recursal/Fanatic-Fandom huggingface dataset:
Equipment

The **Equipment** mechanic is a new feature in Strike Force Heroes 3, the spiritual continuum to SFH2's Armor mechanic. They are also known as **Armor Mods** in the Slot Machine. There are 3 types of Equipment items: Offensive, Defensive and Utility, although regular Upgrades usually obtained by levelling up one's hero *can* be put in the spaces where a mod would usually go-- however, these "mod" attachments can only be obtained by the Slot Machine as compared to how regular pieces of Equipment can be found in the shop, waiting for you. In fact, many of these pieces of equipment share the exact same function as the levelling Upgrades, although one is to note that not all Upgrades have Equipment equivalents.

## Obtaining

There are three categories of Equipment:

* Offensive items give advantage to the hero's combat skills and usually increase damage dealt to enemies.
* Defensive items make the hero stronger, and usually lower damage that he/she takes from certain sources.
* Utility items give more experience, funds or improve killstreaks by allowing them to require less kills or last longer, among other things.

Equipment can be bought in Store or won by the Slot Machine-- the machine also has a chance to offer Upgrades as equipment, so if an upgrade does not have an "equivalent" (i.e. Repair Bots to Nanomachines), one may find it if they gamble hard enough. In the normal store, it appears randomly and the player has ability to buy multiple items from one sort. Buying equipment can automatically sell weapons in shop in lower slots, so be careful while purchasing them.

In the Slot Machine, Equipment win is called Armor Mod. In the machine you can get Equipment items in two forms: normal form (that can also be bought in store) and upgrade. Every equipment item in game has upgrade form, which is actually same as upgrade you unlock by leveling up all heroes. Upgrades have different names than Equipment.

## List

### Offensive

* Targeting CPU
* Diazepam
* Tripod
* Tactical Ammo

### Defensive

* Life Support
* Blast Mask
* E.M. Shield
* Hard Hat
* Fire Hat
* Nanomachines

### Utility

* Headset
* Credit Card
* Novice Badge
* Optic Camo
* Drop Pod
Popper

The **Popper** is the Custom version of theFive Seven Pistol.

 Type
 Special Effect

## Appearance

The Popper mimics the appearance of the Five Seven. It has a tan lower receiver and a gold slide.

## Description

The Popper is a burst-fire pistol, although instead of 3 round burst like the Five-Seven, the Popper has a 5 round burst. It has average damage and low accuracy, but a high Rate of Fire. Its ammo is also quite high.

## Overview

The Popper is best used for close-to-mid range combat. It goes well with primary weapons that have a low rate of fire. The Popper is also decent at longer ranges.
Elemental Fury

**Elemental Fury** is the 9th side mission.

## Description

Played on Street against group of Elites. All of them use random Experimental Weapons and Satelite Beam killstreak.

## Walkthrough

Bring a soldier with a high damage weapon or a weapon with a fast rate of fire as the Elites can quickly overwhelm your defenses, especially if they have DSR1 or Rail Gun as these have high accuracy. Engineers and Mercenaries with explosives (such as Bennett's Doom, Tank Buster, etc.) are generally the best choice. Juggernauts will also work. However, it is recommended to bring a long-ranged shotgun as you will probably get killed first. You can also use classical sniping on high platforms if all Elites are on the ground.

## Rewards

**Normal:**  Elite class

**Hard:** Random

**Insane: Fatale**
Evelynn

Nationality
 Class

**Evelynn** is a unique Ninja. She is unlocked after completing Ninja Nights on Insane difficulty.

## History

Evelynn does not appear in any other *Strike Force Heroes* game, and as such does not have any obtainable background information.

## Abilities and Upgrades

**Trait:** Chameleon

**Flaw:** Nervous

**Killstreak:** Deadly Shurikens

### Upgrades:

Evelynn has Offensive and Defensive upgrades only (one each per column).

**Upgrade Column 1**: Battle Hardened/Kill Stealer

**Upgrade Column 2**: Lucky/Rage

**Upgrade Column 3**: Adrenaline/Confidence

## Overview

Evelynn is a flexible Ninja who can sport either strong offense or defense thanks to her unique order of Upgrades. Equipping all the Offensive Upgrades will allow her to hit extremely hard with Shotguns. Combined with Chameleon, Evelynn can use hit-and-run tactics to ambush enemies and hopefully kill them in one shot before slipping back into invisibility. Of course, Chameleon wears off when being too close to enemies, so the R870 shotgun is recommended due to its good range; its custom version, the Defriender, has *even higher* range. Duals are more useful with all Defensive Upgrades equipped as they will require Evelynn to fire more times and thus expose herself more from invisibility.

As for secondary weapons, the Hattori Hanzo or Sky9 Iron can usually match the power of Shotguns. On the other hand, equipping a capable long range weapon such as the Bolt Sticker can cover up for the lack of range most Shotguns have. Overall, Evelynn is a versatile Ninja who can ambush enemies or hold ground in sustained fighting.

## Trivia

* Evelynn is one of two unique heroes who are completely new to the *Strike Force Heroes* series, the other being Rusty.
* She is a reference to the champion from *League of Legends* with the same name.
Rehab

Extremely Low Detection

The **Rehab** is the custom version of the Intervention, which is the entry-level Sniper rifle available for the Sniper and Gunslinger class.

## Appearance

The Rehab appears much similar to the Intervention, which oddly enough is based off the AX338 sniper rifle. However it differs with its golden-colored base, and extra attachments including a laser sight and a vertical grip.

