Running With Rifles Wiki
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Welcome to Running With Rifles!

Running with Rifles is a top down/isometric shooter where you take on the role of a single soldier in the middle of a massive all out war between the Greenbelts, the Graycollars and the Brownpants. You are insignificant. You are no better than the man next to you. You are no god of war with regenerating health. You are just a soldier.

This handy handbook is the key to victory and success on the battlefield. While at a first glance RWR seems like an easy game to play and understand, there is actually quite a lot of depth and complexity to the gameplay that can easily frustrate or confuse new players. However, after reading this handbook, you should have a much better understanding of RWR.

This guide should help with any questions and issues you have and improves your chance of survival from 0% to at least 5%.


RWR handbook cover.png

Getting started[]

When you start up the game, you will find yourself in the lobby/playground area, which is basically a small map without any enemies. You can toggle the menu on and off with the ESC key. Doing so will allow you to use The Playground, which contains some basic tips and allows you to familiarize yourself with the way the game works. To start/resume a quick game/campaign, you need to have the menu opened (ESC).

The lobby has a stash and an armory that you can interact with. There is also a jeep that you can drive. On the top of the main building there are 2 crates. You may want to climb the ladder and smash the crates with your knife (default key "V") and pick up the items inside. Note that you are only a private (see Ranks) so that you might not be able to pick everything up (default key "F") directly as they are rank restricted. So when you are near those grayed out objects, hold the F-key to open your inventory and drag and drop this stuff into the backpack section of the inventory.

The Playground allows you to do some basic tasks that will allow you to gather some xp, which in turn will let you use more of the equipment found in the aforementioned crates and in the armory. You can also read some tips scattered around this area.

You can then go to the armory and sell your stuff. You may also want to go to the stash and pick up a valuable and sell it to the armory in the event that you need more resource points to buy equipment.

When you leave a campaign or a quick match, you will automatically come back to the lobby with the Playground loaded.


Main-pp-750.jpg


Playground-pp-750.jpg

Singleplayer[]

Campaign[]

The campaign in RWR is a series of Invasion type maps where you conquer the continent one map at a time. Each map has you starting with only one base and having to advance through either Graycollars or Brownpants resistance, or sometimes even both at the same time.

After defeating a map, you can choose the path to go and so choose your next map from any adjacent map that is logically connected with a dashed line in the worldview (see Mapview). During the campaign, all XP, RP, and equipment are tracked throughout. You can also turn a singleplayer campaign into a campaign online through local hosting at any time by activating a server by pressing ESC>Activate server. Note: Remember to forward the port that is shown when activating your server !

Quick Match[]

To jump right into a simple single player game, just select “Start new quick match” from the main menu. Unlike the campaign, you can adjust your settings freely, such as maximum numbers of bots, your starting rank, etc. The other point that differs it from the campaign is that once played online, players can join either team they want, which makes it suited for PvP sessions.

Multiplayer Joining[]

To join an ongoing multiplayer game, simply head to the main menu and hit “Join online game”. You will then be presented with 2 options: “Public server list” or “Manual IP”.

Public Server List[]

The public server list is a server browser that shows the open servers that are online. Simply double click a server, select a username, faction, enter a password and initial rank, and hit “Start!”. If you can't join a server, it might either run an obsolete version of the game or the host didn't forward the UDP port required (default port: 1234)

Manual IP[]

To connect via a direct connection using an IP address, select “Manual IP”, enter the address and port of the host server, select a username and password, a faction, initial rank, and hit “Start!”.

The server list is mainly for open games that anyone can join. Therefore, if you wish to play with a few select friends only, when hosting, choose not to advertize the server on the server browser and connect via manual IP.

Multiplayer Hosting[]

Hosting a multiplayer is as easy as setting up your own quickmatch game or campaign as shown previously, hitting “ESC” to get to the main menu, and then hitting the “Activate server” button.

  1. Port number. **Please ensure this port is properly forwarded!
  2. Your username. This will show up on the browser as the server name.
  3. If you wish to make a public game, select yes. For private matches, select no.
  4. Start the match.
  5. Back to main menu.

Once you hit “Start!” the server will be open for connections. If people are having issues connecting with your server, please check to make sure that the port is properly forwarded. We will not go into details about how to do this. To get instructions on port forwarding, please do a Google search or check the manual of your router.

Movement and Shooting[]

Congratulations! You are now smack dab in the middle of a fight. Now what? The first thing you should learn is how to navigate the open terrain and shoot those damn *insert other color here* soldiers. Please note that all of these key bindings are default. You can change them to your liking in the “Options” menu.

Movement Key Bindings[]

The keys shown are the default controls, which can be re-bound. See the controls page for more.

Manual keyW.png Basic Movement Keys
Manual keyA.pngManual keyS.pngManual keyD.png
Manual keyCtrl.png Crouch
Manual keyC.png Crouch Toggle
*For prone and toggle prone, they are by default bound to ALT and Z, respectively.
Manual keySpace.png Vault Wall / Climb Ladder / Respawn / Enter and Exit Vehicle
Manual keyShift.png Walk

Shooting[]

Manual LMB.png Shoot
Manual keyG.png Throw Grenade Towards Cursor
   * The further your cursor is from your character, the further the grenade will go
Manual keyV.png Knife
Manual keyH.png Strike Call Radio (Hold)   * A small red circle will denote the place where strike will fall on.
Manual keyF.png Pick up Weapon or Equipment
Manual keyB.png Switch Between Primary weapon slot and Secondary (Weapon/support) slot (e.g. between M16A4 and M72-LAW) *NOTE: Q is the default key now*

Inventory, Armory and Stash[]

UI[]

The UI in RWR is kept relatively simple, so that the player's screen isn't occluded with UI elements.

Ui.jpg


Ui 1.png Primary weapon slot
Ui 2.png Secondary weapon/Support item slot
Ui 3.png Throwable item slot
Ui 4.png Wearable item slot
Ui 5.png Radio device - grayed out until you reach Corporal rank. The green dots below show which calls are available
Ui 6.png Name of the base you are actually in
Ui 7.png Capturing sector force bar (see Capturing Sectors)
Ui 8.png Squad icon - the first number shows the number of soldiers in your squad and the second the number of max soldiers your squad could have
Ui 9.png if a red cross is visible, it means there is at least one soldier with a Medkit as a secondary item




Inventory[]

When you access the inventory, you will see a tree-like window centered on your soldier. It mainly consists of 3 containers, which have been highlighted in 3 different colors to make it easier to visualize.
To interact within the containers you can either drag & drop items from a container to another or press the mouse buttons.
LMB and the item will be equipped, no matter if it is in the world container or backpack.
RMB on an object which is in your equipment into the backpack, RMB on an object which is in your backpack will move it into the world container (e.g. on the ground, stash or armory in case you are interacting with those).
Holding Ctrl allows you to move a single item in/out of a stack.

Equipment-ui.jpg








Hold Manual keyF.png (by default) to call the inventory

Ui 1.png "World container": it shows the items lying around your soldier OR in the armory/stash if the solider stands next to them
Ui 2.png Equipment: here are the directly useable items shown
Ui 3.png Backpack: here are the items that are in your backpack shown
Ui 4.png this row shows the primary weapons in each of the 3 containers
Ui 5.png this row shows the secondary weapons/items in each of the 3 containers
Ui 6.png this row shows the throwables (i.e. grenades) in each of the 3 containers
Ui 7.png this row shows the wearables in each of the 3 containers
Ui 8.png this row shows the valuables in the containers "world" or "backpack". Valuables Can not be stored in the equipment
Ui 9.png shows your actual experience and resource points
Ui 10.png

shows the percentage of encumbrancy.
If it exceeds 100%, you will see a backpack attached to the soldier's back. The soldier's accuracy will be highly reduced as well as the movement speed. Accuracy decrease concerns only hitscan weapons, the projectile weapons are not affected.

Backpack soldier.png
encumbrancy >100%



Armory[]

Armory.jpg
Armory is a facility where the players can buy or/and sell weapons, valuables, vests, equipment, etc. In the game its function is most similar to a shop.

The currency used at the armory is RP or Resource points. In the armories, the player can sell any kind of items, but can ONLY buy those weapons that belong to his own faction as well as those enemy weapons that are already unlocked for the same faction.
There is usually one armory every two bases.


Stash[]

Stash.jpg
Stash is a storage place for all kinds of items, vests and weapons like duplicates of rare weapons, weapons which can not be used currently due to their higher XP requirement, various support equipment like medkits, explosives like C4, etc. and all other stuff that can be picked up at some later stage, if and when needed.

It's wise to place some extra equipment into the stash for a later use, in the event that you are not close to an armory but near to a stash. Items that you have stored to the Stash are saved and can be accessed through every stash within a map and are also available between rounds in a Singleplayer campaign or Online invasion.

A stash can contain a maximum of 255 items in total but only 120 different types of items are shown. The content of the stash is server specific and not carried over between servers unless you play on an official invasion server, which share the profiles (and saved items) between each other.

Some Stashes are near armories while some other are located near the bases where there are no armories.



Health system[]

The health system in RWR is not the usual one most might be used to from many other shooters as you don't "take damage" in the traditional sense.
In fact, every bullet can kill at any moment. You don't have a health bar or any other indication that you've been hit for that matter (until you're dead, that is).
Every weapon has a different kill probability which is around 50% for assault rifles but can be up to 100% for some precise weapons like sniper rifles, e.g. if those hit you, you are dead.

However, there is an armor type item in-game that comes a bit closer to a health-point system - a vest (to be more specific, the Vest Type II is used in this example).

It gives you the ability to survive 3 lethal shots, each shot bringing its own consequences and damaging the vest. These vests can be bought at the Armory. Vests can also be worn by some AI soldiers - Vest Type II(hey, give them some fun too!) and by Elite soldiers(Officers) - Vest Type III. Vest Type III can be obtained by knifing enemy Elite soldiers(Officers) and the stabbed enemy will drop a vest down to 60% or can be found in a secret crates(unscathed). A vest icon is shown to the right of the grenade slot. You can recognize a vest-carrier by a darker vest model around his torso like on the picture below:

Soldier novest.jpg
Soldier without vest
Soldier vest.jpg
Soldier with vest



In the table below those 3 stages of the vest status are listed below:

Hud vest.png The vest is pristine, no shots have been LETHAL toward you yet. In the case that you do get hit by a LETHAL bullet, the vest will absorb the bullet as if nothing had happened. Of course, this does damage it, and if you get shot by a lethal bullet again, there will be consequences.


Hud vest hole1.png This vest has absorbed ONE lethal bullet, and is slightly damaged, so the NEXT TIME you get hit by a LETHAL bullet, it will only protect you enough so that you escape unharmed, but as a consequence you will be stunned in pain on the ground for a few seconds, unable to move and very vulnerable to more shots, but if you can get up then you are alive if you manage to get away without being shot again. However, the vest will be damaged even more, and with that comes even more consequences.


Hud vest hole2.png

This vest is torn up, and will only be enough to protect against ONE more LETHAL bullet. Even so, the vest will be so damaged that it can only stop you dying and instead inflict you with a wound. The vest will be completely destroyed.

While wounded, you are permanently prone, and can only move very slowly. You can call for help by clicking the button you normally use to shoot (default is left mouse button). You can also still use your radio while wounded; and remember, every reinforcement call has at least one medic in it.
There are 3 ways out of being wounded:

  • die from bleeding after 60 seconds
  • die from a stray lethal shot, by a knife attack or by another reason
  • make it out alive, from an ally healing you with a medkit


Wounded soldier.png
Wounded soldier
Healing process.png
Healing process


Objectives and game modes[]

Objectives[]

For most maps, the ultimate objective of RWR is to capture the entire map. This is done by capturing the sectors shown in the map. The sectors shaded by your faction's color belong to you already.

On King of the Hill type maps (Power Junction and Vigil Island), the objective is to capture the central base (which is a neutral zone at the beginning of the match) and hold it non-stop for the required amount of time. If the enemy faction take the "hill" back, the countdown timer will be reset.


Capturing Sectors[]

Capturing sectors is achieved by having more than 66% of the total troop count in the capture zone as denoted by a dashed square on the map for each sector (see image "capture zone example" below). As a sector is being captured, a timer will count down from 10 to 0 with an audible beeping sound. However, the last sector of the map will take 30 seconds to capture rather than the standard 10. If the countdown timer is interrupted (you suddenly have less than 66% of the total troop count), the timer will stop and restart next time you get more than 66% again.

The 66% mark are denoted by a vertical stroke (see image "capture force example"). If the black square is outside those vertical stroke, then it means that there are more than 66% of the forces of a faction inside the capture zone. In the specific example below, we have around 80% of the troups being the Graycollars, so that the timer is ticking down (6 seconds left to go before the base is captured by the attacking faction)

  • Capture zone example

Capture zone.jpg

Since version 0.99.5 you can see the red target crosshair marker on top of your capture force bar when you are inside an enemy capture zone. On the other hand, you'll have a blue shield marker when you are inside an allied capture zone. This makes it easier for you to know if you are inside that zone than having to look at the map.

