recursal/Fanatic-Fandom huggingface dataset:
Demolition

Attackers plant the bomb while defenders prevent detonation.

**Demolition** is a team-based Ranked game mode that allows up to 8 players (10 in Ground War).

## Overview

Players are split into 2 teams, the Attackers and the Defenders. The Attackers must plant the bomb, which is located in the central area of the map, while the Defenders must stop the Attackers from detonating the bomb, defusing it where necessary.

When the bomb is planted, the main clock will freeze and the bomb timer will kick in. The Attackers must run down this clock to win, while Defenders must defuse the bomb before the bomb explodes. The Announcer will make a remark when the bomb has either been planted or defused, so stay alert.
PKP Pecheneg

Fully automatic with good power.

The **PKP Pecheneg** is a fully automatic LMG with moderate damage. It is unlocked at level 40 for 4 Shards.

## Overview

The PKP Pecheneg's primary strength comes in its higher than average range - 1700 units, on par with the M60E4. However, the PKP has less damage than the M60E4, in exchange for better accuracy, reload speed, fire rate and mobility. Likewise, the PKP Pecheneg can breach open wood doors without the need for attachments, freeing up attachment slots for other mods.

Seeing as the PKP's main strength is its high range along with accuracy, it is an effective tool for counter-sniping - the use of the Range and Accelerator attachments can extend the PKP's reach, allowing players to pin enemy snipers under a relentless hail of fire. Grip is also useful to reduce recoil from the use of Accelerator, with High Caliber rounds to top off this loadout by having bullets deal a minimum of 90% damage at range.

Scavenger is a must for Player Perk, seeing as the PKP, like all machine guns, lack in reserve ammo. Being able to pick up ammo bags from dead players is very welcome indeed.

For choice of Weapon Perk, there are several options:

* Bling opens up a 3rd barrel slot, allowing for use of Laser, Grip, and Accelerator for the best of both worlds - the accuracy and range of a Sniper Rifle, and the relentless firepower of Machine Guns.
* Stopping Power allows the player to counter enemies using Melee Weapons to snatch and grab objectives, such as flags, and points, or to stop similarly fast enemies from ambushing allies and themselves.
* Sleight of Hand tackles the PKP's sluggish reload by halving the reload time to around 2 seconds, on par with most Assault Rifles.

When it comes to choice of Killstreak, the Perk Killstreak is a good choice as it provides more Perks to resolve the PKP's issues, such as poor mobility and reloads. It is best combined with Bling or Stopping Power in starting Perk. The Assault streak is good for a Sleight of Hand setup, as the player can now call in heavy fire support to reinforce teammates, and even end the game premmaturely with the use of the Deadswitch.

Overall, the PKP is a very good machine gun at pre-Prestige levels, especially with its potential for suppressing enemies at Sniper range, whilst also able to provide fire support through the Assault streak. Nevertheless, players should account for the fact that the PKP has poor mobility and reload speed, making them prone to being caught off guard by faster enemies. The rather low damage of the PKP also means that it's best to avoid close quarters combat, as enemies with faster weapons like SMGs can easily whittle down the player.
Riot Shield

Provides cover from incoming fire.

The **Riot Shield** is a defensive secondary tactical weapon.

## Overview

Unlocked at Rank 35, the Riot Shield protects its wielder and anyone behind them from enemy gunfire.

It will **NOT,** however, block explosives, melee attacks, or carefully aimed legshots. Specialist is also less effective when using the Riot Shield for balance reasons.

Allies will also be unable to fire through a friendly Shield user in normal Ranked games, with the exception of players in the same party in Battlezone and in Survival modes.

The following base attachments are available for the riot shield:

* Rapid Fire
* Damage
* Speed

## Strategies

For newer players, it might be challenging to defeat an enemy using a shield. The following are several methods to defeat such enemies:

* Use explosive weapons such as Frags or Semtexes, or launchers like the Thumper.
* Shoot the wielder in the legs.
* Throw a Throwing Knife at them.
* Melee weapons can also be used.

## Battlezone

Enemy Shield units may appear in Battlezone matches. On their own, they do not pose much of a threat, being killed in a single strike from any melee barring the Fists, whilst dealing negligble damage to players.

Their real strength comes in protecting their fellow Mercenaries from player fire, forcing players to separate Mercenaries to subdue them effectively. Like their Survival counterparts, Shield Mercenaries can be shot through by other Mercenaries.

## Survival

Unlike other game modes, bullets pass through riot shield on players of the same team. This includes enemies.

Enemy units equipped with riot shields will spawn in later waves. They wear Juggernaut Helmets to distinguish themselves from the other enemies. It is best to defeat them using explosives such as a Grenade Turret.

## Trivia

* The ability to use equipment while holding a riot shield was removed in v1.5.2, and added back in v1.5.3. It was ultimately removed.
* The riot shield was added to the tactical crate in v1.5.3.
* Riot Shields can be stuck with C4.
Detective Special

Semi-automatic revolver with high power but reduced range.

The **Detective Special** is a Prestige 3 snub revolver that has excellent damage and rate of fire, at the cost of accuracy and range.

## Overview

The Detective has surprisingly similar damage to its bigger brother, the .44 Magnum. However this is where similarities between the 2 revolvers end - the Detective is essentially a lethal package for close quarters combat whereas the Magnum is more suited for longer ranged combat.

Rate of fire on the Detective should not be underestimated - its rate of fire is the third-highest of all pistols, beaten only by the M9, taking second place, and the G17 taking first place. However, as mentioned earlier, the Detective is a revolver - and this high power combined with an equally high rate of fire can make short work of any nearby foes.

