading to the Hostage Area), with me in the right 
corner of a neat triangle formation, which left me uncomfortable. When we got to 
the stairs at the wine cellar, there was -ONE- Terrorist armed with an AK47 
strafing us. I was ready to attack, but the guy in front of me panicked (I found 
out later that he'd swapped to the USP Tactical in his panic) and tried to double 
back. The bad news was that the guy to my left and back wanted to attack, and was 
trying to push FORWARD while our point man was moving BACK. The coup de grace of it 
all was that I was smack-dab in the middle of the DOORWAY when this happened, and 
couldn't move or even jump any way at all without one idiot or other in my way. So 
I got stuck sandwiched between two idiots while the Terrorist mowed all three of us 
down courtesy of the AK47's 7.62mm round. Doom on you, Wavehawk. -_-x;;;


"Don't be fooled by the Enemy's tricks."
- Hauptmann Oswald Boelcke, Dicta Boelcke
"Warfare is the Way of deception."
- Sun Tzu, The Art of War

	A wily enemy team will know when to lead you by the nose--right into one of 
their traps. This takes some practice and observation of your enemy's moves. For an 
Assaulter, this is already very important, but for a Sniper this skill is VITAL. 
The entire point of a Sniper, especially in a sniper duel, is to convince the 
enemy, directly or indirectly, to kindly appear long enough for you to put a bullet 
through his head. The goal is for you to trick your enemy, not him trick you. Its a 
mind game at long range, and whoever gets the lethal shot in first wins, regardless 
of how he did it. As a Sniper, you MUST trick your enemy...without having him trick 
you in turn.

* Spying an enemy sneak behind a crate (his rifle barrel was sticking out the side) 
in the first bombsite area of de_dust, I let loose into the crate with my Steyr 
AUG, emptying my stash of 5.56mm ammo when I saw his weapon, an AK-47, fall to the 
ground. Not waiting a second and thinking he was dead, I chucked my AUG (I was 
completely out of 5.56mm and wanted to get a rifle, quick) and rushed to the crate. 
Well, I found the very same guy, crouching there and waiting to blow my head away 
with a Desert Eagle. Bammo. Smart guy apparently tossed his AK aside and swapped to 
his pistol, just waiting for me to take the bait. Niiice. ^^x;;;


"Never quit an attack once started."
- Hauptmann Oswald Boelcke, Dicta Boelcke

	If there is any rule that needs reminding over and over and over again, it's 
this one. Hit-and-run tactics are good. Attacking then changing your mind in mid-
attack is not. If you attack, then suddenly chicken out in mid-attack, your enemy 
will use that to his advantage and kill you. When you turn tail and retreat, you 
are presenting your opponent with a golden opportunity to kill you. Even if you are 
firing back (strafing) while running away, you are still at a disadvantage; I've 
seen a lot of CS players run backward firing frantically, then unwittingly end up 
slamming into a wall.

	A hit-and-run is not the same as this; a hit-and-run ultimately still has the 
motive of killing or seriously injuring the enemy enough to make him fear for his 
life. Stopping in mid-attack, even to reload, is a death sentence. Remember your 
Weapon Switch key ("Q" by default), and make sure that before a battle, you've got 
it automatically set to your secondary. Then practice tapping it once your primary 
is empty.

* There are far too many close calls I've had in CS wherein this simple swap to my 
pistol was all that kept me from being outgunned. In real life, CT operatives are 
trained to quick-draw their handgun the second their primary is empty. Often, the 
difference of a single pistol bullet is what keeps you alive.


"Fire at close range."
- Hauptmann Oswald Boelcke, Dicta Boelcke
"When your enemy fills your cockpit window, fire. You can't possibly miss at that 
range."
- Lt. Erich Hartmann (World War II's Top Fighter Ace with 352 kills)

	This lends better to assaulters than snipers but in any case, the closer you 
are to your opponent, the easier it is to hit him (obviously). Keep in mind the 
earlier rule (Attack from behind) when doing this, so that you don't somehow give 
your opponent the opportunity to kill you before you kill him. At close range, all 
weapons are effective. Some more than others, but at that range, it's hard to blame 
a failure on a miss...unless of course, you're really THAT inept a player.

	It's a common newbie mistake to suddenly open all-out once he sees an enemy 
player. Remember that at long ranges, most weapons either weaken (Pistols, SMGs, 
Shotguns) or have less accuracy (All assault rifles), so all this does is nick the 
enemy a little and end up blowing the element of surprise. Spraying the air and 
hoping that something hits your opponent's head is NOT the best way of staying 
alive in CS.

	At this particular stage, first-shot accuracy really counts. If you have the 
element of surprise and a good shot, you had best take it. And the closer you are 
to your enemy, naturally your chances of getting that all-important head shot are 
greater.


"Your Buddy is Your Body"
- Basic Military Training Tenet
"NEVER leave your swim buddy!"
- SEAL tenet

	Don't EVER go anywhere without someone covering your rear! If you've read the 
previous two notes I'd made, it should be obvious why. This is the one thing that 
most local (Philippine) CS players almost NEVER listen to (save for the dedicated 
CS Clans), and it's what gets most of them killed, since they're thinking of high 
frag rates first and teamwork second. Result? Players who are better, smarter, or 
just plain nastier nail them (again, see above two).

	After playing CS for some time, I found that 95% of these deaths could have 
easily been avoided had they been playing as a team, with one guy watching 
another's back. For this, you should put 'fragging' people as secondary and your 
life (and teammates' lives) as first. And the best way for you to stay alive is if 
you have an extra pair of eyes covering you.