  • Capture force example

Capture forces.jpg

  • Capture base reward

Capturing a base gives an RP reward to every soldier inside that zone depending on how much time the base was under enemy control. If the base was under enemy control for 1 minute or less, 0 RP is rewarded. If the base was under enemy control for 10 minutes or more, 150 RP is rewarded. If the base was under enemy control for between 1 and 10 minutes, the RP reward is scaled linearly between 0 and 150, For example, you'll receive 60 RP for capturing a base that was under enemy control for 4 minutes, 120 for 8 minutes, etc.

Side Missions[]

Capturing bases can be tough. There are a few, optional missions you can attempt on the side to help even the odds...

Seek

Be the eyes of your faction, perched up on rooftops or hidden deep in enemy territory. Spot vehicles and structures that will appear on the map for your whole team. Also gives a certain amount of RP.

Destroy

These targets of opportunity provide strategic abilities to the owning faction, and gives a certain XP and RP awards when destroyed:

Rescue

Targets that will grant a one-time influx of 20 prisoners of your faction as a extra units upon their destruction:

Retrieve

  • stealing and delivering cargo trucks unlocks an extra weapons or equipment
  • sell these items to an armory to improve your faction's arsenal:
  • enemy's stock weapons
    • to unlock an enemy stock weapon for your own faction, bring five pieces of a particular model to an armory

The unlocked weapons ends of stock after 4 hours. To re-unlock them you must repeat the same procedure.

Game Modes[]

There are 8 game modes ingame right now: Quick Match, Invasion, Classic, Dominance, Minimodes, Teddy Hunt, Team elimination and Deathmatch.

  • Quick Match is the "sandbox" standard game mode where all stock weapons are unlocked and players are free to join whichever faction they like. The rank which you start with can be set freely. In this mode you can capture any base you want as there are no restriction rules. This mode in online can only be hosted as a client server.
  • Classic is similar to Quick Match but has a few more defined rules like round timers and a map rotation. On most server it is also set that you can only capture 1 base (server admin can customize that) to avoid backdooring and base capture rotation. This mode in online can only be hosted as a dedicated server.
  • Invasion is a coop campaign type game mode where everyone joins the same faction: Brownpants (as of 1.5). In the join server menu, you will be defaulted to Graycollars no matter what. Along with this game mode being coop, there are a couple major differences from the standard quick match, such as specific side missions. Another difference is that the XP progression is around 73% slower and your progression throughout the campaign is persistent (XP/RP/stash content). There is also an official invasion server realm consisting in a few servers which share the profile with each other so that you can play on one of them and switch to another one and continue with the same progression. Invasion can either be hosted as a client server (start campaign and activating your game online for others to join) or as dedicated server.
  • The Dominance mode is a modified version of Classic focusing more on persistency and slower progression, similar to Invasion in that regard. This mode in online can only be hosted as a dedicated server.

Main features:

1) Persistent profiles: when you leave the match, you'll still have the equipment/XP/RP/stats you had when you join again
2) FoV is enabled on default which means you won't see the enemies/items/vehicles when your soldier doesn't have a direct visual line of sight to them 3) Overall/Match stats (on the scoreboard (default F1), you can switch between them by pressing the top banner)
4) No death penalty (No XP lost)
5) Lower equipment requirement for most items
6) Max amount of AI soldiers under your control is 4 (instead of 10 in other modes)
7) No elites, no valuables drops and no rare weapons
8) Killing a bot gives you 2XP+1RP, killing a human 20XP+20RP, capturing a base up to 50RP. Spotting and destroying of vehicles give less reward than in invasion
9) Max time a map lasts is 30 minutes. If noone won after the time ran out, the faction with the most bases will be victorious
10) extended single base capture system where sometimes you have more than one base that can be captured at time, the main objective which is the bigger red marker and optional smaller red markers. The AI commander will only target the main objective but players are free to choose which base to capture
11) Some maps have bases left out to keep the fighting territory smaller

  • In Minimodes, a map consists in having different sub-stage modes, such as Team Deathmatch, Team Teddy Hunt, King of the Hill, Delivery (not yet), Target (not yet). The sub-stages are usually 2-3 bases, keeping the playfield tight. Leaving the battle zone is not possible as there is a death-zone around the sub-stages. In minimodes the match starts only when a set number of humans join, default being 2. There are also a few bots but those will vanish once there are enough people in. This mode in online can only be hosted as a dedicated server.
  • Teddy Hunt is a variance of Capture the flag. You have special crates somewhere on the map (the commander will indicate you roughly where it is) that need to be destroyed and a teddy bear will be dropped. These will need to be sold at an armory (or mobile armory) to make your team score. The enemy team(s) need to do the same and also prevent you in doing so. The special crates are defended by the Teddy Guardians, an AI faction.

The winner of the round is the faction who delivered the most teddies. This mode in online can only be hosted as a dedicated server.

  • In Team elimination, your goal is to either annihilate the entire enemy team or to destroy the enemy Comms truck. In this case, your team will score and a new round will start. There are NO bots in this mode, it's pure PVP and FoV is enabled on default (you only see enemies/vehicles when you have direct vision to them, e.g. you won't see an enemy if there is a building between you and him). When you die in this mode you won't be able to respawn until the round has ended. You will have an extended view to be able to see what your team mates are doing. There is only one map so far which has been specifically designed for this game mode. This game mode can only be hosted throughout a dedicated server. The server starts in a warmup phase and the real match starts after you type "/start" in the chat.
  • In Deathmatch, the goal is self explanatory. You score for each kill you achieve. You can change your appearance by changing your "costume" at an armory. If you respawn, the server will choose a spawnpoint where there is no enemy around. There are NO bots in this mode, it's pure PVP. This mode in online can only be hosted as a dedicated server.
  • Man vs World is a purely single player campaign in which the player is the sole soldier. The player has to capture all of the bases in the map in order to progress to the next map. Permadeath is enabled for both the player and AI. However, the player is able to sustain 10 shots before dying. There is also a veteran mode in which fov(field of view) is enabled.

Weapons and equipment[]

Primary (stock) weapons are the weapons available in Armory (including the unlocked ones) with which the soldiers respawns.
If the soldier dies, he will respawn with the same stock weapon/secondary equipment from his own faction/or with some other stock weapon/equipment that is already unlocked for the faction.
Common soldiers always spawn with an unlocked primary weapon with unlimited ammunition.
On death, the dropped stock weapons/equipments stay on the ground for 45 seconds, then disappears.

Rare weapons are used by Elite soldiers (Officers) instead of the usual pool of faction's specific stock weapons used by common soldiers.
On death, rare weapons are always dropped (except due to death caused by team-killing) and stay on the ground for 90 seconds (compared to 45 seconds for the stock weapons/equipment and 120 seconds for the valuables/armor), then disappears.

Keep in mind that if you die with a rare weapon or with a weapon that is no longer available at Armory, you'll respawn with a random stock weapon.
Unlike the stock weapons, rare weapons cannot be unlocked by selling 5 pieces of type to an armory!

Secondary weapons/support equipment have some kind of limitation. Bazookas have only one shot. Silenced pistols have unlimited ammunition but a very low chance to kill (compared to stock weapons) unless you are undetected.

Throwables are the grenades/mines/explosives that can be thrown/planted with the grenade key (default G). The number you can carry is determined by your rank.

Mounted weapons are fixed emplacements that cannot be moved. Some are built from player's equipment, some other are mounted on vehicles/structures.

Armor (vest) is the decisive factor in how you handle the bullets. It has a few layers that reduce the damage you take, thus providing you protection. Requires no button presses to be active.

Equipment (as sandbags, MGs, TOWs) is deployable and will remain there unless destroyed. Can be used by friends and foes.

Notes:
(UPDATED as of 1.86 WORK IN PROGRESS)

  • Most weapons affects player's speed - you will run slower with a sniper rifle than with a shotgun
  • Unlockable weapons are available after completing a certain tasks (delivering Cargo Trucks, selling Briefcases and Laptops at Armory)
  • All the enemy's primary stock weapons can be unlocked by selling 5 pieces of the particular type to an Armory. Once unlocked, the weapon will be available at Armory (in Invasion unlocks lasts 4 (four) hrs. net time, in Single Player Campaign it lasts 100 (one hundred) hrs.) then it will get out of stock and the procedure must be repeated to unlock it again!
  • All kinds of weapons, equipment and items can be obtained by:
    • purchasing from the Armory / swapping out of the Stash
    • picking up one lying on the battlefield
    • breaking one of the normal crates that can be found everywhere on the maps/ destroying a special crate/s that can be found on some places
    • Community/Gift Boxes and Lottery Tickets


Table explanation
Chance, probability and likeliness may be used interchangeably. „Round” is slang for bullet.

  • Image; Name; Type - exactly what you think.
  • Faction - which faction's armory this spawns in.
  • Price - cost to buy or sell the weapon/equipment/item.
  • Magazine size - bullets fired before reloading.
  • Fire rate - rounds (bullets) per minute (number of bullets the weapon would fire for a minute at an infinitely large magazine).
  • Accuracy factor (higher is better) - the chance that the bullet will hit the target if properly aimed (and at a green crosshair). E.g.: 1 is always, 0 is never.
  • Recoil (lower is better) - the amount of accuracy decreasing by every second during firing.
  • Recoil recovery (higher is better) - the amount recoil is reduced for every second during which the weapon does not shoot.
  • Kill probability (higher is better) - the chance that the bullet will kill when it hits someone (and at a green crosshair). E.g.: 1=100%; 0.5=50%
  • Fall-Off Start (higher is better) - optimal distance for accurate shooting. Falloff is the max range where weapons retain 100% of their effective kill chance. Distance beyond falloff will have a gradual linear decrease in kill probability until it hits 0 at max range. E.g.: one way to measure is that the tanks are approximately 10-12m. long. One screen distance is approximately 30m. Binoculars can be used to measure precise distances.
  • Max range (higher is better) - the maximum distance for a weapon to be able to kill, once the bullet reaches max range, it will have 0% kill chance
  • Speed modifier (higher is better) - affects the movement speed while the soldier is currently holding the weapon/equipment in his hands. Speed modifier for body armor being worn is stacked with speed modifier for equipment a soldier is holding.
  • Commonness - the chance that the weapon will be spawned when a soldier die instead of the weapon he was using.
    Unrelated to weapon's performance.

NOTE*** Zoom this page all the way out for best view experience.

Primary Assault rifles[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed(m/s) Speed mod(%) Commonness
Hud m16a4.png M16A4 Assault rifle, full-auto Greenbelts/

Unlockable

2 30 531 1 0.34 1.4 0.5 34 67 100 -3.6 0.2 (70%)
Hud g36.png G36 Assault rifle, full-auto Graycollars/

Unlockable

2 30 545 1 0.36 1.38 0.5 35 70 100 -1.8 0.2 (70%)
Hud ak47.png AK47 Assault rifle, full-auto Brownpants/

Unlockable

2 30 488 1 0.4 1.2 0.55 33 68 100 -2 0.2 (70%)
Hud l85a2.png L85A2 Bullpup assault rifle, 3-round burst Greenbelts/

Unlockable

8 30 632 1 0.35 1.4 0.55 36 66 100 -3 0.0003 (0.07%)
Hud famasg1.png FAMAS G1 Bullpup assault rifle, 3-round burst Graycollars/

Unlockable

8 25 750 1 0.32 1.4 0.55 37 65 100 -2 0.0003 (0.07%)
Hud sg552.png SG 552 Assault rifle, semi-auto Brownpants/

Unlockable

10 30 600 1 0.32 1.4 0.57 33 68 100 0 0.0003 (0.07%)
Hud aks74u.png AKS-74U Assault rifle, full-auto Rare /

Ice Cream Van

80

(200 to buy at

Ice Cream Van)

30 612 1 0.6 2.5 0.6 38 52 100 0 0.0005
Hud f2000.png F2000 Bullpup assault rifle, full-auto Rare /

Ice Cream Van

80

(200 to buy at

Ice Cream Van)

30 545 1 0.25 0.8 0.58 45 75 100 -4 0.0006
Hud xm8.png XM-8 Assault rifle, full-auto Rare /

Ice Cream Van

80

(200 to buy at

Ice Cream Van)

30 545 1 0.28 1.0 0.55 42 75 100 -4 0.0004
Hud aug.png Steyr AUG Bullpup assault rifle, full-auto,

1.3x zoom, high-velocity

Rare 180 42 488 1 0.36 1.0 0.55 54 90 120 -4 0.0002
Hud m16a4 support.png M16A4 -

Shield and Scope

Assault rifle, full-auto, fire while crouch,

small ballistic shield, 1.2x scope

Gift Box 90 100 531 1 0.3 1.4 0.5 34 67 100 -8 0

(Community Box 2)

Hud fal bayonet.png FN FAL Battle rifle, full-auto, optional 3m bayonet

(bayonet has less stand/crouch accuracy)

