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DELTA
FORCE 1: THE GAME
-The
Players-
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1LT
Kevin Polidaris
Sqd Position: Squad Commander
Preferred Loadout:
M4+M203 / Specops .45
2 Claymores
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SSG
Jack Withers
Sqd Position: Squad Leader
Preferred Loadout:
M40+M4 / Specops.45
2 Claymores
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Cpl
Michael Yeo
Sqd Position: Machine gunner
Preferred Loadout:
SAW 249 w/ double ammo
Specops .45
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Cpl
Manuel Barracas
Sqd Position: Demolitionist
Preferred Loadout:
M4+M203 / Specops .45
2 Satchel charges
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Sp4
Tracy Hiroto
Sqd Position: Rifleman/Medic
Preferred Loadout:
M4+M203 / Specops .45
2 Claymores
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Sp4
Terrence Williams
Sqd Position: Sniper
Preferred Loadout:
Barrett .50 cal w/ X2 ammo load
Specops.45
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Pv2
Grace Cheets
Sqd Position: Rifleman/RTO
Preferred Loadout:
M4+M203 / Specops .45
Double Ammo Load
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Pv2
Jenna Gale
Sqd Position: Sniper
Preferred Loadout:
M40+M4 / HS22 Pistol
2 Claymores
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Pv2
Tony Chan
Sqd Position: Scout / f.O.
Preferred Loadout:
M4+M203 / Specops .45
Laser Designator
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Sp4
Antonio Guerrera
Sqd Position: Rifleman
Preferred Loadout:
M4+M203 / Specops .45
2 Claymores
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Sgt
William Jackson
Sqd Position: Heavy Support
Preferred Loadout:
SAW249 / Specops .45
2 LAWs
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-Multiplayer
Description-
Cooperative:
Each player acts as a teammate.
Each has a function of helping one another out and each
and every mission. The game ends when the set mission is
completed.
Deathmatch:
Every player competes against one another in a free for
all game. To player with the most points at the end of
the game is crowned the winner. The game usually ends at
a set score but in some cases depending on the host it
can be over in a certain time interval.
Team
Deathmatch:
In this scenario every
player is separated into either a RED or BLUE team. Each
teams objective is to eliminate as many of the other
players as they can. The game usually ends at a set
score but in some cases depending on the host it can be
over in a certain time interval.
King
of the Hill:
Every players objective in this scenario is to get to
the set ZONE and stay in there as long as they can. Each
player has no other teammates and are on there own. The
game usually ends when a certain player has reached a
set goal or the game clock expires and the player with
the most time in the ZONE wins. This all depends on the
servers parameters.
Team
King of the Hill: In
this scenario every player is separated into either a
RED or BLUE team. Each teams objective is to get into
the set ZONE and stay there as long as they can
defending off any enemy. The number of kills a player
gets doesn't depend the games outcome. The outcome is
decided when either the game clock runs out or one of
the teams has reached a set goal.
Capture
the Flag: The player
wins by seeking out and capturing flags, indicated on
the GPS map as a "+" symbol (red or blue
depending on which team owns it). There are
several variations of this game, some include having
only one flag which one team must defend, in others you
may have to return to your own base with the opponent's
flag before they get yours back to their base (indicated
by a red or blue circle on the GPS map).
-Weapons/Equipment-
-Primary
Weapons-
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Barrett
Light .50 caliber Sniper Rifle
Magazine: 8 round
Effective Range: 1500 meters
Accessories: 8x Scope
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The
Barrett .50 `Light Fifty' model 82A1 is a
long-range hard target interdiction weapon.
The gun operates on short recoil principles,
where the barrel is fitted with a
high-efficiency muzzle brake to reduce recoil.
An adjustable self leveling bipod aids the
sniper in aiming this high powered rifle.