* There was a time in de_dust, wherein three other CTs and I charged in to take 
over the bombsite. Just our luck, two Terrorists popped in at the same time that we 
did, and I opened fire with my Steyr TMP. A split-second later, I realized that I 
was the ONLY one firing. Naturally, I bit the dust instantly, and upon that 
happening, I saw that the three idiots who were with me all decided to chicken out 
and ran OUT of the bombsite (not even firing!) the second the two Terrorists 
appeared, leaving me very alone and very dead. No surprise that we lost that round 
and every round after that. After the sixth loss due to sheer cowardice on the CT 
teams' part (Seven CTs against THREE Terrorists, and with six of the blankety-
bleep-blanking CTs running away each taking separate vacations!), I quit the game 
in frustration and logged onto a different game.


"A general who listens to my calculations, and uses them, will surely be 
victorious, keep him; a general who does not listen to my calculations, and does 
not use them, will surely be defeated, remove him."
- Sun Tzu, The Art of War

	A lot of you will most likely have seen or heard of CS players being kicked 
off their servers. I support this wholeheartedly; anyone who does nothing but be a 
pain in the side for your team should be booted. If he makes life hard (game-wise) 
for the opposing team, by all means keep him; he's going to be one of your most 
valuable assets. But if he does nothing but boast, complain, and generally 
uncomfortable to be around, feel free to chuck him. It's these bad players that 
take most of the fun out of playing CounterStrike.


"Heavy casualties can be inflicted by one trained sniper."

	If you've played CS for ANY length of time, you'll know that the AWM (Also 
known to CS old-timers as the AWP) Sniper Rifle is the deadliest weapon in the 
game, with its one-shot kill ability. It's a powerful and expensive weapon, but 
very few people actually manage to use it properly, if at all. Too many people out 
there charging in blindly with this weapon without really knowing how it works.

	Conversely, many people also eschew the other Sniper rifles in the game, such 
as the lighter and cheaper Steyr Scout, and the two 'Automatic Snipers', the HK 
G3/SG-1, and the SG550 Sniper. Truth be told, ALL of these Sniper Rifles are 
highly efficient weapons, but only in the hands of the right kind of sniper. And 
usually, it means a true specialist. Save for the AWM, all other Sniper Rifles were 
intended for the sole purpose of getting headshots--like real-life snipers do.

	The Scout is a mini-AWM in the sense that it's a bolt-action sniper rifle. 
The Scout functions pretty much the same as the AWM in 2x/4x Scope mode, but 
without the scope it is a much lighter weapon. In the hands of an intuitive sniper 
(one who can actually snipe well without a scope), the Scout is deadly, not to 
mention very affordable.

	The G3/SG-1 and SG550 Sniper are both Automatic sniper rifles. Although they 
do not have the one-shot kill ability of the AWM, their advantage lies in that 
unlike the two Bolt-action rifles, you can quickly follow-up missed headshots 
because of the Semi-auto ability. Don't compare these weapons with the AWM or 
Scout; Think of the G3/SG-1 as a slower and slightly more accurate AK-47 with a 
2x/4x scope, and you can appreciate it better. The SG550 Sniper is less powerful 
than the Terrorists' G3/SG-1 (5.56mm against 7.62mm), but it has a higher rate of 
fire and less recoil to make up for it.

	Snipers: Work VERY closely with a buddy. The Sniper and his spotter/defense 
Guard, or two snipers. Snipers have one major weakness: Get in very close with a 
shotgun or SMG, and he's got only a slim chance of out-shooting you...if he somehow 
notices you sneaking up on him. The buddy system works best here. Find a buddy who 
is your seatmate in a LAN game, or someone you can easily communicate with one-on-
one--Your 'spotter' should be armed with an SMG or assault rifle to protect the 
sniper from being ambushed by a wily opponent. At the same time, he acts as an 
extra pair of eyes, singling out targets for you to pick off. In fact, a good 
tactic (which this author was at the receiving end of) is to trust your buddy when 
you're firing blind:

* If you're behind a crate or wall and a buddy you trust (Who has a better view of 
the goings-on) tells you to fire, you fire. This simple but surprising tactic 
nailed me and my friends numerous times, all of us wondering how a sniper could 
still hit us while firing blind. But it worked, and worked horrifically by 
systematically wiping six of us out. One spotter outside, with a clear view of us 
(Occasionally darting to and fro from the Terrorist-side entrance of the halls in 
de_dust), and an AWM sniper outside, firing blind save for instructions from the 
zipping spotter.


"Don't never take a chance you don't have to."
- Major Robert Rogers, Standing Orders of Roger's Rangers, 1756

	This is an old piece of advice that becomes vital to you all. It was an 
important tenet of the old Pre-American Revolution Rangers, and it worked well; the 
Rangers actually adopted the tactics of the very people they fought, the Native 
American Indians, and they learnt from their enemy well. Never go on any 
harebrained suicidal scheme just because you MIGHT rack up a high kill ratio or a 
reputation; you'll just end up humiliating yourself.