Gift Box 420 20 531 1 0.4 1.1 0.58 42 75 100 -3.6 0

(Community Box 2)

Hud g11.png G11 Assault rifle, semi-auto, 3-round burst,

1.3x zoom

Gift Box 440 50 2000 1 0.15 0.4 0.5 37 70 100 -2 0

(Community Box 4)

Hud tkb059.png TKB-059 Assault rifle, full-auto, triple barrel Gift Box 630 30 488 0.96 0.5 1.1 0.5x3 25 58 100 -3 0

(Community Box 4)

Hud golden ak47.png Golden AK47 Assault rifle, full-auto, shiny Gift Box 3000 30 488 1 0.4 1.2 0.55 36 75 110 -10 0

(Community Box 4)

Hud p416.png P416 Silenced assault rifle, 1.1x scope, full-auto Gift Box 416 30 531 1 0.4 1.2 0.52 30 62 100 -4 0

(Community Box 5)

Hud ak47 w gp25.png AK47 w/ GP25 GL Assault rifle, full-auto,

alternate single-shot grenade launcher

(GL functions identically to the M79)

Gift Box 250 30 488 0.95 .35 1.2 0.55 33 68 100 -12 0

(Community Box 6)

Hud g36 w ag36.png G36 w/ AG36 GL Assault rifle, full-auto,

alternate single-shot grenade launcher

(GL functions identically to the M79)

Gift Box 250 30 545 0.95 0.31 1.38 0.5 35 70 100 -11.8 0

(Community Box 6)

Hud m16a4 w m203.png M16A4 w/ M203 GL Assault rifle, full-auto,

alternate single-shot grenade launcher

(GL functions identically to the M79)

Gift Box 250 30 531 0.95 0.29 1.4 0.5 34 67 100 -13.6 0

(Community Box 6)

Hud ash12.png ASh-12.7 Assault rifle, full-auto,

alternate suppressed flashbang launcher

(3.5m radius stun, stats in parenthesis)

Gift Box 721 20 (3) 545 (120) 1 (0.9) 2.0 (1.5) 1.5 (0.5) 0.75 40 60 100 (60) -10 0

(Community Box 6)


Supressed Submachineguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed(m/s) Speed modifier(%) Commonness
Hud mp5sd.png MP5SD Submachine gun, suppressed Greenbelts/

Unlockable

4 30 652 1 0.7 2.2 0.4 24 40 105 0 0.00001
Hud scorpion-evo.png Scorpion Evo III Submachine gun, suppressed Graycollars/

Unlockable

4 30 800 1 0.68 2 0.36 22 36 100 0 0.00001
Hud qcw-05.png QCW-05 Bullpup submachine gun, suppressed Brownpants/

Unlockable

4 50 706 1 0.62 2 0.35 22 35 100 0 0
Hud kriss vector.png KRISS Vector Submachine gun, suppressed Rare 250 25 845 1 0.82 3.0 0.42 28.6 44 110 0 0.0001
Hud honeybadger.png AAC Honey Badger Personal Defense Weapon,

3-round burst, suppressed

Gift Box 390 30 800 1 0.38 1.3 0.45 35.7 54.6 105 -2 0

(Purple and Titan Boxes)

Hud golden mp5sd.png Golden MP5SD Submachine gun, supressed, shiny Gift Box 2500 30 652 1 0.7 2.2 0.4 25.3 41.8 110 -6 0

(Community Box 6)


Assault Submachineguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed(m/s) Speed mod(%) Commonness
Hud p90.png P90 Personal Defense Weapon Rare /

Secret crate

100 50 857 1 0.57 3 0.57 32 44 100 0 0.0005
Hud ump40.png UMP40 Submachine gun,

10% drop chance from elite paratrooper

Greenbelts/

Non-unlockable

10 30 667 1 0.8 2.4 0.5 33 43 100 0 0.00001
Hud mx4 storm.png MX4 Storm Submachine gun,

10% drop chance from elite paratrooper

Graycollars/

Non-unlockable

10 30 952 1 0.5 2 0.5 35 41 100 0 0.00001
Hud bizon.png PP-19 Bizon Submachine gun,

10% drop chance from elite paratrooper

Brownpants/

Non-unlockable

10 64 706 1 0.6 2.2 0.5 28 41 100 0 0.00001
Hud suomi.png Suomi Submachine gun, accurate while walking. Gift Box 300 71 750 0.9 0.36 3.0 0.5 30 45 100 0 0

(Community Box 5)


Primary light, medium, and general purpose machineguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed(m/s) Speed modifier(%) Commonness
Hud m240.png M240 Medium machine gun Greenbelts/ Unlockable 2 100 723 0.62 0.8 0.8 0.67 35 70 100 -10 0.05 (16.6%)
Hud imi negev.png IMI Negev Light machine gun Graycollars/ Unlockable 2 100 779 0.63 0.8 0.8 0.65 45 78 110 -8 0.05 (16.6%)
Hud pkm.png PKM Light machine gun Brownpants/ Unlockable 2 150 652 0.56 0.8 0.9 0.63 33 66.5 95 -6 0.05 (16.6%)
Hud stoner lmg.png Stoner LMG Light machine gun Rare / Secret crate 160 80 600 0.75 0.8 0.9 0.6 35 75 100 -7 0.0003
Stoner62.png Stoner 62 Light machine gun, full-auto,

1.4x zoom

Rare 450 20 652 0.92 0.35 1.4 0.7 52.8 99 110 -6 0.00002
Hud ares shrike.png ARES Shrike Light machine gun,

6 round burst / semi-auto

Gift Box 300 60 705 (400) 0.9 0.1 0.4 0.57 38 70 100 -7 0

(Blue, Purple, and Titan Boxes)

Hud pecheneg bullpup.png Pecheneg Bullpup Bullpup machine gun, 1.2x zoom Rare 430 150 545 0.8 0.7 1.4 0.7 42 90 100 -8 0.00005
Chainsaw.png KAC Chain SAW Light machine gun, full-auto,

suppressed

Rare 550 150 1200 0.55 1.5 1.5 0.46 30 72 100 -42 0.00005
Hud m60e4.png M60 Machine gun Gift Box 700 100 600 0.725 2.5 1.15 0.71 35 65 100 -11 0

(Purple & Titan Boxes)

Microgun.png WB-II Microgun Heavy machine gun Rare 800 200 1875 0.55 1.5 0.7 0.5 30 72 120 -45 0.00004 (0,0039%)
Hud mg42.png MG42 Machine gun Very rare 1200 150 1200 0.7 0.2 0.9 0.62 42 90 120 -12 0.00001 (0,00074%)
Hud rpd.png RPD Machine gun with optional bipod

(bipod stats in parenthesis)

Gift Box 610 100 652 0.7 0.8 (0.4) 0.82 (1.3) 0.6 (0.62) 30 (35) 70 100 -9.2 (-13) 0

(Community Box 6)

Hud ultimax.png Ultimax 100 Negative recoil machine gun,

optional assault rifle mode

(AR mode stats in parenthesis)

Gift Box 800 100 (30) 667 (600) 0.8 (0.85) -0.15(-0.2) -1.2 (-1.35) 0.6 51 (52) 63.7 (65) 98 (100) -10 (-7) 0

(Community Box 6)


Primary Shotguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed(m/s) Speed modifier(%) Commonness
Hud mossberg.png Mossberg 500 Shotgun, pump-action Greenbelts/

Unlockable

2 8 60 0.75 2 0.9 0.6x5 21.5 25.8 86 0 0.02 (14.2%)
Hud spas-12.png SPAS-12 Shotgun, pump-action Graycollars/

Unlockable

2 8 60 0.68 2 0.9 0.62x6 21.6 26.1 90 -2 0.01 (7.1%)
Hud qbs-09.png QBS-09 Shotgun, semi-auto Brownpants/

Unlockable

2 10 150 0.69 2 0.9 0.59x5 19.8 27.5 86 0 0.01 (7.1%)
Hud uts15.png UTS-15 Bullpup pump-action shotgun Uncommon/

EOD

20 14 120 0.75 2 0.9 0.65x6 23 27.5 100 -3 0.004
Hud ns2000.png Neostead 2000 Bullpup pump-action shotgun Rare 100 10 60 0.8 2 0.9 0.7x4 31.5 36 90 0 0.0005
Hud pepperdust.png Pepperdust Pump-action shotgun,

stun only, supressed

Rare 100 15 60 0.8 2 0.6 Stun 0.65x10 22.4 32 80 +6 0.0006
Hud benelli m4.png Benelli M4 Shotgun, semi-auto Rare /

Secret crate

100 12 180 0.8 2 0.9 0.65x5 23.5 30.1 94 0 0.0006
Hud benelli m4 supp.png Benelli M4

suppressed

Shotgun, semi-auto, silenced Rare 200 8 180 0.78 2 0.8 0.6x5 20.7 26.1 90 0 0.0001
Hud aa-12.png AA-12 Assault shotgun, full-auto,

full magazine reload

Rare 150 20 240 0.9 0.6 0.6 0.5x3 28.5 38 95 0 0.0002
Hud jackhammer.png Jackhammer Shotgun, full-auto,

full magazine reload

Rare 350 10 240 0.9 0.7 1.4 0.6x3 31.4 49 98 -4 0.0001
Hud tti.png TTI-Combat Shield Pump-action shotgun,

ballistic shield

Gift Box

(EOD soldiers

cannot drop

this item)

210 3 60 0.7 2.0 0.9 0.6x6 22.5 27 90 -35

(-32 for EOD AI)

0

(Community Box 2)

Hud hunter shotgun.png KSxS-6 Hunter Double-barreled shotgun,

can fire one or both barrels

Gift Box 400 2 N/A 0.75 2.0 1.0 0.6x6

(Special: each pellet

deals 2 damage)

9 63 90 -2 0

(Community Box 6)


Primary Snipers and designated marksman rifles[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Bullet Speed(m/s) Speed modifier(%) Commonness
Hud m24a2.png M24-A2 Sniper rifle, bolt-action, 1.6x zoom Greenbelts/

Unlockable

4 10 N/A 1 3 0.55 1 99 144 180 -7 0.01 (2.3%)
Hud psg90.png PSG-90 Sniper rifle, bolt-action, 1.6x zoom Graycollars/

Unlockable

4 10 N/A 1 3 0.5 1 104.5 152 190 -6 0.01 (2.3%)
Hud dragunov svd.png Dragunov SVD Sniper rifle, semi-auto, 1.45x zoom Brownpants/

Unlockable

4 10 80 1 3 0.87 0.9 101.8 129.5 185 -4 0.01 (2.3%)
Hud apr.png APR Sniper rifle, bolt-action,

1.45x zoom, suppressed

Unlockable/

Lone Wolf

25 5 N/A 1.0 3.0 0.5 0.85 83 128 160 -9 0.00001
Scarssr.png SCAR-SSR Designated marksman rifle, semi-auto,

1.5x zoom

Rare 320 20 120 1 2 1 1.0 81.6 136 170 -8 0.0002
Hud vss vintorez.png VSS Vintorez Designated marksman rifle, full-auto,

1.3x zoom, supressed

Rare 200 20 300 0.9 3 3 0.8 78 120 120 -5 0.0002
Hud barrett m107.png Barrett M107 Sniper rifle, semi-auto,

body-armor piercing, 1.65x zoom

Rare 250 10 60 1 3 0.8 3.01 108 180 180 -10 0.0001
Hud lahti l39.png Lahti L-39 Sniper rifle, semi-auto,

explosive rounds, 1.35m radius,

can pierce through bodies, 1.65x zoom

Very rare 1000 10 50 1 1 0.85 5xExplosive (20) - - 160 -17 0.000005 (0,00037%)
Hud enforcer.png M711-LA Enforcer Designated marksman rifle, lever action,

can reload 1 round at a time, 1.3x zoom

Gift Box 330 8 N/A 1 2.5 0.9 1.2 50.7 80.6 130 -8 0

(Found in Community Box 3)

Hud gepard m6 lynx.png M6 Lynx Sniper rifle, semi-auto, body-armor piercing,

1.65x zoom, suppressed

Gift Box/

Lone Wolf

300 5 60 1 3.0 0.9 1.5 108 180 180 -16 0.000001 and

Community Box 4


Primary explosives[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery vehicle damage Projectile Speed(m/s) Speed modifier(%) Commonness
Hud m79.png M79 Grenade launcher Grenade launcher, single shot,

4.5m radius

Greenbelts/

Unlockable

25 1 N/A 0.8 3 0.2 55 120 -12 0.002 (0.3%)
Hud gl06.png GL06 Grenade launcher Grenade launcher, single shot,

4m radius

Graycollars/

Unlockable

25 1 N/A 0.8 3 0.2 50 120 -10 0.002 (0.3%)
Hud rgm40.png RGM-40 Kastet Grenade launcher, single shot,

6m radius

Brownpants/

Unlockable

25 1 N/A 0.8 3 0.2 70 120 -12 0.002 (0.3%)
Hud mgl.png MGL Flasher Grenade launcher, semi-auto,

1.1x zoom, stun grenades,

8m radius, full reload

Rare 200 6 75 0.9 4.0 1.0 0 110 -14 0.0002
Hud milkor mgl.png Milkor MGL Grenade launcher, semi-auto,

4.2m radius, reloads 1 round at a time

Very rare 650 6 75 0.9 4.0 1.0 65 110 -14 0.00001(0,001%)
Hud xm25.png XM-25 Air-burst grenade launcher, semi-auto,

1.2x zoom, 4.8m radius.