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M249
SAW (Squad Automatic Weapon)
Magazine:
200 rounds per box
Effective Range: 500 meters
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This
hand-held portable machine gun delivers a
massive amount of firepower to support infantry
squad operations. Its pre-loaded plastic
magazine houses 200 rounds of M855 improved NATO
Standard SS 109 type 5.56mm ammunition.
The M249 replaces the aging Browning Automatic
Rifle and defines a new class of one-man
weapons.
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M4
5.56mm Carbine Assault Rifle
Magazine:
30 round
Effective Range: 500 meters
Accessories: 4x Scope
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Lightweight
and accurate, the M4 is used for close quarter
combat just like its larger cousin the M16.
In addition, an attached M68 reflex sight allows
for effective lethal fire at a range up to 500
meters. The M4 is gas operated, air cooled
and highly reliable in field use. A single
shot M203 Grenade Launcher is fitted to the M4
to deliver low velocity 40 mm explosive
ammunition. The rifle/grenade launcher
marriage replaces the need for single purpose
weapons such as the M79 grenade launcher.
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Heckler
& Koch 9mm MP5 SD Submachine Gun
Magazine:
30 round
Effective Range: 100 meters
Accessories: integral suppressor
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A
deadly combination, the H&K MP5 SD is both
silent and accurate. Built with the
special H&K roller-locked bolt system, this
submachine gun is capable of single-shot,
controlled burst and automatic firing.
Coated with magnetically charged black lacquer
paint, the MP5 is extremely resistant to harsh
conditions such as salt water corrosion. The
free floating cold hammer-forged barrel and
ambidextrous pistol grip make this weapon unique
in its class.
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-SideArms-
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Special
Operations .45 Pistol
Magazine: 7
round
Effective Range: 50 meters
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For
many decades, the Colt M1911A1 .45 had been the
standard handgun issued to Marines and Special
Operations. With more stopping power than
a 9mm, the M1911A1 is the handgun by which all
others U.S. pistols are judged. Respected
for its field reliability, the single action
.45's outstanding characteristics include
competition grade ambidextrous safety, precision
barrel, precise trigger, rubber coated grips,
high profile combat sights, rounded hammer spur,
and an extra-wide grip safety for increased
controllability. Each M1911A1 is
hand-built by specialists at the Rifle Team
Equipment shop in Quantico, Virginia.
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High
Standard .22 Pistol
Magazine: 9
round
Effective Range: 50 meters
Accessories: integral suppressor
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The
High Standard 22 caliber Target Pistol defines
superior accuracy in handguns. The pistol has a
durable parkerized finish and has black
epoxy-finished wood ambidextrous grips. An
integral suppressor makes the .22 a virtually
silent weapon.
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-Secondary
Equipment-
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2
LAWs
Effective
Range: 400 meters
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The
M-72 Light Antitank Weapon fires a single 66mm
explosive round capable of penetrating at least
350mm of armor. When the round impacts on
its target, the front cone collapses and pushes
the energy into a small area. A copper slug
ricochets around the interior of the target, while
gas propellant ignites fuel and ammunition.
The high strength aluminum/ fiberglass composite
tube is considered disposable after the rocket has
been launched.
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2
M18 Claymores
with motion
sensors and "clacker" (remote
firing device)
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The
M18 Claymore was developed during the Korean War
to counteract massive infantry charges by the
Chinese. The anti-personnel mine is made up of a
curved plate that contains 700 ball bearings
packed in front of a sheet of C4 plastic
explosive. Directional fragmentation mines
are fixed into trees or planted on the ground with
the convex side facing the enemy (clearly marked,
"FRONT TOWARD ENEMY"). When
activated remotely by an M57 remote firing device,
or "clacker", it explodes the ball
bearings up to 50 meters in a 60 degree arc.
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2
Satchel charges
With radio
detonator
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Packed
with high explosive charges, the army issue
satchel is
a quick and compact way of taking out enemy
installations. After placing the package,
Delta Operatives will move to a safe range and
detonate it with a radio signal.
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