* In the much-overplayed de_dust, it eventually boiled down to one Terrorist player 
and myself. I had one HE grenade, an M4A1 with only 10 rounds remaining. My 
opponent and I attacked each other, and I was reduced to 4 HP left, so I ran for 
the first Bombsite (Right outside the hallways) and crouched in the corner outside 
the doorway. All this time, my enemy was sending messages all over for me to stand 
up and fight, occasionally firing through the door. I waited until I could hear his 
footsteps close, then tossed my HE into the hallway, killing him and winning the 
match. He then made a huge issue of it at our LAN, accusing me of being a coward. 
My counter-argument, in turn, was that I wasn't so STUPID as to go in rushing at 
him when I had only 4 measly hit points left. Turns out, he still had 8 HP himself 
left when the HE came bounding at him. ^^x;;;


"When in doubt, ATTACK!"
- Richard Marcinko

	This may seem to run counter to what I mentioned above about taking chances, 
but it isn't. The above assumes that you've still got lots of better, safer options 
to rely on and hopefully the time to think about them. If there's a less risky way 
of defeating your enemy, take it. But if you're in doubt and left with no other 
recourse, the best defense is a good offense. If you've got a lot of cover and are 
relatively safe, then think your way out. But if you're pinned down and have little 
other recourse, then better to take the chance and attack. You might even succeed 
and live to brag about it.


"Don't stand up when the enemy's coming against you. Kneel down, lie down, hide 
behind a tree."
- Major Robert Rogers, Standing Orders of Roger's Rangers, 1756

	NEVER give your enemy a good old, stand-up fight. That only happens in the 
old movies, and you're not John Wayne. When under fire, take cover; There isn't a 
real CS player worth his salt who'd just walk right up to you in the open without 
any nearby cover and engage you in a straight-on rifle/SMG joust. Better yet, hide 
yourself so that he doesn't see you, then ambush him from behind. If there's a 
crate just high enough for you to aim over, don't jump on top of it; use the crate 
as cover. This is one of my favorites:

* In de_dust, I had been recently killed by a Terrorist who was using a skin cheat. 
The previous round, he masqueraded as an SAS member and nailed me when I held my 
fire (This was a friendly fire off server) to my consternation and a boatload of 
profanity. Next round, I grabbed the Benelli M3, Kevlar Vest and some reloads, then 
swapped to the knife and made a beeline for the hallways. Finding the crate area, I 
hid behind there. Sure enough, not one, but two skin-cheaters, their skins 
flickering, passed me by without noticing me. Even better, the leader was the guy 
who suckered me the previous round. Big mistake, as I then swapped to the Benelli 
and took them both down instantly. April fool, buddy-boy.


"The enemy advances, we retreat; the enemy camps, we harass; the enemy tires, we 
attack; the enemy retreats, we pursue..."
- Mao Tse-Tung (Paraphrasing Sun Tzu)

	Basically, this means that you should go for guerilla warfare. This is 
especially important if you've got very little cash and your enemy has AWMs and 
other nasty things at their disposal. It's an opportunistic way of fighting your 
enemy--grab their superior weapons when they fall, toss HEs at their preferred 
campsites, when outnumbered you run instead of giving them a stand-up fight, and 
when they're outnumbered, you dog them to the ground. This tactic usually favors 
Terrorists more than CTs in Bomb missions since CTs are often forced to guard the 
bombsites or lose the game.


"Verily, thou art not paid for thy methods, but for thy results, by which meaneth 
thou shalt kill thine enemy before he killeth you by any means available."
- Richard Marcinko, 10 Commandments of SpecWar

	Before you go on, let me note that the above statement is NOT a justification 
to cheat in the game. It simply tells you to use everything (and I mean EVERYTHING) 
at your disposal to defeat your enemy. There's nothing more humiliating than dying 
in-game without ever having fired a single shot at your enemy. Rephrase the above 
statement this way: "If it's stupid but it works, then it ain't stupid." Use 
everything. Some weapons that may seem useless to some people might be tailor-made 
for others (like the SG550 Sniper). Try everything, use any tactic; sometimes the 
outlandish or impossibly simple work far better than a by-the-book play.


"Thou shalt KEEP IT SIMPLE, STUPID."
- Richard Marcinko, 10 Commandments of SpecWar

	One of the most important lessons, if not THE most important thing to 
remember in CS. KISS: Keep it SIMPLE, stupid! Don't show off, and don't try to 
think up of a complicated and convoluted plan to get back at your enemies. Keep 
your tactics unpredictable and as uncomplicated as possible. Rather than overplan 
long, drawn-out strategies on which to attack and counter-attack your enemies, keep 
it simple: Go in, hit them, then get out. End of discussion.

* One of my friends and his band of Merry Marauding Terrorists adopted a KISS-
simple strategy that earned them a lot of ire in many de_dust games. There was only 
one simple strategy: Wait just outside the Terrorists' opening to the hallways and 
gather around, loitering there and waiting until the very last 30 seconds of the 
Map round was ticking. By then, the CTs would be very edgy, set themselves up 
camped in one spot or another, if they weren't stupid enough to try and attack the 
gang-bang of terrorists just outside of HE grenade range. At the tick of the last 
half-minute, the Terrorist team suddenly charges in as one gang and mows down the 
opposition on the way to the bombsite. More often than not, they wipe out all the 
CTs before getting to the site. A lot of CTs who go up against them say it's an 
unfair tactic. I, for one, like it: It's simple, direct, and it works.


========
WISHLIST
========
Some weapons and/or equipment upgrades I hope to see in CounterStrike someday:

Smith & Wesson M29 .44 Caliber Magnum Revolver
SUGGESTED WEAPON COST: $450
AMMO TYPE: .44 Cal Magnum
AMMO/MAX: 6/30
SUGGESTED AMMO COST: $25 (6)
	The original Half-Life already has a Magnum Revolver, but noticeably, all of 
the CounterStrike pistols are all Semi-auto weapons. A revolver would be a good and 
cheap alternative to most players, sacrificing high ammo capacity and fast firing 
rate for power and accuracy; most revolvers are easier to aim than autopistols. 