## Description

The Rehab emphasizes the detection trait of the Intervention, with its specialty allowing for extremely low detection which means that enemies will be very unlikely to target you if you fire your rifle.

Aside from that, the Rehab is essentially a buffed version of the already overpowered Intervention, with even higher impact than the Intervention, alongside an excellent accuracy.

## Tips

Just like the Intervention, the Rehab is also the go-to sniper rifle for those playing the Sniper playstyle. With it's buffed stats, it is an even better pick than the Intervention, allowing for quick and easy kills on enemies whilst also sneaking past others.

The Rehab, just like its standard version, is best used with 2+ star upgrades as it will have perfect accuracy, alongside an increased clip size.

As a side note, the Rehab performs much better when paired with the Chameleon trait as the trait complements the extremely low detection of the Rehab by allowing the player to become invisible.

## Trivia

* Justin in the Devs De La Muerte mission wields the Rehab for his primary weapon and is extremely deadly with it when he activates Wall Hack. He is able to kill you from one shot no matter in which cover you hide, because he can shoot to your head, this can make you die faster. Along with the **Rehab**, he uses the Jericho for his secondary weapon.
Achievements

Strike Force Heroes 3 futures 21 achivement 3 of which are secret and 18 are not. You can earn achivements for doing certain things and progressing throught the game, while secret achivements are earned for doing some interesting things which you are most likely going to do randomly, or you need to do all sorts of stuff that you wouldnt normally do to unlock them.

**List of all achivements**

* The End?
* Battle Hero
* Big Spender
* Turret Master
* Boom, Headshot!
* Close Call
* Heads Up!
* Strike Force Hero
* Veteran

since this page is just a clone of medals page better visit Medals

**How to unlock**

**add more here**
One Man Army

One Man Army is a game mode in Strike Force Heroes 3.

## Description

When starting the match, a player called One Man Army will appear in the match. This person will be chosen randomly; even you have a chance of being the One Man Army. Once someone becomes the One Man Army, they have buffed stats and will become the enemy of everyone else. The objective is to kill the One Man Army and become the One Man Army, then get as many kills as you can. Once you reach the target score, the game ends.
Licence To Kill

**Licence To Kill** is a custom Pistol.

## Description

The Licence to Kill is the Custom version of the P99 silencer Pistol. It does 50% more damage when it's a headshot. That way it makes up for the low impact.

Doing headshot is not a problem because it has the best accuracy of all pistols. It still has very low fire rate. The Name license to kill is a reference to the 1989 James Bond Movie, Licence to Kill.
Death Ray

**Death Ray** is a Killstreak used by Elites.

## Effect

Requires 5 kills to activate.

Death Ray launches red lasers from the sky which, after a short delay, set all enemies in the game on Fire. This Killstreak is generally considered inferior to Satellite Beam, the other Killstreak Elites can use.

Fatale, the unique Elite, uses Death Ray.
Axe

Type
Elite
Juggernaut
Mercenary
Ninja
 Blueprint No.
 Custom Version

**Axe** is a Blade secondary weapon. It's custom version is The Big Willy.

## Appearance

The in-game Axe greatly resembles the tactical axes used in survivals. It has a joint haft consists of two colors, black and gray, with a bit of the framing exposed at one end and pins of various sizes running along its back, one of them connecting the haft with the blade. The blade is a black skeletal framing with a shiny metallic cutting edge.

## Description

You require about 3 hits to kill stronger enemies, which isn't really much of a problem, since it is the second fastest blade, behind the Knife. It also has a lot of DPS.

This blade has the highest DPS and therefore is the best blade to use against enemies. Its high fire rate ensures it being a fast blade, just slightly slower than the blade Knife, which has more fire rate. This blade is very balanced, and is really decent at killing despite it having the 4th highest impact.
Daily Mission

**Daily Missions** are special missions that are given in the game every day of time in real life.

They are outside of the campaign. You can use the same soldiers you use for other battles and they will get exp too. After each mission you get a reward that is usually good and there is 10% more chance for custom weapon. It is like in the campaign where you get golden mark. Enemies in these missions are randomized and they have random names. These missions are very long unlike in the campaign and usually require a high amount of points to complete.
Healthy

**Healthy** is a Defensive Upgrade.

Gives the soldier unlimited health regeneration. The soldier will keep slightly healing all the time, as if he/she was injured. It doesn't have Equipment version, but it can be get in the Slot Machine like all other upgrades. It is good for disabling the **Unhealthy** Flaw**.** However, Repair Bots is the better upgrade for killing that flaw.

Healthy upgrade can be used by Wesley, Mayday and Nathan. Fatale and Tower both have all defensive upgrade, but can't use this one.
Rusty

Nationality
 Class

**Rusty** is a special unique hero character added in version 20.8. He was added by the developers to promote their new game, Knight's Quest, where he is the protagonist. An entirely new class was made specially for him, called Knight.

Currently, Rusty is only available in version 20.8. The advertisement for Knight's Quest appears on the Missions screen, and by clicking *New Knight Hero* you get Rusty like all other Unique heroes. Rusty is available on both NotDoppler and Armor games.

## History

Rusty is new to the *Strike Force Heroes* series and thus has no immediately discernible background information.

## Abilities and Upgrades

**Trait:** Energized

**Flaw:** Unlucky

**Killstreak:** "I'm the Juggernaut"

### Upgrades:

Rusty upgrades are all Traits.

