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   	  | |\ \ | | | |___ | |___
   	   -   -  -   -----  -----
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 	 /  / | ,-, | |  \ | | | ==/
 	/  /  | `-` | | |\\| | | ==\
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	Guide written by Syffer Bidan


"If your opponent attacks like the sea, strike like the mountains; if
your opponent strikes like the mountains, attack like the sea."
-- Miyamoto Musashi


Contents					Cntrl F
--------					-------
ISA Weaponry 					(IW)
Helghan Weaponry 				(HW)
Special Arms 					(SA)
Body Damage (Head Shot)				(BD)
Did you know? 					(DYK)
Special Thanks					(ST)


-----------------
ISA Weaponry (IW)
-----------------


Extremely accurate despite high recoil, ISA weapons are manufactured 
with meticulous care. Accuracy and versatility, however, compromise the
rate of fire for most ISA weapons.


M-82 Assault Rifle
------------------
Primary: Rapid Burst
Secondary: HE Grenade Launcher
Magazine Capacity: 30 rounds
Grenade Capacity: 1 grenade
Scope: Yes
Damage: Moderate
Recoil: High
Efficiency: Medium to Long Range
Primary Magazine Munition: Banana Clip
Secondary Magazine Munition: HE Grenades, several medium sized shells 
with semi-round tips

Description:
The ISA Assault Rifle serves as the mainstay weapon of the ISA marines.
The weapon features a primary burst fire and a secondary grenade
launching function. Cosmetically, the weapon offers a muzzle flash and
a mid-range scope.
The damage produced by the ISA Assault Rifle is devastating against
soft or lightly-armored targets. Two quick three-round bursts aimed
at the chest usually results in instant death. A quick three-round
burst to the head will also result in immediate death. The accuracy of
this particular assault rifle is far better than the Helghan Assault 
Rifle. The bullets fired by the ISA Assault Rifle hardly stray off 
target; however, the recoil may cause the user to over-shoot his or her 
target. Keeping this in mind, at long ranges, this weapon may be 
extremely lethal if one aims at the body of his or her opponent, in 
hopes that at least one round makes it into the heart or head. It may 
take several hours to fully understand the range and scope of this 
weapon; however, the results are well worth the time and effort.
The secondary grenade launching function acts like the Helghan Grenade 
Pistol and ISA Grenade Launcher. The HE Grenade shells arch and 
explode on impact. The damage that the shells produce is on par with
the standard Hand Grenade--capable of destroying APCs and lightly
armored tanks. If one becomes proficient at arching the grenades, one
can easily take down squads of Helghast without firing a single
ballistic round. It is highly suggested that, even though the ISA
Assault Rifle comes without shells, one find the grenade ammo somewhere
around the battlefield and practice using them in combat. If the
grenades do not kill one's opponent, the explosion may blind them or
even disturb their cross-hairs. This is a strategic maneuver commonly
used by many ISA marines. One must also keep in mind that the Assault
Rifle carries only one grenade in its chamber, and it would be unwise
to miss one's intended target only to reload the weapon in a heated
fire-fight.

M4 Handgun
----------
Primary: Semi-Automatic
Secondary: None
Magazine Capacity: 7 rounds
Scope: No
Damage: Low
Recoil: Low
Efficiency: Short to Medium Range
Primary Magazine Munition: Standard Clip

Description:
The ISA Handgun is the standard sidearm for both special forces and
marines alike. The Handgun is an extremely accurate pistol that is
capable of taking down opponents with two to three well-placed shots
to the head. The bullets usually do not stray off-course unless the
intended target is at a relatively long distance away from the
wielder, making it a useful tool for relatively silent takedowns at
any range.
While not extremely powerful, the Handgun serves as a backup in case
one runs out of ammo for his or her primary weapon. If one wishes to
pick up a more powerful or useful weapon, it is advised that this 
weapon be discarded, as it is very expendable, and unnecessary for
most field missions.