	The S&W M29 .44 Magnum is a good choice, cheaper than an automatic pistol and 
packing a good punch to its round (.44 Cal Magnum is more powerful than .357 Magnum 
or .45 ACP but less than .50AE). It would make an attractive and cheap alternative 
to the Desert Eagle in terms of power and accuracy. On the downside would be its 
rate of fire (Same as the Desert Eagle), small ammo capacity, and a slow reload 
time. It's a revolver after all, and even with a speedloader will take just a bit 
longer to reload than a magazine. Still, it'll be a good option to think of.

POINT: Some real-life CT agencies DO use a revolver instead of a pistol when in 
maritime operations. Navy SEAL teams occasionally use revolvers because the fewer 
working parts make it tougher and handier than automatic pistols when damp. Also, 
revolvers are generally cheaper and more comfortable to handle than most 
autopistols. The M29 would be like a cheaper SIG P228 in the game but lighter and 
more accurate to run around with, albeit with a smaller load and slower firing 
rate.


Thermal Vision
SUGGESTED COST: $1250
	Many players find the Night Vision Goggles costly and useless, and to an 
extent they are right, since merely adjusting the gamma of your monitor screen 
usually does the job for most. What would be better would be if Thermographic 
Vision goggles (Or a Thermal Scope like those used on certain versions of the M4A1) 
were had instead, to replace the NV goggles. Advantages would be that one could 
finally see behind some thin walls and crates with it. The downside would be that 
it would only appear as a reddish glob; you won't be able to tell the difference 
between a hostage, a teammate, or an enemy. It'd be nicer and more of a challenge 
than the old NV goggles; Therm Goggles could replace them entirely. Of course, 
Flashbangs and Smoke Grenades (hot smoke) can still foul these goggles up...

POINT: In real life, Thermal-vision equipment is big and bulky. Not recommended for 
Counterterrorist use, but I felt that a device more effective than the Night Vision 
goggles was needed.


Double-barreled Shotgun [Terrorist Only]
SUGGESTED WEAPON COST: $1250
AMMO TYPE: 12 Gauge Buckshot
AMMO/MAX: 2/32
SUGGESTED AMMO COST: $65 (8)
ALTERNATE FIRE BUTTON: Fire both barrels
	This idea was first brought up to me by Foxy, and it's one of the suggested 
weapon add-ons found on his CS page. I became even more convinced of the validity 
of this weapon after playing Half-Life: Wanted (An older, cowboy-themed mod for 
HL). Though the double-barrel shotgun takes forever to load, it's absolute terror 
when used against two simultaneous enemies; firing the second barrel immediately 
after the first is faster than the pump-action of the Benelli M3. The double-
barreled shotgun would be cheaper than the other two due to its two barrels and 
longer reload time. But it would also be lighter than the other shotguns and the 
alternate fire would be a devastating instant wide-area kill in close quarters. 

POINT: The normal firing mode would be just like the M3 in close combat, but only 
packing 2 shots before reloading. Secondary fire would have a wider spread area of 
damage, meaning that enemy players slightly to one side will still be hit by the 
shotgun's force.


Beretta PM12S
SUGGESTED WEAPON COST: $1450
AMMO TYPE: 9mm Parabellum (NATO)
AMMO/MAX: 32/120
SUGGESTED AMMO COST: $22 (32)
ALTERNATE FIRE BUTTON: Laser Aiming Point
	The PM12S is Beretta's SMG, designed for security details and the Italian 
COMSUBIN frogmen. It has a slower rate of fire than most SMGs (About the same as 
the HK UMP45), thus has lower recoil and relatively high accuracy. The PM12S is 
about as small as an MP5K and just as flexible in combat. The slower ROF coupled 
with the 9mm rounds may be its only drawback, but this is made up for with its high 
accuracy (comparable or superior to an MP5), and low recoil.

POINT: Though the Steyr TMP is rather good, many complain of its heavy recoil 
penalty; unlike the MAC-10, the TMP lacks the sheer punch you'd expect from a high-
recoil weapon, though it is good when used in optimal conditions (in ambush and by 
surprise). The PM12S is the TMP's direct opposite; it has a slower rate of fire, 
making it more accurate and possessing very low recoil. Of the many optional 
attachments to the PM12S, I feel that the laser aiming point is best, giving the 
PM12S a pseudo-sniping ability.


Fake Grenade
SUGGESTED COST: $20
	A dud canister painted to look like a grenade. Does not explode; just lands 
and stays there. It may be a good replacement for the Smoke Grenade.

POINT: It would be nice to mess around with your enemy's head by tossing in a fake 
HE every now and then to spook them out. Since grenades in HL are color-coded (Red 
for HE, Grey for Smoke, and Green for Flashbang), it would be ideal to paint the 
Fake Grenade in either red or green in order to send the enemy running. Of course, 
you'd only be limited to two of these. But that's just me; I LIKE messing with my 
enemy's head.


Claymore Mines
SUGGESTED COST: $200
ALTERNATE FIRE BUTTON: Remote Detonation
	These are above-ground antipersonnel mines that explode in a forward arc, 
spraying pellets and fragments in an area not unlike a giant shotgun. Mines of this 
type are usually triggered either by a tripwire or by remote control. The original 
Half-Life game already has a Laser Tripwire Mine and C4 Satchel Charges; This 
Claymore mine can be an amalgam of both. For game balance, these will not be 
instantly lethal but will do the same amount of damage as a grenade. Alternate fire 
will remotely detonate the mine. Because of the versatility of this weapon, you can 
only carry one at any time.

