Koszmar

> ...A desperate warrior is never going home. Koszmar must continue the war.
>
> Caliber, Operator Dossier

Koszmar, Polish for Nightmare. An excellent name for someone who in the right hands can cripple an enemy team. The GROM Assault is here to ruin someone's day, pray that it's not yours.

## Overview & Analysis

Koszmar is armed with an HK416A5 5,56x45mm assault rifle and a H&K USP SD 9x19mm handgun. His special weapon is an HK69A1 with toxic gas ammunition, a single shot break action grenade launcher that fires chemical shells. His attachments in order are:

* Holographic Sight — EoTech XPS2
	+ Sight replacement, providing better clarity with the rifle.
* Tactical Foregrip — Magpul AFG
	+ Angled foregrip that improves recoil handling.
* Subsonic Cartridges & Silencer — Surefire SOCOM 556 Mini-Monster
	+ Sacrifices damage over distance for shot volume reduction

His special ability is Thunder, which upon activation blocks Abilities and inflicts Confused against targets he hits with his main weapon.

* Confused status removes all buffs except Heal, Shield, & Link.
	+ May have effects against Skill induced buffs.
* Does not prevent Sprinting.
* At Progression 7, he adds immunity to the Marked effect when using the ability and firing his weapon.

Koszmar has Average survivability with Average mobility, however his Progression 7 effect provides immunity to the Poisoned effect, preventing damage from toxic gas, as well as Buggy's Dispersion ability and Karavai's Healing Capsule

## HK416A5

### HK416A5:

His HK416A5 is a highly controllable assault rifle, pushing out 5,56x45mm rounds with decent DPS and very soft recoil with all upgrades, to the point where an experienced operator can likely engage targets up to 50m with a modicum of effort. However, its damage dropoff is fairly sharp, as will all assault rifles, and at 24m it begins to drop off to 11 damage at 35 meters and finally 5.5 damage at 52 meters and beyond.

It may attach a Holographic Sight, Tactical Foregrip, and Subsonic Cartridges + Silencer, which makes it more optimal for close quarters work, or the suppression kit may be removed for more punch at range, as the suppression kit penalizes damage to 6.6 at 35m and 3.3 at 52m.

## H&K USP SD

### H&K USP SD

His USP SD is about as one might expect. It's a 9x19mm handgun that deals strong headshot damage but weak body damage, and has low penetration of ballistic armor.

If all else fails, or you want to preserve your main weapon ammunition (remember, Thunder **only** works with the HK416A5, **not** the USP) this can be useful, especially if you're good about hitting headshots.

## HK69A1 Grenade Launcher

### HK69A1 Gas Rounds

His special gear is an H&K69A1 that fires Gas rounds, and can poison enemies in its area of effect. This weapon is very funny/useful for suppressing enemy Marksmen and discouraging enemy attacks through a position, as its throw range is long enough to hit the other end of a Frontlines map and its 10sec duration can force someone to take 16 or 32 damage moving through it at the very least, or just have to sit on their thumbs and hope a crazy (he is **canonically** crazy.) Polish gunman doesn't whip around the corner and put them down.

This weapon benefits from the following Progressions.

* Prog 3: Grants the weapon
* Prog 9: improves weapon damage by +4 dmg/sec, to a total of 16 dmg/sec
* Prog 11: adds +1 spare ammo, for a total of 4 rounds, or 1/3 loaded/reserve.
* Prog 13: increases the radius of effect by 1 meter, to 5m radius.

## Operator Progression

Koszmar's pathway focuses on weapon improvements and ability improvements. He requires 377,527 Operator Experience to complete his progression pathway.

1. Reduced cost of Sprinting: -2SP/sec
2. Increased base Stamina: +100 SP
3. HK69A1 grenade launcher with gas rounds
4. Grants Holographic Sight
5. Increases Reserve Ammunition
6. Grants Tactical Foregrip
7. Grants Special Traits
8. Grants Silencer Kit
9. Special Weapon Damage Up
10. Ability Duration Up I
11. Increased Special Weapon Reserves
12. Ability Activation Cost Reduced
13. Ability Duration Up II
14. Ability Cooldown Reduced

## Gameplay tips

### **Strengths**

* Immune to Poison effects with Progression 7
* Very controllable weapon
* Powerful Area Denial with his Special Gear
* Ability can be used to quickly shoot once every enemy Player in sight and block abilities
* Ability can remove buff effects

### Weaknesses

* Somewhat average in other respects
* Weapon is very powerful. He has the second-most DPS with first being Avant-Garde

### In PvP:

Koszmar is generally an op to use if you very much like to push. He's a high A, not overpowered but very good. He's got average survivability, and his ability/special gear let him deny cover or push routes. His ability will stop enemies from activating abilities but won't stop active abilitiea. His insane DPS and controllable weapon recoil makes him very lethal in close ranges.

It's recommended to use stimulants. Use medpacks if you have the snug fit skill, and Spare Armor, as you will need it for better survivability. Stimulants allow less conservation of stamina and allows for long sprints/frequent ability uses.

### In PvE:

Koszmar comes into his own here. He can flush bots out of cover, deny Officer abilities, and ignore the attacks of Chemists. His weapon is powerful to quickly burn all targets with headshots.

If you can, memorize when Officers spawn, and save Thunder for then, to increase the impact you have.

## Operator Dossier

#### Biography:

Born in Poznan, son of a construction materials store owner and economist. Single, no children. Jerzy grew up as an ordinary boy, tolerated study, whiled away time playing video games, and slept.

He was "handed over" to the army with the sole aim of becoming a normal person. Instead, his service turned into real purgatory. On his very first tour of duty, Jerzy's squad was ambushed. The militants executed everyone and tortured him for several hours just for fun, only to hang him afterward.

The support group arrived just in time to free him from the noose. That day, Jerzy died, and Koszmar was born. He is not afraid of death because once he was calling for it. In battle, he rushes ahead with no fear, leaving startled enemies, easy targets for the team, in his wake. He flushes out the hiding enemies from his cover with poison gas.

A desperate warrior is not going to return home. Koszmar must continue the war.