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    Weapon Guide by You_Need_A_Life

    Updated: 01/04/08 | Search Guide | Bookmark Guide

    Tom Clancy's
    Rainbow Six: Lockdown
    [Weapons Guide]
    
    (Note: Please be aware that the information contained within this guide
    was created using the PS2 version of this game, and was written for the
    PS2 version of the game. The information within may or may not be the
    same for the Xbox and Gamecube versions, and since the PC version of
    this game has customizable weapons with variable stats, this guide cannot
    be used for the PC version of Lockdown in any accurate way. Some
    versions of the game may also contain additional weapons or differing
    stats/performance from what is listed within, so if you are playing any
    other version of Rainbow Six: Lockdown, I advise you seek a different
    guide that was written for the version you are playing in order to get the
    most accurate information possible.)
    
    Josh Kushnir
    the_hippie_killer@hotmail.com
    
    Table of Contents:
    1. Introduction
    2. Aiming Devices
    3. Pistols
    4. Shotguns
    5. Submachine Guns
    6. Light Machine Guns
    7. Rifles
    8. Miscellaneous
    9. Terrorist Weapons
    10. Additional Information
    
    
    1. Introduction
    Lockdown is the fourth instalment in the Tom Clancy series, Rainbow Six,
    in which an elite team of counter-terror operatives lead assaults on
    terrorist organizations utilizing the latest in advanced weapons and
    technology. All of the weapons in the game are based on their real-life
    counter-parts. However, the names of the weapons were not licensed for
    use in the game, so the names of some weapons are slightly different from
    those of the actual weapons seen within. To help educate you, the reader,
    the correct names of each weapon will be provided in addition to the
    fictitious and/or altered names used for the guns in the game.
    
    This guide will run you through the basic and advanced knowledge of
    each of these weapons, and provide an idea of how to use each to its
    fullest potential. The guide will consist of a list of the various Aiming
    Devices present on each weapon and how each works, and the information
    broken down as follows:
    
    Name- The name of the Aiming Device.
    Zoom- How far the Aiming Device will allow you to zoom in.
    Operation- How the Aiming Device works.
    
    The following sections will detail the six different weapon groups in order
    from short range to long-range, and the information on each weapon will
    be broken down as follows:
    
    Name- The name of the weapon, with the correct name in brackets
    following if applicable.
    Price- How many Intel Points it will cost to unlock a weapon for use, if
    any (N/A means that the weapon does not have to be unlocked in order to
    use it).
    Class- What class the weapon is (Pistol, Shotgun, etc.).
    Damage- How damaging each round fired is.
    Rounds to Kill (Unarmoured)- Min. and Max. number of rounds required
    to kill a target wearing no body armour.
    Rounds to Kill (Armoured)- Min. and Max. number of rounds required to
    kill a target wearing body armour.
    Accuracy- How accurate the weapon is when fired.
    Ammo Capacity- Total amount of ammunition the weapon can carry.
    Spare Ammunition- The total number of rounds you carry in addition to
    what is already in the weapon's magazine when you begin a mission.
    Reload Time- How long a weapon takes to complete a full reload (No
    ammunition left in the magazine or the gun's chamber; reloading when the
    weapon still has ammunition in  the chamber will drastically reduce the
    amount of time necessary for a reload).
    Sights- What type of Aiming Device the weapon uses when fired using the
    Zoom function.
    Fire Modes- Which of the three firing modes (Single, 3rd Burst, Full
    Auto) the weapon supports.
    Rate of Fire- How fast the weapon fires.
    Calibre- The size of the weapon's ammunition.
    Suppressed- Whether the weapon is equipped with a Sound Suppressor or
    not.
    Length- The length of the weapon.
    Country of Origin- Where the weapon was created.
    Operation- How the weapon performs, and an explanation on how to use
    the weapon properly and efficiently.
    
    Additionally, a list of weapons that the Terrorists use will be provided, and
    a final section will offer hints, pointers, and additional information to
    maximize your skill in eliminating the enemy threat. Please note that the
    areas which identify the amount of Rounds required to eliminate an enemy
    are set up in the following way: first digit identifies the average
    minimum number of rounds needed on Normal Mode, while the second
    digit identifies the average maximum number of rounds needed on
    Challenge Mode. All numbers pertain to shots fired at the torso only (not
    legs, arms, or the head), from within the weapon's effective range only,
    and are just averages, not precise numbers. The amount of rounds it may
    take for you to eliminate an enemy may be higher or lower than those
    listed, particularly as you put distance between you and your target and
    leave your weapon's effective range. A headshot, fired from any weapon
    on any difficulty at any range will result in instant death for you, your
    squad-mates, and enemies alike.
    
    This guide, as per my wishes, may be used by anyone, for any purpose, at
    anytime with or without my knowledge so long as credit to writing this
    entire guide, in the form of my name, Josh Kushnir, is clearly stated. In
    order to provide this in-depth information, I personally tested each and
    every single weapon in this game in various scenarios to determine the
    information presented within. If you have questions, comments, concerns,
    additional information, etc., please feel free to contact me at my email
    address;
    the_hippie_killer@hotmail.com
    
    
    2. Aiming Devices
    Equipped on all weapons in Lockdown, these Aiming Devices help the
    operator to eliminate the threat by providing visual aid in various forms.
    There are three main Visual Aids, and each has a slightly differing effect
    that can be the difference between taking the enemy out, and being taken
    out yourself.
    
    Name- Iron Sights
    Zoom- 2x
    Operation- The Iron Sights are the standard Aiming Device built on to
    every single gun created, the most common Aiming Device, and found on
    all three Pistols used by Rainbow. They assist in aiming by increasing
    accuracy by lining up the front sight with the back sights. They provide
    the shortest amount of zoom, making them best for use in close-quarters
    situations, but can become difficult to use at longer ranges. Also, the Iron
    Sights often tend to obscure your off-central vision, leaving you able to
    see only the exact center of the screen, and the outside edge of the screen.
    