The two main weaknesses of the Detective are its accuracy and range - with range being the worst out of all pistols, while accuracy is almost as poor, though thankfully not as poor as that of pistols such as the Five-SeveN and USP .45.

Overall, while the Detective Special is good for a Prestige 3 pistol with its immense rate of fire and damage, it suffers from poor accuracy and range - making the Detective best as a lethal package in close combat. A better long range option would be the .44 Magnum instead.

## Strategy

The Detective has range and accuracy as its weaknesses - the use of Deadeye / Range for base attachments and Laser / Accelerator for barrel attachments is vital. Ammunition attachments is up to personal preference, but the use of High Caliber may be used to make the Detective more viable at perhaps medium range.

The use of Rapid Fire is strongly discouraged as fire rate is a key strength of the Detective, and it will also reduce accuracy for continuous shots.

For perks, Bandolier is an essential perk to have as it will provide a total of 48 reserve rounds for the Detective - good for players that may be using it for the long run during a round.

The Detective is a good secondary to pair with long range weapons such as a Sniper Rifle as it can be helpful should a foe manage to close the gap. Its high rate of fire and damage can make short work of said foe, allowing the player to resume sniping with minimal interruption.
SAM Turret

Airdrop a turret that automatically targets enemy air support.

The **SAM Turret** is a Support killstreak requiring 8 kills. The turret itself automatically targets enemy air support within its line of sight. Its missiles will completely go through obstacles and walls and will lock on to enemy air support. It's unlocked by default.
M1216

Semi-automatic shotgun with 4-shot burst.

The **M1216** is a Prestige 2 burst fire shotgun with immense firepower at the cost of ammo economy.

## Overview

The M1216, being unlocked at Prestige 2, immediately presents itself a major flaw - Prestige 2 weapons can only be acquired with the Full Version.

Nevertheless, the M1216 is a fairly odd shotgun to say the least. Unlike typical semi automatic shotguns, the M1216 fires a 4 round burst by default. This may be modified to fire fully automatically with the use of Full Auto. Even without Full Auto however, the M1216 is still a powerhouse in close quarters - as it fires 4 shotgun shells, this means that unlike an Assault Rifle such as the likes of the M16A4 or FAMAS, the M1216 can deal devastating damage in close quarters combat or even midrange - the high rate of fire more than makes up for the low damage.

However, putting on Full Auto on the M1216 can suddenly turn this into an absolute beast - the 16 shell magazine can be emptied in nearly a blink of an eye, blending perhaps even an enemy Juggernaut to oblivion.

Unfortunately however, the M1216 does have some downsides in the name of balance - only 2 spare magazines (4 with the use of Bandolier) are provided - a trigger happy player might just find themselves out of ammunition in the heat of the battle - which can be fatal especially when using the M1216 on Full Auto - manual bursts are almost a necessity. Emptying the magazine is best used in emergency situations - otherwise, exercise good trigger discipline on both a Full Auto and Burst Fire M1216.

Overall, the M1216 can be a fun shotgun to play with - especially on Full Auto, though one must exercise good trigger discipline to avoid running out of ammo. The Support Package's Ammo Airdrop can be helpful to restock one's inventory after a magazine dump. If one finds the ridiculously high rate of fire on Full Auto problematic - using the default burst fire can be helpful.

## Strategy

As the M1216 is a semi automatic shotgun, it cannot accept Slug rounds. An alternative to boosting the M1216's measly damage may be FMJ rounds.

For those seeking an aggressive playstyle with the M1216, Full Auto is almost a must, as one can then fire manual bursts depending on the situation - one shot to finish off a wounded enemy, or 3-4 shells to kill a full health enemy. However, a good rule of thumb to follow with the M1216 is to never empty the entire magazine in one go - as mentioned above, the M1216 is not meant to support sustained magazine dumps, though the use of Bandolier may help with the poor ammo economy on the M1216.

Laser / Grip are recommended attachments for the M1216, as it has surprisingly good accuracy, though Laser may be a better option as it is unlocked earlier than Grip.
Ammo Crate

The Ammo Airdrop is a killstreak in the Support class.

## Overview

The Ammo Airdrop can be called in with 4 kills, and an unarmed MH-6 will drop off the crate at the marked location. When used, it provides 3 magazines of ammo and an equipment item. As with all crates, enemies and allies can take it for themselves.

Ammo Airdrops are never Explosive Decoys.
C4

C4
--

Remote-detonated explosive with large explosive radius.

The **C4** is a type of explosive equipment.

## Overview

Unlocked at Level 22, the C4 is a remote-detonated explosive with a large explosive radius. It can be stuck to any surface, including Riot Shields. If the player has 2 C4 charges owing to Bandolier, throwing one C4 charge and pressing the Equipment key will **not** detonate the charge, instead the other C4 charge will be thrown.

## Strategy

As C4 can be stuck to Riot Shields, a good tactic is to toss C4 in the air and attach it to your shield. It can then be used to rush a group of enemies and explode them. Note that this will also kill you in the blast.

Similarly, C4 can be used on enemy Shields, causing them to panic before exploding them, allowing the team to push.

C4, like Bouncing Betties and Claymores, can be shot to detonate them. A good trick is to conceal C4 in a sandbag, then explode it when a group of enemies pass by (use Motion Sensors for optimal results. It can also be used to defend the flag in Capture the Flag, by detonating the C4 when the flag is being stolen by the enemy.
Airstrike

Fast precision airstrike.

The **Airstrike** is an Assault killstreak requiring 5 kills.