Alt-fire remote detonation mode.

Secret crate/

Gift Box

200 4 33 1 2.3 0.5 45 40 -12 0

(Secret crates / Blue Box)

Hud paw.png PAW-20 Grenade launcher , semi-auto,

1.2x zoom, 3.5m radius

Rare/

Gift Box

350 7 54 1 2.8 1.0 40 70 -10 0.00005

(Also found in Titan Boxes)

Hud javelin ap.png Javelin, anti-personnel

(APJ)

Airburst clusterbomb launcher.

10 bombs, 2.5m radius per bomb

Gift Box 999 1 N/A 1.0 N/A N/A 16 x10 100 -20 0

(Community Box 1 & 2)

Hud pf98.png PF-98 rocket launcher Reloadable rocket launcher,

1.45x zoom, 4.8m radius

Gift Box 980 1 N/A 1 0.4 1.5 520 75 -45 0

(Community Box 4)

Hud portable mortar.png RWM Mortar Portable mortar, 1.55x zoom,

6m radius

Gift Box 380 Unlimited N/A 0.95 1 0.3 152 100 -45 0

(Community Box 4)

Hud kulakov.png Kulakov Incendiary grenade launcher,

semi-auto, full reload

Gift Box 530 5 N/A 0.8 3.5 0.2 20 110 -15 0

(Community Box 6)


Notes:

  • All explosive weapons have a 100% kill chance, if an explosive deals over 100 damage it rips through more vest layers. 100+ damage counts as 200% kill chance and therefore 2 layers, and any explosive dealing over 200 damage jumps to counting as 300% kill chance and therefore 3 layers, and so on.
  • Weapons with lower then 17 damage can not damage armored vehicles, example the Anti personnel javelin does so low damage that it can not damage tanks or other armored vehicles which have around 600 health minimum


Primary special[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery Kill probability Fall-off Start(m) Max range(m) Projectile Speed(m/s) Speed modifier(%) Commonness
Hud model29.png 44 Magnum Double-action revolver, alternate rapid fire mode

(rapid fire mode stats in parenthesis, is actually less accurate)

Rare 80 6 176 (600) 1.0 1.0 1.5 1.6 30.8 44 110 0 0.002 (0.23%)
Hud musket.png Buckshot Bess Musket Muzzleloader, optional 3m bayonet

Grants a special outfit while equipped

(bayonet stat changes in parenthesis)

(has a different outfit if Cavalry Saber is also equipped)

Secret crate 600 1 N/A 0.32 (.3) 3.0 0.2 0.7x30 35 40 100 -11 (-12) 0
Hud aa-12 frag.png AA12-Frag Assault Blast Shotgun , full-auto, full magazine reload,

1.8m radius , 8 damage per hit to light vehicles,

Cannot damage Tanks & APCs

Gift Box 370 20 200 0.9 0.35 0.85 Explosive - - 75 -10 0

(Community Box 1)

Hud flamethrower.png Flamethrower Assault Flamethrower, full-auto, 1.5 radius,

2 damage per hit to light vehicles

Gift Box 400 100 1200 1.5 0.1 1.0 Explosive - - 140 -15 0

(Community Box 1)

Hud dartgun medic.png Medical Dart Gun Medigun, suppressed, can heal wounded from distance* Gift Box 180 1 N/A 1.0 2.0 2.0 Healing - - 120 0 0

(Community Box 2)

Hud chainsaw.png Chainsaw Chainsaw, mechanically powered melee weapon,

deals 1 damage per hit to light vehicles

Gift Box 120 Unlimited 857 0.95 0 2.0 Melee - 2 8 -20 0

(Community Box 3)

Hud dragons breath.png Dragons breath Dragons breath, Shoots dragons breath rounds,

deals 1 damage per hit to vehicles , 1.2m radius

Gift Box 360 2 286 0.68 2.0 0.9 18xExplosive - - 90 -2 0

(Community Box 3)

Hud blowgun.png Blowgun Pneumatic ranged hunting weapon, shoots poisonous darts,

wounds enemies, suppressed

Gift Box 70 1 N/A 1** 1 0.8 1.01 (wound) 24 42 60 -5 0

(Community Box 4)

Hud compound bow.png Compound bow Hand-drawn elastic hunting weapon, body-armor piercing,

suppressed, 1.4x zoom, optional explosive arrow mode

(explosive stats in parenthesis)

Gift Box 215 1 N/A 1 (0.95)*** 2 0.5 1.5 (Explosive) 8 80 (60) 80 (50) -10 (-11) 0

(Community Box 4)

Hud l30p-dual.png L30P-DUALIST Dual wielded pistols, Gives John Wick skin while equpped Gift Box 420 15 300 0.88 2 2 0.4x2 33 38 110 +10 0

(Community Box 2)

Hud ninjato.png Ninjato Sword with 3m melee range,

can throw shurikens and firecrackers(stun),

invisible temporary bullet shield when holding down attack,

gives a ninja outfit while equipped with gold knife

Gift Box 999 3 2000 1 0 1 3.01 - - 20 +12 0

(Community Box 5)

Hud zweihander.png Zweihander Sword with 4m melee range,

invisible temporary bullet shield when holding down attack,

gives a knight outfit while worn

Gift Box 1000 - - - - - 3.5 - - - +5 0

(Community Box 6)

Hud sabre.png Cavalry Saber Secondary sword with 3m melee range,

invisible temporary bullet shield when holding down attack

Gift Box 333 - - - - - 1? - - - +12 0

(Community Box 6)


Notes:

  • * The medical dart gun and Cavalry Saber, are technically secondary weapons. In here for sorting purposes
  • ** The most accurate the blowgun can get is 0.99, when prone.
  • *** The bow is the only weapon where standing is more accurate than crouching.

Secondary handguns[]

Image Name Type Faction Price (RP) Magazine size Fire rate (RPM) Accuracy factor Recoil Recoil recovery Kill probability Accuracy falloff (m) Max range (m) Bullet Speed(m/s) Speed modifier(%) Commonness
Hud beretta m9.png Beretta M9 Pistol, semi-auto,

suppressed

Greenbelts/

Non-unlockable

3 15 240 0.95 0.7 0.65 0.4* 35 40 100 0 0**
Hud glock17.png Glock 17 Pistol, semi-auto,

suppressed

Graycollars/

Non-unlockable

3 17 300 0.95 0.8 0.70 0.45* 32 38 100 0 0**
Hud pb.png PB Pistol, semi-auto,

suppressed

Brownpants/

Non-unlockable

3 8 200 0.95 0.5 0.8 0.5* 28.5 38 95 0 0**
Hud beretta 93r.png Beretta 93R Machine pistol, 3-round burst,

suppressed

Rare /

Secret crate

100 15 857 0.95 0.25 0.7 0.5* 26 35 100 0 0.0014
Hud mk23.png MK23 SOCOM Pistol, 2-round burst,

suppressed

Unlockable 20 12 1000 0.95 0.5 1 0.4 28 38 100 0 0
Hud desert eagle.png Desert Eagle Pistol, semi-auto Unlockable 10 7 200 1 0.5 0.8 0.7 44 66 110 0 0
Hud desert eagle gold.png Desert Eagle Gold Pistol, semi-auto Secret crate /

Gift Box

300 8 200 1 0.5 0.8 0.9 48.3 71.3 115 0 0
Hud uzi mini.png Mini UZI Machine pistol, full-auto Greenbelts/

Non-unlockable

3 20 681 0.87 0.30 1.2 0.45 30 42 100 0 0**
Hud steyr tmp.png Steyr TMP Machine pistol, full-auto Graycollars/

Non-unlockable

3 30 666 0.90 0..28 1.0 0.5 25 39 100 0 0**
Hud aek 919k.png AEK-919k Machine pistol, full-auto Brownpants/

Non-unlockable

3 30 681 0.89 0.33 1.1 0.46 26 41 100 0 0**
Hud m712.png M712 Schnellfeuer Machine pistol, full-auto Rare 220 20 909 0.95 0.6 1.6 0.8 22 36 100 0 0.0015
Mp7.png MP7 Machine pistol, full-auto,

high-velocity

Rare /

Gift Box

290 40 759 0.92 0.7 2.0 0.55 27.5 49.5 110 0 0.0010
Hud sawn-off shotgun.png Sawn-Off Short double-barreled shotgun,

dual triggers

Very rare /

Gift Box

210 2 285 0.78 2.0 1.5 0.59x10 21.5 30.1 86 0 0.0005
Hud taser.png Taser Nonlethal, wounds enemies Gift Box 80 1 n/a 0.95 0.8 0.65 5.01 (wound) 25 26 100 +5 0

(Community Box 2)

Hud squall.png Squall Automatic weapon,

very fast firing,

fire while crouched

Gift Box 700 50 1875 0.55 1.7 0.7 0.58 28 55 72 -45 0

(Community Box 3)

Hud mac10.png MAC-10 Machine pistol, full-auto,

optional suppressor

(suppressor stats in parenthesis)

Gift Box 210 50 923 0.89 0.25 1.5 0.45 28.4 (25) 45.2 (38) 105 (100) 0 0

(Community Box 6)

Notes:

  • * Keep in mind that if the area is not under alert, the suppressed weapon's probability kill is 1.0, i.e. 100%
  • ** The AIs can't spawn with those weapons, they are only available for the human players!


Secondary Anti-tank weapons/Anti-personnel mines[]

Image Name Faction Price (RP) Damage Blast radius (m) Velocity (m/s) Description
Hud m72law.png M72 LAW Greenbelts/

Unlockable

4 330 4.0 50 Average/all-rounder stock rocket launcher,

-16% movement speed while carrying in hands.

Hud m2 carlgustav.png M2 Carl Gustav Graycollars/

Unlockable

4 360 3.5 60 Highest damage and fastest projectile among stock rocket launchers, but smallest blast area,

1.1x zoom,
-20% movement speed while carrying in hands.

Hud rpg-7.png RPG-7 Brownpants/

Unlockable

3 300 5.0 40 Largest blast area but the lowest damage and slowest projectile among stock rocket launchers,

-18% movement speed while carrying in hands.

Hud smaw.png SMAW Unlockable 7 400 3.5 75 Surpasses all stock rocket launchers, except in blast radius,

1.5x zoom,
-20% movement speed while carrying in hands.
Unlockable in Campaign/Invasion via briefcases.

Hud javelin.png Javelin Uncommon 10 450 5.0 100 Largest splash area and high-damage with the fastest projectile but travels slowest because it flies at an arc.

Not among the stock weapons but can be dropped by the dead AI soldiers,
1.25x zoom,
-20% movement speed while carrying in hands

Unlockable in Campaign/Invasion via briefcases.

Hud m202.png M202 flash Rare/ 30 220 x4 4.5 60 Four tubed rocket launcher, fires all rounds at once.

Not among the stock weapons but can be dropped by the dead Elite soldiers (Officers).
220 damage per rocket, 1.1x zoom,
-20% movement speed while carrying in hands

Hud claymore.png Claymore Non faction specific 5 10 6.0 N/A Once planted, it detonates only on contact with an enemy soldier/vehicle.

Can be disarmed by knifing it (V by default) and it will disappear.

Despawns 3 minutes after deployed.
-40% movement speed while carrying in hands.
Available only at Armory!

Hud tracer.png Tracer Gift Box 80 1201 8.0 N/A Fires a tracer dart, launches a single missile after 6 seconds at landing spot.

Does not reduce/increase the movement speed while carrying in hands. Available in Community Box 1 and Lottery Tickets!

Hud m320.png M320 Rare/ Gift Box 320 50 4.4 100 Secondary grenade launcher, reloadable.


-3% movement speed while carrying in hands Available in Community Box 5 and Lottery Tickets.


Secondary support equipment[]

Image Name Price (RP) Health Points Description
Hud golden knife.png Golden Knife 1000 N/A Primary attack smash the ground, launching enemies and vehicles within a 6m radius far away.

Melee works just like regular knife with 2m max range
+10%' movement speed while carrying in hands.
Available in Community Box 2 and Lottery Tickets!
Available for the human players only!

Hud hesco barrier.png Cover deploy 10 495 Provides cover for soldiers. It is also hard to be pushed from light vehicles.

-40% movement speed while carrying in hands.

Hud binoculars.png Binoculars 1 N/A Available in the Armory. Increases the vision range by 65% while used and standing still, zoom 1.65x.

Does not reduce/increase the movement speed while carrying in hands.
Available only at Armory and thereby only available for the human players!