M66-SD MP Silenced Submachine Gun
---------------------------------
Primary: Full-Automatic
Secondary: Suppressed Semi-Automatic
Magazine Capacity: 30 rounds
Scope: Yes
Damage: Moderate
Recoil: Low
Efficiency: Short to Long Range
Primary Magazine Munition: Standard Clip

Description:
The ISA Silenced Submachine Gun is the standard issued weapon for ISA
Shadow Marshals. The Silenced Submachine Gun is equipped with a scope,
flash suppresser, and a silencer for stealthy takedowns. Due to its
light weight, it is extremely portable and easy to maintain.
The Silenced Submachine Gun is an extremely versatile weapon with very
little recoil and offers several strategies for the wielder to choose
from. The weapon offers full-automatic fire, capable of dishing out
quite a bit of damage. While not as powerful as the ISA Assault Rifle,
its rapid rate of fire more than makes up for its standard .45 rounds.
The silenced semi-automatic function acts as a sniper tool, capable of
dealing mass amounts of damage if aimed properly. This weapon is
capable of taking down an opponent with one well-placed shot to the
head. This suppressed round is very accurate, and can be fired
accurately from a long distance. Because it is silenced, it is possible
to catch opponents off-guard. If one is detected, the primary 
full-automatic fire can fair well in elevated fire-fights. The Silenced
Submachine Gun is a very diverse weapon, and it is highly suggested
that any soldier be familiarized with this weapon.

Shotgun
-------
Primary: Pump-action Single-shot
Secondary: Pump-action Dual-shot
Magazine Capacity: 8 rounds
Scope: No
Damage: High
Recoil: Moderate
Efficiency: Short Range
Primary Magazine Munition: red 12-gauge rounds

Description:
The ISA Shotgun is a 12-gauge, pump-action close-quarters weapon
equipped with a flip-down stock to lessen recoil. The ISA Shotgun is
not widely used in open combat; however, it can be a devastating tool 
in the right hands.
The primary fire of this weapon fires a single round. Because this
weapon is pump-action and not automatic, there is a moment's delay
between shots. Due to this, the Shotgun is best used in close-quarters
to prevent having to pump or reload the weapon in the middle of a fire-
fight. The primary fire is capable of taking down most opponents in one
hit, providing that most of the pellets from the fired shell hits the
intended target. The secondary fire discharges one shell from both 
barrels. The secondary fire is easily capable of taking down all
opponents who are unlucky enough to be in its line of fire. This
secondary feature is dangerous to the wielder if the opponent is not
taken down, because the weapon must be pumped longer to eject both
empty shells. Also, firing two shells burns ammo quickly, thus the
wielder must reload the weapon more frequently, usually putting him/her
in harm's way. Because the Shotgun's reload is manual, it may take
several seconds to reload all eight shells, thus it is advised that
one takes cover when reloading, or reloads one or two rounds every
time the weapon is fired, so that the wielder is not confined to
reloading the weapon in the middle of a fire-fight. If one is capable
of doing all of the said above properly, the Shotgun can be easily
mastered. It is suggested that all soldiers at least familiarize
themselves with this weapon, as it is one of the most devastating
close-quarters weapons.

M327 Grenade Launcher
---------------------
Primary: HE Grenade Launcher
Secondary: Proximity Grenade Launcher
Magazine Capacity: 6 grenades
Scope: No
Damage: High
Recoil: Moderate
Efficiency: Short to Long Range (Variable: Arch)
Primary Magazine Munition: 6 round HE Grenade revolver insert