When deployed, fighter jets bomb a small target area with several powerful missiles, capable of killing even a Specialist player with direct hits.

It is also useful for clearing enemy encampments like snipers and machine gunners, along with killstreaks like Helicopters.
Cobra

Attack helicopter that defends the owner.

The **Cobra** is an Assault killstreak requiring 7 kills. It is unlocked by default. It has moderate health and a fast rate of fire. It will defend the player who called it in, never straying too far.

## Trivia

* The Cobra is based on the **Bell AH-1 Cobra**, a single-engined attack helicopter.
* Like all aircraft in the game, the Cobra has different colour shades depending on ownership; the Player's Cobra is coloured green, allied Cobras blue, while enemy Cobras are coloured red.
Headquarters

Capture the headquarters to earn points.

**Headquarters** is a Team Ranked game mode that was released in v1.5.11.

## Overview

Unlike other game modes, Headquarters spans across a series of fast-paced rounds, defaulting to 2 minutes and 30 seconds per round.

The Headquarters is a flag located in the center of the map, and teams must compete to capture the Headquarters first. Once the Headquarters is captured by whichever team, that team must defend the Headquarters from their opponents by running down the clock. A round ends either when:

1. The enemy team successfully captures the Headquarters, or;
2. The clock is successfully run down to 0, and finally;
3. Either team activates a Deadswitch, ending the round in their favor.

Once the round has ended, a short period of intermission will follow, before the next round begins. Notably, each team's spawn position will be changed each round and any killstreaks that were earned the previous round will be retained, and likewise for any dropped Scavenger packs.
Five-SeveN

Semi-automatic with a high capacity.

The **Five-SeveN** is a semi-automatic pistol with a high capacity.

## Overview

The Five-seveN is often refers to as the worst weapon in the game, Due to it's statistic being overall worse than every common weapon,

The weapon features a significantly higher penetration rate, It will be slightly more effective towards Armored target.
Infestation

**Infestation** is an Operation in the Normal Operation Pack. The objective is to kill all (7) Infestors before the time runs out.

## Weapons

The player starts with two weapons: an AK74u with Rapid Fire and Hollow Point attachments, and a FMG-9 with Laser and Piercing.

The player spawns on the left side of the map Riverside.

## Overview

This is a simple Operation, even on Veteran - the key lies in the fact that Infestors' heads are located at the bottom area, so shooting the heads with the AK74u will very quickly whittle down their health. However, be aware that on Veteran, they will swarm the player very quickly and pile up.

Upon spawning, toss a C4 explosive down the shed - detonate it when the Infestors come. Then, use the AK74u to kill them through headshots. If the Infestors on the other end of the map are not alerted yet, go to the large sandbag by the small pond and attract their attention. Similarly, kill them all using the AK74u.
SG 550

Semi-automatic sniper rifle with a high rate of fire.

The **SG 550** is a Prestige 5 semi-automatic sniper rifle with a high rate of fire.

The SG 550's damage is fairly low, the second-lowest in the sniper rifle class. Requiring five body shots to kill a standard Ranked opponent leaves little room for error, especially considering the comparatively poor magazine size of only ten rounds and 3-second reload. FMJ can reduce this to four body shots. Surprisingly, the SG 550 pairs this poor damage profile with the highest effective headshot multiplier in the sniper rifle class, killing with only two consecutive headshots. (Some bolt-action sniper rifles exceed this, but typically their higher base damages make such high multipliers overkill in most scenarios.) The SG 550's rate of fire is second-best among the sniper rifles, and the low recoil and solid per-shot accuracy allow the SG 550 to truly capitalize on this capability.

The true power of the SG 550 lies in combining its extremely high fire rate with its obscenely high headshot damage. Outside of an instant-killing shotgun, sniper rifle, or explosive, few weapons can hope to match the SG 550's potential time to kill with a pair of headshots. Less-skilled players will struggle with the SG 550's poor damage and capability for sustained fire, but players with sharp eyes and developed game sense will be able to put such a high-risk, high-reward weapon to truly devastating use.
Free For All

Eliminate all enemies to win.

**Free For All** is a Solo game mode.

## Objective

The Free For All game mode is a simple deathmatch, where all players must kill each other to gain points. The first player to reach the score limit will win. Alternatively, the player with the most kills will win if the time limit is reached.

## Strategy

Unlike team games where the player has teammates to help provide covering fire, Free For All leaves the player to fend for themselves. It's best to control the high traffic areas of the map.

It is good to familiarise with the spawn points for every map, as one can then use this to their advantage by spawn-camping. However, this is countered in public matches by 1.5 seconds of spawn protection.
Sentry Gun

Airdrop an automated sentry gun.

The **Sentry Gun** is an Assault killstreak requiring 6 kills.

In Ranked, the sentry gun is called in as an airdrop. The turret itself automatically targets infantry units within the line of sight, and produces a laser sight when firing upon hostiles. The laser sight is green to allies, and red to hostiles.

The turret can thus be useful to defend objectives and chokepoints, but is disabled if it is shrouded in enemy Smoke Grenades, or hit by Flash or Stun Grenades. Cold Blooded and players hiding in Smoke will also not be shot at by the turret.
Riot Control

**Riot Control** is an Operation taking place on the map Downturn.

## Overview

You start in the very center of the Downturn map.

Your starting loadout consists of:

* A .44 Magnum with Laser, Range and FMJ
* A Riot Shield
* Two Frag Grenades

There is one Juggernaut on the right building, two more on the flat ground on the far right, and four on the left side. Some of the Juggernauts will be equipped with Riot Shields, while the rest have guns. On the building to the right of the center, there is a Weapon Crate with a Thumper and an Ammo Crate next to it.
SPAS-12

Fully automatic shotgun with good power.