    Name- Red Dot Sight
    Zoom- 3x
    Operation- The Red Dot Sight is the least common Aiming Device, and
    operates similarly to the Scope, though it doesn't provide as much of a
    zoom function. It allows for much more accuracy then the Iron Sights as
    there is little central-visual obstruction, and gives a slightly more powerful
    zoom, ideal for Medium-Ranges.
    
    Name- Scope
    Zoom- 4x
    Operation- The ACOG 4x Scope offers the most powerful zoom of the
    standard Aiming Devices. More common among the Rifle Class of
    weapons then others, the Scope allows for Medium-to-Long-Range
    shooting with better precision than the Red Dot Sight and Iron Sight, but is
    difficult to operate in Close-Range situations. It causes slightly more
    visual obstruction than the Red Dot Sight.
    
    Name- Digital Scope
    Zoom- 1x-16x (Telescopic)
    Operation- The Digital Scope is a square-shaped telescopic Sniper scope
    that is only available for use with the W2000 Sniper Rifle. It has a very
    high zoom function, high clarity, and allows the operator to choose their
    ideal zoom level for the situation at hand. While using this Aiming
    Device, the targeting reticule will sway from side-to-side as the operator
    breathes. A technique to combat this is to hold your breath by holding
    down the Item button, steadying your aim, and allowing for a full 10
    seconds of precise shooting. While holding down the Item button, a bar
    will appear that indicates how much breath you have, which will decrease
    and turn red as you run out of breath. When it becomes empty, you will
    have to wait for a few moments while the bar fills back up again before
    being able to steady your aim once again.
    
    
    3. Pistols
    Pistols are mainly used as a backup weapon in case your primary weapon,
    usually a Submachine Gun or Assault rifle, jams or runs out of ammo.
    They are weak, their range is short, they have a slow rate of fire, and their
    ammo capacity is usually low in comparison to primary weapons.
    However, there are some advantages to using pistols. For instance, you
    could use a Suppressed pistol as a means of staying quiet if your primary
    weapon doesn't support a Suppressor, or in close-quarters if your primary
    weapon is too big to properly manoeuvre. Another perk to using a pistol in
    this game is that all three pistols in Lockdown come with an unlimited
    ammunition supply, so you will not run out under any circumstance.
    Pistols require 5 rounds to breach a door's lock or hinge.
     
    Name- M9 (Beretta M92F)
    Price- N/A
    Class- Pistol
    Damage- Low
    Rounds to Kill (Unarmoured)- 2-5 Rounds
    Rounds to Kill (Armoured)- 4-7 Rounds
    Accuracy- Medium
    Ammo Capacity- 15
    Spare Ammunition- Unlimited
    Reload Time- Low
    Sights- Iron
    Fire Modes- Single
    Rate of Fire- High
    Calibre- 9.00mm
    Suppressed- Yes
    Length- 348.00mm
    Country of Origin- Italy
    Operation- The M9 is a fast-firing accurate pistol, with a decent magazine
    capacity, a fast reload time, and is the only pistol fitted with a Sound
    Suppressor. The only downside to the weapon is the small amount of
    damage it causes even to unarmoured targets. This weapon is best suited
    for making stealthy headshots in the event that an unsuppressed Primary
    weapon is out of the question, but Stealth may still be a factor.
    
    Name- 5-7 (FN Five-seveN)
    Price- N/A
    Class- Pistol
    Damage- Medium
    Rounds to Kill (Unarmoured)- 2-4 Rounds
    Rounds to Kill (Armoured)- 6-10 Rounds
    Accuracy- High
    Ammo Capacity- 20
    Spare Ammunition- Unlimited
    Reload Time- Medium
    Sights- Iron
    Fire Modes- Single
    Rate of Fire- High
    Calibre- 5.7mm
    Suppressed- No
    Length- 208.00mm
    Country of Origin- Belgium
    Operation- The 5-7 pistol is the best all-round pistol in the game. It has a
    very large magazine capacity, high rate of fire, high accuracy, and is
    decently powerful. Unless the silence of the M9 or the brute power of the
    MEU(SOC) 45 is needed, this will be your best choice when it comes to
    choosing a secondary weapon.
    
    Name- MEU(SOC) 45 (Colt MEU(SOC))
    Price- N/A
    Class- Pistol
    Damage- High
    Rounds to Kill (Unarmoured)- 1-4 Rounds
    Rounds to Kill (Armoured)- 3-6 Rounds
    Accuracy- Medium
    Ammo Capacity- 7
    Spare Ammunition- Unlimited
    Reload Time- High
    Sights- Iron
    Fire Modes- Single
    Rate of Fire- Low
    Calibre- 0.45 ACP
    Suppressed- No
    Length- 216.00mm
    Country of Origin- United States
    Operation- The MEU(SOC) 45 is the most powerful pistol in Rainbow's
    current arsenal. With the power of a Submachine Gun or one of the
    weaker Rifles, this pistol is best suited in aiding an operator in longer
    range shooting when their primary weapon is a Shotgun, and their enemies
    are wearing body armour. Care must be taken when using this weapon, as
    it has a small magazine, a slow rate of fire, and takes quite some time to
    reload.
    
    
    4. Shotguns
    Shotguns are primarily used for breaching doors by Entry-teams, and
    extreme Close Quarters-Battle (CQB). They have a devastating effect on
    light targets at close range, but quickly lose their effect and power on
    armoured personnel, at medium ranges, and are almost completely useless
    at long-ranges due to the spread of the pellets. The primary selling point to
    these weapons, aside from their immense close-range power, is that they
    are the only weapons capable of destroying a door's lock and/or hinge in a
    single shot, allowing fast and rapid entry into a room.
    