POINT: The next CounterStrike release (Condition Zero) will reportedly have a 
Claymore mine available. Whether it will be like the version I mentioned above, or 
completely different, remains to be seen.


M79 Grenade Launcher [Counter-Terrorist Only]
WEAPON TYPE: Grenade Launcher
SUGGESTED WEAPON COST: $2700
AMMO TYPE: 20mm Grenades
MAGAZINE/MAX: 1/4
SUGGESTED AMMO COST: $60 (4)
	This is the old stand-alone one-shot grenade launcher used by the US Army 
before the M16-mounted M203 launcher came along. It functions similar to a break-
open single-shot shotgun in the sense that it must be reloaded after every firing. 
The M79 is still used by some CT forces to shoot special 20mm flashbangs or Tear 
Gas grenades at ranges far longer or higher than by hand. This could be based upon 
the M203 Launcher (Secondary Fire option of the MP5) in Half-Life, but with an 
improved range and slower rate of fire due to reload animation.

POINT: Normally, I would be against 'power weapons' in a Counterterror-style FPS 
game, but the M79 has its merits. It would allow one to fire HE Grenades higher up 
and farther than normal, and the low ammo count (1 reload per shot, maximum of 4 
shots in reserve) will keep it from being abused too often. Another is the reload 
animation (Definitely longer than the AWM bolt-action), which should be long enough 
to keep players from 'autofiring' their grenade launcher. Since it fires grenades, 
close combat with this weapon is NOT an option.

 
OTHER CT SKINS:
	I would really like to see other OFFICIAL player skins made available for CS 
players. The Terrorist skins are limited only to the imagination, but some skins 
I'd like to see would be the following (With short descriptions below)

- U.S. Marine Force Recon
	The US Marine Force Recon units are one of two elite forces in the Marine 
Corps (the other are the Marine Scout-Snipers). Force Recon units trace their 
history as far back as World War II, and were meant to be smaller and faster units 
than the regular full-scale Marine reconnaissance battalions. Force Recon training 
is similar in intensity to SEAL training, which includes SCUBA and parachute 
training. It is because of this that rivalry and comparison with SEALs is quite 
common.

- Delta Force (1st SFOD-D)
	The US Military's first truly official Counterterrorist unit, SFOD-Delta was 
the brainchild of Colonel (Ret.) Charles "Chargin' Charlie" Beckwith in 1977. 
Designed heavily after the British SAS, Delta comprises mostly of Army Airborne, 
Rangers, and Special Forces personnel. Like SEAL Six (NAVSPECWAR-DEVGRU), it can be 
authorized by the President of the United states to initiate a first strike against 
foreign terrorist elements. SEAL Six and Delta Force often cross-train with one 
another on occasion.

- Alfa Group
	Formed by former KGB chairman Yuri Andropov in 1974, Alfa Group's primary 
mission is as a special hostage-rescue unit. Consisting mainly of the elite Russian 
Spetsnaz, it has also seen action in Afghanistan, Chechnya, and other hotspots. 
Currently, the main Alfa group members are subordinate to the Russian FSB 
(Federal'naya Sluzhba Beznopasti, Federal Security Bureau). Though not as popular 
as the European and American Counterterror groups, Alfa holds its own as one of the 
best in the world.


=========
OTHER FAQ
=========
Some other random questions that need answering. Note however, that though I'm 
knowledgeable about weapons and ammo, I'm not an expert, and may make a few 
mistakes; Do NOT treat my answers as expert advice on real weapons! I only know 
enough as to be relevant WRT the game mechanics of CS.

Q - Why are some ammo types listed as "Caliber" and the others as "MM" or 
"Millimeter"?
A - "Caliber" is used by the U.S. and is based on the English measurement system 
(Inches). One Caliber is one Inch, so .50 Caliber is 0.50 of an inch (half an 
inch), and so on. Europe now uses the Metric System, so their ammunition is 
measured the metric way (Millimeters). Also, The European system is a little more 
descriptive, since they usually include the width AND length of a bullet (like 
9x19mm). AFAIK, Caliber only refers to the width (diameter) of the bullets. For 
some cases, the Caliber has a metric equivalent (such as .223 Cal Remington = 
5.56x45mm NATO), but not all.

Q - Where did the word "Caliber" come from?
A - I'm not 100% sure of its origin, but apparently, it comes from 'Calibration', 
which is how they measured bullet widths; by calibrating them to size. If this is 
incorrect, please let me know ASAP to update this.

Q - Where do you get your weapon info?
A - Same way Tom Clancy does. ^^x From the 'Net, from handgun-shooting friends of 
mine, from observing the local military, and other such stuff. In other words, lots 
of research. You'd be surprised at what info you can find just lying around the 
'Net, or in any book or magazine for that matter. Info for many of the weapons in 
CS can be found off the Remtek Arms site at http://www.remtek.com/arms/ and is 
generally where I found most of the weapons data for this FAQ.

Q - How good are you at CounterStrike?
A - If you're talking purely in terms of frag rates, not that good; about average 
or so, at least break-even or better. But in terms of simply driving the enemy team 
up the wall, I guess I rank a number one for sheer originality. ^^x;;;

Q - Have you ever used a REAL firearm?
A - This is a question I got a lot, even before I started this FAQ. Honestly, among 
Military-Issue weapons I have handled but not fired were the MP5A2/A3, MP5SD3, 
M4A1, and the HK Mark 23 pistol, so I have a feel for their empty weights and 
ergonomics but not their actual combat performance.

