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Guns and Equipment |
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HK UMP9mm |
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When Cole is planning on looking for trouble, he will often use one of these. It is capable of single fire, 2 round bursts or full auto fire. With 30 round magazines he is sure to have presents for everybody; and having to reload less often means the enemy doesn't have to wait around to die. |
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Grenades |
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M136 AT4 Anti-Armor Weapon |
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Sometimes you want to blow stuff up. When you don't want to deal with Semtex or timers or don't want to level half a block; you toss a grenade. Cole usually carries 2 M61frags and 2 XM84 flashbangs on missions. |
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If a grenade is a local call and you really want to reach out and touch someone; what do you use? A rocket. This disposible system should leave your foes with a nice tan in the afterlife. |
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High Explosives |
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Throat Mic Radio System |
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Good for leveling bridges and buildings and other heavy duty stuff. A rarely used but welcome edition all the same. |
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Key and talk; nothing to hold. The earpieces don't cut off periphial noise in the real world and the mics don't send ambient noise. One could be under a helicoptor and send crystal clear messages. |
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Handcuffs |
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Hairpins |
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Small and useful for getting into locked doors and out of handcuffs. Kinky women are forewarned. |
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Every now and then Cole will want to take somebody in alive. Best to have them bound and as restricted as possible. |
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Misc. Weapons/Equipment |
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Cross |
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Cole has access to military grade equipment. .He generally keeps to what is listed on these pages but if he wanted, say a sniper rifle, he sure could aquire one. |
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Not really a weapon, but it has it's uses. Vampires, Demons, Supernatural Evil in general. |
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Credentials and everyday items |
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Cole has a watch, zippo lighter, and a remote for the humvee as well as a wallet with his Identification in it. The I.D.'s include his P.I licence and his 'Troubleshooting' Licence for Ayenee. In the no man's land he has a licence to kill. |
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