    Name- M870S (Remington 870MCS)
    Price- 100 Points
    Class- Shotgun
    Damage- High
    Rounds to Kill (Unarmoured)- 1 Round
    Rounds to Kill (Armoured)- 1 Round
    Accuracy- Low
    Ammo Capacity- 5
    Spare Ammunition- 450 Rounds
    Reload Time- High
    Sights- Iron
    Fire Modes- Single
    Calibre- 12.00 Gauge
    Suppressed- No
    Length- 250.00mm
    Country of Origin- United States
    Operation- The M870S is attached to the under-barrel of the SR-4 CQB, and
    Replaces your secondary weapon (Pistol). The M870S is more or less used
    as an alternative means of gaining entry to rooms rather than as an
    offensive Shotgun. It has a very low rate of fire and ammunition capacity,
    and a long reload time. This weapon should only be used as an alternative
    to using Breaching Charges or a Hammer to enter a room, or in extreme
    CQB situations.
    
    Name- SPS 15 (Franchi SPAS-15)
    Price- 30 Points
    Class- Shotgun
    Damage- High
    Rounds to Kill (Unarmoured)- 1 Round
    Rounds to Kill (Armoured)- 1-4 Rounds
    Accuracy- Low
    Ammo Capacity- 6
    Spare Ammunition- 750
    Reload Time- Low
    Sights- Iron
    Fire Modes- Single
    Rate of Fire- Medium
    Calibre- 12.00 Gauge
    Suppressed- No
    Length- 1000.00mm
    Country of Origin- Italy
    Operation- The SPS 15 is a standard Assault-Shotgun. It has a very low
    ammunition capacity and even smaller effective range, but its
    effectiveness on armoured enemies is far superior to that of the AS 12. It
    can also be very easily controlled and fired by a skilled operator. Despite
    the quick reload time, be careful not to overwhelm yourself with enemies
    while using this weapon, as you may find yourself with an empty
    magazine staring down a group of hostiles.
    
    Name- AS 12 (USAS-12)
    Price-70 Points
    Class- Shotgun
    Damage- High
    Rounds to Kill (Unarmoured)- 1 Round
    Rounds to Kill (Armoured)- 1-8 Rounds
    Accuracy- Low
    Ammo Capacity- 20
    Spare Ammunition- 600 Rounds
    Reload Time- Medium
    Sights- Iron
    Fire Modes- Single, Full Auto
    Rate of Fire- High
    Calibre- 12.00 Gauge
    Suppressed- No
    Length- 960.00mm
    Country of Origin- South Korea
    Operation- The AS 12 Auto-Shotgun is based on the design of the M16
    Rifle and can unleash its entire 20-round drum-magazine in a mere few
    seconds. This makes it incredibly deadly up close, and for sweep-and-clear
    manoeuvres. However, when put up against enemies wearing body
    armour, the AS 12's effectiveness is dramatically reduced. It is best used
    for quickly clearing small rooms of unarmoured hostiles.
    
    Name- M1S 90 (Benelli M4 Super 90)
    Price- N/A
    Class- Shotgun
    Damage- High
    Rounds to Kill (Unarmoured)- 1 Round
    Rounds to Kill (Armoured)- 1-5 Rounds
    Accuracy- Medium
    Ammo Capacity- 9
    Spare Ammunition- 900 Rounds
    Reload Time- High
    Sights- Red Dot
    Fire Modes- Single
    Rate of Fire- Medium
    Calibre- 12.00 Gauge
    Suppressed- No
    Length- 886.00mm
    Country of Origin- Italy
    Operation- This is probably the longest-ranged Shotgun available to you,
    and the most accurate. The spread of pellets when fired from the M1S 90
    is minimal, and the power fairs decently against armoured targets. The
    main drawback to this weapon is the incredibly long reload time, as each
    individual shell must be loaded into the tube, whereas most other Shotguns
    are magazine-fed.
    
    Name- MG 7 (MAG-7)
    Price- N/A
    Class- Shotgun
    Damage- High
    Rounds to Kill (Unarmoured)- 1 Round
    Rounds to Kill (Armoured)- 1-5 Rounds
    Accuracy- Medium
    Ammo Capacity- 10
    Spare Ammunition- 750 Rounds
    Reload Time- Low
    Sights- Iron
    Fire Modes- Single
    Rate of Fire- Low
    Calibre- 12.00 Gauge
    Suppressed- No
    Length- 550.00mm
    Country of Origin- South Africa
    Operation- When it comes to extreme CQB, no other Shotgun out
    performs the MG 7. It is incredibly easy to manoeuvre, being the size of a
    Submachine Gun, but fires rather slowly in comparison to other Shotguns.
    Another drawback is that this weapon loses its efficiency over range more
    than any other Shotgun, but is the most devastating up close, being
    capable of eliminating both unarmoured and armoured targets alike with 
    single shot. This weapon is only effective at close-range.
    
    
    5. Submachine Guns
    Submachine Guns are short-to-medium range weapons that pack more
    power than a pistol, but retain the manoeuvrability. Basically, a
    Submachine Gun is used in close quarters situations where a full-length
    Rifle is too big to use effectively, and a pistol is a poor compromise.
    Submachine Guns are generally less powerful than Rifles, but much easier
    to handle and operate, and often come available with all three different fire
    modes. They are best suited for tight indoor locations, and perfect for
    making quick head-shots. Submachine Guns require 3 rounds to breach a
    door's lock or hinge.
    