Hud medikit.png Medikit 1 N/A When equipped, keep LMB pressed for a 3 seconds near the wounded soldier and he will be healed.

+6% movement speed while carrying in hands.

Hud wrench small.png Small wrench 3 1 A single use wrench can repair 100 damage units on vehicles, structures and deployables. Player can hold max 4 at a time.

+6% movement speed while carrying in hands.
Available only at Armory and thereby only available for the human players!

Hud wrench.png Large wrench 3 1 A single use wrench can repair 150 damage units on vehicles, structures and deployables. Player can hold max 4 at a time.

+3% movement speed while carrying in hands.
Only available in Supply quads! and thereby only available for the human players!

Hud repair crane.png Repair crane deploy 400 Deploys a crane that can quickly repairs damaged vehicles. Over-repairs vehicles to 110%!

Repair function doesn't work in quick match!
-40% movement speed while carrying in hands.
Found in Community boxes and Lottery tickets!

Hud vestkit.png Vest Repair Kit 10 N/A Used for repairing damaged body armor.

-5% movement speed while carrying in hands.
Found in Community boxes and Lottery tickets!

Hud squad equipment kit.png Squad Equipment Kit 200 N/A Equips every bots in the player squad with T2 Vests.


Found in Community boxes and Lottery tickets!

Hud laptop gps.png GPS laptop 50 N/A When used, temporarily reveals the locations of enemy radar towers, jammers, prisons, AA emplacement, radar tanks, commss and cargo trucks.

-40% movement speed while carrying in hands.
Found in Community boxes and Lottery tickets!

Hud riot shield.png Riot shield 3 1 Blocks incoming bullets. If the shield's carrier being hit by a blast, he will get stunned for 3 seconds and the shield will be destroyed.

-10% movement speed while running with it in hands.

Hud deployable mg.png Stationary MG 70 80 Accuracy factor 0.9, recoil 0.8, recoil recovery 0.8, kill chance 0.5, no reloading required, rotation angle: 90°.

-40% movement speed while carrying in hands.
Available only at Armory and thereby only available for the human players!

Hud minigun.png

Stationary Minigun 250 80 Accuracy factor 1.0, recoil 0.17, recoil recovery 1.1, kill chance 0.4, no reloading required, rotation angle: 90°.

-40% movement speed while carrying in hands.
Unlockable in Campaign/Invasion via briefcases/delivering cargo trucks.
Available only at Armory and thereby only available for the human players!

Hud tow2.png Stationary TOW 250 80 4 seconds reloading time, rotation angle: 120°. 3.5m blast radius, zoom 1.3x.

-40% movement speed while carrying in hands.
Unlockable in Campaign/Invasion via briefcases/delivering cargo trucks.
Available only at Armory and thereby only available for the human players!

Hud deployable gl.png Stationary Grenade Launcher 200 Accuracy factor 0.95, recoil 4.0, recoil recovery 1.0, no reloading required.

-40% movement speed while carrying in hands.
Unlockable in Campaign/Invasion via briefcases/delivering cargo trucks.
Available only at Armory and thereby only available for the human players!

Hud hornet.png Hornet 350 Accuracy factor 1, recoil 1.2, recoil recovery 0.6, zoom 1.65x.

-40% movement speed while carrying in hands.
Unlockable in Campaign/Invasion via briefcases/delivering cargo trucks.
Available only at Armory and thereby only available for the human players!

Hud mortar.png Stationary Mortar 300 80 Rotation angle: 300°, 1.5x zoom.

-50% movement speed while carrying in hands.
Available only at Armory and thereby only available for the human players!

Hud tank trap.png

Tank trap deploy 5 800 Blocks vehicles paths.

-20% movement speed while carrying in hands.
Available only at Armory and thereby only available for the human players!
Only available in Minimodes and Teddy Hunt modes!


Throwables[]

Image Name Price (RP) Damage Effective radius Description
Hud grenade.png Hand grenade 2 101 6.0 Detonates after 3 seconds.
Hud impact grenade.png Impact grenade 2 240 3.0 Detonates immediately on contact. Slightly more throw range than hand grenade
Hud stun grenade.png Stun grenade 2 - 10.0 Detonates after 3 seconds.

Does no damage to vehicles but stuns infantry.

Hud c4.png C4 20 2400 10.0 Detonated by either clicking it or using the Squad command modifier button (Windows key by default) + grenade key (G by default).

Despawns 45 seconds after use.
Can be disarmed by knifing it (V by default) and it will remain on the ground.
Available only at Armory and thereby only available for the human players!

Hud at mine.png AT mine 5 450 5.0 Detonates in contact with any vehicle.

Can be disarmed by knifing it (V by default) and it will remain on the ground.
Available only at Armory and thereby only available for the human players!
Disabled on default nor available in Campaign/Invasion! Only available in Minimodes and Teddy Hunt modes!

Hud flare.png Flare 150 N/A N/A Player paratrooper spawn point.

Active only if there are no enemies nearby!
Available for the human players only!

Hud flare blue.png Mustela Drop 800 N/A N/A Deploys the Mustela tank.

Available in Community Boxes only!

Hud flare yellow.png Banana Car Drop 100 N/A N/A Deploys the Bananza.

Available in Community Boxes only!

Hud flare green.png Gun truck Drop 700 N/A N/A Deploys the Gun truck.

Available in Community Boxes only!

Hud flare cyan.png AAV-G17/A1 Drop 700 N/A N/A Deploys the AAV-G17/A1 tank.

Available in Community Boxes only!

Hud flare orange.png FST ACAV Drop 600 N/A N/A Deploys the Vulcan ACAV tank.

Available in Community Boxes only!

Hud flare ivy.png ZJX-19/XE Drop 510 N/A N/A Deploys the ZJX-19/XE repair tank.

Available in Community Boxes only!

Hud dooms hammer.png Doom's Hammer 50 2000 5.0 Powerful throwable. Same throw range as impact grenade.

Single Use, equipped in throwable slot
Available in Community Boxes only!

Hud stars.png Shuriken 2 3.01 - Ninja stars, cannot damage vehicles.

Single Use, equipped in throwable slot
Available in Community Boxes and Can be unlocked for the supply quad.

Hud banana peel.png Banana peel 1 - 2.0 Toss a banana peel to play a harmless slapstick joke on your fellow friends.

Warning: not for use in war!

Hud icecream.png Ice cream 5 - 2.0 Even in times of war, its never a bad time for ice cream.
Hud emp grenade.png EMP grenade 5 - 0.15 On impact, forces all occupants out of vehicle. Locks vehicle for about 5 seconds.


Armors/Camouflage suits[]

Image Name Price (RP) Amount of shots to destroy Description
Hud vest1.png Vest Type-I 20 2 Available in the Armory. First shot only deals damage to vest, second shot destroys vest and leaves you wounded. Getting knifed or hit by a wound projectile will go through the vest and kill/wound the player/AI wearing it with the vest unharmed.
Does not reduce/increase the detectability while worn.
-10% movement speed while worn. Vest speed modifier remains constant regardless of vest's damage condition.

Available for the human players only!
Not available in Invasion / Vanilla campaign!.

Hud vest.png Vest Type-II 40 3 Available in the Armory or by knifing an enemy/running him over. Provides no resistance to stun/melee/wound projectiles.
Comes in 3 stages — 100% - 50% - 25%
  • 100% Vest can take one hit without stunning the wearer.
  • 50% Vest can take one hit and stun the wearer.
  • 25% Vest can take one hit, leaving the wearer wounded.


Does not reduce/increase the detectability while worn.

-5% movement speed while worn. Movement speed is not affected by the vest's damage condition.

Hud vest3.png Vest Type-III 150 5 Can be obtained by running over / knifing an enemy Elite soldiers (Officers) or may be found in the secret crates on some maps.

Vest comes in 5 stages — 100% - 80% - 60% - 40% - 20%.

Getting hit by a wound projectile will go through the vest and wound the player/AI wearing it with the vest unharmed.

  • 100% Vest can take one hit without stunning the wearer or take one melee hit and stun wearer, either will bring the vest down to 80%.
  • 80% Vest can take one hit without stunning the wearer or take a melee hit and stun the wearer, either will bring the vest down to 50%.
  • 60% Vest can take one hit and stun the wearer, bringing vest to 40%. Melee attacks will kill the wearer.
  • 40% Vest can take one hit and stun the wearer, bringing vest to 20%.
  • 20% Vest can take one hit, leaving the wearer wounded


Does not reduce/increase the detectability while worn.
-8% movement speed while worn. Movement speed is not affected by the vest's damage condition.

Hud eod.png EOD armor 80 3 Unlockable in Vanilla campaign & Invasion via briefcases/delivering cargo trucks.

Also worn by (EOD) Officers. Very weak against bullets compared to Vest Type-II but absorbs much more damage caused by explosives without being stunned.

Carriers are completely invulnerable against wounding projectiles (taser and blowgun) and stun explosives until it drops to 40% durability.

Melee attacks only deal 1 layer of damage, until the vest is at 40% durability

  • 100% Vest can take one hit of any type, bringing the vest down to 80%. (Some strong explosions count as multiple hits, don't try to tank a Legion shot)
  • 80% Vest can take one hit of any type, bringing the vest down to 60%. 125% increase in lethal hit chance from bullets. (Bullets can deal more than 1 layer of damage)
  • 60% Vest can take one hit of any type, bringing the vest down to 40% and stunning the wearer. 125% increase in lethal hit chance from bullets.
  • 40% Vest can take one non-melee hit, bringing the vest down to 20% and stunning the wearer. 20% increase in lethal hit chance from bullets.
  • 20% Vest can take one non-melee hit, leaving the wearer wounded.
  • Destroyed Vest can take one explosive hit, leaving the wearer wounded.


-18% movement speed and +10% detection range while worn. When destroyed detection range becomes +5%.


When equipped by the AI, has two extra layers (55% and 50%). These two layers are identical to the 60% layer.

Hud camo vest.png Camouflaged Vest 150 5 A vest that reduces the detectability while worn. Can be obtained from secret crates on some maps and community boxes.

In terms of protection the vest has 5 stages, same as Vest III, but its state is labelled differently -— 100% - 80% - 50% - 20% - Destroyed.

Getting hit by a wound projectile will go through the vest and wound the player wearing it with the vest unharmed.

  • 100% --5% movement speed,-10% detection range. Vest can take one hit without stunning the wearer or take one melee hit and stun wearer, either will then bring vest down to 80%.
  • 80% - -10% movement speed, -5% detection range. Vest can take one hit without stunning the wearer or take a melee hit and stun the wearer, either then bring the vest to 50%.
  • 50% - -12% movement speed, vest no longer provides stealth. Vest can take a hit and stun the wearer, bringing vest to 20%, and at this stage melee attacks will kill player without damaging the vest.
  • 20% - -15% movement speed. Vest can take one hit and will stun the wearer by destroying the vest.
  • Destroyed - -18% movement speed but still can take one more hit before disintegrating, by putting the wearer in wounded state.


Available for the human players only!

Hud blackops.png Black Ops Vest 40 2 Unlockable in Vanilla campaign & Invasion via laptops.
  • Undamaged: -8% of lethal hit probability and +2% movement speed while worn. Vest can take one non-wound hit of any type before becoming damaged.
  • Damaged: -5% of lethal hit probability and -4% movement speed while worn. Vest can take one bullet hit, leaving the wearer wounded. Any explosive/melee damage will kill the wearer.


-25% detection range during night time only.
Available for the human players only!

Hud camouflage suit.png Camo suit 20 N/A A suit that does not provide any protection. The carrier is harder to be detected by the AIs.

Unlike Black Ops Vest, ghillie suit has a permanent -20% detection range and +4% movement speed while worn.
Available for the human players and Lone wolf snipers.

Hud exo vest.png
Exo Suit 100 2 A suit that increases movement speed, and has provides some bullet resistance, and provides a large amount of melee resistance.
  • Undamaged Vest can take one bullet or explosion hit, damaging the vest in the process. Immune to melee damage. Immune to stun-explosives. (but not the Pepperdust) -20% of lethal hit probability and +17% movement speed while worn.
  • 50% Vest can take one hit of any type, further damaging the vest and stunning the wearer. Melee attacks will stun the wearer, but not damage the vest,-10% of lethal hit probability and +14% movement speed while worn.
  • Destroyed Any damage will destroy the vest and kill the wearer. Immune to stun-explosives. No lethal hit probability or movement speed modifiers.

Available for the human players only!

Hud costume clown.png Clown suit 200 N/A A suit that does not provide any protection besides looking clownish and boosting slightly the movement speed.

+5% movement speed while worn.
Can be found in some of the secret crates on some maps
Available for the human players only!

Hud costume santa.png Santa suit 200 N/A A suit that does not provide any protection besides looking jolly and merry.

Can be found in some of the secret crates on some maps
Available for the human players only!

Hud costume werewolf.png Werewolf suit 350 N/A A suit that provides a small bullet resistance and gives you a speed boost while looking beastly.