Description:
The ISA Grenade Launcher is a revolver-type grenade launcher, equipped 
with a flip-down stock, capable of firing six dual-type grenades. The 
ISA Grenade Launcher is preferred more by ISA marines than the Helghan 
Grenade Pistol.
Unlike the Helghan Grenade Pistol, the Grenade Launcher is capable of
firing six grenades--all of which are capable of impact detonation or
proximity detonation. The impact grenades, primary fire, detonate the
moment they come in contact with an object, while the proximity
grenades are timed, and detonate after three-seconds. Both grenades
are fired in the same manner, using an arch-like trajectory. The
proximity grenades are capable of sticking to hard metallic or organic
surfaces. Because these grenades are hard to spot, they can be fired
in front of a moving opponent, or can be attached to a lightly armored
vehicle or building. Both grenade types cause considerable amounts of
damage, and should be used with caution.
When facing an ISA marine wielding a Grenade Launcher, it is best to
engage these menacing foes at close range, forcing them to switch
weapons. By judging the distance of the sound of a grenade being 
fired, experienced Helghast soldiers will sprint in the opposite 
direction.

Bazooka
-------
Primary: Anti-tank Missile
Secondary: Laser-guided Rocket
Magazine Capacity: 1 missile
Scope: Yes
Damage: High
Recoil: Low
Efficiency: Medium to Long Range
Primary Magazine Munition: mid-sized rocket

Description:
The ISA Bazooka is a standard tube-reusable anti-tank rocket launcher.
Rarely seen on the field, this weapon is used for taking out bunkers,
large gun emplacements, and tanks and APCs.
The Bazooka fires a fairly accurate missile capable of damaging targets
as far as six yards around the impact site. Because of the very
powerful splash damage, it is advised that one fire a round no closer
than forty feet away from him or her. It is also suggested that one
takes a knee when firing the weapon to lower ejection recoil, which can
cause the missile to stray off course. With this said, it is also wise
to fire the weapon from a stationary position, preferably one with
plenty of cover. Be warned, the Bazooka only carries one missile down
the tube at once, so after each missile is fired, it is mandatory that
one reloads the weapon. Keeping this in mind, it is best to seek plenty
of cover, as many are likely to take aim at the wielder while he or she
is reloading for he, seeing as the user is a threat to enemy squads.
The secondary function of the Bazooka is a laser-guidance system
capable of directing a moving rocket toward a large target or area of
terrain. Once fired, move the laser-sights to send the rocket towards
the intended target. At first, this will be very difficult to do, as
distance is hard to measure from a kneeling position; however, skilled
wielders will learn to fire the weapon, and slowly move the laser-sight
to arch the rocket over obstacles or around fortified walls.
Because of its bulk, the ISA Bazooka decreases the wielder's walking
speed by one-forth.

Chaingun
--------
Primary: Full-automatic
Secondary: Anti-tank Missile
Magazine Capacity: Thermal Safety
Missile Capacity: 1 missile
Scope: No
Damage: High (Variable: Rate of Fire)
Recoil: High
Efficiency: Short to Medium Range
Primary Magazine Munition: Gattling Chain; a chain concealed in a
small supply box
Secondary Magazine Munition: mid-sized rocket

Description:
The ISA Chaingun is widely used amongst ISA regulars and heavy weapon
handling experts. The Chaingun features a waist strap to keep the
recoil as low as possible and a thermal safety, meaning one can mount
any sized chain (any number of rounds) into the weapon; thus, the 
Chaingun does not need reloading. This does not mean, however, that the
wielder can exhaust a full chain. The thermal safety will keep the
weapon from overheating and jamming, which will prevent the wielder 
from firing too many rounds at once.
The primary fire of the ISA Chaingun is full-automatic, and capable of
mowing down squads of Helghast or fleshing out immense amounts of
damage to lightly armored vehicles, such as APCs. The thermal safety,
as stated above, will prevent the user from continuous fire, and after
a few seconds of continuous use, the thermal safety will lock the
trigger, preventing the wielder from overheating the weapon. The rounds
fired by the Chaingun are armored piercing and will take down most
opponents in four or five shots (one medium-length burst). Despite its
massive recoil, the Chaingun is very accurate for a full-automatic
machinegun, making it one of the most lethal weapons in the ISA armory.
Another devastating feature of the Chaingun is the Anti-tank Missile
Launcher mounted underneath the twin barrels of the Chaingun. The
missile fired is very similar to the ISA Bazooka, and capable of
saturating a large area, destroying anything around the blast site
within six yards.
Because of its bulk, the ISA Chaingun reduces the wielder's walking 
speed by a half, and increases the amount of stamina consumption used
when running by one-forth.


