RAINBOW SIX: ROUGE SPEAR TOOLS OF THE TRADE -------------------------------------------------------------------------------------------------------------------------------- Table of Contents 1.Introduction 2.Primary Weapons 3.Secondary Weapons 4.Ammo 5.Equipment 6.Conclusion, Legal Crap, Acknowledgments -------------------------------------------------------------------------------------------------------------------------------- Introduction Who am I? I'm Trevor Bunch, or trev913, a notorious review contributor to GameFAQs, a freelance reviewer and designer for various websites, mostly centered around gaming. I'm not so much an avid gamer as I used to be. However, I still occasionally play a round or two of Goldeneye 007, Rainbow Six: Rouge Spear (this guide), or whatever happens to be lying around. Yes, I do understand that this guide is going in the same order as the official guide from PRIMA, the main source for guiding you through video games. The only reason I'm doing this is to make it easier on you, the reader, because I find that this format works best, go from most important to least important, eh? -------------------------------------------------------------------------------------------------------------------------------- Primary Weapons Your primary weapon is your best friend in battle, it protects and offends you from opposing forces. It is the most important, high-powered part of your loadout. Each team member carries a primary weapon; a submachine gun, assault rifle, sniper rifle, or shotgun, and a secondary weapon; a pistol. Your goal in-game is to pick the best choice for your job. All team members, no matter what, are going to be carrying out a certain task, in one mission or another, you'll probably have to divide into multiple teams, such as entry, sniper, and main assault. This section of the FAQ will include several tidbits of information on all the primary weapons in Rouge Spear. What is all this information you'll be getting? You'll be getting information on the weapons intended role, the ammo it uses, the range that it's most effective at and it's trigger group. The trigger group means how it fires. As in, single meaning that it fires semi-automatically, or one round at a time. Burst means that it fires 3 rounds each time you pull the trigger. Then, finally, automatic means that it fires until you let off the trigger. Depending on the situation, all 3 of these will be very useful to you. Heckler & Koch MP5A4 Role: Close-Combat Ammo: 9mm Range: Short to medium Trigger Group: Single, Burst, Full This is the main weapon of choice. It's very accurate and reliable. It's loved by counter-terrorist operatives worldwide. It's not exactly stealthy or good for use at long range, but it makes up for that in the accuracy category. Heckler & Koch MP5SD5 Role: Close-Combat Ammo: 9mm Range: Short Trigger Group: Single, Burst, Full This weapon is great. It includes an integral suppressor. Which basically means that it's very stealthy. It is also a king in the accuracy area. Basically, it's your standard MP5A4 with a suppressor built in. It's the only primary weapon equipped with a suppressor. This is great when assigned to your recon team. Heckler & Koch MP/10A2 Role: Close-Combat Ammo: 10mm Range: Short Trigger Group: Single & Full The H&K MP5A4 has been chambered for the 10mm round. The increased stopping power has the drawback of a larger amount of recoil. On terrorists with light body armor, this is the knock-down, drag-out weapon of choice. Heckler & Koch MP5/10SD Role: Close-Combat Ammo: 10mm Range: Short to Medium Trigger Group: Single & Full The MP5/10A2 with a sound suppressor gives less bullet report, but still has the punch of the 10A2. It's the mix between power and silence. It gives you more power than the SD5, but makes more noise. Heckler & Koch UMP45 Role: Close to Medium Range Assault Ammo: .45 caliber Range: Short to Medium Trigger Group: Single & Full This weapon is an MP5 with a different stock and a round that packs more punch than your standard 9mm round. This, instead, uses the hard-hitting knock-down power of a .45 round. The large round comes at the price of more recoil and slower rate of fire. Heckler & Koch UMP45SD Role: Stealthy Close to Medium Range Assault Ammo: .45 caliber Range: Short to Medium Trigger Group: Single & Full This is the sound-suppressed version of the HK UMP45. While equipped only with a sound suppressor, the suppression isn't as good as that of the integral