**Upgrade** **Column 1:** Explosive Temper/Status Proof

**Upgrade** **Column 2:**Matrix Dodge/Deflective Armor

**Upgrade** **Column 3:**Chameleon/Vital Bomb

## Overview

While the concept of a melee-only class is certainly novel, it generally fails in application when it comes to Rusty. The most obvious flaw is that as a melee-only hero, Rusty struggles at approaching enemies. Consider using Optic Camo or the Chameleon trait to approach. Make sure to avoid open areas as enemies can shoot you from afar. Most Attachments become useless on Rusty due to his utter lack of ranged weapons or ammunition. Adding more salt into the wound, Rusty has 0 base crit chance. Crit-based weapons such as the Big Willy are much less effective on him; Ballistic CPU should be avoided too.

Also keep in mind that all of these shortcomings are *with* the player controlling him. Rusty's performance significantly degrades under AI control, much more than any other hero. His class may have the highest AI mobility stat in the entire game, but this will still usually amount to him running around the map aimlessly and not actively seeking enemies. Fortunately, Sharpened Edge increases all of Rusty's damage by 10% as both of his weapons are Blades. Burst Module and Hair Trigger are also top options for increasing Rusty's damage output. Overall, Rusty is cute at best and easily replaceable. He is undoubtedly the worst unique hero in the game.

## Trivia

* In the Heroes screen, Rusty holds his blades the same way casual soldiers hold their rifles, although in-game, he holds both secondary and primary weapons the same way casual soldiers hold blades.
* Rusty can only use firearms in Gun Game.
* Rusty is the only hero whose Upgrades consist entirely of Traits.
* Rusty is one of two unique heroes who are completely new to the *Strike Force Heroes* series, the other being Evelynn.
L115

Highest Impact

**L115** is a Sniper rifle, available for the Sniper and Gunslinger classes.

## Appearance

The L115 in the game is similar in appearance to the real-life AWM. The rifle has a tan color tone and features a black bipod, stock covers, bolt handle, barrel, magazine, and attached muzzle. The rifle comes equipped with an optical scope that matches the same color as the gun. Additionally, there are pins of various sizes visible on both the gun body and the scope.

## Description

The L115 is the sniper rifle with the highest impact, having the ability to one-shot most of the classes, with some even with body shots. However, it has the poorest ammo capacity, only carrying 1 round per magazine (3 when upgraded).

The L115 also has the lowest fire-rate among the sniper rifles. However this is not to be worried about.

The AWP is the custom version of the L115 and it emphasizes going for headshots as it increases headshot damage by 50%.

### Pros and Cons

#### Pros

* Highest alpha damage out of all Snipers in-game; shots in the head is usually fatality.
* Being a Sniper; has both outstanding range and accuracy different from other weapon classes.

#### Cons

* Low fire rate.
* Low ammo capacity and spare ammo capacity.
* Longer than average reload time.

## Tips

The L115 is a high-risk-high-reward sniper rifle for the Sniper playstyle, primarily due to its extremely high impact but low ammo capacity. It is best to go for headshots as they can instantly kill enemies. That being said, this would mean that the L115 requires great skill as you will have to always aim for the head.

The L115 is also best used with 2+ star upgrades, as it will have higher ammo capacity, and will even have unparalleled accuracy.

The Extended Mag is a very good attachment due to its handicap with ammo capacity. The Ballistic CPU is also good for the L115, particularly if you are using it against higher-leveled enemies.

The L115 and its custom version the AWP are one of the best snipers in the game, comparable with the Intervention / Rehab. It is very much recommended to use this weapon if you are going for the Sniper playstyle.

## Trivia

* In real life, the Accuracy International L115A3 AWM is the best long range rifle in the world, having the ability to shoot at as far as 1500m (which is the current record for the furthest shot). This weapon uses .338 lap mag ammo.
* In real life, the AWM is also very lightweight, only weighing 7kg.
Burst Module

**Burst Module** is a weapon Attachment.

## Effect

Makes the primary weapon burst-fire. There are 3 projectiles in each shot. It has no effect on weapons that already fire 3 shot bursts, like the ARX 160. Weapons that fire more than 3 shots per burst (Tavor) are less effective with it, because it descreases number of shots in the burst. It also decreases the amount of damage dealt to enemies by 35%. Strangely, despite the fact that it says that only the primary weapon is burst-fire, secondary weapons are also affected.

## Tips

Burst Modules are not recommended to be used on weapons with incredibly high fire rate or that are full-auto, like Machine guns and Elementals. You could use it to save ammo, but those weapons already have high ammo packs, and low DPS so it isn't worth.

Burst Module is best used on Sniper Rifles because they have low fire rate and mostly are not even semi auto...some weapons like Intervention that need to fire several shots to kill the enemy can kill them quickly, from one burst. It is also very helpful with Rail Gun and Fortune's 500.

You can also use it on Explosives to get effect similar to M202 (multiple rockets!) and GL06, to make sure your enemy does die with **both** grenades stuck to their body. The Burst Module is also excellent for Bam Bam, as AIs wielding Bam Bam with Burst Module attached can cause mass destruction to a crowd of enemies.

## Trivia

Burst Module is considered the best attachment by many people.
DB12

Type
 Blueprint No.
 Custom Version

The **DB12** is a burst fire shotgun in SFH3.

## Description

The DB12 is the only burst fire shotgun in the game. It fires a 2 round burst, dealing a large amount of damage that is usually enough to kill an enemy. It has high Rate of Fire and accuracy, but only 4 rounds.

## Tips

Fire sparingly, as 12 rounds isn't a whole lot.