I have fired the M16A1 (Sorry; I erroneously typed A2 in the previous FAQ version) 
back in my ROTC days. It's quite an accurate tack driver when used properly (i.e. 
firing semiauto. None of that full-auto running and screaming Rambo bull). From 
that I can tell you that the M4A1 in the CS game functions pretty close to the real 
thing. Well, close as you can get when pointing a loaded mouse at someone. I was 
also supposed to have been trained with the Colt M1911A1 in those days but was 
denied the chance to even field strip it.

Among civilian weapons, I've handled the Glock 17 and HK USP9, but certain legal 
circumstances prevented me from actually test-firing these two.

Q - What's your favorite CS skin?
A - I use SEAL Six, of course. ^^x I find that the green fatigue hides better in 
some dark corners of de_dust and de_aztec than the HRT (Hostage Rescue Team) Blue 
the other CT skins have, and a better color all round. As a Terrorist I usually use 
the Arctic Avengers skin because of limited camouflage in certain maps, but for 
cs_assault and cs_mansion (not cs_estate however) I strictly use the Phoenix 
Connection skins for their black color.

Q1  What are 'Suppressers'?
Q2  Why do you call Silencers 'Suppressers'?
A  In the earlier version of this FAQ, I made the mistake of calling suppressers 
'Silencers' (Thanks again to Foxy for pointing this out). A 'Suppresser' is a 
canister-like device (thus the nickname 'can') that is either attached to the gun 
muzzle (USP Tactical) or part of the gun muzzle itself, that reduces the sound and 
flash of a gun while firing. A 'Silencer' is an object that completely removes a 
gun's firing noiseand DOES NOT EXIST in real life, only in movies.

A gun with a Sound Suppresser has a lower sound signature, but it is not completely 
silent. The .45 ACP bullet used in the USP Tactical for example, is quite loud when 
fired; with the suppresser on its sound is reduced to that of a .22 Cal round. 
That's much quieter than a normal .45, but it is still not completely silent.

Also, some of the larger suppressers also tend to slow down bullets in order to 
minimize sound. 9mm rounds are normally supersonic (as mentioned above), so a 
suppresser slows the 9mm round down to subsonic levels in order to quiet its 
report. However, this also considerably reduces the damage caused by the bullet 
itself.

Q  You mentioned that the Beretta 96G is chambered for the .40 Cal S&W. What kind 
of ammo round is that?
A  The .40 Caliber S&W is a pistol/SMG round developed by Smith & Wesson for Law 
Enforcement, but the round eventually became popular with civilian shooters. It is 
a bullet whose performance is halfway between the widespread 9mm and the older but 
proven .45 ACP. It's a round that is a compromise between the .45's stopping power 
and the 9mm's high ammo capacity. It was developed to replace the 10mm round 
(originally developed by the FBI for their Hostage Rescue Teams, but eventually 
canned due to the round's unpopularity).

Early issue .40 Cal rounds had a tendency of exploding under pressure (most notably 
With .40 Caliber Glock and Smith & Wesson pistols, though the USP40 also had this 
problem). This was more because of the ammo itself rather than the guns, as the 
.40S&W packed a lot of gunpowder per round casing. Later developments have 
corrected this flaw. Currently, the .40 S&W is gaining a lot of popularity among 
pistol users who want near .45 ACP power but with a high ammo capacity.

Q  What's an M16/M14?
A  The M14 is a 7.62mm Rifle that was developed after World War II and shares many 
design similarities to the old M1 Garand rifle used in WWII, only bigger, heavier, 
and more accurate. It's actually better than the M16 at long-range shooting, and 
some Spec Ops teams still use the M14 as a sniper rifle on occasion.

The M16 is a 5.56mm Assault Rifle that was originally developed by the Armalite 
Company as the AR-15. It was later adopted by for use in Vietnam by the US Army, to 
replace the M14. The M16A2 is an improved version of the M16 (M16A1 for the 
Vietnam-era M16) which was more durable, lighter, and less prone to stoppages. One 
of the early problems the M16 had was that some touted it as a 'self-cleaning' 
rifle, but there is no such thing. The modern M4/M4A1 Carbine is based upon the 
M16A2.

Q  If Kevlar is designed to protect against pistols and SMGs, why do I still get 
killed by them?
A  In real life, Kevlar catches the bullet and absorbs its forward energy, keeping 
the round from doing damage. However, the bullet is still stuck in the Kevlar 
armour, and causes the tension to break little by little. Eventually, the Kevlar 
will fail, and the succeeding bullets that come afterward will penetrate easily.

And that doesn't even begin to cover the impact of the bullets themselves. Pistol 
and SMG bullets can still kill you. It just takes a lot more of them than the usual 
if you're wearing armour. In fact, that's why FN's 5.7mm rounds were developed; to 
give rifle-like Kevlar armour-piercing capability in a pistol or SMG. On the other 
hand, 12-Gauge shotgun pellets will NOT pierce Kevlar, but the sheer force of a 
close-range blast will most certainly knock the wind out of you, and possibly break 
a few bones while you're at it.

In game terms, if Kevlar protects so well that pistols and SMGs are useless, 
there'd be little point in getting the pistols or SMGs at all in the game, even if 
they were cheap.