The **SPAS-12** is a fully automatic shotgun with moderate damage.

## Overview

Unlocked at Level 27, the SPAS 12 is one of the few fully automatic shotguns in the game, the other being the AA-12.

As with most shotguns, the SPAS-12 is reloaded one shell at a time, whereas the AA-12 is reloaded with a magazine. Unlike the AA-12 though, the SPAS-12 has better damage and ammo economy, with 4 magazines in reserve, while the AA-12 only has 3 magazines in reserve. Additionally, the SPAS-12' reload can be interrupted at any time should there be a nearby enemy.

Unfortunately, the SPAS-12 has poor accuracy and penetration, and since it is a fully automatic shotgun, it cannot use Slugs, which are exclusive to pump-action shotguns. Thus, accuracy-enhancing mods like Deadeye and Laser are vital to maintain accuracy.

Overall, the SPAS-12 is a well rounded shotgun, offering a balance of firepower, ammo economy, and rate of fire. However, the M47 or the KSG for Prestiged players may prove to be a better choice, as both shotguns have better accuracy and can use Slugs.

## Strategy

Accuracy-enhancing mods such as Laser and Deadeye are recommended for the SPAS-12 to ensure maximum damage at close range.

Bandolier is a good perk to combine with the SPAS-12 as it will give 64 reserve shells in total.

As with all firearms, aiming for the head can help to ensure an instant kill.

Speedloader can help with reloading, as it will halve reload time with a fully depleted magazine.
Fat Zombie

The **Fat Zombie** is a type of zombie with high health and slow movement speed.

They deal relatively high damage, only needed 2 hits to a kill a player not using the Juggernaut perk.

In early Survival waves, they are unarmed and use their hands to attack. However, in later waves, they can spawn with a Benelli M3, M1014, or Thumper.

## Strategy

Since fat zombies have slow movement speed, it's easy to avoid them and kill them from longer ranges.

Fat zombies with a Thumper are **extremely** dangerous as a direct hit from it may kill an unsuspecting player. These zombies must be killed as soon as possible as well as other fat zombies.
Wild West Wrangler

*"terroists? opfor? xdddddddddddddd we're not opfor, they're just noobs tryna cause chaos so they can take over"*

* Wild West Wrangler

## Appearances

### Debut

Militia Leader

Wild West Wrangler, better known as Christ Wrangler or *The Boss*, is the leader of the Militia Force and provides support to the UMS. He appears to be a middle aged man always wearing a red bandana. However, his haircut wildly changes, but we can confirm that his choices of headgear are a Radio or a Boonie. He carries a Stoeger and a Smoke Grenade. He also wears a vest and blue jeans. It is unclear whether he has a beard because the bandana covers his facial hair.

## Behavior

Christ Wrangler is a somewhat unusual character in the Deadswith universe as he has poor grammar, speaking in lowercase and always adding facial expressions in his sentence. He stays on Justin's side throughout the whole campaign. He first appears after hijacking the Player's plane in the Airport and failing, he confronts the player himself. Christ however, reveals in Talk With the Boss that he only tries to stop Eric's Juggernaut monopoly. He strongly urges the Player to join him into stealing Juggernaut suits for the Militia. After the Player refuses, Christ locks him up in an underground prison on Riverside with Militia guards and Sentry Guns protecting it, as well as one Juggernaut, showing that he thinks the Player is valuable.

## Background

Interestingly enough, Wild West Wrangler is not actually from the Wild West. However, his fight style is fascinatingly western. He is the second "boss fight" in the Campaign with Arachnid and uses Western style weapons. In fact, he is the only shotgun style Hero in Deadswitch. This also is heavily proven when he only leaves a Sledgehammer for the Player, giving him a huge disadvantage.
HAMR

Fully automatic with good power.

The **HAMR** is a fully automatic LMG with high accuracy, rate of fire and good mobility at the cost of having mediocre damage.

## Overview

Unlocked at Level 50, the HAMR is the final weapon to be unlocked in Ranked. It has extremely good mobility, on par with the MG4, the RPK, and the AUG HBAR. Accuracy is also decent for the HAMR, only beaten by the AUG HBAR. It also sports a high headshot multiplier, on par with the M249 SAW.

The HAMR's main flaw is how late it is unlocked. By the time a player reaches Level 50, they would have most likely heavily levelled up another LMG such as the M60E4.

As with all LMGs, ammo economy is an issue, so Bandolier is highly recommended for 2 reserve magazines.

Overall, while the HAMR is a good LMG to use, it is unlocked very late in Ranked.
M16A4

Semi-automatic with 3-round burst.

The M16A4 is a burst-fire assault rifle with moderate damage and good accuracy, unlocked at the start.

## Strategy

Despite being a starter rifle, one should **never** underestimate the capabilities of the M16A4 as it can prove to be a very versatile rifle for long to mid range combat. Its 3 round burst somewhat hampers its ability to dish out damage, but this can be replaced for the Single Fire or Full Auto attachments to suit various roles.

With Single Fire and perhaps the use of Scavenger / Bandolier, the M16A4 can be repurposed to become a rapid firing marksman rifle, which besides being able to bypass Anti-Sniper, is also able to accept the underbarrel Masterkey and M203 grenade launcher. Ammunition attachments is up to preference.