## Trivia

* Seems to be the spiritual successor to the Neostead of SFH2.
* Based on the DP 12 shotgun, which can also fire two shots without pumping, but holds 16 rounds instead of 4.

## References

1. ↑ http://www.downrange.tv/blog/first-look-the-dp-12-double-barrel-pump-shotgun/31865/
TAC 12

Type
 Blueprint No.
 Custom Version

The **TAC 12** is a shotgun in SFH 3.

## Description

The TAC 12 is a Shotgun with average Rate of Fire and decent damage. It has the lowest accuracy of all Shotguns but has the highest ammo capacity.

## Overview

Treat it like an MTS 255, but with a higher ammo clip. The range may be short, but the ammo somewhat makes up for it. The TAC 12 is underwhelming in terms of stats and is generally outclassed in all areas by the R870.

## Trivia

* It seems to be based on the UTAS UTS-15, rather than the TAC 12A1 shotgun, which is based on the AR-15 assault rifle.
* The weapon's description is inaccurate. The R870 is the Shotgun with the longest range. Even with Advanced Rifling, the TAC 12 still has shorter range than the R870.
Shotgun Turret

**Shotgun Turret** is a killstreak used by the Engineer class although it is not used by Wesley.

## Effect

The Shotgun Turret requires 5 kills to activate.

When the Shotgun Turret is activated, a small blue turret with four legs and a mounted shotgun drops to the ground. Much like Shotguns, the Shotgun Turret is extremely destructive at close range but quite useless at longer ranges. It lasts 10 seconds before it self-destructs.

## Trivia

* It was the first possible Killstreak in the game that could be used until Wesley's Killstreak was changed to Aim Bot for unknown reasons.
* This Killstreak can be considered the successor to the Battle Turret Killstreak from *Strike Force Heroes 2*.
Embarrassed

**Embarrassed** is a soldier flaw.

It makes the soldier take +25% more damage from his/her own attacks. This has effect on weapons that cause explosions, Elementals, and few Experimentals. Having Embarrassed flaw makes suicides easier. This can be fixed with Pride. If you add/unlock that upgrade, the hero will even take -15% damage from own attacks.

Some soldiers can have this flaw, but it won't affect them. Those classes are Ninja, Sniper, Medic and Gunslinger. This is because they don't use weapons that can harm them or their squadmates. However, those soldiers shouldn't fight in gun games unless they have Pride.
Shrapnel

**Shrapnel** is an offensive Attachment.

## Description

After an explosion caused by Explosive weapons happens, the range where it takes effect becomes wider with this attachment. However, this also raises chances of suicide if you shoot too close to yourself. Effective only with Mercenary and Engineer class, though on gun games it can be effective for all classes because the weapon doesn't depend on the class in that game mode.
1962 PIFA World Cup/Llave C

En la llave C de la**PIFA World Cup 1962** se vio el estreno del equipo anfritrion de  Segunda República Pajera ante la  Arabia Calvina. La *Armada Negra* logro ganar el partido gracias a los goles marcados por Igor Voinov, Gherman Kovalyov

## Detalles del partido

 Shigeru Moroboshi
 Seydou Olembé

### Imagenes del Partido

La Banda del Ejército de Bombatumba interpreta los himnos nacionales. De izquierda a derecha: el equipo de SRP (con su tradiciona Indumentaria Negra y blanca), el trio arbitral y el equipo de Arabia Calvina (en Gris)El equipo de SRP durante el himno nacional. De izquierda a derecha: I. Voinov, Zaitsev, Gusarov, Netto, Kovalyov, Tsarev, Fedosov, Salinkov, A. Voinov, Ponedelnik y KesarevEl equipo de Arabia Calvina durante el himno nacional. De izquierda a derecha: Lopez, Vargas, Zabalaga, Castillo, R. Herbas, Blacut, Cardenas, Ugarte, Torres, Quinteros y AramayoDuelo por el balon entre Kesarev (en negro) y Cardenas (en gris)Igor Voinov anota el primer gol de la SRPEl portero de la SRP Zaitsev ataja el tiro del delantero calvino Blacut.Kovalyov anota el segundo gol de SRPConfronto por el balon entre Quinteros y SalinkovCastillo dribla al mediocampo Anatoly VoinovFedosov avanzando hacia el area de juego Calvino.

Llave A  ·
Llave B  ·
**Llave C**  ·
Llave D  ·
Llave E  ·
Llave F  ·
Llave G  ·
Llave H  ·
Fase eliminatoria  · Final
Rifles

Rifles (commonly known as Assault Rifles or ARs) are a primary weapon type and default weapon used by Engineer class. They can be used by Medics and Engineers.

## Description

Rifles are balanced weapons. A jack-of-all trades, master of none, they usually aren't outstanding in any particular field. However, they have good general applicability and are decent in any given situation. Rifles typically have a high Rate-of-Fire and can fire in either Automatic, Semi-Automatic (FAL OSW), or Burst Fire (ARX 160). Elementals and Machine Guns are the only primary weapon types which have higher RoF than Rifles.

The Honey Badger is the default primary for Engineers.

## Rifle list

### Standard Rifles

* Honey Badger (Default, also the starting weapon of the game).
* XM8A1
* ARX 160
* AK12
* FAL OSW

### Custom Rifles

* Crazy Badger
* Harbinger
* Future Soldier
* Iron Curtain
* Peacekeeper
R870

Type
 Blueprint No.
 Custom Version

**R870**is the default Shotgun, which can be used by both Ninjas and Juggernauts. The R870's custom version is the highly improved Defriender.