Q  Is there a Quad Damage in CS? How can you buy the Quad Damage in CS?
A  *Sigh* Yes, a GREAT NUMBER of people DID ask me this. I'm sorry, there is no 
"Quad Damage" in CounterStrike. You can't buy it and you can't find it. If you 
REALLY want to get a Quad Damage power-up, you're in the wrong game. CS isn't 
brutally realistic, but it's not like the other deathmatch FPS games out there. I 
say again: _There is NO Quad Damage in Counter-Strike._

Q  I heard that 9mm ammo is more powerful than .45ACP Cal ammo. Is this true?
A  That depends on what your definition of 'power' is. If you mean power as in 
actual wound damage (against an unprotected body), the 9mm rounds are more powerful 
since they're supersonic, and thus can cause some serious internal injuries. If 
you're talking about the bullet's ability to stun or shock a person (which some 
people call 'Stopping Power'), then the bigger but slower .45ACP is more powerful. 

If you're talking about damage to a target wearing Kevlar, the 9mm now has more of 
an advantage over the .45ACP, since it is supersonic, and the Kevlar will take a 
little more stress from it than the .45ACP round. But if you're talking about 9mm 
or .45ACP from a suppressed gun (like the USP Tactical or Steyr TMP), then the 
.45ACP is more powerful; suppressers have to slow a supersonic bullet down to 
subsonic speed to work. A suppressed 9mm round against Kevlar would lose too much 
velocity to be effective, and might not even damage the body wearing the armour.

I haven't even begun to list the different kinds of rounds such as FMJ (Full Metal 
Jacket), JHP (Jacketed Hollow Point), or AP (Armourpiercing), and already it's 
complicated. Truth be told, there are far too many variables in CQB combat to 
really say that one ammo type is more powerful than the other. But in terms of 
handguns, .45ACP pistols are better for one-shot power.

Q  Is the Five-SeveN and P90's 5.7mm round as powerful as they say it is? 
A  To be honest, I really don't know. The P90 became popular because of its 
handling and control, and had little to do with its unique pistol round (though it 
might have been a minor factor). The Five-SeveN is still being considered, though 
by now it's becoming widespread.

It's because the 5.7x28mm round was -specifically- designed to be used against a 
kevlar-wearing opponent. So far, the British SAS and French GIGN (two users of the 
5.7mm round) haven't yet encountered a situation which needed the use of this type 
of weapon, since most terrorists nowadays don't carry kevlar armour. The weapons 
haven't been used against living targets, either, so unless a new hostage crisis 
erupts wherein terrorists wearing body armour turn up, we might not fully know just 
how good the 5.7mm is in action...

Q1  Why aren't there more burst-fire weapons?
Q2  Why is the Glock 18 the only burst-fire weapon in the game?
Q3  I don't believe you. How can the REAL Glock 18 NOT be a burst-fire handgun? 
(NOTE: Question 3 has been 'cleaned up' from the original mailed to me. Too much 
profanity to be used in this FAQ).
A  I mentioned earlier that the Glock was only made into a burst-fire pistol for 
game balance reasons. In reality, the Glock 18 is a full-auto pistol that works 
like an SMG. In real life, Special Operations Forces rarely if ever use 2- or 3-
Burst fire weapons; only Civilian Police SWAT teams and regular army forces use the 
3-Burst. This is because:

a.) SWAT teams have to control their fire; Burst-fire reduces the chance of an 
accidental full-auto 'spraying' of their weapons.
b.) Burst-Fire weapons actually have more working parts than 'normal' full-auto 
weapons, to control their firing rate. Thus they also cost more.
c.) Special Forces are trained well enough to control the full-auto bursts of their 
weaponry.

Burst-Fire weapons are already Full-Auto weapons. They simply have additional 
parts to limit the number of shots it fires. More parts means higher cost and more 
ways a gun can accidentally fail. This is why the REAL Glock G18 cannot be made 
into a burst-fire weapon. Since the Glock was meant as a compact, pistol-sized 
fully automatic weapon, adding a burst fire option to it (or converting it to pure 
burst fire mode) in real life is too costly. Second, the number of added parts will 
not fit in the existing Glock G17/G18 pistol body. Third and most important, 
there's no point in making a burst-fire handgun when you can make a full-auto 
handgun for less price, effort, and parts.

Special Forces people are usually trained to be intuitive with their weapons, so 
they can control their fire in full-auto mode, like the way CS players can 
approximate the bursts of the SMGs and Assault Rifles in the game. There are some 
exceptions, of course, but Full-auto is the rule for most SpecOps people. There is 
no real need to include any burst-fire weapons in CS.

Q  What is a 'Double-Tap'?
A  This is common terminology among Special Forces and handgun aficionados. It 
refers to two quick shots, one after another, from a semiautomatic pistol. People 
who read Tom Clancy novels will notice this term used often. In a Double-Tap, you 
pull the trigger of your handgun, and immediately after this, you 'tap' the trigger 
again for a near-immediate follow-up shot. For Special Forces, they aim the first 
shot at the upper body or neck area, so that the second shot or 'tap' jumps up from 
the gun recoil and lands in the opponent's head.

In CS, it's actually quite simple to do this. If you can tap your finger twice 
rapidly, you can do a double-tap in the game. All of the pistols like the USP, 
Glock G18 (In Semiauto mode), and Five-SeveN can be double-tapped, but this tactic 
usually favors handguns with big magazines. Just be careful not to tap too hard, or 
you might destroy your mouse.

Q  What is a 'Breach and Bang'?
A  Breach and Bang is SWAT terminology for entering and flash-banging a room with 
enemies in it. In CS you open a door (if there is a door), toss a flashbang in, and 
duck or hide away from the entrance for a second (to avoid being flashed or fired 
upon) before going in. It's practically a textbook way for counterterrorists to 
enter possibly dangerous rooms in the least dangerous way. It works better when in 
teams.