Carriers are completely invulnerable against stun explosions.
-20% detection range during night time only.
-10% lethal hit probability and +15% movement speed while worn.
Can be obtained only from Community boxes or from the secret crates on some maps
Available for the human players only!

Hud worn underpants.png Wearable Underpants 1 N/A For those that take going commando a bit too seriously. Does not provide any protection while looking hot and sexy.

Can be obtained from Community boxes only!
Available for the human players only!

Hud costume lizard.png Lizard Mutagen 666 N/A A suit that provides bullet resistance while looking extraterrestrial and giving a speed boost.
-5% detection range. The carrier is also completely immune to stun explosions and melee weapons.

-15% lethal hit probability and +10% movement speed while worn.
Can be obtained from Community boxes only!
Available for the human players only!

Hud costume banana.png Banana suit 8 N/A A suit that provides bullet resistance while looking like a snack.
+20% enemy detection range.

-15% lethal hit probability and -10% movement speed while worn.
A hit will put the wearer into wounded state, but will not destroy the suit. Explosives will kill the wearer and will destroy the suit. Melee damage will damage the suit and wound the wearer.
Can be obtained from Community boxes only!
Available for the human players only!

Hud costume butcher.png Psycho Butcher 280 N/A Become your enemies worst nightmare while resisting bullets.
+15% enemy detection range.

-25% lethal hit probability.
Immune to melee, wound, and stun attacks!
Can be obtained from Community boxes only!
Available for the human players only!


Others[]

Image Name Damage Effective radius Description
Naval mine.png Naval mine 3000 8.0 Available at Map 9 (so far).

Detonates in contact with Patrol Ships only.
Can not be bought, planted, disarmed or destroyed.


Maps[]

The digital land the soldiers run on is called the Map. Click a picture below to get an overview of that map.

Vanilla game[]

Moorland Trenches

Moorland Trenches (map1)

Moorland Trenches

Moorland Apocalypse (map1_2)

Keepsake Bay

Keepsake Bay (map2)

Old Fort Creek

Old Fort Creek (map3)

Fridge Valley

Fridge Valley (map4)

Bootleg Islands

Bootleg Islands (map5)

Rattlesnake Crescent

Rattlesnake Crescent (map6)

Power Junction

Power Junction (map7)

Vigil Island

Vigil Island (map8)

Vigil Island

Tropical Blizzard (map8_2)

Black Gold Estuary

Black Gold Estuary (map9)

Railroad Gap

Railroad Gap (map10)

Copehill Down

Copehill Down (map11)

Frozen Canyon

Frozen Canyon (map12)

Iron Enclave

Iron Enclave (map13)

Iron Enclave

Dry Enclave (map13_2)

Misty Heights

Misty Heights (map14)

Green Coast

Green Coast (map16)

Gotcha Island

Gotcha Island (map17)

Islet of Eflen

Islet of Eflen (pvp1)

RWR: PACIFIC[]

Guadalcanal

Guadalcanal (island1)

Russell Islands

Russell Islands (island2)

Bougainville Island

Bougainville Island (island3)

Tarawa

Tarawa (island4)

Saipan

Saipan (island5)

Iwo Jima

Iwo Jima (island6)

Operation Downfall

Operation Downfall (island7)

Peleliu Airfield

Peleliu Airfield (island8)

RWR: EDELWEISS[]

Sicily

Sicily (edelweiss1)

Sainte-Marie-du-Mont

Sainte-Marie-du-Mont (edelweiss2)

Hill 262

Hill 262 (edelweiss3)

Hell's Highway

Hell's Highway (edelweiss4)

Arnhem

Arnhem (edelweiss5)

Bastogne

Bastogne (edelweiss6)

Operation Varsity

Operation Varsity (edelweiss7)

Operation Sealion

Operation Sealion (edelweiss8)

Radio Calls[]

Click through to the full article to see a list of radio callsRadio calls are powerful game elements that can turn the tide of a battle. They have to be used wisely as they can require a significant amount of resource points and can also provide a lot of collateral damage if not timed properly.
Press and hold the radio calls button (H by default) to bring up your radio calls menu. Select a call by clicking on it or by pressing the number right next to the call symbol. Whatever you selected will then be dropped approximately where you had your crosshairs when you pressed the radio calls button.
Keep in mind that every radio call has a delay thus doesn't happen instantly.

Some maps has an anti-air emplacement that prevents the player from calling in paratroopers, airdrops or close air support, allowing only mortar strikes and artillery. The structure has map-wide range and needs to be destroyed in order to unlock the rest of the radio calls. The emplacement will then remain in its destroyed state indefinitely.

Enemy bases may also have a radio jammer that prevents the player and friendly AIs from using the radio. Unlike the anti-air, the jammer only affects the base itself, but is much more devastating since it completely strips the player off their radio ability.

You have to be at least Corporal (1000 XP) to get a radio device (will be added automatically to your HUD).


Radio device 0.png
radio device not available

(too low rank)

Radio device 1.png
radio device available

(at least corporal rank)




Vehicles[]

1Vehicles will spawn in the same place every time, except special vehicles which spawns in one of several random locations (to avoid predictable matches).

Destroyed vehicles will respawn (reappear undamaged) in their original location (except some special vehicles, which gets a new random location).

You can hijack a vehicle by entering at the driver's door. You will drag him out! Don't forget to stab him, before he stabs you!

Some vehicles allow passengers to shoot from their seats, which allows various weapons to be used on otherwise unarmed vehicles.

Vehicles can only be damaged by explosives: mines, grenades, bazookas.

Special vehicles[]

Special vehicles either provide utilities to their owning factions or are targets for destruction for various rewards. All special vehicles are unarmed.

Image Name Description Speed Acceleration Health Points
Armored truck.png Spawn truck A mobile spawn point for the humans players from the same faction.
Total 10 seats - 1 driver, 9 passengers
Cannot be driven independently by the AIs on their own will, except when a real human player has given a command to the driver[1].

Active only if there are no enemies nearby!

20 6 600
Cargo truck.png Cargo truck Appears as a special objective in some maps. Steal it and drive it to some of your stationary faction's Armories for a RP reward and an extra weapons or equipment unlock.
Total 2 seats - 1 driver, 1 passenger
20 6 480
Radar truck.png Comms truck A mobile Radar Tower that provides intel on the map and prevents the enemy from using calls within a 100m radius. When destroyed the AI on the team will be less effective for three minutes.
Total 6 seats - 1 driver, 5 passengers
20 6 600
Secret cargo.png Cargo vehicle Appears as a challenge objective on some maps. Find it and drive it to some of your stationary faction's Armories for a RP reward. Required for the Tracker challenge.

Total 2 seats - 1 driver, 1 passenger

20 8 480
Prison bus.png Prisoner transport Appears as a special objective in some maps. Destroy it for a RP reward and to release 20 prisoners as extra units for your faction.

The engine is broken, therefore the bus moves very slowly.
Total 1 seats - 1 driver

2 5 2400
Mobile armory.png Armory Truck A mobile Armory with a full availability as in stationary Armory. Accessible from the rear.
Total 2 seats - 1 driver, 1 passenger
Cannot be driven independently by the AIs on their own will, except when a real human player has given a command to the driver[2].
16 5 480
Atv supply.png
Supply Quad Small mobile armory with a limited availability. Accessible from the rear.
Provides low passengers protection. Total 1 seats - 1 driver
24 8.5 120


Generic combat vehicles[]

Each faction has equal access to these vehicles.

Image Name Description Armament Speed Acceleration Health Points
Atv.png
Quad Low passenger protection. Passenger sits from the back.
Total 2 seats - 1 driver, 1 passenger
None 28 9.7 120
Buggy.png Buggy Low passenger protection. MG gunner enters from the back.
Total 3 seats - 1 driver, 1 gunner, 1 passenger
1 machine gun turret, 600 RPM 28 7.7 240
Technical.png Patriot Moderate protection, only the driver and the passenger next to them are fully protected. MG gunner enters from the back.

Total 5 seats - 1 driver, 1 gunner, 3 passengers

1 machine gun turret, 500 RPM 20 6.7 330
Humvee.png Humvee Light transport vehicle armed with an MG. Fully protects driver and passengers from bullets. MG gunner enters from the back.
Total 5 seats - 1 driver, 1 gunner, 3 passengers
1 machine gun turret, 500 RPM 22 6.6 420
Humvee gl.png Humvee GL Light transport vehicle armed with an auto grenade launcher. Fully protects both driver and passengers from bullets. GL Gunner enters from the back.

total 5 seats - 1 driver, 1 gunner, 3 passengers

1 automatic grenade launcher, 60 RPM 22 6.6 420
Vulcan.png Vulcan tank Minigun mounted tank loaded with explosive ammunition.
Total 6 seats - 1 driver, 1 gunner and 4 passengers
Armed with a fast shooting Rotary cannon. Not very effective against vehicles but very deadly to infantry.

1 vulcan minigun, 3 dmg, 750 RPM, 37.5 DPS, 1m projectile blast radius.

Armored: weapons that do less then 17 explosive damage will not harm.

10 15 840
Radar tank.png Radar tank Similar to Comms Truck but it has guns. Player-only in PVP and AI-only on Map 16, Map 1_2 and Reverse Map 6.
Total 6 seats - 1 driver, 1 gunner and 4 passengers
Fast shooting dual cannon. Not very effective against vehicles but very deadly to infantry.

1 dual-cannon turret - 2x16 dmg, 2x200 RPM, 2x53 DPS, 1.5m projectile blast radius.

Armored: weapons that do less then 90 damage will not harm (highest physical armor of any vehicle) Has a large Radio jamming range around it. Watch out.

8 12 1400
Mortar tank.png Mortar tank A mortar equipped tank that provides moderate protection for soldiers, only the driver is fully protected. Cannoneer enters from the back.
Total 5 seats - 1 driver, 1 cannoneer, 1 gunner and 2 passengers
Forward facing MG with 160 degree firing area. Rear mounted heavy mortar loaded with armor-piercing shells. (2 passengers)

1 mortar, 300 dmg, 13 RPM, 65 DPS, 6m projectile blast radius

Armored: weapons that do less then 17 explosive damage will not harm.

9 14 800
Acav.png FST ACAV A minigun equipped tank that provides moderate protection for its crew. Only the driver is fully protected. Main gunner enters from side, sub gunners from back.

total 4 seats - 1 driver, 1 main gunner, 2 side gunners

Armed minigun 360 degree firing area, Two side mounted defensive MGs limited firing angles.

1 minigun turret, 1500 RPM. 2 side mounted MGs, 521 RPM.

Armored: weapons that do less then 17 explosive damage will not harm.

10 15 840
Wiesel tow.png Mustela A modern tankette, armed with a heavy TOW and MG3. Gives low protection to gunners but high protection to driver.

Total 3 seats - 1 driver, 1 TOW gunner, 1 machine gunner.

Armed with forward facing TOW and MG3, limited firing angles on both.

1 TOW, 720 dmg, 12 RPM, 144 DPS, 3.5 projectile blast radius. 1 MG3, 750 RPM.

Armored: weapons that do less then 17 explosive damage will not harm.

15 20 800
Mustela 20mm A modern Tankette armed with a 20mm auto cannon. Sadly the only delivery of this vehicle has been lost.

Total 2 Seats - 1 Driver, 1 main gunner

1 auto-cannon turret, 30 dmg, 171 RPM, 86 DPS, 1.5m projectile blast radius.

Armored: weapons that do less then 17 explosive damage will not harm.

14 18 800
Aav7.png AAV-G17/A1 An amphibious landing craft heavily armored and armed to protect its crew. Designed for beach landings and general armored warfare

Total 11 Seats - 1 driver, 1 gunner, 9 passengers

Armed with a twin linked turret containing a machine gun and auto grenade launcher.

1 auto grenade launcher, 75 dmg, 48 RPM, 60 DPS, 3.1m projectile blast radius. 1 MG, 500 RPM.

Armored: weapons that do less than 17 explosive damage will not harm.

12 15 1,100
Guntruck.png Gun truck A convoy escort modded Troop Transport Truck.

Total 8 seats - 1 driver, 4 gunners, 1 protected passenger, 2 open passengers

4 machingun turrets, 600 RPM, limited firing angles. 20 6 500
NOXE Ghost APC.png NOXE Ghost APC A heavily armed APC with a dual-missle system. Driver and gunner have full protection while passenger is moderately protected. Driver enters from the left side, passenger enters from the right side, missle gunner enters from the back.

Total 3 seats - 1 driver, 1 gunner, 1 passenger

Dual-missle system can shoot over walls (similar to the Hornet) with medium arc, suitable for long-range firing support.

1 twin-missle turret, 290 dmg each (580 total), 2x13 RPM, 125 DPS, 6m projectile blast radius. (1 passenger)

Armored: weapons that do less than 17 explosive damage will not harm.

20 8 700
FT Croc.png FT-CROC An APC equipped with a flamethrower and MG. Both turrets are controlled by 1 gunner and will shoot in tandem with each other. Driver, gunner and passengers are fully protected. Driver enters from the left, gunner enters from the right, passengers enter from the back.