## Appearance

The R870 is a traditional pump-action shotgun, with a black-gray mixed color tone. The pump under the barrel has the black color and features an additional flashlight.

## Description

The R870 is a Shotgun. It has the highest range of regular Shotguns and the second highest accuracy. Its rate of fire and damage are average.

## Overview

The R870 is one of the best shotguns. Later in the game, you will unlock TAC 12, but that weapon is much less effective due to it's bad accuracy, much shorter range and impact. It is best to keep R870 with both classes until you get its custom version, the Defriender.

Ninjas can score many stealth kills with this, especially with the Chameleon trait which makes them invisible. However, the trait works only when the Ninja is away from the enemy and not firing, so shotguns don't have much effect there. However, the R870's long range makes this job easy. You can easily kill most lower level enemies and Snipers with a few shots. This weapon is also one the best choices for the Juggernaut.

Advanced Rifling helps to improve the range, even though the R870 already has the longest out of all shotguns without the attachment. If the reloading sequence takes too much time, you can modify it with the Drum Mag, but that way you also lose 30% of its ammo.

### Pros and Cons

#### Pros

* Longest range out of all shotguns with decent damage and is very likely to end the target with one single shot.
* Decent ammo capacity.
* Pretty good accuracy for a shotgun.
* Average fire rate.

## Trivia

* This weapon is based on the Remington Model 870 shotgun (R870 for short).
	+ The modifications seen in-game most likely taken inspirations from the Remington 870 MCS featured in Call of Duty: Black Ops II.
* The name of this weapon is shortened like this in many other games.
* The R870 also appears in Strike Force Heroes 2 as the default weapon for the Juggernaut only.
Ignition Rounds

**Ignition Rounds**, previously known as **Phosphorous Rounds** is an elemental round Attachment.

## Effect

Gives both secondary and primary weapon ability for chance to burn enemies. It is best used in combination with weapons with high fire rate to increase chances for fire to apply (or that already have a chance to ignite enemies to further increase the chances of igniting the enemy), and weapons that already have elemental abilities, e.g. Sub Zero. It also decreases damage dealt to enemies by 20%.

It is recommended to use with Poison for double damage, and with Ice to make sure your enemy is still losing health when captured in ice rock, if you couldn't finish him off.

## Trivia

* It has been renamed as "Ignition Rounds" in version 20.8, because "Phosphorous" had too many letters and wasn't displayed properly.
Peacekeeper

Type
 Special Effect

The **Peacekeeper** is a custom Rifle. Its the custom version of FAL OSW.

## Description

High accuracy remains. Peacekeeper is a semi automatic Rifle effective only on long range, similar to a Sniper Rifle. This is proved even more with the custom version because it has a scope. A great advantage of the Peacekeeper is +50% more damage done by headshots.

## Tips

Use for long range attacks and defenses. Aim for the head for quick kills, treat this like a sniper rifle.

best with burst module.

## Trivia

* The gun name resembles a weapon in Black Ops 2, the Peacekeeper, an exclusive weapon only available in a Black Ops 2 DLC which is paid.
The End?

**The End?** is a medal.

It is unlocked after completing all campaign missions / completing Devs De La Muerte, the final mission for the first time. It is unlocked after the credits start rolling.

## Trivia

* Majority of players actually earned this medal on mission 39. This is because the original version of the game (v15) included only 39 missions. The rest was unlocked in later versions, but the game would still give the medal early until it was fixed in v20.8.
* The End? is also name of medals unlocked for finishing the campaign in SFH1 and SFH2.
Executioners

Type
 Special Effect

The **Executioners** is the custom version of the Judge.

## Appearance

The Executioners are a pair of Judge revolvers. The barrel assemblies, the receivers, the cylinders and the pins on the end of the dual's grips are all made of gold. They are equipped with extra red dot sights and laser aiming modules.

## Description

The Executioners have very high impact and range, plus near-perfect accuracy and adequate ammo capacity. Their main drawback is a slow rate of fire.

## Overview

Executioners are essentially sniper pistols. Their high impact, range and accuracy allow them to easily pick off enemies at mid to long range, especially with the high-damage headshots. Their slow rate of fire can be offset a bit with a Hair Trigger, and a Burst Module makes each shot extremely powerful, at the cost of slower RoF and increased ammo burn.
Guidance System

**Guidance System**is one of the Engineer 's two traits.

## Description

Guidance System boosts the RoF of the Engineer's turret killstreaks by 25%. It has big effect on either Shotgun Turret or Rocket Sentry killstreaks used by Engineer. It gives them ability to shoot very fast, and that way they are able to kill more enemies. However, then they have less health and shorter duration that is enabled with Heavy Deployment, the other trait.
Kill Stealer

**Kill Stealer** is an Offensive Upgrade.

It is the upgrade version of Targeting CPU offensive Equipment item. You do +10% damage to enemies not targeting you. It is one of two earliest upgrades used by Evelynn, which goes well with her other skills (she is a Ninja and has Chameleon trait, which gives her ability to come close without being spotted by enemies). It can be also used by Jyn, the sniper.
Attachments

## Description

**Attachments** are weapon modifications that can be attached to any weapon in the game. An attachment may have a different effect on different weapons. They are also known as **Weapon Mods.**

Attachments can be equipped in the attachment Mod slot in the base. Unlike Equipment, attachments don't have restrictions and are all offensive.