    Name- PP-M1 (PP-90M1)
    Price- N/A
    Class- Submachine Gun
    Damage- Low
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 4-8 Rounds
    Accuracy- Medium
    Ammo Capacity- 32
    Spare Ammunition- 1000
    Reload Time- Medium
    Sights- Iron
    Fire Modes- Single, Full Auto
    Rate of Fire- Low
    Calibre- 9.19mm
    Suppressed- No
    Length- 424.00mm
    Country of Origin- Russia
    Operation- This Submachine Gun operates much more like a pistol than
    anything else. It is very fast to bring to bear on the enemy, it has a very
    large ammunition capacity, and allows more damage to be felt in between
    each round fired due to the slow firing rate. It is extremely useful in tight
    shoot outs, but loses accuracy quickly over distance, and also proves very
    ineffective against body armour.
    
    Name- UM9 (HK UMP-9)
    Price- 50 Points
    Class- Submachine Gun
    Damage- Low
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 4-6 Rounds
    Accuracy- High
    Ammo Capacity- 30
    Spare Ammunition- 750
    Reload Time- Medium
    Sights- Red Dot
    Fire Modes- Single, 3rd Burst, Full Auto
    Rate of Fire- Low
    Calibre- 9.19mm
    Suppressed- No
    Length- 600.00mm
    Country of Origin- Germany
    Operation- The UM9 is similar to the MP5/10, except a Red Dot sight has
    been added in exchange for a slightly less powerful round. It is very easy
    to handle and operate, and accurate even at longer-ranges, but is quickly
    put to shame when fired upon an enemy wearing body armour.
    
    Name- MP5/10 (HK MP5/10A3)
    Price- N/A
    Class-Submachine Gun
    Damage- Medium
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 3-7 Rounds
    Accuracy- Medium
    Ammo Capacity- 30
    Spare Ammunition- 900 Rounds
    Reload Time- Medium
    Sights- Iron
    Fire Modes- Single, 3rd Burst, Full Auto
    Rate of Fire- Medium
    Calibre- 10.00mm
    Suppressed- No
    Length- 660.00mm
    Country of Origin- Germany
    Operation- The MP5/10 is a variation on the standard 9mm Submachine
    Gun of Counter Terror organizations throughout the world that fires a
    larger and more powerful 10mm round. Though no longer in production,
    having been replaced by Heckler & Koch's UMP line of Submachine
    Guns, it is still a standard in Rainbow's arsenal, and has been ever since
    the unit's creation in 1999. It is perhaps the most balanced of Rainbow's
    Submachine Guns, as it offers decent firepower, decent accuracy, and
    doesn't take a very long time to reload. It loses its effectiveness at longer
    ranges like most Submachine Guns, so it should be used mainly in close
    quarter situations where the enemy may be encountered one at a time.
    
    Name- MP7SD (HK MP7 PDW)
    Price- 40 Points
    Class- Submachine Gun
    Damage- Medium
    Rounds to Kill (Unarmoured)- 1-4 Rounds
    Rounds to Kill (Armoured)- 5-10 Rounds
    Accuracy- High
    Ammo Capacity- 40
    Spare Ammunition- 900 Rounds
    Reload Time- Low
    Sights- Iron
    Fire Modes- Single, Full Auto
    Rate of Fire- High
    Calibre- 4.60mm
    Suppressed- Yes
    Length- 340.00mm
    Country of Origin- Germany
    Operation- A direct competitor to FN's P90 PDW (Personal Defence
    Weapon), the MP7SD is Rainbow's silenced Submachine Gun of choice. It
    fires very quickly over a slightly larger area than both the MP5/10 and the
    UM9, and sports a higher magazine capacity. The main feature of this gun
    is its Sound Suppressor, which allows for covert elimination of enemies in
    close-quarters areas where a weapon like the AS9 is just too large, and a
    Pistol doesn't pack enough punch. The weapon also displays good reload
    characteristics, but loses efficiency even faster than the MP5/10 or the
    UM9 at longer ranges, and should primarily be used at close-range for
    maximum effect.
    
    Name- 90TR (FN P90 TR)
    Price- 80 Points
    Class- Submachine Gun
    Damage- High
    Rounds to Kill (Unarmoured)- 1 Round
    Rounds to Kill (Armoured)- 2-4 Rounds
    Accuracy- High
    Ammo Capacity- 50
    Spare Ammunition- 900 Rounds
    Reload Time- High
    Sights- Scope
    Fire Modes- Single, Full Auto
    Rate of Fire- High
    Calibre- 5.70mm
    Suppressed- No
    Length- 500.00mm
    Country of Origin- Belgium
    Operation- The 90TR is one of the most powerful weapons available to
    Rainbow, with an enormous magazine size and incredible firepower,
    combined with pin point accuracy and the level of manoeuvrability of a
    Submachine Gun. Reloads will be less frequent with this weapon as the
    magazine carries a large quantity of ammunition, but take care not to
    spend it foolishly with the fast rate of fire. This weapon still comes with
    its share of downsides, as the reload time is lengthy, and due to the level
    of accuracy, its effectiveness in close-quarters will be drastically reduced.
    
    
    6. Light Machine Guns
    Light Machine Guns are power-house weapons that pack as much power
    as they do ammunition. Light Machine Guns are mainly used as a means
    of covering friendly units as they move through enemy territory where
    many hostiles are present. They generally have a large ammunition
    capacity, a high amount of damage, and are suited for medium to-long
    range combat. That being said, the Light Machine Guns are best suited to
    large, out-door areas, but during later missions, in which large groups of
    enemies are present, the Light Machine Guns can be effectively used as a
    means of quickly eliminating them with minimal damage caused to the
    operator or their squad-mates. Light Machine Guns require 3 rounds to
    breach a door's lock or hinge.
    