With Full Auto and Extended Mags, the M16A4 can be converted into a machine gun along the likes of the RPK, but at a tremendous cost of accuracy. The Laser Sight or Grip can help in improving accuracy.

Overall, the M16A4 is a surprisingly versatile starting rifle, being able to be repurposed for various roles, machine gun, marksman and assault rifle. Its poor ammo reserve of merely 90 rounds can be a problem, so Scavenger is almost always vital to keep fighting on the field.
Juggernaut (Enemy)

The **Juggernaut** is an enemy type commonly found in Terrorist Survival, Chaos Survival, Stakeout Survival and some Operations.

## Overview

Juggernauts have increased health and modified damage multipliers, making them extremely difficult to kill with standard weapons. In Survival, Juggernauts are elite Spetsnaz agents who are armed with a random firearm along with a SMAW, which they use to shoot down aircraft.

Spetsnaz are the only faction to utilize Juggernauts, though other factions including Delta Force and GSG 9 have similar heavy units, who are equipped with LMGs.

## Strategy

Explosives are the best choice against Juggernauts. In Survival, Juggernauts are equipped with SMAWs which are almost certain to destroy aircraft. As such, turrets are another effective way of killing Juggernauts.

## Variations

### Standard

The standard Juggernaut wears the Juggernaut Helmet and Juggernaut Body Armor. They are typically armed with LMGs in Operations.

### Commander

The Commander Juggernaut is an enhanced Juggernaut that wears the Beret. They are typically armed with high damage pistols such as the .44 Magnum and Desert Eagle in Operations.
.44 Magnum

Semi-automatic revolver with high power.

The **.44 Magnum** is a semi-automatic revolver with high power. It is one of the strongest pistols. It's used as one of the default weapons in Chaos Survival, and can be selected as one of the survivor weapons in the Infected game mode.

## Strategy

The .44 Magnum has a balance of good accuracy, power and fire rate. Unfortunately, ammunition can be a problem as it only holds 4 clips in reserve. As such, Bandolier is a good perk to pair with the .44 Magnum.

The .44 Magnum and Rhino can be very similar to each other in terms of performance.

While the Rhino boasts higher power and penetration than the .44 Magnum, the .44 Magnum has better accuracy and fire rate than the Rhino, along with the bonus of being readily available to players who do not own the Full Version, as the Rhino is unlocked after Prestige III, which in turn is unlocked with the Full Version.

A .44 Magnum build can be the following:

* Base: Range or Deadeye
* Barrel: Laser
* Ammo: High Caliber, Hollow Point or FMJ

## Appearances

The .44 Magnum can be used by GSG 9 units in Operations.

It also appears as a starting weapon in French Saboteur and Deja Vu.
Perks

**Perks** enhance player or weapon traits. They are available for use in custom classes, the tactical crate, and in airdrops.

## Player Perks

* Lightweight
* Sitrep
* Juggernaut
* Martyrdom
* Ghost
* Hard-Headed
* Cold-Blooded
* Specialist
* Ninja
* Scavenger
* Anti-Sniper

## Weapon Perks

* Bandolier
* Focus
* Shrapnel
* Quickdraw
* Bling
* Aggression
* Recon
* Overkill
* Underkill
* Sleight of Hand
* Stopping Power
* Vampire
Meet Your Maker

**Meet Your Maker** is an Operation that takes place on Riverside.

## Overview

In this Operation, the only objective is to kill one enemy: Wilkin, the main antagonist of the campaign.

Players start with an AUG A3 with Laser and Hollow Point, an RPG-7 with Explosive, and 2 Stun Grenades (1 on Veteran).

Wilkin uses an SR-25 with Range, Laser, and FMJ, and an M202, as well as the Specialist perk.

This mission is very difficult to beat. Wilkin has the Specialist perk equipped, meaning that he is resistant to explosives and regenerates health quickly. This means that your RPG-7 and explosive barrels will deal only small amounts of damage to him. In addition, his accelerated regeneration means that even if you empty your AUG A3 mag at him, the time you take to reload will allow him to get back to full health quickly. A single Chopper Gunner crate is available next to the explosive barrel on top of the catwalk. However, using this to attack Wilkin while he is not occupied with something else will make him fire his M202, which is capable of destroying the helicopter with one mag.

Strategy: if possible, get to cover in a such a way that Wilkin will still fire at you with his SR-25 but not hit you. Then you can call in the Chopper Gunner and hold down the Fire button, draining his health slowly but surely.

The Operation is only available to those who have installed the itch.io or Steam version of the game.
FAL

Semi-automatic with good power and range.

The **FAL** is a semi-automatic Prestige 3 assault rifle with high damage and fast rate of fire.

## Overview

the FAL is only semi-automatic assault rifle available, statistically more similar to a semi-automatic sniper rifle like the RSASS or SAM-R than other assault rifles. The FAL features sniper-class damage and range with the mobility, handling, and attachment selection of an assault rifle, allowing it to bridge the gap between the two weapon classes.
M203 Stun

Single shot stun grenade launcher.

The **M203 Stun** is a single shot grenade launcher that fires Stun Grenades.

## Strategy

The M203 is most effective in Survival games, since it allows the player to effectively disable enemies within its explosive radius. Pairing it with the Radius ammo attachment makes it one of the best secondary weapons to use in survival.
Mutated Sprinter Zombie

The Mutated Sprinter Zombie is a more dangerous variant of the regular Sprinter zombie. They appear as enemies in Undead Survival and in Battlezone.

## Overview

As its name suggests, Mutated Sprinters are mutant variants of the Sprinter zombie.