Attachments can increase accuracy, damage, fire rate, ammo, or give a weapon the ability to afflict enemies with various status effects (elemental rounds). However, most of them also include a negative side effect. For example, Auto Trigger turns the primary weapon fully automatic, but reduces damage per shot by 20%. Attachments are not visible on weapons in-battle. All cosmetic attachments on a weapon show its Status. For example if a BM9 has a laser sight visible, it is not because you equipped it with a Laser Sight but because it is Flawless status.

## List of Attachments

* Drum Mag
* Extended Mag
* Auto Trigger
* Burst Module
* Phosphorous Rounds
* Nitrogen Rounds
* Poison Rounds
* Charged Rounds
* Heavy Load
* Advanced Rifling
* Foregrip
* Laser Sight
* Ammo Pack
* Ballistic CPU
* Shrapnel
* Hair Trigger
* Sharpened Edge
Ballers

Type
 Special Effect

The **Ballers** are a custom Dual. They are the custom version of the FMG9.

## Appearance

The Ballers are a set of gold FMG9. Aside from the magazines keeping its gray color and the grips, bolt/mag release buttons changing their color into a nice shade of brown, the stocks, foregrips and the carrying handles are made of pure gold. The models always include extra laser sights and red dot sights installed on the top rails.

## Description

The Ballers are a great improvement from the FMG9. It has a special effect which allows it to deal 25% more damage on headshots and crits. It also has the longest range of all Duals.

The Ballers are extremely useful when upgraded, due to a high max fire rate and incredibly large mag.

## Tips

Although the Ballers have a lower fire rate than the Avengers, their high impact and increased bonus damage done with critical hits and headshots alongside their large mag capacity quickly make up for their flaws.

Hair Trigger and Extended Mag are recommended for the Ballers as they leverage it's best stats.

## Trivia

* Reference to *Hitman,*where Ballers are his highly destructive dual pistols.
Accuracy

**Accuracy**is one of the 4 weapon stats that can be upgraded. It is the probability the weapon hits the target. Decrease of accuracy is caused by weapon recoil or character's movements. It is increased by **crouching**.

You aim with the crosshair. Wider crosshair means worse accuracy. All weapons have better accuracy on closer ranges. Weapons that have short range also have worse accuracy, except Blades, which are melee weapons and therefore have almost perfect accuracy. Weapons with the best accuracy are obviously Sniper rifles, but it is also a common trait found among Rifles, Explosives and Elementals. Pistols are the secondary weapons with the greatest accuracy. Weapons with worst accuracy (with few exceptions) are Shotguns, Machine Guns and SMGs.

Weapons with the best, nearly perfect accuracy (that are not blades) in the entire game are snipers Rehab and AWP.

## Accuracy decreasement

Accuracy gets worse by firing (recoil) and moving. While firing, the accuracy decreases by every shot. This has most effect with weapons with high fire rate, like machine guns, due to their extreme fire rate and bad accuracy. When you stop, it quickly turns back to normal. It also gets slightly worse while walking, and much worse while jumping. The Nervous flaw reduces accuracy in movement extremely.

## Accuracy improvement

Accuracy can be improved by many Attachments, Upgrades, Workshop Upgrades, Traits and Equipments.

### Attachments

Foregrip increases accuracy by 10% and without negative side effects.

### Equipment/Upgrades

Iron Grip offensive upgrade makes the weapon don't lose accuracy by firing and it has the same effect as Diazepam equipment. It works best with machine guns. With Steady Aim offensive upgrade equipment, weapon doesn't lose accuracy while character is moving/jumping, and it can be used against Nervous flaw. Crouch Master and Tripod give the character extreme accuracy while crouching.

### Workshop upgrades

Accuracy is the 2nd star in workshop upgrade machine. It increases the number of the accuracy bar for a little.
MK14

Most Accurate

The **MK14** is a semi-automatic Sniper rifle for the Sniper and the Gunslinger class.

## Appearance

The MK14 is based off the American Mk14 mod 0 Enhanced Battle Rifle. It features a white base with a black Kydex hand guard and a front sight. It also has a shorter barrel with a rear sight on it. It also has a tilted magazine.

## Description

The MK14 is the sniper rifle with the highest accuracy, which means that sniping from far distances will be easier. It also excels in its fire rate and ammo capacity, having 12 rounds per magazine and a higher-than-average fire rate.

However, the MK14 suffers from a low impact, being the second lowest damaging rifle, only beaten by the G36R.

The Marksman is the custom version of the MK14 and it emphasizes the accuracy of the MK14 by having perfect accuracy when unupgraded.

## Tips

The MK14 is a poor sniper rifle for the Sniper playstyle, primarily due to its extremely low impact which severely damages the "one shot one kill" trait of a marksman. However it still makes up for this with its high accuracy which helps with dealing more shots.

The MK14 is best used with 4+ star upgrades as it will have a higher impact.

The Balistic CPU is good for the MK14 as it will ensure you deal extra damage to the opponents. Even though it requires hitting the head, that will be a simpler task due to its high accuracy. The Burst Module and Auto Trigger are also good picks due to the MK14's high ammo pool.

The Marksman, the MK14's custom version, is practically useless due to the MK14 already having perfect accuracy with 2+ star upgrades.

All in all, the MK14 is a poor choice for those who wish to play the Sniper playstyle as it will not be able to deal enough damage to kill enemies. Only use this weapon if you are having very great difficulty with ammo handling.