    Name- U100MK3 (Ultimax 100 Mk. 3)
    Price- 60 Points
    Class- Light Machine Gun
    Damage- Medium
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 3-7 Rounds
    Accuracy- Medium
    Ammo Capacity- 100
    Spare Ammunition- 1000 Rounds
    Reload Time- Medium
    Sights- Scope
    Fire Modes- Single, Full Auto
    Rate of Fire- High
    Calibre- 5.56mm
    Suppressed- No
    Length- 850.00mm
    Country of Origin- Singapore
    Operation- This Light Machine Gun, being smaller than the M73E, is
    easier to handle, but still presents some difficulty in manoeuvring in
    tighter areas. It is fed from a quickly changeable drum magazine that holds
    up to 100 rounds, and can quickly clear a small group of enemies from
    quite a distance, making this a better choice for long-range  shooting. 
    
    Name- M73E (HK 13E)
    Price- N/A
    Class- Light Machine Gun
    Damage- Medium
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 3-6 Rounds
    Accuracy- Medium
    Ammo Capacity- 150
    Spare Ammunition- 900 Rounds
    Reload Time- Medium
    Sights- Iron
    Fire Modes- Single, Full Auto
    Rate of Fire- High
    Calibre- 5.56mm
    Suppressed- No
    Length- 1030.00mm
    Country of Origin- Germany
    Operation- The M73E is similar to the U100MK in operation, except it is
    much more suited to medium-range shooting than long. The larger box
    magazine holds an additional 50 rounds in comparison, but this also slows
    down the reloading process when compared to the U100MK's drum
    magazine. This Light Machine Gun is best suited for medium range battle
    involving many enemy targets in a group.
    
    Name- M249SPW (FN Minimi SPW)
    Price- 80 Points
    Class- Light Machine Gun
    Damage- High
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 3-5 Rounds
    Accuracy- Low
    Ammo Capacity- 200
    Spare Ammunition- 800 Rounds
    Reload Time- High
    Sights- Iron
    Fire Modes- Full Auto
    Rate of Fire- High
    Calibre- 5.56mm
    Suppressed- No
    Length- 774.00mm
    Country of Origin- Belgium
    Operation- The M249SPW is the most powerful of Rainbow's Light Machine
    Guns, and boasts the most power, and the largest ammunition capacity,
    capable of firing for a full 18 seconds before requiring a reload! It is also
    very easy to handle and operate, and allows for rapid saturation of close
    quarters areas, making it extremely useful for clearing out large groups of
    enemies in tight areas where smaller-arms could potentially not provide
    the firepower necessary to eliminate the threat efficiently. However, it
    suffers from a long reload period requiring a full 5 seconds before being
    able to fire again.
    
    
    7. Rifles
    Rifles are medium-to-long range weapons that pack more punch than
    Submachine Guns, better accuracy than Light Machine Guns, and are
    often equipped with visual aids, usually in the form of Scopes or other
    kinds of varying sights. Their effective range varies from medium-range to
    long range, but can still be used effectively in close quarters, although not
    as efficiently as one could with a Submachine Gun or a Shotgun in their
    hands. Rifles require 3 Rounds to breach a door's lock or hinge.
    
    Name- M36C (HK G36C)
    Price- N/A
    Class- Rifle
    Damage- Medium
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 3-5  Rounds
    Accuracy- Medium
    Ammo Capacity- 45
    Spare Ammunition- 900 Rounds
    Reload Time- Medium
    Sights- Scope
    Fire Modes- Single, Full Auto
    Rate of Fire- Medium
    Calibre- 5.56mm
    Suppressed- No
    Length- 720.00mm
    Country of Origin- Germany
    Operation- The M36C is a Submachine Gun-sized Compact Assault Rifle
    sporting a large magazine, slightly less accuracy than most full-length
    and/or Carbine Assault Rifles which increases its usefulness in close
    quarters, a scope, and a fair amount of damage. The only drawbacks to this
    Rifle are a decreased accuracy at longer ranges, and the amount of time it
    takes for a complete reload.
    
    Name- SR-4 CQB (Colt SOPMOD M4A1 Masterkey)
    Price- 100 Points
    Class- Rifle
    Damage- Medium
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 2-5 Rounds
    Accuracy- Medium
    Ammo Capacity- 30
    Spare Ammunition- 900 Rounds
    Reload Time- Medium
    Sights- Iron
    Fire Modes- Single, Full Auto
    Rate of Fire- High
    Calibre- 5.56mm
    Suppressed- No
    Length- 757.00mm
    Country of Origin- United States
    Operation- The SR-4 CQB is a Carbine Assault Rifle with an M870S
    Shotgun attachment on the underside of the hand guard that replaces your
    Secondary weapon (Pistol). It has a high rate of fire, does an average
    amount of damage, reloads quickly, and handles well in close-quarters.
    The only downsides to this weapon are the fact that the M870S prevents
    you from taking along a Suppressed sidearm, and that, being a Carbine
    Rifle, its accuracy suffers at longer ranges, especially when having to use
    the iron sights to aim.
    
    Name- AS9 (AS "Val")
    Price- 60 Points 
    Class- Rifle
    Damage- Medium
    Rounds to Kill (Unarmoured)- 1-3 Rounds
    Rounds to Kill (Armoured)- 2-5 Rounds
    Accuracy- High
    Ammo Capacity- 30
    Spare Ammunition- 900 Rounds
    Reload Time- Low
    Sights- Scope
    Fire Modes- Single, Full Auto
    Rate of Fire- High
    Calibre- 9.93mm
    Suppressor- Yes
    Length- 875.00mm
    Country of Origin- Russia
    Operation- The AS9 is the only Suppressed Rifle available to you in
    Lockdown. With a high rate of fire and accuracy, a high amount of
    damage even on armoured targets, and it's scope, it is easily one of the
    best choices when it comes down to stealth and raw firepower alike. The
    only drawback to this weapon is that it may fire more quickly than some
    inexperienced operators may be ready for, potentially leaving them with
    an empty weapon in front of a group of enemies.
     