---------------------
Helghan Weaponry (HW)
---------------------


Weapons carried by Helghast troopers are mass-produced and highly
inaccurate; however, they are very powerful at close ranges. Helghan
weapons have a high rate of fire and low recoil, meaning that hundreds
of bullets can be fired within a matter of minutes.


StA-52 LAR Assault Rifle
------------------------
Primary: Full-automatic
Secondary: 12-gauge Pump-action Shotgun
Magazine Capacity: 50 rounds
Secondary Capacity: 1 round
Scope: Yes
Damage: Moderate
Recoil: Low
Efficiency: Short to Medium Range
Primary Magazine Munition: Aluminum Cylinder Cartridge; medium-sized
Secondary Magazine Munition: green 12-gauge rounds

Description:
The Helghan Assault Rifle is the mainstay weapon of the Helghast army.
Equipped with a reinforced grip, muzzle flash, and sturdy stock, the
Helghan Assault Rifle is very durable despite being mass-produced. The
weapon is equipped with a mid-range scope and is capable of firing
full-automatic and 12-gauge rounds, making it a superb short to medium
range weapon.
The Assault Rifle's primary fire is full-automatic--highly inaccurate
but extremely quick. Aluminum cylinder cartridges are this weapons
primary ammunition. Due to this, the Helghan Assault Rifle can hold
twenty more rounds over the ISA Assault Rifle. While lacking the punch
of the ISA Assault Rifle, the Helghan Assault Rifle can still take down
most opponents in as few as six to eight rounds. Despite its low
recoil, it is recommended that one use short bursts, as full-automatic
fire tends to be less accurate. Full-automatic fire, on-the-other-
hand, can be very useful in saturating an area with bullets, keeping
ISA forces pinned down until one can reach shelter or move in closer
to get better shots off.
The secondary fire of the Helghan Assault Rifle is a very accurate
pump-action 12-gauge shotgun--the most powerful close-quarters weapon.
While lacking the dual-shot capability of the ISA Shotgun, the Helghan
Assault Rifle's secondary fire can be fired from a longer range than
the ISA Shotgun and still be effective. At point-blank ranges, this
weapon can take down all opponents in one shot. All Helghan troopers
are provided one shotgun shell per Assault Rifle, making the Helghast
troops unparalleled in close-quarters combat. The secondary function's
only short-coming is the fact that only one round can be loaded at a 
time, which means that the wielder must reload the secondary function 
every time it is fired. With this said, it is best that one does not 
miss, or takes cover after firing the secondary function. It is advised
that, in the event that one misses or does not take down his or her 
opponent with the shotgun round provided, one switch weapons to avoid 
being killed during a forced reload.

IvP-18 Tropov Combat Pistol
---------------------------
Primary: Burst
Secondary: Semi-automatic
Magazine Capacity: 18 rounds
Scope: No
Damage: Low
Recoil: High
Efficiency: Short Range
Primary Magazine Munition: Cylinder Pistol Cartridge

Description:
The standard Helghast sidearm, the Combat Pistol is a versatile close-
quarters tool used by Helghast troopers as well as officers alike. The
Combat Pistol is capable of taking down most opponents in two to three
well-placed shots to the head.
The primary mode of fire is three-round burst, which is effective only
in close-quarters to short ranges due to its high recoil. The burst,
however, is easily capable of taking down any ISA marine if all three
rounds sink into their skull. The 18 round cartridge provides this
weapon with plenty of ammo, giving the wielder six chances to 
successfully land three rounds.
The secondary fire is semi-automatic, and slightly more accurate with
moderate recoil. The secondary mode of fire is effective at medium
range; however, due to the Combat Pistol's relatively weak nature, most
Helghast weapons fair better in fire-fights. It is advised that one
discard this weapon if a more useful or more powerful weapon can be
found. Skilled players will, however, become proficient with this
weapon, and, in the event that they miss with the Assault Rifle's
secondary shotgun function in close-quarters combat, will draw this
sidearm to finish off their opponent.