Total 6 seats - 1 driver, 1 gunner, 4 passengers

Flamethrower and MG is useless against armored vehicles but very deadly against infantry, allowing for tremendous crowd control capability. The flamethrower is also the only vehicle weapon that has a limited magazine capacity.

1 flamethrower, 2 dmg, 857 RPM, 28 DPS, 1.8m projectile blast radius. 1 MG, 300 RPM.

Armored: weapons that do less than 17 explosive damage will not harm.

22 8 640
SEV-90.png SEV-90 A battle tank armed with an auto 40mm airburst grenade cannon. Driver, gunner and passengers are fully protected. Driver enters from the left, gunner enters from the right, passengers enter from the back.

Total 6 seats - 1 driver, 1 gunner, 4 passengers

Main cannon has restricted range but can hit targets hiding behind cover thanks to its airburst capability.

1 auto airburst grenade launcher, 45 dmg, 80 RPM, 60 DPS, 4.8m projectile blast radius.

Armored: weapons that do less than 17 explosive damage will not harm.

14 15 800
M528.png M528 An armored assault vehicle equipped with a medium caliber auto-cannon and a twin anti-personel cluster missle launcher. Both turrets are controlled by 1 gunner and will shoot in tandem with each other. Driver enters from the left side, gunner enters from the right side.

Total 2 seats - 1 driver, 1 gunner

Auto cannon functions similarly to APC turrets while the missle launcher is similar to the AP Javelin. Both weapons aren't very effective against armored vehicles but excel against infantry.

1 auto cannon, 30 dmg, 240 RPM, 120 DPS. 1 cluster missle launcher, 4x16 dmg each missle (2x64 total), 2x12 RPM, 25.6 DPS, 2.5m projectile blast radius.

Armored: weapons that do less than 17 explosive damage will not harm.

10 15 840
Legion.png Legion A heavy battle tank armed with a 165mm mortar cannon and an MG. Capable of shoving other vehicles out of the way. Driver and cannon gunner is fully protected while MG gunner is partially protected. Driver enters from the left side, cannon gunner enters from the right side and MG gunner enters from the back.

Total 3 seats - 1 driver, 1 cannon gunner, 1 MG gunner

Main cannon is extremely devastating against infantry due to its massive blast radius, also effective against other armored vehicles.

1 mortar cannon, 400 dmg, 15 RPM, 100 DPS, 8m projectile blast radius. 1 MG, 400 RPM.

Armored: weapons that do less than 17 explosive damage will not harm.

8 12 1400
ZJX.png ZJX-19/XE ASV A repair vehicle bought from the Redshirts armed with a repair crane and an MG for self-defense.

Total 4 seats - 1 driver, 1 gunner, 1 repair technician, 1 passenger

Repair crane functions similarly to wrenches, with the added ability of being fully mobile, allowing for the repairing vehicles anywhere on the battlefield. Has an MG for self-defense against enemy infantry.

1 MG, 600 RPM.

Armored: Weapons that do less then 17 explosive damage will not harm

12 16 860
Rubber boat.png Rubber boat It's a boat! Passengers can shoot from their seats. Driver sits from the back left. Destroyed when driven on to land.
Total 6 seats - 1 driver, 5 passengers
None 50 10 75
Patrol ship.png Patrol ship Passengers can shoot from their seats. Destroyed when driven onto land. Provides moderate protection for machine-gunners and passengers while driver and cannoneers slots are fully protected.
Total 7 seats - 1 driver, 2 MG gunners, 2 cannoneers and 2 passengers
2 machine gun turrets, 500 RPM. 1 dual-cannon turret, 2x45 dmg, 2x86 RPM, 2m projectile blast radius. 1 quad-rocket heavy mortar 4x300 dmg, 4x12 RPM, 4m projectile blast radius. (2 passengers) 50 7 1600


Civilian vehicles[]

These are civilian vehicles the soldiers can access. Seems not everyone locked their doors.

Image Name Description Speed Acceleration Health Points
Tractor.png Tractor A vehicle that was meant for tactical farming operations. However the players' idea of farming was quite different. 22 7 450
Banana car.png Bananza Not meant for combat, this promotional vehicle was made to sell bananas. Sadly, no one has emptied the banana peels out of it. Its controls are a bit slippery.

On destruction spawns anywhere from 6 to 13 banana peels, so watch your step.

28 7.7 240
Icecream.png Ice cream van An Ice cream truck, apparently the person running it is also running a black market out of the back. Buy his tickets for 1,500 RP to get a random rare reward. So this is where the elites get their guns.

Melts on destruction

0 0 300
Medivan.png Ambulance An abandoned ambulance. Apparently it's out of fuel so it can't be driven, but fortunately the horn still works. Medikits are available for purchase at the back of the van. 0 0 300
Racing car1.png Racing car Found on an abandoned racing track. These cars go fast around a track. Not meant for combat. Varries Varries 100


Faction unique vehicles[]

Each faction has their own slightly different version of jeep, truck, APC, tank.

Image Class Name Description Armament Speed Acceleration Health Points Faction
Jeep 0.png Light transport vehicle Jeep The fastest land vehicle for the faction but offers no protection. The passengers can shoot from their seats in the angle they are facing.
Total 4 seats - 1 driver, 3 passengers
None 23 6.5 240 Greenbelts
Jeep 1.png Light transport vehicle Pigeon P5 The fastest land vehicle for the faction but offers no protection. The passengers can shoot from their seats in the angle they are facing. Strongest light transport vehicle out of the three.
4 total slots, 1 driver, 3 passengers
None 21 7.2 300 Greycollars
Jeep 2.png Light transport vehicle Urbal UAS The fastest land vehicle for the faction but offers no protection. The passengers can shoot from their seats in the angle they are facing.
Total 4 seats - 1 driver, 3 passengers
None 24 8 240 Brownpants
Transport truck 0.png Troop transport truck Transport truck Transport truck, unarmored truck for troop transport.
Total 10 seats - 1 driver, 9 passengers
None 20 6 480 Greenbelts
Transport truck 1.png Troop transport truck Transport truck Transport truck, unarmored truck for troop transport.
Total 10 seats - 1 driver, 9 passengers
None 20 6 480 Greycollars
Transport truck 2.png Troop transport truck Transport truck Transport truck, unarmored truck for troop transport.
Total 10 seats - 1 driver, 9 passengers
None 20 6 480 Brownpants
Apc 0.png APC SIK-AP Armored Personnel Carrier. Driver enters from front left, gunner from front right, passengers from the back.
Total 8 seats - 1 driver, 1 gunner, 6 passengers
1 auto-cannon turret, 45 dmg, 120 RPM, 90 DPS, 2m projectile blast radius.

Armored: weapons that do less then 17 explosive damage will not harm.

20 6.7 720 Greenbelts
Apc 1.png APC GT-C Armored Personel Carrier. Driver enters from front left, gunner from front right, passengers from the back.
Total 6 seats - 1 driver, 1 gunner, 4 passengers
1 auto-cannon turret, 30 dmg, 171 RPM, 86 DPS, 1.5m projectile blast radius.

Armored: weapons that do less then 17 explosive damage will not harm.

23 7.3 570 Greycollars
Apc 2.png APC BTX Armored Personel Carrier. Driver enters from front left, gunner from front right, passengers from the back.
Total 8 seats - 1 driver, 1 gunner, 6 passengers
1 auto-cannon turret, 36 dmg, 150 RPM, 90 DPS, 1.5m projectile blast radius.

Armored: weapons that do less then 17 explosive damage will not harm.

21 6.4 660 Brownpants
Tank 0.png Tank RWR1a1 Driver enters from the front left, main cannon gunner from the front right, MG gunner from the back. The MG slot provides a moderate protection against bullets while driver and gunner slots are fully protected.
Total 3 seats - 1 driver, 1 cannoneer and 1 MG gunner
1 cannon turret, 300 dmg, 15 RPM, 75 DPS, 3.5m projectile blast radius. 1 machine gun turret, 500 RPM

Armored: weapons that do less then 17 explosive damage will not harm.

13 15 1200 Greenbelts
Tank 1.png Tank Leopold II Driver enters from the front left, main cannon gunner from the front right, MG gunner from the back. The MG slot provides a moderate protection against bullets while driver and gunner slots are fully protected.
Total 3 seats - 1 driver, 1 cannoneer and 1 MG gunner
1 cannon turret 390 dmg, 15 RPM, 97.5 DPS, 3m projectile blast radius. 1 machine gun turret 500 RPM

Armored: weapons that do less then 17 explosive damage will not harm.

14 15 1260 Greycollars
Tank 2.png Tank TroX-80 Driver enters from the front left, main cannon gunner from the front right, MG gunner from the back. The MG slot provides a moderate protection against bullets while driver and gunner slots are fully protected.
Total 3 seats - 1 driver, 1 cannoneer and 1 MG gunner
1 cannon turret 330 dmg, 15 RPM, 82.5 DPS, 4m projectile blast radius. 1 machine gun turret 500 RPM

Armored: weapons that do less then 17 explosive damage will not harm.

12 15 1350 Brownpants
Image Class Name Description
Tank2 (1).png
Tank Darkcat Tank This special tank can only

be found in the campaign

during the final mission

</noinclude>

Line of Sight, Vision[]

See also: Stealth In Running with Rifles, the field of view is different than in most other top-down shooters, as moving the cross-hair towards the edges of your screen increases your view distance in that direction by around 80% (for a default weapon without scope). On the other hand, you will have a sight disadvantage if someone attacks you from the opposite direction. The use of that sight advantage should be kept in mind as it gives you a noticeable advantage over the AI. This is even more important in PvP as the enemy player can also use extended cross-hair moving for early detection. It is not seldom that the player who detects the enemy first will be the winner of the duel.

Also in RWR you don't have a Fog of War so that you can see every enemy that is seen from your point of view, no matter if there is an object between you and the enemy. For the AI it is different, it behaves like it would have a line of sight occlusion, which means that if there is an object between you and the enemy, he won't be able to detect you.


Sight range modifier[]

Depending on the weapon you are using, your extended view might have different values, which makes you see farther if you you use a sniper rifle compared to a conventional weapon without scope.

Here is a comparison between an AK47 (left image) and a SVD with scope (right image) taken from the same location. the AI also takes advantage of sight range modifier

Sight range.jpg || Sight range scope.jpg


Detection range[]

In RWR, your stance has an impact on your visibility. If you are in the line of sight of an enemy, you will be harder to detect if you crouch or even harder if you go prone. Going prone and crouching affects not only detection range but also reaction time of enemy. Going prone has better concealment than crouch has. Distance between your soldier and enemy also affects reaction time of AI enemy. Shooting causes immediate detection against you if you are in dectection range of enemy.

Other factors are the day and night cycle as the overall visibility of the AI is reduced at night. Also, depending if a sector is alerted or not, the AI will have a different detection range. An alert happens when hostiles have been detected in a close distance either by sight or audibly.

Those factors are especially important, when you want to go stealth. A prone soldier with a silencer weapon, at night in a non-alerted location will be the hardest to detect.


Spotting[]

Mousing over enemy vehicles and structures will mark them on the map for your faction. AI can only spot enemy-occupied vehicles, and only once conditions are met for detection. Spotting gives an instant XP and RP reward to a single player. Only human players can make use of this map information.


Mapview[]

Manual keyTab.png will bring you to the map screen. Note that being in the map screen does not stop the action.
Manual MouseWheel.png Scrolling with the mouse wheel will zoom the map to your liking.


The mapview can be called by pressing the TAB key (default value). It gives you important informations about what territory is under your control and what base your commander AI is targeting. It also shows the different accessible spawn, vehicles and resources locations. It also shows the base names and those base are painted in the color of the faction which is under their control.

On the right hand side you have the name of the map (in this case Moorland Trenches) and on top of it a mini map of the worldview, which contains all maps for the campaign and a network which connected them together as you can't move from one map to another if those aren't linked together in the network. With WheelUP, WheelDOWN of your mouse, you can zoom in and out. With the Left Mouse Button keep pressed you can also pan through the mapview (if zoomed in).

Since version 0.96 the soldier repartition is represented by colored clouds. The darker those clouds the more soldiers are on the same location. Enemy clouds can only be seen in sectors in contact with your own one. Squads of your own faction can be seen over the whole map (the picture below is still from the old system where you saw small numbers in each populated square of the grid).