suppressor. The gun is a good balance between power and silence. Heckler & Koch MP5K-PDW Role: Close Combat Ammo: 9mm Range: Short Trigger Group: Single & Full The HK MP5K-PDW is a compact version of the MP5A4. Its folding stock makes it an ideal choice when a full rifle is unmanageable and a handgun is poor for the situation. This is the main close-quarters submachine gun. While not as accurate as your MP5A2, it's good for room cleaning. M4 Carbine Role: Assault Ammo: 5.56x45 NATO/.223 Remington Range: Medium Trigger Group: Single & Full The same as the M-16, only compacted. Since it's best used outside, issue it to your support teams. However, the compact size makes it effective inside, also. Heckler & Koch G3A3 Role: Assault Ammo: 7.62x51 NATO Range: Medium to Long Trigger Group: Single & Full The most accurate, non-sniper rifle in RAINBOW's arsenal. It's your best choice for long range, non-sniper shooting. Heckler & Koch G36K Role: Assault Ammo: 5.56x45 NATO/.223 Remington Range: Short, but effective at longer ranges, too. Trigger Group: Single & Full This fires the same round as the M-16, but is closer to the M4. The .223 round can penetrate most any terrorists body armor. The K stands for Kurtz, which, in German, means short. So, this is a compact assault rifle. Honestly, it's my favorite. Enfield L85A1 Role: Assault Ammo: 5.56x45 NATO/.223 Remington Range: Short Trigger Group: Single & Full Also known as the SA80, this is the standard infantry weapon for the British Army. The "bullpup" design trades the accuracy for maneuverability. This is definitely one of the best choices for close quarters combat where accuracy is less important. Steyer Aug Role: Assault Ammo: 5.56x45 NATO/.223 Remington Range: Medium Trigger Group: Single & Full Commonly called the "aug", this is a futuristic looking assault rifle with a compact design. It's great because it's got the maneuverability of a submachine gun combined with assault rifle punch. This is more accurate than the SA80, so its great for indoor and outdoor combat. M-16A2 Role: Assault at longer range Ammo: 5.56x45 NATO/.223 Remington Range: Intermediate Trigger Group: Single & Burst Strangely enough, this weapon doesn't include a full-auto trigger group, like it's other, older cousin, the M-16A1. The round is easily suited for piercing Level II body armor, and has the longest range of any non-sniper rifle. This weapon is good when assigned to support-fire teams, because it's best used outside. M-14 Role: Assault Ammo: 7.62x39 NATO Range: Intermediate to Long Trigger Group: Single This weapon is a descendant of the M1 Garand. It delivers the 7.62 round with deadly accuracy. It definitely has the bridge between assault and sniper rifle. With the low rate of fire and high accuracy, this weapon is best used outside. Barrett M82A1 Role: Heavy, High-Powered sniping Ammo: .50 BMG Range: Extreme Trigger Group: Single Huge, heavy, and accurate...what more could you want in a gun? It fires the 4 inch tall .50 caliber Browning Machine Gun bullet, the gun itself is 4 feet long. Use this with extreme care. The round can tear through multiple targets just as easy as an engine block. An ideal place to see what this baby can do is http://www.biggerhammer.net/barrett. Heckler & Koch PSG-1 Role: Sniping Ammo: 7.62x51 NATO Range: Very long, but not extreme Trigger Group: Single Probably the most accurate weapon in the game, this is my weapon of choice when sniping. This is also the median between the other sniper rifles in the game. Walther WA2000 Role: Sniping Ammo: .300 Winchester Range: Very long, but not extreme Trigger Group: Single This is probably the best choice for indoor sniping. Why? Because it gives you the ability to move into difficult positions stealthily. It is a slight bit more powerful than the PSG-1 due to the size of the round, however, I still use the PSG-1. Benelli M1 Role: Door breaching, Close Quarters Combat Ammo: 12 Gauge (00 Buckshot, Slugs, or Batons. Your choice) Range: Short Trigger Group: Single This gun is ideal for door breaching, highly lethal close-quarters combat, this is the best shotgun of the two. When used skillfully in-game, the operator can fire five rounds accurately in less than a second. SPAS-12 Role: Fully automatic combat Ammo: 12 Gauge (00 Buckshot, Slugs, or Batons. Your choice) Range: Short Trigger Group: Single & Automatic This is the ideal shotgun for just walking into a room and knocking heads off the wall. If you want to fire all rounds