StA-3 Stova S.A.W. Light Machinegun 
-----------------------------------
Primray: Full-automatic
Secondary: None
Magazine Capacity: 100 rounds
Scope: No
Damage: Low (Variable: Rate of Fire)
Recoil: Low
Efficiency: Short to Medium Range
Primary Magazine Munition: Aluminum Cylinder Cartridge; large-sized

Description:
The Helghast Light Machinegun is a S.A.W. (squad assault weapon)
equipped with a sturdy stock, revolving inner barrel, armored outer
barrel, and tripod, making it versatile in all weather conditions.
The Light Machinegun is used frequently by the Helghast elites, and is
best fired in a prone or crouched position.
The Light Machine gun fires full-automatic, standard rounds. While not
as powerful as the ISA Chaingun, this weapon is a S.A.W., and thus is
capable of firing solid-rounds at rapid speeds. For a matter of fact, 
the Helghast Light Machinegun is the fastest firing weapon amongst both
ISA and Helghan weaponry. The 100 round cylinder cartridge provides
this weapon with hefty amounts of ammo to burn, and, unlike the ISA
Chaingun, this weapon does not require a thermal safety, allowing the
wielder to fire continuously until all 100 rounds are depleted from
the cartridge. While not particularly powerful, the Helghan Light
Machinegun is capable of fleshing out heavy amounts of damage if enough
rounds hit the intended target. Because of its above-average accuracy,
it is very easy for any soldier to barrage his or her opponents with
a hail of bullets. Skilled soldiers will use this weapon to saturate
an area, pinning down ISA opponents, providing cover-fire for allies.

StA-52 SLAR Sniper Rifle
------------------------
Primary: Semi-automatic
Secondary: None
Magazine Capacity: 6 rounds
Scope: Yes (Variable: Zoom)
Damage: High
Recoil: Moderate
Efficiency: Long Range
Primary Magazine: Aluminum Cylinder Cartridge; thick, moderate-size

Description:
The Helghan Sniper Rifle is the weapon of choice for Helghast snipers
and ISA snipers alike. The Helghan Sniper Rifle is equipped with a
collapsible stock, flash suppressor, and an all-weather, long-range scope
capable of zooming in for pin-point accuracy. The armored-piercing
rounds fired by the Sniper Rifle can penetrate through multiple
targets. One must keep this in mind at all costs, and should always be
aware of what is on the opposite side of his or her target before
firing the weapon, as not to injure an ally.
This weapon's sniper zoom glows with an orange tint, which aids the
wielder in spotting targets during rain, sand storms, snow, or the
blackness of night. Unfortunately, the scope is light sensitive, and
too much light may cause a glare, or a blinding effect within the lens.
One should avoid staring into the sun to snipe airborne targets, or
peering into the smoke left behind by an explosion. If dealing with a
sniper, it is advised that one stirs up as much light dampening dust
or smoke as possible, to throw off the sniper's sights.
Despite its minor flaws, the sniper scope allows pinpoint accuracy over
incredibly long distances. By holding down the zoom button, the sniper
scope can be zoomed in to maximize accuracy. Another tap of the zoom
button will disable the zoom. Unfortunately, there is no button to
zoom the scope out, so one must reset the scope if he or she over-
zooms.
The Helghan Sniper Rifle has a rather long barrel and, in conjunction
with the collapsible stock, is rather difficult to hold still. Thus,
when sniping, the wielder is constantly battling with his own arm to 
keep the sights stationary. The sights always want to return to a fixed
center point. To prevent this, move the sights until a new center of
focus is found, and the arm and gun rests comfortably. Usually, moving 
targets are hard to hit due to a constantly changing center of focus. 
To prevent this, aim at the target without the scope, then activate 
the scope when one finds it opportune to minimize the constant changing
of the center of focus. Kneeling also aids in holding the rifle steady.
The armor-piercing rounds fired by the Sniper Rifle usually kill a
target in one hit, despite where the shot lands. If a shot fails to
kill an opponent, keep in mind that the distance between the wielder
and the target may diminish the bullet's speed. Moving targets may
also contribute to a round failing to kill in one shot. If a moving
target is merely scratched or nicked by the round, there is a chance
that he or she may survive, albeit for a short time. Even scratching an
opponent with an armor-piercing round can result in greater-than-
average damage.
Be warned: the Sniper Rifle, unlike the multipurpose ISA MP Silenced
Submachine Gun, is not suppressed, and may cause quite a stir if the
wielder misses his or her target; thus, it is better to fire this 
weapon from an elevated position, or one that is very far away, as to 
diminish sound travel, or, if detected, remain concealed and out of 
enemy sights.