    Name- MTAR-21
    Price- 70 Points
    Class- Rifle
    Damage- Medium
    Rounds to Kill (Unarmoured)- 1-4 Rounds
    Rounds to Kill (Armoured)- 3-5 Rounds
    Accuracy- High
    Ammo Capacity- 30
    Spare Ammunition- 750 Rounds
    Reload Time- Low
    Sights- Red Dot
    Fire Modes- Single, Full Auto
    Rate of Fire- High
    Calibre- 5.56mm
    Suppressor- No
    Length- 480.00mm
    Country of Origin- Israel
    Operation- The MTAR-21 is another Submachine Gun-sized Assault Rifle
    that allows for easy manoeuvrability while delivering fast and ferocious
    firepower. It's not the most powerful weapon however, and due to the
    firing speed and standard 30-round magazine capacity, care should be
    taken to avoid running out of ammunition in front of a group of enemies.
    Fortunately, the fast reload time makes such a situation less hectic and
    more manageable, and the Red Dot sight makes longer-range shooting
    easier.
    
     Name- SA58 (FN DSA-58OSW)
    Price- N/A
    Class- Rifle
    Damage- High
    Rounds to Kill (Unarmoured)- 1-4 Rounds
    Rounds to Kill (Armoured)- 2-4 Rounds
    Accuracy- Medium
    Ammo Capacity- 30
    Spare Ammunition- 750 Rounds
    Reload Time- Slow
    Sights- Iron
    Fire Modes- Single, Full Auto
    Rate of Fire- Slow
    Calibre- 7.62mm
    Suppressor- No
    Length- 840.00mm
    Country of Origin- United States
    Operation- The SA58 is the most powerful Assault Rifle Rainbow uses. It
    has decent accuracy, and the slower rate of fire not only conserves
    ammunition, but it also allows for the full effect of each powerful round to
    be realized when fired at an enemy, conserving the amount of ammunition
    required to eliminate them when firing in full auto. The drawbacks to this
    weapon are the long reload time, and the lack of a scope or Red Dot sight,
    forcing you to use the large, vision-obscuring iron sights.
    
    Name- W2000 (Walther WA 2000
    Price- N/A
    Class- Rifle
    Damage- High
    Rounds to Kill (Unarmoured)- 1 Round
    Rounds to Kill (Armoured)- 1-4 Rounds
    Accuracy- High
    Ammo Capacity- 12
    Spare Ammunition- Unlimited
    Reload Time- Low
    Sights- Scope
    Fire Modes- Single
    Rate of Fire- Low
    Calibre- 7.62mm
    Suppressed- No
    Length- 904.75mm
    Country of Origin- Germany
    Operation- The W2000 is Rainbow's standard Sniper Rifle. It is a small
    and compact bull-pup design, increasing its manoeuvrability. It is also the
    most powerful gun in Rainbow's arsenal, capable of eliminating all but the
    most heavily-armoured targets in a single shot. When operating this
    weapon, the first thing users will notice is that the scope is square-shaped,
    increasing the operator's field of vision. While engaging the scope
    function on this Rifle, the targeting reticule will sway from side-to-side as
    the operator breathes. A technique to combat this is to hold your breath by
    holding down the Item button, steadying your aim, and allowing for a full
    10 seconds of precise shooting. This weapon is not readily available to all
    operatives, however, and is only usable by Rainbow's sniper, Dieter
    Weber, and in multiplayer games.
    
    
    8. Miscellaneous
    The following are miscellaneous weapons and/or equipment that do not
    match up with any of the previous Weapon Classes present in Lockdown.
    
    Name- GL69A (HK69)
    Price- 100 Points
    Class- Grenade Launcher
    Damage- High
    Rounds to Kill (Unarmoured)- 1 Round
    Rounds to Kill (Armoured)- 1 Round
    Accuracy- Medium
    Ammo Capacity- 1
    Spare Ammunition- 30 Rounds
    Reload Time- High
    Sights- Iron
    Fire Modes- Single
    Rate of Fire- Low
    Calibre- 40.00mm
    Suppressed- No
    Length- 581.66mm
    Country of Origin- Germany
    Operation- This is the most powerful weapon at your disposal. It is a
    single action, break action High Explosive grenade launcher capable of
    inflicting incredible amounts of damage to personnel and the environment
    alike. It has a huge area of effect, far greater than that of Frag or
    Phosphorus Grenades, and will destroy an entire door with a single direct
    hit, as well as any enemy, armoured or not. Because of the enormous
    power of this weapon, extreme caution must be taken to ensure that a shell
    lands far away from the operator and any of their squad-mates and/or
    innocent bystanders, as this weapon's area of effect can almost guarantee
    death if a shell misses it's mark and hits too close. For this reason, AI
    squad-mates cannot be assigned this weapon for deployment, nor is it
    available in non co-op multiplayer games.
    
    Name- Mine
    Price- N/A
    Class- Mine
    Damage- N/A
    Capacity- 3
    Country of Origin- United States
    Operation- Like Flash Grenades, these Mines have a blinding effect, and are
    triggered when another player gets too close. Note that only two
    operational Mines may be placed at a time, by pressing the Item button,
    and any set Mines will disappear should the player who set them be killed.
    They are only available to the Rainbow team in non-co-op online modes.
    