## Trivia

* In real life, the Mk14 EBR is a select-fire battle rifle was made by the US for use in the United States Special Operations Command. It is chambered in 7.62x51mm NATO rounds. More can be read here.
* The MK14 in SFH3 does not include a scope as compared to the other rifle in Strike Force Heroes 2.
P99

'

*'***P99** is a Pistol secondary. Its custom version is Licence To Kill.

## Description

The P99 is the only sidearm with a silencer. It has a relatively slow fire rate and mediocre damage but has good accuracy, fast reloading, and long range.

## Tips

Use P99 as backup weapon with Machine Guns, that have terrible accuracy, or with Elementals.
Ion Cannon

Type
 Blueprint No.
 Custom Version

**Ion Cannon** is an Experimental Weapon.

## Description

Ion Cannon fires green beams with short range that can be compared to Laser Cutter but has better fire rate than most of the Experimetals. It also has chance to poison enemies.

It fires multi-shot, so it's basically a shotgun. Impact is excellent, accuracy is average.

Paralyzer is the custom version of this gun.

## Tips

Effective only on short range, little longer than Elementals. It's a starter weapon so you should replace it. If you don't like the short range, replace it with DSR1 or Pulse Rifle. This weapon shouldn't be used by Snipers because their low health makes close combat hard.

Have a good long ranged secondary along with this gun.

## Trivia

* Although it fires electric beams, it poisons instead of electrocuting.
Harbinger

Type
 Special Effect

The **Harbinger** is a custom Rifle.

## Appearance

Similar to XM8A1. It have a gold hull instead of green grey one. The model always have a extra second handle bar and a yellow ruler sight at the top.

## Description

The Harbinger is the gold, custom version of the XM8A1 Rifle. Its stats are almost identical to its standard version. It offers a +15% Critical Chance as well as increased damage per second.

## Tips

Like the XM8A1, the Harbinger is a good balanced weapon. However, it does best at mid-to-long range combat due to its low Rate of Fire. It is best used with a secondary with a high RoF for close range combat, or use a Blade, e.g., Hattori Hanzo. Laser Sight is also a good weapon mod to use, since the gun already has a higher crit chance, and laser sight deals more crit damage. Tbh, it is not as good as Crazy Badger or Iron Curtain as the fire rate is to slow to make this an effective weapon.

## Trivia

* This weapon resembles a real life XM8.
	+ This weapon has also been in SFH2.
Electrified

**Electrified**, or **Electricity**, is a status effect.

## Effect

When a solider is electrified, he or she will be glowing in purple and will be taking 10% more damage from all source. However, like with all status effects, you can easily commit suicide if you are shooting below yourself, close to the ground you are or too close of the enemies you are targeting.

## Weapons

Below weapons which have chance to electrify enemies it's written "Chance to Electrocute enemies". Below weapons which electrify for sure the enemies it's written "Electrocutes enemies".

* Tesla
* Edison's Bane
* Rail Gun (Chance)
* Fortune's 500
* Mobile Turret (Chance)
* Bolt Sticker
* Stun Baton
* Weapons with the attachment Charged Rounds
Five Seven

**Five Seven** is a pistol. The custom version of the Five Seven is the Popper.

 Type
 Class
Juggernaut and
 Blueprint No.
 Custom Version

## Appearance

The Five Seven is a pistol that appears identical to its real life counterpart, the FN Five-seven.

## Description

The Five Seven is a 3 round burst-fire pistol that deals moderate damage. Its accuracy is below average but its ammo capacity is quite large. It has the fastest fire rate of all Pistols.

## Overview

This weapon's quick burst firing capabilities makes it a reliable close range weapon. However, its middling accuracy prevents it from being effective at longer range. As with other burst fire weapons, equipping the Burst Module attachment does nothing except lower the weapon's damage.

## Trivia

* The Five Seven blueprint is the first blueprint found in the entire game.
Blades

Blades are secondary weapons that can be used by Engineers, Ninjas, Juggernauts, Snipers and Elites. They are also the primary and secondary weapons of the Knight class.

## Description

Blades are melee weapons and therefore don't shoot projectiles. The Player needs to be close to the enemy to swing the blade and damage enemy. The only exceptions are the Katana and the Hattori Hanzo which have the option of reflecting an opponent's projectiles back towards them. The main advantage of blades is their lack of reliance on ammunition, allowing you to use them indefinitely. However, they usually have a slow fire rate.

When using Blades, beware of where your squadmates are moving as swinging near them can also take them out.

## All Blades

* Knife
* Club
* Axe
* Katana
* Stun Baton

### Custom blades

Custom blades are improved versions of normal blades.

* First Blood
* Sky9 Iron
* Big Willy
* Hattori Hanzo
* Sick Stick

## Trivia

* Despite being called blades, some of these weapons are more like bludgeons and strike enemies with thwacks instead of slices.
Forest

**Forest** is a map. First time it appears in the campaign is in Mission 8.

## Description

Forest is set in an jungle enviroment, with mostly square rock platforms similar to ones in the Temple. In the background, a dense forest can be seen along with high wooden houses.

Forest is one of the biggest maps, the player will have to cross a big path while capturing the flag. But there aren't any enviromental hazards as in most of big maps.