SiSKia Squad Cannon
-------------------
Primary: Explosive Single-round
Secondary: Explosive Double-round
Magazine Capacity: 6 explosive rounds
Scope: No
Damage: High
Recoil: Moderate
Efficiency: Medium to Long Range
Primary Magazine Munition: 6 round explosive shell revolver insert

Description:
An uncommon weapon used by Helghast heavy troopers, the Squad Cannon
is capable of taking out ISA tanks, stationary guns, and other
fortifications. The Squad Cannon, much like the ISA Chaingun in design,
is equipped with a waist-strap to keep recoil as low as possible. Like
the ISA Chaingun, the Helghan Squad Cannon is equipped with dual
recoiling barrels. The explosive rounds are fired from the barrel so
quickly that even the fastest moving ground targets cannot escape the
round; thus, even at long range, leading (aiming in front of a target
to increase the chances of hitting that target) should not be
necessary.
The Squad Cannon's primary function fires a single, accurate explosive 
shell with an impact radius roughly the size of most HE Grenade rounds.
The Squad Cannon has a major advantage over most grenade launching 
weapons due to the fact that the explosive shells fire straight, and 
not arched. 
The secondary function fires both barrels simultaneously. 
While rather inaccurate, two rounds can be enough to take down most
heavy ISA tanks, or to completely annihilate a small squad.
When facing a Helghast trooper wielding a Squad Cannon, it is best to
silently snipe these threatening foes from a distance, or to engage
them at close range, forcing them to switch weapons.
Due to its bulk, the Squad Cannon decreases walking speed by half, and
increases the amount of stamina used to run by one-forth.

Grenade Pistol
--------------
Primary: HE Grenade Launcher
Secondary: None
Magazine Capacity: 1 grenade
Scope: No
Damage: High
Recoil: Moderate
Efficiency: Short to Medium Range (Variable: Arch)
Primary Magazine Munition: HE Grenade

Description:
The Helghan Grenade Pistol, while not as effective as its ISA counter-
part, is equally as versatile. The Grenade Pistol, unlike a flare gun,
uses a reinforced grip which bends separately from the barrel, so that
the wielder does not fracture his or her wrist when firing the weapon.
Much like the ISA Grenade Launcher, the Helghan Grenade Pistol fires
HE Grenades, which detonate on impact, making it slightly more useful
than a standard Hand Grenade in open field combat. Because the grenades
detonate on impact, they can be fired into trenches or fox-holes,
killing ISA soldiers before they can react.
The Grenade Pistol's only shortcoming is that, because it is a man-
portable grenade launching pistol, it can only hold one grenade at a
time, which means that the wielder must manually reload and cock the
weapon each time it is fired. With this in mind, the Helghan Grenade
Pistol is best used as an ambush weapon, or a weapon used at long
ranges, to minimize any risk of being shot at while reloading the
weapon after each round is fired.
One aspect about this weapon that is better than its ISA counter-part
is that this weapon can carry twice as much reserve ammunition than the
standard Grenade Launcher.
Also, one must keep in mind that the Helghan Grenade Pistol is safer to
use at close-quarter ranges than the ISA Grenade Launcher.