    Name- Claymore (M18A1 Claymore Mine)
    Price- N/A
    Class- Mine
    Damage- High
    Capacity- 3
    Country of Origin- Russia
    Operation- Claymore Mines are set facing a predetermined direction, and
    upon detonation, will fire a blast of pellets in a 45 degree angle in that
    direction. Only one mine may be placed at a time, by pressing the Item
    button, as the original Mine set will be detonated upon pressing the Item
    button a second time, and any set Mines will disappear should the player
    who set them be killed. They are only available to the Mercenary team in
    online modes.
    
    Name- Smoke Grenade (AN-M8 Smoke Grenade)
    Price-N/A
    Class- Grenade
    Damage- N/A
    Capacity- 3
    Country of Origin- Russia
    Operation- Upon detonation, these Grenades will produce a thick cloud of
    smoke that can be used for concealment. Be aware that the Mercenary
    team will have no way of seeing through this cloud of smoke, but the
    Rainbow team can utilize their Motion sensors to see beyond it. They are
    only available to the Mercenary team in online modes.
    
    Name- Stun Grenade (M84 Stun Grenade)
    Price- N/A
    Class- Grenade
    Damage- N/A
    Capacity- 8
    Country of Origin- England
    Operation- The explosive effect of this grenade produces a thundering pop
    of sound and force that will shock, confuse, and stun those within the blast
    radius. Unfortunately, the area of effect is extremely small, but unlike
    Flash Grenades, the enemy does not have to see it detonate in order to be
    affected. These grenade types are not available in non-co-op online modes.
    
    Name- Flash Grenade 
    Price- N/A
    Class- Grenade
    Capacity- 8
    Country of Origin- England
    Operation- Creates an intensely bright and hot explosion that blinds
    anyone in its blast radius. This Grenade has a larger area of effect than
    Stun Grenades, but will only be effective if the enemy actually sees it
    detonate.
    
    Name- Frag Grenade (M67 Fragmentation Grenade)
    Price- N/A
    Class- Grenade
    Damage- High
    Capacity- 10
    Country of Origin- Russia
    Operation- When detonated, the Frag Grenade produces numerous high
    velocity fragments and causes casualties within a large radius. Ideal for
    room-clearing, this grenade is also capable of destroying doors if they are
    trapped in the blast. Ensure that these grenades be thrown far away from
    your person, squad-mates, and/or innocent bystanders at all cost, as a
    direct blast will prove fatal.
    
    Name- Phosphorus Grenade (White Phosphorus Grenade)
    Price-N/A
    Class- Grenade
    Damage- High
    Capacity- 10
    Country of Origin- Germany
    Operation- Packed with White Phosphorus and a small charge, the
    phosphorus ignites on contact with oxygen. It burns with extreme heat,
    catching everyone within its range on fire. Extreme care must be taken
    anytime you deploy one of these Grenade types, as the area of effect is
    much larger than that of Frag Grenades, and without cover from the
    detonation, even at medium-range, the blast may reach you, your squad
    mates, and/or innocent bystanders and instantly kill you and/or them.
    These grenade types are not available in non-co-op online modes.
    
    Name- Hammer
    Price- N/A
    Class- Entry Equipment
    Damage- N/A
    Capacity- 1
    Operation- This Hammer allows for fast door breaching. Its lightweight
    design combined with a special alloy head gives it an extra bang that
    demolishes locks and hinges. When using this item, be sure you are
    standing beside the door, or else you will be caught in the line of fire upon
    clearing the door. Also be aware that if the door opens towards you and a
    hammer is used to breach it, you will end up stunning yourself and
    possibly your squad mates. This item is not available in non-co-op online
    modes.
    
    Name- Breaching Charge
    Price-N/A
    Class- Entry Equipment
    Damage- High
    Capacity- 3
    Operation- This Charge is placed on a door's center and detonated by a
    remote trigger. The explosion will destroy most doors and seriously injure
    people on the other side of the door. Be careful about using Breaching
    Charges in hostage situations, as a hostage can be killed if they are too
    close to the blast upon detonation. Flash and/or Stun Grenades do not have
    to be used in conjunction with Breaching Charges as they stun, wound, or
    even kill those on the other side of the door. This item is not available to
    the Mercenary team in online modes.
    
    
    9. Terrorist Weapons
    Throughout the game, the terrorists you encounter will use a wide array of
    weapons, far more than your Rainbow team has access to. The following
    is a brief list, in alphabetical order rather than the order you will see each
    weapon in, of the various weapons that Lockdown's terrorists will utilize,
    excluding those that your own team has access to. The higher the weapons
    calibre, the more damage the weapon will cause.
    
    -AKMS (7.62mm)
    -Benelli M1 Super 90 (12 Gauge)
    -Colt M16A2 (5.56mm)
    -FN FAL (7.62mm)
    -Franchi SPAS-12 (12 Gauge)
    -Groza OC-14/M203 (9.00mm)
    -HK 53 (5.56mm)
    -HK MP5A4 (9.00mm)
    -HK MP5K (9.00mm)
    -HK OICW (5.56mm)
    -HK PSG-1 (7.62)
    -HK USP (.40 S&W)
    -Ingram M11 (9.00mm)
    -Intratec AB-10 (9.00mm)
    -IWI Mini-Uzi (9.00mm)
    -Kalashnikov PK (7.62)
    -Legion Bio-Grenade (500ml of Legion Virus)
    -PP-19 Bizon (9.00mm)
    -RPG-7 (40mm HE Grenade)
    -SITES Spectre M4 (9.00mm)
    -Steyr AUG (5.56mm)
    -ST Kenetics SAR-21 (5.56mm)
    -TAR-21 (5.56mm)
    
    10. Additional Information
    The following is some additional tips, pointers, and things to be on the
    lookout for during your operations against the GLF's campaign of terror.
    