Mapview.png

  • Action Markers
Mapview attack target.png
Attack Target: this is the main attack objective from the commander AI.
Mapview attack start.png
Attack Start: this is where the attacking forces gather up before launching the assault
Mapview marker alert.png
Alert: hostiles has been sighted inside the capture zone
Mapview defense target.png
Defense Target: defense objective from the commander AI after capturing main objectives and in KOTH maps
Mapview marker battle alert.png
Battle Alert: hostiles has been sighted
Mapview attack secondary.png
Secondary Target: this is a capturable base that isn't the main objective






Mapview marker player.png
Player Marker: this is you. In multiplayer, the marker has different colors for different players.
Mapview spawnpoint.png
Spawn Point: click to spawn there instead of pressing SPACE to spawn automatically.
Mapview marker exit.png
Map Exit: extraction point in campaign to move between maps
Mapview final map marker.png
Final Map: extraction point in campaign for the two final missions
Mapview investigate.png
Recon Target: spotting the base will give you RP and XP






  • Communication Markers
Mapview m1 marker.png
Mortar strike, one salvo
Mapview cluster marker.png
Cluster Bombing
Mapview a1 marker.png
Artillery strike, two salvos
Mapview a2 marker.png
Artillery strike, five salvos
Mapview gunship run marker.png
Gunship run
Mapview airdrop supplies marker.png
Airdrop, cover deploy or supply quad
Mapview airdrop vehicle marker.png
Airdrop vehicle




Mapview p1 marker.png
Four paratroopers
Mapview p2 marker.png
Eight paratroopers
Mapview p elite marker.png
Four elite paratroopers, including a super medic
Mapview gps marker.png
GPS marker
Mapview teddy marker.png
Teddy bear marker, only available in Teddy Hunt gamemode






  • Vehicles

Vehicles are shown in red color when those are enemy vehicles that has been spotted. If not spotted, an hostile vehicle will be invisible on the map. After a while a spotted enemy vehicle will become invisible again until it is spotted again. Allies Armored Truck has a spawnpoint attached to the vehicle. So does the Patrol ship and the Flare. If either of those are not near enemy units, you can use them as spawn location by clicking the vehicle. The Armory Truck is similar to the static armory, just mobile and destructible.

Mapview marker jeep.png
Jeep
Mapview marker buggy.png
Buggy
Mapview marker quad.png
Quad
Mapview marker quadsupply.png
Supply quad
Mapview marker transport truck.png
Transport Truck
Mapview marker guntruck.png
Gun Truck
Mapview marker armored truck.png
Armored Truck
Mapview marker apc.png
APC
Mapview marker humvee.png
Humvee
Mapview marker humveegl.png
Humvee GL
Mapview marker mortartank.png
Mortar Tank
Mapview marker m113 tank acav.png
FST ACAV
Mapview marker vulcan.png
Vulcan Tank
Mapview marker tank.png
Tank
Mapview marker cargo truck.png
Cargo Truck
Mapview marker armory truck.png
Armory Truck





Mapview marker aav.png
AAV-G17/A1
Mapview marker mustela.png
Mustela
Mapview marker racecar.png
Racecar
Mapview marker rubber boat.png
Rubber Boat
Mapview marker patrol ship.png
Patrol Ship
Mapview marker flare.png
Flare
Mapview marker darkcat.png
Darkcat
Mapview marker acav.png
ACAV
Mapview marker zjx.png
ZJX
Mapview marker sev90.png
Sev-90
Mapview marker ftcroc.png
FT Croc
Mapview marker legion.png
Legion
Mapview marker noxe.png
Noxe Ghost
Mapview marker m528.png
M528











  • Radars

Radars are present on some maps and are side mission objectives. They are usually well defended so it's hard to sabotage them, especially the Radar Tower but gives along with a nice RP reward, also a communication slow-down of the enemy, i.e. the mapview markers of the enemy team will become invisible and the commander AI won't start organized assaults anymore until the radar respawns (usually 300 seconds). Also it jams radio communication so that you won't be able to use radio calls in a large perimeter around a radar tower/truck. There is also a radio jamming tower ingame, which is similar to the radar tower but with the difference that it won't affect the commander AI slowdown.

Mapview marker radar truck.png
Radar Truck
Mapview marker radar tank.png
Radar Tank
Mapview marker radar tower.png
Radar Tower






  • Resources

The stash is always visible on the map, even if it's in hostile territory.
The armory is only visible in your own territory but you can use enemy armories as well. They will only sell you resources that available for your faction

Mapview marker armory.png
Armory
Mapview marker stash.png
Stash






  • Stationary Weapons and Deployables
Mapview marker tow.png
TOW
Mapview marker minigun.png
Minigun
Mapview marker mountable mg.png
Mounted MG
Mapview marker mortar.png
Mortar
Mapview marker hornet.png
Hornet
Mapview marker repaircrane.png
Repair Crane





Note: The GL deploy marker is the same as the MG marker.

  • Mission Objective "vehicles"

Anti-Air Emplacements prevent air-dropped support calls in the area. Destruction gives an instant XP and RP reward to a single player.
Prison Doors, Prison Hatches and Prison Buses will grant a one-time influx of veteran soldiers upon their destruction.

Mapview marker prison.png
Prison
Mapview marker aa.png
Anti-air







Ranks, experience and Scoring[]

Ranks and experience[]

Xp.png

Similar to most RPG, you gain experience while killing enemies. The higher the rank of the enemy, the more XP you gain.

Performing kill combos will also give you an XP boost. Stabbing an enemy gives the most XP, as the XP multiplier is around 250%.

To view your XP/rank, hover over your character. The number at the bottom shows your experience points (XP) and it starts from 0 at the beginning. On the right side is shown your current rank. You gain XP by killing enemies (the XP gain pops up over an enemies dead body). You also lose some XP by getting killed/committing suicide or team killing. You can also check your rank by keeping the F key (by default) pressed and right beyond your soldier your XP and RP is shown.

Your rank will dictate a few things:

  • Capacity of equipment such as grenades, cover elements, medikits, etc.
  • Ability to use certain weapons/equipment that are rank-restricted.
  • Ability to use radio calls
  • Number of maximum squadmates possible (one per 1000 XP, up to a maximum of 10).
  • Ability to take command of vehicles from other squads. When your rank is greater than the rank of a soldier driving a vehicle, you can force the soldier to disembark by getting in the driver's side.

The XP requirements for each rank can be referred in the table below:

XP Rank Radio calls Weapons Equipment Throwables
0 Hud rank0.png
Private
Assault rifles
Shotguns
Riot shield 2 hand/stun grenades
500 Hud rank1.png
Private 1st Class
Rocket launchers
Silent pistols
Hud hesco barrier.png
Deployable cover
2 impact grenades
1000 Hud rank2.png
Corporal
Hud mortar1.png
Mortar strike (1x8)
Hud hesco barrier.png
Sandbag drop
Machineguns
Desert Eagle pistol
Vest Type II 1 C4
1500 Sniper rifles
Advanced assault rifles (with unlock)
Silent SMGs
L85a2 (with unlock)
Pepperdust shotgun (rare)
1 Claymore mine
2000 Hud rank3.png
Sergeant
Hud paratroopers1.png
4 paratroops
Second rocket launcher
Deployable machine-gun
Deployable minigun
Deployable mortar

Deployable Hornet

3 hand/stun/impact grenades
2 C4 bombs
3000 Hud rank4.png
Staff Sergeant
Hud f22 raptor.png
Cluster bombing
Hud rubber boat.png
Boat drop
Hud buggydrop.png
Buggy drop
AA-12 shotgun (rare)
XM-8 assault rifle (rare)
F2000 rifle (rare)
P90 submachinegun (rare)
3 C4 bombs
2 Claymore mines
4000 Hud rank5.png
Staff Sergeant 1st Class
Hud artillery1.png
Artillery strike (2x16)
Hud paratroopers2.png
8 Paratroops
Hud humveedrop.png
Humvee airdrop
Benelli M4 shotgun (rare)
VSS Vintorez sniper rifle (rare)
Neostead 2000 shotgun (rare)
XM-25 Launcher (rare)
Barrett M-107 sniper rifle (rare)
4 hand/stun/impact grenades
1 paratroop flare
1 checkpoint flare
5000 Hud tank.png
Tank airdrop
Deployable TOW missile nest
6000 Hud rank6.png
2nd Lieutenant
Hud a10 warthog.png
A-10 gun run
2 paratroop flares
3 Claymore mines
2 checkpoint flares
7000 Hud artillery2.png
Artillery strike (5x16)
8000 Hud rank7.png
Lieutenant
10,000 Hud rank8.png
Captain
Hud ac130.png
Gunship run
2nd deployable TOW missile nest
12,000 Hud rank10.png
Major
14,000 Hud rank9.png
Lieutenant Colonel
20,000 Hud rank11.png
Colonel
50,000 Hud rank12.png
Brigadier General
100,000 Hud rank13.png
Major General
200,000 Hud rank14.png
Lieutenant General
500,000 Hud rank15.png
General
1,000,000 Hud rank16.png
General of the Army
Player model has a fancy outfit.
10,000,000 Hud rank17.png
President (bald)
Player model has a fancier outfit.

Scoring[]

Score is a statistic for online play. It is a simple Kills – Deaths calculation and gives you a general idea of performance. If a server has Persistent Statistics, then your score along with the other stats shown by pressing the F1-key (default) will be saved over multiple matches and logins. None of these statistics have any influence on gameplay.

Resource points[]

RP or "Resource Points" are points you receive during the game while completing different tasks. Those RP can be used to buy different equipments at an armory or to use different radio calls. You can see how much RP you have by keeping the inventory key (Default "F") pressed to call the inventory. It is displayed right below the XP information.

Rp example.jpg


List of things that give you RP:

  • capturing a base
  • spotting an enemy vehicle
  • selling valuables at an armory. Those are dropped with different commonness from the enemy soldiers and have also different values
  • selling rare weapons (those can either be used or sold). Those are either dropped by mini-bosses or found in special crates (metallic boxes)
  • destroying enemy vehicles.
  • destroying mission targets such as comms truck, radar tower, prisoner bus, radio jamming tower, water tower, fuel tanks, mortars, ammunition crates, anti-air emplacement results in a good RP reward
  • Stealing the Cargo Truck of the enemy team and bringing it back to one of your armories
  • being promoted to a higher military rank


Squad control[]

Squad command example.jpg

When your character is of sufficient rank, squadmates will begin to follow you around. Soldiers of lower rank will automatically join your squad.

Members of your squad will have small grey indicators under their feet and will stay within a certain distance of you. By default they will follow you, but clicking the right mouse button (RMB) will order them to specific places. By double clicking RMB you can order squadmates to charge a position without taking cover.

A higher ranked officer nearby may "steal" soldiers from your squad to fill out his own squad. The size of your squad is determined by your XP: you can have one squadmate for every thousand XP, up to ten. Squad size does not correlate with rank.

Controls[]

Manual RMB.png Squad Move Command (double tap for charge*)
Manual keyPgUp.png Increase Squad Capacity
Manual keyPgDn.png Decrease Squad Capacity
Manual keyHome.png Next Squad Layout
Manual keyEnd.png Previous Squad Layout

Vehicles[]

Squad members will attempt to enter any vehicle that you enter and will fill as many seats as possible. If, however, you are in the passenger seat of a vehicle and your squadmate is in the driver's seat, you can click RMB to command the driver to drive around the screen.

You can also open up the Map and click RMB on the Map to set waypoints further away. The driver AI will drive there, terribly, often running over other friendly troops.

Pressing PageDown will decrease your squad size. This can be useful when you want to sneak into an enemy base without being spotted, or if you just want to be a lone wolf. Pressing the PageUp key will increase the squad size to the max size a soldier of your rank can support.


Splitting the squad[]

Being the squad leader you can also split the squad into a vehicle sub-squad (which handles the vehicle and the mounted weapons) and a foot squad which will provide infantry support.

You need a modification key (MOD) bound to use these commands. The default is Windows key. Vehicsquad command.png


Example[]

Vehicsquad command example.png
In this example, the player hopped into the APC as gunner. All the squad members jumped into the vehicle as well. The driver seat has the highest priority, then gunner slots, then passengers.

The player first pressed "Windows+spacebar" to make the other sub-squad bail out, which in this case are the backseat soldiers.

Then, they clicked the "right mouse button" on the location where the APC Marker is, which will make the driver move the APC to that marker. Lastly, they clicked "Windows+Right mouse button" at the location where the Squad marker is, and the sub-squad on foot outside the APC will move there.

Squad layout[]

The squad layout represents the kind of soldiers you want in your squad. For example, the "Default Squad" layout will try to pick up first a soldier with a medikit on him and the other squad members are chosen randomly. For detailed information on how to edit config files to make your own kinds of squad, click through to the full article.

Combos and Badges[]

  • Combos are shown when you achieve to kill at least 3 soldiers with max 2 seconds between each kill. The more soldiers you eliminate within that logic, the higher the combo, thus the bonus XP award you receive on top of the XP for killing each soldier individually.
  • Badges are visual overlay images that show you that you did something special, like a kill streak, dying 5 times in a row without killing anyone, teamkilling at least 2 allies with one explosion, dogtag for killing an enemy soldier, etc.

Valuables[]

Valuables are items that soldiers drop randomly on death. Valuables can be sold at the Armory. The most important valuable is the Briefcase, after being sold to the Armory it will unlock a weapon, much like delivering an enemy Cargo Truck to the Armory.

Click to the full article to see a complete list of valuables and their values.

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