Rocket Launcher
---------------
Primary: Anti-tank Missile
Secondary: Tactical Missile Barrage; three missile rounds
Magazine Capacity: 3 missiles
Scope: Yes
Damage: High
Recoil: Moderate
Efficiency: Medium Range (Variable: Primary or Secondary Fire)
Primary Magazine Munition: mid-sized rocket

Description:
The Helghan Rocket Launcher, much like its ISA counter-part, the 
Bazooka, fires mid-range Anti-tank Missiles. Unlike the ISA Bazooka,
the Helghan Rocket Launcher is comprised of three rocket tubes, 
allowing the wielder to fire off a three round Tactical Missile 
Barrage. While incredibly rare, the Rocket Launcher can destroy nearly
any armored vehicle--heavy or otherwise. Few fortifications can
withstand three overlapping explosions, making the Helghan Rocket
Launcher a feared weapon in the Helghast arsenal.
The Rocket Launcher's primary function acts like an average rocket
launcher, firing one very accurate Anti-tank Missile capable of
destroying anything within six yards of the impact area. With this in
mind, Helghast troopers are advised to fire this weapon at medium to
long ranges to avoid any damage one may bring to his or her self. It
is advised that one fire the Rocket Launcher from a stationary or
kneeling position, as movement tends to throw the rockets slightly off
course.
The secondary mode of fire ejects all three rockets at once in a 
Tactical Missile Barrage, usually used to take down heavily armored ISA
tanks. The three round ejection is very inaccurate, and is usually used
to saturate an area, rather than to pick off individual targets. The
secondary function is best used against multiple opponents, or small
squads, where very many casualties may be inflicted. It is advised that
the secondary function be fired from a kneeling position. If fired from
a kneeling position, the wielder betters his or her chances of having
all three rockets land around the same area. If all three rockets
explode at the same point, it is possible to destroy anything in a
twelve yard radius. Keeping this in mind, it is best to double check
a target zone for any allies present before firing the Rocket Launcher.
Unlike the ISA Bazooka, this weapon has a considerable shortcoming.
Because of its size, the Helghan Rocket Launcher restricts sight. 
Anything on the right side of one's peripheral vision may not be seen.
One should be extremely cautious when handling the weapon, so that the
wielder is not flanked by enemy troops.
Because of its bulk, the Helghan Rocket Launcher diminishes walking
speed by one-forth.

Laser Designator
----------------
Primary: Artillery Strike
Secondary: None
Artillery Capacity: (Variable: Allotted Time Target is Painted)
Scope: No (Variable: All-Weather HUD Compatible)
Damage: High (Variable: Artillery Payload)
Recoil: None
Efficiency: Medium to Long Ranges
Primary Magazine Munition: None

Description:
The Helghan Laser Designator is a hand-held, barely man portable, laser
tracker, which sends a direct visual feed into a HUD-equipped helmet.
The Laser Designator is used to "paint" targets for artillery strikes.
The Laser Designator is best used against large towers, bunkers, gun
emplacements, and motorcades.


-----------------
Special Arms (SA)
-----------------

In the midst of war, armies often steal, bribe, or copy one another's
technology. This is no different for the ISA and the Helghan armies.

M32 Combat Knife
----------------
The M32 Combat Knife, preferred by covert Shadow Marshals, is the best
method to stealthily take down opponents from behind. A quick slice 
from ear to ear will fall most Helghan soldiers. When approaching a
Helghan soldier from the front, which is never advised, the knife is
thrown into the victim's neck, then is forcibly drug through the
trachea.

Hunting Knife
-------------
Much like its ISA counterpart, the Helghan Hunting Knife is used by
ISA Field Operatives, who undergo both heavy weapons training and
covert-ops. The style of martial arts used with the Helghan Hunting
Knife is the same as the one used with the M32 Combat Knife.