    -The Motion Sensor that Rainbow uses has two key highlights. The first is
    the ability to clearly identify life forms despite all lighting factors. For
    instance, in an area too dark to make out an enemy without visual aid, but
    against an area that is illuminated too much when viewed through the
    Night Vision Goggles, masking the enemy in the process, the Motion
    Sensor is ideal for making them out with ease. They even allow the
    operator to see enemies through doors, walls, and other obstacles. The
    second function of the Motion Sensor is the built-in Heartbeat Sensor that
    allows the operator to identify the general number and direction of hostiles
    in the surrounding area. There are drawbacks of course that must be noted.
    The first is the fact that the Motion Sensor runs off of a battery that rapidly
    drains as long as the Motion Sensor is being used, though the battery will
    automatically recharge as long as the Motion Sensor is inactive. The
    second drawback is that the range is very limited. Anything beyond ten or
    so meters will quickly fade from your vision, and eventually not register at
    all. The Heartbeat Sensor also suffers from a limited range, although it is
    much larger than that of the Motion Sensor. Try to use this item as little as
    possible unless it is from a safe location. Itís best utilized to identify
    hostile threats within a room before making entry, or to verify that a room
    is indeed clear following a Breach. Also, be aware that as the item is
    primarily a motion sensor, anything that moves will register as a bright
    green, and anything that does not move, excluding life forms, will show
    up in blue with very little detail. Things like doors opening, fans spinning,
    etc. will show up green, along with anything that begins to move, so don't
    let such objects confuse you. An opening door will also obscure anything
    behind it, including whoever is opening it, so be cautious.
    
    -A major aspect to this game that is often over-looked is the fact that when
    an enemy is killed, he screams and thus alerts nearby enemies. However,
    when an enemy is eliminated via headshot, he does not scream, and thus
    does not alert nearby enemies. This is a major factor when it comes to
    stealth as enemies seem to be much more responsive to the sounds of their
    own men falling then to the sound of your weapons. By eliminating
    enemies with headshots, you can maintain the element of surprise as much
    as possible without worrying about every enemy in the mission having a
    sixth sense and be camped out at each door with their weapons at the
    ready.
    
    -When you are near corners, be aware that there is more to your body then
    what you can see. If you're too close to a corner, even if your screen shows
    you to be behind cover, your arm, leg, shoulder, etc. may still be exposed,
    and that's all it takes for the enemy to begin firing at you, and usually, will
    land a few hits. To ensure that you're safe, it should be noted that enemies
    will not fire at you if they cannot see you, so if the enemy begins firing at
    you before you round a corner, you're partially exposed, and you must
    either quickly engage, or get back behind cover. Always wait for the
    enemy to stop shooting, or better yet, reload, before you peek out again.
    
    -A headshot, fired from any weapon on any difficulty at any range will
    result in instant death for you, your squad-mates, and enemies alike. Be
    careful in situations where the only visible part of your body will be your
    head, because that's what the enemy will shoot at.
    
    -Grenades of all types have a huge flaw: anything obstructing them from
    the enemy will often result in the effects being lost. Boxes, tables, etc., and
    sometimes even other enemy personnel will shield enemies from all
    Grenades, and unless the enemy clearly watches a Flash Grenade go off,
    he will remain unaffected unless it goes off right beside him. Upon using a
    Grenade, always enter the room with caution as there may still be hostiles
    within. Also note that when a Grenade successfully registers, regardless of
    what type, the enemy will always react unless in the case of a Frag
    grenade, where enemies may simply die silently. Stun and Flash Grenades
    will cause the enemy to make a "Hufh!" sound when they register, and
    Phosphorus Grenades will make them scream out in agony. If you use a
    Grenade and hear nothing following detonation, it's safe to assume that the
    Grenade had no effect whatsoever. Also, be aware that enemies who are
    dispatched via Phosphorus Grenades will dance about in flame for a brief
    period, which can potentially obscure your vision and prevent you from
    seeing another enemy or enemies who have remained unaffected. To
    combat this, note that upon register of a Phosphorus Grenade detonation,
    any enemies affected will instantly disappear from the Motion Sensor and
    Heartbeat Sensor. Enemies who are on fire will not cause damage to
    anyone who comes into contact with them while they are burning, so don't
    be afraid to get near them as they're totally harmless.
    
    -Enemies who wear body armour can be clearly distinguished from those
     who are not. If you see any enemies who have a green bulky vest on,
    either be ready to attempt a headshot, or put more than the usual amount
    of rounds into them, or else you may only fire enough rounds to eliminate
    an unarmoured target and run right into their face, usually resulting in
    either massive damage or death.
    
    -At close-range, any enemy Shotgun will instantly kill you if you are hit.
    Be careful about going around corners or through tight areas where
    enemies may be lurking. Your own Shotguns are also capable of instant
    kills at close-range as well, so keep that in mind.
    
    -There is a rare phenomenon that occurs in Lockdown from time to time
    which has come to be known as "Jamming". This is a glitch that occurs for
    a currently unknown reason that results in your weapon becoming empty,
    and prevents you from either reloading or changing weapons, leaving you
    only capable of using Grenades. The only known solution to this glitch is,
    unfortunately, death.
    
    
    Copyright 2006 Josh Kushnir, the_hippie_killer@hotmail.com
    
    2005 Red Storm Entertainment. All Rights Reserved. Rainbow Six
    Lockdown, Red Storm and the Red Storm logo are trademarks of Red
    Storm Entertainment in the U.S. and/or other countries. Ubisoft, Ubi.com,
    the Soldier Icon and the Ubisoft logo are trademarks of Ubisoft
    Entertainment in the U.S. and/or other countries. Red Storm
    Entertainment, Inc, is a Ubisoft Entertainment company.
    

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