They do not carry any weapons, but this is negligible - Mutated Sprinters can rush at players quicker than regular Sprinters and are capable of killing non-Juggernaut players in just 2 hits.

They also have a larger health pool, allowing them to soak up incredible amounts of gunfire before dropping dead. Explosives and high-powered firearms like Sniper Rifles are effective at subduing Mutated Sprinters at range. Stopping Power, Flashbangs, Stun Grenades, Tasers, and similar weapons can also immobilise them and make them highly vulnerable to gunfire.

Mutated Sprinters make distinctive groans that can allow sharp players to prepare for their attacks. They also appear in Battlezone at the 5-minute mark, along with other Mutated Zombies.
Stun Grenade

Temporarily immobilizes nearby enemies.

The **Stun** grenade temporarily immobilizes players and disables turrets. It detonates on impact after 1 second.

## Use

The Stun grenade is best used against snipers, Juggernaut perks users, and other tough to beat enemies. Preventing enemies from aiming, and partially blinding them is a powerful tool, although Sitrep users will shake off the stun almost immediately. Throwing a Stun at a turret will shut it down for several seconds, allowing you to charge the turret and destroy it. Be careful though, as the turret will come back online after 5-10 seconds.

Throwing the stun grenade into a camp of enemies will allow the user to be more reckless, such as charging forward and using unpopular weapons such as the MP5 or any shotgun to clear out enemies, allowing for the easy gain of weapon xp.
Anti-Sniper

> "Reduced damage from Sniper Rifles and High Caliber Rounds"
>
> In-game description

**Anti-Sniper** is a player perk that reduces incoming damage from Sniper rifles and High-Caliber rounds, But will be less effective when equipping a Sniper rifle.

## Strategy

**Anti-Sniper** can be highly useful when countering Sniper / High-caliber equipped players, As it decreases the incoming damage input, Essentially allows you to survive High-Hitting shots

However do note that, When equipping a Sniper rifle in your loadout, The Anti-Sniper perk will be less effective

* Having this equipped can help with fighting against a sniper on the enemy team, Additionally having increase range on your weapon / Using a ranged Explosive projectile / Using Killstreaks / Flanking the enemies can help with how to deal with Enemy sniper.
* Mathematically, The Anti-Sniper users tanks Sniper rounds up to a maximum of 150 Damage, Along with decreasing the damage amount by Multiplying Total damage with drop-off multiplier that decreased by 25% *[Technically means "Total Damage x (Drop-off \* 0.75)"]* And also multiplies the damage down even more when considering the Range *(Which, in a mathematical term, means additional 0.75 Decrease at Mid-range, and additional 0.75 at Long-range, Plus, the damage multiplication can stacks up, Which means at firing Sniper at Long range, it can stacks up to 3 times, From 0.75 normal decrease, 0.75 Mid-range decrease, and 0.75 Long-range Decrease, tl;dr Damage x (Drop-off Multiplier x 0.75) x (Medium range = 0.75) x (Long-range = 0.75))*
* When using a Sniper rifle, The Damage reduction simplified down to only singular damage decreasing, Only to multiplying total damage with Drop-off Multiplier decreased by 25%, Completely ignoring the additional Drop-off Damage at range. *(technically means you will only get a singular 0.75 decrease in damage, unlike when wielding with other categories of weaponry, which stacks to 2-3 time if at a specific range.)* Making players that use Sniper along with their Anti-SR getting more damage than when using other weapons.
* The incoming damage multiplier changes based on what weapon player are using at the current time.
Operations

Operations are objective-based missions with a specific objective. Operations can be played solo or with 1 additional teammate online. Each operation has a different reward, often giving XP and/or Shards. For the page on the Campaign, see here.

## Stars

Operations have 3 difficulty levels. Players are awarded Stars for completing Operations, with more awarded on higher difficulties.

For every 10 accumulated stars, 1 Shard is awarded to the player.

* **Novice (1 Star)**

- Enemies move significantly slower, and are generally less of a threat.

- Players get 2 Equipment items, and start with a UAV to reveal all enemies.

* **Moderate (2 Stars)**

- Enemies are significantly more aggressive; they will crouch when still and run towards the player.

- Players begin with 2 Equipment items, and start with a UAV to reveal all enemies.

* **Veteran (3 Stars)**

- Enemies are extremely aggressive; they will now jump when engaging players in combat, move significantly faster, have no firing limit on weapons, are very accurate, and have higher range on their weapons.

- Enemies now regenerate health, just like the player. If they have not already have an Equipment item, such as a grenade, they automatically equip 1 Stim Shot. Most noticeable on Spetsnaz enemies, but Zombies will not equip Stim Shots. Health Regeneration is present on all enemies, including Juggernauts and Zombies.

- Enemies have higher health. This is most noticeable on Zombies.

- Enemies are significantly easier to alert.

- Players only have 1 Equipment item, and no longer have a UAV.