Q  What's the purpose of Subsonic rounds?
A  With the exception of the .45ACP, nearly all ammo types currently used in the 
world today are supersonic rounds, meaning they're faster than sound. This makes 
them more powerful despite their small size. The trouble is that it also makes a 
very loud BANG as the weapon is fired; the sound of a gun firing comes mostly from 
the bullet hitting the sound barrier. Subsonic rounds are slower, and thus can be 
suppressed more easily. Most rifles and SMGs that use suppressers must use subsonic 
rounds in order to work; using normal supersonic rounds make suppressers useless. 
The only exceptions to these are weapons with specially-designed large suppressers 
like the MP5SD, which work by slowing down the supersonic rounds to subsonic speed.

Q  Are there any Counterstrike toys/action figures?
A  You and I wish. ^^x;;; There are no official CS toys or action figures being 
sold to my knowledge, though rumors have been quite persistent both on the net and 
in the toy industry.

On the other hand, you can check out the 12-inch (1/6 scale) action figures BBI 
(Blue Box Toys International) and Dragon Models have made of the GSG-9 and SAS. 
These figures look almost exactly like the player skins in CS, and IMHO are a must-
have. BBI's "Elite Force" 12-inch action figure line also makes a SEAL Team 6 12-
inch figure that is very close to (though not exactly like) the CS SEAL skin. You 
can pick these if you're a diehard CS fan.

There is no GIGN figure, and definitely no Terrorist figures that match existing CS 
skins. But you can reasonably dress up one of BBIs Elite Force: Terminate figures 
(Carlos) to look like the L337 Krew skin, given the right accessories. The Elite 
Force SWAT figure can also likewise be modified to look like a GIGN (All one has to 
do is to remove the helmet.

BBI also sells weapons packs called "Full Metal Gear" (no relation to the Metal 
Gear games) for these 12-inch figures, all heavily detailed in die-cast metal. An 
HK set (includes the G3/SG-1 and USP Tactical) and a SIG set (includes the Sig 
P228, SG552, and SG550 Sniper) are out now. Dragon Models also sell weapon packs of 
the M4A1 and AK47 rifles, in the same scale as the BBI ones. If you're not 
interested in the action figures but like some of the weapons, these 
sets could be an alternative.

Q  Do you own one of those 12-Inch toys?
A  Yes. I own the 12-Inch Elite Force Navy SEAL action figure. A friend of mine 
likewise owns an SAS figure. Not all CS players would want this, but those who do 
tend to gravitate towards figures matching the skins they play in-game. Needless to 
say, there are more Terrorist players than Counter-Terrorist players nowadays.


========
CONTACT:
========
For any further queries or comments, please email cybertrooper@edsamail.com.ph with 
Subject: CS Weapon FAQ Query if you have any questions, and I'll try my best to 
answer them. Send me no Spam; my mother just unloaded 60 cans of it on me 
wholesale.


========
CREDITS:
========
- Thanks and no thanks to Cliffe, Gooseman, and the rest of the CS team for making 
one of the biggest bites in my wallet ever. Kidding aside, CS is the best ever 
combination between Rainbow Six's realism and Half-Life's sheer and spooky all-out 
FPS fun. It's not the pure realism I know of and enjoy, but it's fun nonetheless.

- Mochan and the Gulay brigade of AWM Snipers, for their advice, info, and 
nefarious cackling.

- Konami Japan for Silent Scope/Sogeki (Which helped a bit for sniping tactics) and 
Metal Gear Solid (sneaking and ambush tactics), as well as a few other games I will 
not mention on this FAQ. ^^x;;;

- Remtek.com's armaments site for the real-world info and data for most of the 
weapons found in this FAQ. http://www.remtek.com/arms/

- "Foxy" for his extensive help with some of the more difficult-to-find weapon 
data, as well as corrections made recently. Actually, you can go and visit his 
webpage: http://counterstrikefox.freeservers.com/index.htm for a more interactive 
interface than this text-only FAQ.

- GameFAQS for hosting this FAQ exclusively, as well as the Message Boards, the 
discussions on which prompted me to write this FAQ.

- The Terrorism Research Center http://www.terrorism.com and Special Operations.Com 
http://www.specialoperations.com websites, for their invaluable help and info on 
the four Counterterrorist units described here.

- Very special thanks to Clair Rees (American Handgunner)-[Desert Eagle], Walt 
Rauch (Guns and Weapons for Law Enforcement)-[M1/M3 Benelli and Glock G18], Peter 
G. Kokalis (Technical Editor: Soldier of Fortune Magazine)-[MP5] for their 
informative articles on most of the weapons found here.

- Doctor William D. Ehringer, Ph.D., for the ONLY non-CS related Ingram MAC-10 
article I could find on the web. (I owe you big time, Doc)

- Richard Marcinko (Commander, US Navy Retired), the late Oswald Boelcke, and many 
other REAL Soldiers past, present, and future...for the 'Tactical Thought' concepts 
I noted in this FAQ. (Sirs of the present, please don't $@#!-can me for this)

- The Gundam fan's ever-lovin apeface: Lt. Bernard Monsha and his patented "No 
Tactics" Tactics. ^^x;;;

- Lord Zero, for the true origin of Mao Tse-Tung's quote.

- A -HUGE- NO THANKS to the morons who have nothing better to do than to throw 
Flashbangs in front of their own teammates, and somehow manage to get killed by 
their own HE Grenades in "Friendly-Fire Off" matches. (Who also go out of their way 
to call ME a stupid newbie at this game.)-_-x
