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DELTA FORCE 1: THE GAME

-The Players-

 

1LT Kevin Polidaris
Sqd Position: Squad Commander
Preferred Loadout:
M4+M203 / Specops .45
2 Claymores

 

SSG Jack Withers

Sqd Position: Squad Leader
Preferred Loadout:
M40+M4 / Specops.45
2 Claymores

 

Cpl Michael Yeo
Sqd Position: Machine gunner
Preferred Loadout:
SAW 249 w/ double ammo 
Specops .45

 

Cpl Manuel Barracas
Sqd Position: Demolitionist
Preferred Loadout:
M4+M203 / Specops .45
2 Satchel charges

 

Sp4 Tracy Hiroto
Sqd Position: Rifleman/Medic
Preferred Loadout:
M4+M203 / Specops .45
2 Claymores

 

Sp4 Terrence Williams
Sqd Position: Sniper
Preferred Loadout:
Barrett .50 cal w/ X2 ammo load
Specops.45

 

Pv2 Grace Cheets
Sqd Position: Rifleman/RTO
Preferred Loadout:
M4+M203 / Specops .45
Double Ammo Load

 

Pv2 Jenna Gale
Sqd Position: Sniper
Preferred Loadout:
M40+M4 / HS22 Pistol
2 Claymores

Pv2 Tony Chan
Sqd Position: Scout / f.O.
Preferred Loadout:
M4+M203 / Specops .45
Laser Designator

Sp4 Antonio Guerrera
Sqd Position: Rifleman
Preferred Loadout:
M4+M203 / Specops .45
2 Claymores

Sgt William Jackson
Sqd Position: Heavy Support
Preferred Loadout:
SAW249 / Specops .45
2 LAWs

 

-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-

 

Barrett Light .50 caliber Sniper Rifle
Magazine: 8 round
Effective Range: 1500 meters 
Accessories: 8x Scope

 

 

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.

M249 SAW (Squad Automatic Weapon)
Magazine: 200 rounds per box
Effective Range: 500 meters

 

 

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.

M4 5.56mm Carbine Assault Rifle
Magazine: 30 round
Effective Range: 500 meters 
Accessories: 4x Scope

 

 

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.

Heckler & Koch 9mm MP5 SD Submachine Gun
Magazine: 30 round
Effective Range: 100 meters 
Accessories: integral suppressor

 

 

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.

-SideArms-

Special Operations .45 Pistol
Magazine: 7 round
Effective Range: 50 meters 

 

 

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.

 

High Standard .22 Pistol
Magazine: 9 round
Effective Range: 50 meters 
Accessories: integral suppressor

 

 

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.

-Secondary Equipment-

 

2 LAWs
Effective Range: 400 meters

 

 

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.

 

2 M18 Claymores
with motion sensors and "clacker" (remote firing device)

 

 

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.

 

2 Satchel charges
With radio detonator

 

 

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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