## List of Operation Game Modes

* Elimination
* Bombing
* Hostage Rescue

## List of Operations

### Standard

* Riverside Assault
* Infestation
* Urban Sabotage
* District Purification
* Outpost Assault
* Sniper Siege
* Estate Takedown
* French Saboteur
* Heavy Resistance
* Industrial Bombing
* Bunker Strike
* Desert Purification
* Heavy Resistance II
* Undead Soldiers
* Urban Ninja
* Winter Wonderland
* Dark Estate
* Mayday
* Pistol Hero
* Deja Vu

### Advanced Operations

* Undead Soldiers
* Urban Ninja
* Winter Wonderland
* Dark Estate
* Riot Control
* Mayday
* Pistol Hero
* Dynamic Duo
* Danmaku Practice
* Meet Your Maker

### Mercenary Pack

* Peacekeeper Attack
* Terminal Rescue

### Fun Pack

* Samurai
* Street Fighter
* Explosive
* Minigun Fun
* Napalm Death
* Workers Riot
* Overgrown Infestation
* Zombie Hunter
* Zombie Thaw

### Campaign

* Initiation
* Your First Mission
* Rescue Assignment
* Investigation
* Under Siege
* Packing Up
* The Return
* Explanations
* Showdown
* On the Way Back
* New Information
* First Stop
* Emergency
* Next Destination
* Talk with the Boss
* Jailbreak
* Outpost Outbreak
* The Bomb
* Into the Breach
* Final Countdown
Heavy Resistance

Heavy Resistance is an Operation available in both the Free Version and Full Version.

## Overview

Players spawn with a TAR21 with Laser and FMJ, as well as a Benelli M3 with Speed and FMJ. 2 weapons are also available, which is an MSG90 with Rapid Fire and Hollow Point, and an AUG-HBAR with FMJ. 2 Frag Grenades are also ready for use, though on Veteran only 1 grenade is provided.

On the top of the building to the right is a Juggernaut guarding a Weapon Crate and Ammo Crate. The Weapon Crate contains an RPG-7.

There are 7 Juggernauts to eliminate in total, and they may be armed with either an M60E4 or MG4.

## Strategy

First, head towards the building to the right. For faster movement, hold the Benelli M3. Climb up the ladder. Then, toss a grenade at the Juggernaut guarding the Weapon Crate. The explosion will both injure the Juggernaut and alert the 2 Juggernauts, who will investigate the noise. Next, wait for the 2 Juggernauts to regroup with their comrade, then shoot at them to get them to pursue you.

Afterwards, loop around the building to collect the RPG-7 and grab extra rockets. Then, fire a rocket at the Juggernauts, but take care to not blow yourself up by mistake. Again, let the Juggernauts pursue you, and take the time to reload.

Once the 3 Juggernauts are killed, head to the left tunnel and shoot at the Juggernaut guarding it with the provided MSG90. Once the remaining Juggernauts group up, fire another rocket at them and repeat until they are dead. Then, kill the last Juggernaut, and the Operation is complete.
Shards

Shards are the in-game currency in Deadswitch 3. They are used to unlock game content such as weapons, attachments, perks, killstreaks and character items. They are made from the **teeth of an Infestor.**

## Earn Shards

* Ranking up
* Completing Challenges
* Operation rewards
* Earning Operation stars

You can also purchase Shard packs at the account manager.
Rhino

Semi-automatic revolver with very high power.

The **Rhino** is a Prestige 2 semi-automatic revolver with very high damage, at the cost of accuracy, rate of fire and ammo economy.

## Overview

Unlocked after Prestige 2, the Rhino immediately presents a major flaw - Prestige 2 can only be acquired by purchasing the Full Version as of v1.5.5. Additionally, compared to its littler cousin, the .44 Magnum, the Rhino has a severely reduced rate of fire and accuracy, thus requiring the use of Deadeye and Laser to enhance accuracy.

To make matters worse, the Rhino has terrible ammo economy, with only 12 rounds provided by default as reserve ammo. Bandolier can, however, slightly remedy this by giving twice as many reserve rounds, giving a total of 24 rounds.

On the other hand, the Rhino, similar to the Desert Eagle, uses .50 Action Express rounds, thus packing higher power than the .44 Magnum, with a headshot potentially being able to kill in one hit. Its low rate of fire also helps to compensate its recoil. It also has extremely high penetration, making it possible to kill multiple enemies at once.

Overall, while the Rhino has excellent power, its offset by its poor accuracy, rate of fire and ammo economy. Finally, it is unlocked after Prestige 2. A better revolver may be the free .44 Magnum, which has better accuracy, rate of fire and ammo economy than the Rhino.

## Strategy

The Rhino only has 12 rounds in reserve - as such, Bandolier is almost a necessity when trying to obtain optimal performance for the Rhino.

Accuracy is a major flaw for the Rhino - Deadeye and Laser can help to remedy this.

As with all firearms, aim for the head while using the Rhino. It is almost guaranteed to score a one-shot kill, especially with FMJ or Hollow Point. High Caliber can help to negate damage fall-off.

## Trivia

* The Chiappa Rhino is an Italian revolver that fires from the lower cylinder, From the appearance, the Rhino in this game is either 50DS or 60DS *(double-action/single-action 5 or 6-inch barrel),* and despite its power in this game, The Rhino does **not** chambered in .50 Action express like the Desert Eagle .50 AE, However, It is chambered in the following, .357 Magnum/.38 Special, 9mm Parabellum, .40 S&W, or 9×21mm cartridges.
Downturn

Large industrial map with flanking routes.

**Downturn** is a large industrial map.

## Overview

Downturn features numerous buildings and a small shed in the middle of the map.

Underground sewers also provide additional flanking routes to either side of the map, effective for Capture the Flag games.

## Strategy

Controlling the center of the map is a good strategy, as the player can use the central shed as cover. However, it is easy to get overwhelmed by enemies if they access the main building rooftops.

Another strategy is to control one of the two main buildings, as enemies must climb the ladders to reach the player. This gives the player a tactical advantage.

Use the underground sewer areas to avoid enemy killstreaks and airstrikes. They can also be used as an alternate route to objectives.

## Operations

* Heavy Resistance
* Industrial Bombing
* Mayday
* Deja Vu

## Trivia

* The central shed was added in v1.5.2.
* Downturn is the only map to feature a raining environment.
Escort Airdop

The Escort Airdrop is a killstreak in Support.