in less than 2 seconds, choose this. But I wouldn't advise using it in hostage situations. If stealth and range aren't a factor, by all means, go for it. -------------------------------------------------------------------------------------------------------------------------------- Secondary Weapons Rarely will you ever use your pistol, or secondary weapons. You will probably only use this weapon if your primary runs out of ammo or jams. If you HAVE to use one, then fire tons of times. Rarely is it that only a few rounds will knock down a terrorist. This section, just as the one preceding it, will include all the information you need to get the use of one of these down. However, the role, range and trigger group sections have been omitted. Why? Because these are all backup, short-ranged, single shot weapons. Beretta 92FS Ammo: 9mm This is probably the best pistol to use. The main advantage is low recoil and large magazine. However, the low recoil implies the small round, which has less knock down power than a .45. Beretta 92FS-SD Ammo: 9mm When you need to be quiet and not seen, this Beretta is the weapon of choice. This is probably the best pistol for recon teams. Heckler & Koch .40 USP Ammo: .40 S&W This is the best pistol for a desired balance of size and firepower. However, a better idea is to take along an MK 23 because of the greater punch. Heckler & Koch .40 USP-SD Ammo: .40 S&W While pretty much the same as the regular USP, this includes excellent sound suppression, but still, the MK23-SD is still better for a silenced pistol. Heckler & Koch .45 MK (Mark) 23 Ammo: .45 ACP The high accuracy, ruggedness, and reliability of this gun make it the choice of pistols. The .45 caliber round is an added bonus of knock down power. Heckler & Koch .45 MK23-SD Ammo: .45 ACP This is also the best choice for pistols. It's basically the best of both worlds. It has discretion of a suppressor. While also having the knockdown power of the .45 ACP. Desert Eagle .50 Ammo: .50 Action Express Well, here we have the most powerful pistol in the game, yet its a common mission ruiner for newly players. When you shoot it, the commanding sound of a .50AE echoes. This is probably best used outside. However, even with body armor on, it only takes one shot to drop a tango. Desert Eagle .357 Ammo: .357 This is the smaller cousin of the .50 AE. Even so, it still packs a tremendous amount of power and includes an extra round in the magazine. -------------------------------------------------------------------------------------------------------------------------------- Ammunition Ammo, it's what keeps you alive. In Rouge Spear, there happen to be a few separate types of ammo. You should know about them. The different types of ammo can easily influence your missions outcome. An example: rubber batons for shotguns are fun as hell for pegging terrorists and watching them react, but they won't get you any closer to the missions success. Full Metal Jacket (FMJ) Besides being an awesome movie, it's a type of ammo. It's used by the military and the soft lead projectile is "jacketed" by a harder metal. This keeps the round together when it hits something. As a result, penetration is increased. These will stick a hole in your target at a longer range and is also ideal for use against armored terrorists. Jacketed Hollow Point (JHP) This is the common round used by law enforcement. The main difference between this and the FMJ is the fact that the round doesn't come to a pointed tip, which means a load of things. The most important is probably that when this round hits something, it flattens out, causing damage to be more widespread. Though you cannot use it in shotguns, this round is mostly ideal for short range combat. Also, as the round flattens, the ability to penetrate decreases, as well. So, don't use this against armored terrorists or at long range. .00 Buckshot This is the standard load for shotguns. The shell contains a number of small BBs that separate and spread out after leaving the barrel. However, the wide impact doesn't make this ideal for medium or longer range. This ammo is also effective for shooting out a long or breaching doors. Slugs Rather than buckshot, there is only one large, lead projectile. Though it doesn't have that much penetrative power, it will still knock down anything it hits. Slugs are also not effective against body armor. Slugs are ideal in hostage situations due to no spreading, there is no risk of hitting them. Rubber