HE FRAG Grenade
---------------
Grenades tend to be the most reliable weapon in a soldier's arsenal.
Capable of being thrown, rolled, and bounced off walls, the grenade is
a five-second, timed explosive, which, upon detonation, throws small
clusters of shrapnel up to eighteen feet.
By holding onto a grenade, a soldier, be he Helghast or ISA, can "cook"
the timer--that is to say, to allow the fuse to diminish a few seconds
before throwing the grenade, so that the enemy has hardly--if any--
time to escape the incoming grenade.
Aside from the standard issued assault rifle, the grenade is one's only
friend on the battlefield.


----------------
Body Damage (BD)
----------------

Killzone, like all modern first-person-shooters, features a body damage
system, in which damage is multiplied and increased when certain areas
are shot. For instance, shooting a person in the shoulder will deal
quite a bit more damage to that person than shooting him or her in the
foot. Likewise, shooting a person in the head tends to bring him or her
down much quicker.

Pistols
-------
Limb Damage: Damage X 1.0
Torso Damage: Damage X 2.0
Head Shot: Damage X 3.0

Silenced Submachine Gun
-----------------------
Limb Damage: Damage X 1.0
Torso Damage: Damage x 1.5
Head Shot: Damage X 3.0

Sniper Rifle
------------
Limb Damage: Damage X 1.0
Torso Damage: Damage X 3.0
Head Shot: Damage X 5.0

Assault Rifles
--------------
Limb Damage: Damage X 1.0
Torso Damage: Damage X 1.5
Head Shot: Damage X 2.0

Chaingun and Light Machinegun
-----------------------------
Limb Damage: Damage X 1.0
Torso Damage: Damage X 1.5
Head Shot: Damage X 1.5


-------------------
Did You Know? (DYK)
-------------------

IMPORTANT TIP: Did you know that holding down the secondary or primary 
fire buttons will cancel the automatic reload? When the ISA or Helghan 
Assault Rifles discharges their secondary function, the player will
automatically reload the weapon, usually causing him or her plenty of
problems, such as the inability to fire his or her weapon while there
is still ammunition for the primary function. By holding down the
secondary fire button, the player will not reload the weapon until the
trigger is released. That makes the Helghan Assault Rifle that much
better, huh?

Did you know that there are five SKINS for the standard Helghast 
trooper? This does not include camouflaged variations.

Speaking of camouflage, did you know that Guerilla never intended for
the Helghast troops to have camouflage? The grainy graphics filter they 
used just so happened to produce the appearance of camouflage. Have you
ever noticed that, when in the jungles, Helghast troopers tend to have
a slightly green hue to them? Or that, when battling in the tundra, the
Helghast seem somewhat blue in hue? Interesting, no?

Did you know that Killzone was originally to be titled "Kin"? 
Personally, I like both names, but I must admit, "Kin" would make a
neat first-person-shooter title.


-------------------
Special Thanks (ST)
-------------------

I have no idea why you are reading this...

Special thanks to:

Adrian, my younger cousin: 
Without him, and the hours upon hours of
time we spent playing Killzone, I would not have had enough weapon
know-how to write this Weapon Guide.

[AI] Kluft: 
for being my mortal nemesis.

www.killzonegame.com : 
for being the only fan-site on the 'net that is
still devoted to the fans.

Killzone's US website, 
http://www.us.playstation.com/Content/OGS/SCUS-97402/Site/ : After
scouring their site for a few hours, I came across the actual 
production numbers for some of the weapons in Killzone. Unfortunately,
at the time in which this Weapon Guide was created, the website did
not yet have an "Armaments" section. Perhaps, if I am able to bring
myself to doing it, I will update this Weapon Guide with more 
production numbers in the future.

Guerilla: 
Hell, they MADE the game, and took quite a bit of flak from the media
for it. You have my utmost respect.


So, that basically concludes my Weapon Guide. If you find anything in
this guide to be erroneous, TOUGH. If you wish to contact me, don't.

Hey, are you still reading this?