## **Overview**

The Escort Airdrop is an Osprey helicopter that can be called in at 20 kills. They primarily arrive at a marked location and drop off a mix of killstreaks and Decoy crates. The Ospreys also have a mounted gun to fend off enemies, but can be easily shot down with the use of explosives, including rocket and grenade launchers.

Cold-Blooded can be used to avoid being targetted by the Osprey.

## Battlezone

A variant of the Escort Airdrop appears in Battlezone to drop off Mercenaries and a turret. Similarly, the Osprey will attack players and zombies.
Stealth Airstrike

Undetectable large area airstrike.

The **Stealth Airstrike** is a Support Killstreak that is acquired at 9 kills.

## Overview

When called in, a stealth bomber will carpet bomb a large area of the map, killing any enemies caught in the blast. Unlike the Airstrike, the Announcer will not comment that an enemy stealth airstrike is incoming, the only indication being the sound of a jet flying by.

## Counters

As with the Airstrike, a good way to dodge an enemy Stealth Airstrike is to remain in an underground location as it is safe from the carpet bombing.

If you hear a jet flying by, but there is no comment from the Announcer, stay alert. An enemy Stealth Airstrike is incoming.

The EMP can stop enemies from calling Stealth Airstrikes.

The Counter-UAV will scramble enemy radar to static, thus they may not be able to successfully call in a Stealth Airstrike.
M203

Underbarrel grenade launcher

***Not to be confused with the standalone M203 Stun.***

The **M203** is a barrel attachment for assault rifles.

## Overview

Unlocked at Weapon Level 8, the M203 is an explosive variant of its standalone cousin, and holds 4 grenades. Its main disadvantage is that Aim Down Sights cannot be performed with the M203 equipped, as pressing Right Mouse Button will fire a grenade instead.

Similar to all grenade launchers, the M203 has a minimum safe arming distance, which when fired at an enemy in close combat will deal a fatal 300 points of damage, more than enough to kill players using the Juggernaut perk.

Besides the fact that Aim Down Sights cannot be performed with a weapon equipped with the M203, collecting Scavenger drops will not replenish grenades, and the same can be said for Ammo Crates. As such, it is vital to make each of the 4 grenades count, lest one should run dry and end up in an unfavorable position.

Finally, purchasing a single M203 will cost 3 Shards, making it a fairly expensive purchase.

Overall, the M203 can prove to be a good attachment for Assault Rifles, however its high unlock requirement and Shard price may prove deterring to players that are low on Shards.
SCAR-H

Fully automatic with high power and penetration.

The **SCAR-H** is a fully automatic assault rifle with high damage.

## Overview

Unlocked at Level 45, the SCAR-H is the last Assault Rifle to be unlocked, bar Prestige weapons. It has significantly high damage, even higher than the AK-47. It also offers the same penetration as the AK-47.

Unlike the AK-47 however, the SCAR-H fires slightly slower than the AK-47, but is more accurate. To make the most out of its high accuracy, Deadeye and Laser are recommended.

Finally, the SCAR-H, unlike most other assault rifles, uses a 20 round magazine instead of the typical 30 round magazine. However, to make up for this, the SCAR-H has 4 reserve magazines, totaling 80 rounds in reserve. Bandolier, as always, doubles reserve ammo, giving 160 reserve rounds.

Overall, the SCAR-H is an effective weapon, which makes up for its somewhat sluggish rate of fire and questionable ammo economy with very high power for an Assault Rifle and good accuracy.

## Strategy

Ammo economy is a serious issue with all Assault Rifles, and the SCAR-H is no exception. Bandolier can double reserve ammo, giving 160 rounds in total.

Accuracy is on par with the HK416, though putting on Deadeye and Laser is still advised to get the best results.

FMJ is somewhat redundant as the SCAR-H already high damage for an assault rifle, but nevertheless is still a good ammo mod. High Caliber can be used alongside Range to turn the SCAR-H into a pseudo-sniper rifle.

The SCAR-H can be considered as a middle ground between Assault Rifles and Sniper Rifles like the RSASS and SAM-R. As such, it can be used to pick off enemies from a distance, allowing the team to push forward.

As with all firearms, aim for the head. Spraying is best used in close combat.
GSG 9

**GSG 9** is a player faction.

## Appearance

GSG 9 players are distinguishable by their dark green uniforms and German flag shoulder badge.

They are often fitted with their unique GSG 9 helmets.

In Operations, GSG 9 units can be armed with an MG4, HK416, M1014, .44 Magnum, MSG90 and MP7.

## Background

GSG 9 is the police tactical unit of the German Federal Police. They specialize in all types of counter-terrorism tactics.

## Operations

GSG 9 units appear in the following Operations:

* Urban Sabotage
* Urban Ninja

## Trivia

* In Urban Sabotage, a GSG 9 agent wielding a .44 Magnum can be seen wearing a Beret. However, the Beret is exclusive to Spetsnaz and OpFor.
Ammo Airdrop

Airdrop an ammo crate.

The **Ammo Airdrop** is a Support killstreak requiring 3 kills. It is unlocked by default.

When deployed, an unarmed MH6 helicopter flies to the target location to drop off the Ammo crate. It contains 3 magazines for both weapons in hand, and 1 equipment charge. It is also the only way to carry 2 equipment items without the use of Bandolier.

It is initially useful, but the Scavenger perk diminishes its utility as the player can simply refill their ammo from dead allies and enemies alike.