## Trivia

* Before a certain update, AI bots couldn't reach the top left corner of the map, which was neccessary to deliver the flag.
* This is one of few maps that isn't a remake of any other game made by Sky9, however some parts are very similar to *Raze 2*map called Shipyard.
* This map is probably located near the Temple.
* The ruined huts in the background heavily resemble the Village from Strike Force Heroes 1, implying that the Forest is set near it.
Panzer

Type
 Blueprint No.
 Custom Version

**Panzer** is an Explosive Weapon and a rocket launcher. Its custom version is the Tank Buster.

## Appearance

The Panzer is a shoulder-mounted, guided missile launcher. A foregrip and rear grip are attached to the bottom of the weapon. It also has two yellow warning labels; one is around the middle of the weapon while the other is placed at the back of the launch tube.

## Description

The Panzer is a guided, single-shot rocket launcher that fires homing rockets. It has the second highest impact of all Explosive weapons, only being eclipsed by the SMAWG. The Panzer also has high accuracy mainly due to its guided missiles.

## Overview

Strong and reliable, the Panzer is highly effective at medium to long range. It can definitely kill more fragile opponents in one hit, and its guiding system will help secure those kills. In fact, the Panzer's rockets can even lock onto invisible opponents. This makes it a great weapon against enemy Ninjas.

However, due to its slow reloading speed, it is not nearly as suitable for fighting multiple enemies at once. In addition, the homing missile are accurate, but very slow. Opponents can simply outmaneuver them by running or jumping. Like all other Explosive weapons, the Panzer is best used with a close range secondary to avoid suicide. Due to a bug, equipping the Drum Mag gives the weapon unlimited ammo with no need to reload. This also works with the SMAWG. Overall, the Panzer is closely related to the SMAWG, exchanging a bit of damage and projectile speed for more accuracy.

## Trivia

* The Panzer seems to be the spiritual successor of the Stinger from *Strike Force Heroes 1* and *2* .
* Panzer in German means armor. It was the name for a series of tanks first produced in World War 2. Its name is also connected to its custom version's name, Tank Buster.
* The rockets fired by the Panzer are visually identical to the rockets fired by the Rocket Sentry Killstreak.
Novice Badge

**Novice Badge** is an utility Equipment item.

## Effect

+10% exp per kill. Works similar to the Credit Card, since it requires kills. This badge is extremely helpful if you want to level up fast. Offensive classes, or any classes that have strong firepower have most use from this item.

Most effective in games with lots of kills to win. You can make a custom match with lots of kills and camp, after you win your hero will level up very fast. Once you reach level 30 with the soldier who uses this, don't forget to remove it because it becomes useless.

Effect of this item is same as **Quick Learner**  utility upgrade. That upgrade is used by Mayday and Wesley.
Traits

**Traits** are small abilities of each hero. They are significantly weaker than Killstreaks, that are the highest power, but unlike killstreaks they are not temporary and they can take effect at any time during battle. They are also mostly little more powerful than Upgrades, and they depend on the class. Like killstreaks, each class has 2 possible traits, while Mercenary is unique as he has 3 traits (Vital Bomb is also used by Juggernaut).

A hero can only have 1 trait from his class, along with a Flaw and a Killstreak.

## List of traits

### Engineer

* Heavy Deployment
* Guidance System

### Gunslinger

* Gun Play
* Inspire

### Medic

* Healing Aura
* Loving Spirit

### Mercenary

* Vital Bomb
* Status Proof
* Explosive Temper

### Juggernaut

* Deflective Armor
* Vital Bomb

### Ninja

* Chameleon
* Matrix Dodge

### Sniper

* Brain Magnet
* Aim Assist

### Elite

* Energy Ammo
* Liquid Coating

## Trivia

* Mercenary is the only class that has 3 traits.
* Some traits are actually weaker versions of killstreaks (Deflective Armor trait and "I'm The Juggernaut" killstreak, Healing Aura trait and Rapid Regen, or Inspire and Critical Boost)
* Sniper's Aim Assist doesn't work on some weapons such as Rehab because it's accuracy is already perfect.
* Both of Engineer's traits have effect only during killstreak time, because they buff his turrets.
* Traits possibly evolved from the idea of skills in SFH2 and perks in SFH: Extraction, but upgrades are sometimes similar to them too.
	+ Gun Play was used in SFH2 by General but with different effect.
XM8A1

Type
 Blueprint No.
 Custom Version

The **XM8A1** is a Rifle in Strike Force Heroes 3, used by the Medic and Engineer classes.

## Appearance

XM8A1 appear as a short assault rifle which have an extra handle at the top. It have green-grey theme, and some of the part are painted in black. It have a middle and a front sight, along with the cylinder tube and a small portion of the barrel poking out of the hull.

## Description

The XM8A1 could be seen as a full auto, low powered sniper rifle. It has the above average damage and accuracy for a Rifle, but its main drawback being its low RoF. The unique gold, custom version is the Harbinger.

## Strategy

Best used by players looking for a balanced weapon. Excels most at mid-to-long range due to rather high accuracy and damage. Generally, it does not perform very well in close range battles, so use Blades (Big Willy, Sky9 Iron, and Hattori Hanzo are best) to get up close without getting killed easily.

## Trivia

* Successor to the XM8 in SFH2. Based on the real life XM8, which was rejected as a replacement to the M4/M16 series of rifles in the U.S Military.
* It's appearance is based on the **M8A1** from Call of Duty: Black Ops II, albeit darker.
Easter Eggs

* The transparent sphere when activate the killstreak "I'm the juggernaut" or when you swing the Katana, it looks like a sad emoji.
* When you complete the mission by gathering intel, in Strike Force Heroes 1, there are weird files like, dancing cat. gif, or market list, those are the easter eggs.
* If you activate Fiesta! Mod in Strike Force Heroes 2, all players have 😀 emojis on their face.