Batons This round is non-lethal, and thus won't kill. This round flatly hits whatever you aim the gun at and knocks it down. There is no penetration. These rounds aren't effective against body armor, and such will not penetrate. These rounds are great for capturing targets alive. They are also a hell of a lot of fun in multi-player games. -------------------------------------------------------------------------------------------------------------------------------- Equipment In Rouge Spear, you will be interacting with many objects. Some of the equipment may help speed up what you need to do. For example, a demolitions kit can speed up the placing and disarming of explosives. Everything else will also help you. Demolitions Kit This thing speeds up the placing and disarming of explosives. It contains "basic electrical diagnostic equipment". You should only need this if explosives need to be placed or disarmed. Be sure to assign it to a demolitions specialist. You wouldn't give something like this to a sniper...well, for obvious reasons. Electronics Kit This speeds up placing bugs, rewiring cameras, and other electrical tasks. It contains a high precision multimeter, power supplies, a breadboard, and a digital analyzer. There are also other various electrical parts. The kit is vital for getting through security systems. Be sure to assign it to the electronics specialist on your team. Lockpick Kit This, needless to say, allows you to pick locks, quietly. The stealthiness issue is very good for this. As, in some missions, you will need to get through some doors without making a lot of noise, which is what your standard shotgun breach or door breaching charge would do. Fragmentation Grenade This is the standard issue offensive grenade used by infantry throughout the world. While the radius of the blast is small, you shouldn't be stupid when using this. One of these can clear a room with a single blast. Take care when using these. Flashbang This is basically a loud and bright grenade. It stuns people that are within the radius of it. You can gain valuable seconds when throwing one of these into a room. You should remember to always equip at least one member of your team with these, just in case. Breaching Charge These are used to explosively move doors. You should only use these on non-hostage missions. Just, yeah...don't be dumb when using these. Heartbeat Sensor This little doozy is capable of tracking human heartbeats through even multiple layers of concrete. This works by selecting it as your active item, when you hold down the left mouse button, the sensor will scan. Terrorists will show up on the "mini-map" on your screen as red dots and hostages as white dots. I think at least one of your team members should carry one of these, just in case. Binoculars These binoculars are special, besides having 4x and 8x zoom factors, there is a built in range finder. Assign these to your recon teams. While not needed for indoor missions, these are a must for outdoor ones. Primary Mags Magazines for your primary weapon, Secondary Mags Magazines for your secondary weapon. -------------------------------------------------------------------------------------------------------------------------------- Conclusion, Legal Crap, and Acknowledgments Conclusion: Well, kids, here we are, this guide took me roughly two days to perfect to where it currently is. If there are any updates, they will be posted here. If you would like to contribute some information, don't hesitate. Send me an e-mail with the subject: Rouge Spear-Weapons-Contribution. My e-mail address is trev913@hotmail.com. You can also send me a message through AOL Instant Messanger, at superdude91388, this is probably the preferred method of contacting me. I'm always on, well, the weekends, at least. Legal Crap: Let's be concise with this. All of the information contained in this guide is property of Trevor Bunch, 2002. If you copy any of this information without the written permission of me, then I can sue you and easily win. Yes, you may post this on any other sites you wish, so long as I am informed by YOU, and only you, also, so long as this legal section stays here. Don't take anything out or add anything in. Acknowledgments Well, what should I say? I wish to thank PRIMA, for the official strategy guide, which I got some information from, Red Storm Entertainment for making such a great game, Mike Knight - who wrote the guide, and Tom Clancy, who is probably the best writer ever.