User manual GAMES PC POLICE QUEST-SWAT
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Manual abstract: user guide GAMES PC POLICE QUEST-SWAT
Detailed instructions for use are in the User's Guide.
[. . . ] Terrorism involves illegal violent actions taken by a group of individuals in order to further their ideology or beliefs. Since many terrorist organizations consider themselves armies, they do not have the same legal status as a military of a recognized nation. In the past, terrorism has relied on high profile acts committed to attract attention to them and their cause. With 24-hour world-wide television news networks, a single terrorist can shock the entire world by blowing up a daycare center or gunning down innocent bystanders. [. . . ] Operatives have all of their stats decreased by ten percent during a mission. During the action phase the operative will have his or her firearms accuracy decreased and will be slower to react to the enemy.
RAINBOW SIX
4-5
WWW. REDSTORM. COM
ROGUE SPEAR
4-6
WWW. REDSTORM. COM
PLANNING PHASE: ROSTER
SPECIALTY SKILLS
Specialty skills reflect learned and trained abilities. These skills affect all operatives alike, whether you or the computer is controlling them. Therefore, always choose team leaders with the skills you will need to complete the mission. Assault: This skill is used to determine the operative's ability to use firearms as well as the size of the targeting reticule. The higher the assault skill, the smaller the reticule and the faster he can target an enemy. For more information on the targeting reticule, see the "Targeting Reticule" section in the Action Phase. The assault skill is used whenever an operative fires any gun without the sniper view activated. Your team leaders should always have high assault skills since they are in the lead and will usually see the enemy first and have the first shot. Demolitions: This skill determines the speed with which an operative can work with demolitions. The demolitions skill is used when placing breaching charges or explosives as well as when disarming a bomb. If an operative does snap, his or her aggression level will dictate how they react. Stamina determines how many wounds an operative can receive before becoming incapacitated. The greater the stamina level, the more damage they can take and keep going.
RAINBOW SIX
4-7
WWW. REDSTORM. COM
ROGUE SPEAR
4-8
WWW. REDSTORM. COM
PLANNING PHASE: KIT SELECTION
KIT SELECTION
each weapon and equipment item available, see the Weapons and Equipment section later in this manual. In the middle is a picture of a uniform and the weapons and equipment slots are located on the right. To customize an operatives kit, first select the operative by clicking on his or her name to highlight it. To close the window and keep the new item, click on the button with the check mark. To close the window and cancel the change, click on the button with the "X". To assign the item to all operatives, click on the button with the two arrows pointing to the left.
PLANNING PHASE: KIT SELECTION
In the case of the primary and secondary weapons, you can also choose the type of ammunition. Pistols, submachine guns, assault rifles and sniper rifles can fire either Full Metal Jacket (FMJ) or Jacketed Hollow Point (JHP). JHP is most effective at close range against targets without body armor. Buckshot is best for targets without body armor and for breaching doors. [. . . ] Each is specially designed for a specific environment or lighting condition.
ARCTIC 1
This all-white uniform is great for missions in the snow.
ARCTIC 2 LIGHT
This class is perfect for nighttime missions and recon specialists. It consists of a lightweight Level IIa tactical vest capable of stopping low-powered pistol rounds and is rounded out with the standard soft-soled rubber boots, Nomex balaclava, and Nomex/Kevlar gloves. An alternative arctic uniform, this one has dark splotches on white and is best used when operating in snow and brush where an allwhite uniform would stand out.
DESERT 1
This desert camo uniform is used for desert operations and is issued to RAINBOW operatives for desert type operations.
MEDIUM
This class consists of a Level II waist-length tactical vest and a Kevlar Helmet, soft-soled rubber boots, Nomex balaclava, and Nomex/Kevlar gloves. The vest is capable of stopping most pistol fire, and some submachine gun fire as well.
DESERT 2
HEAVY
This class consists of Level III body armor extending to the groin and is capable of stopping all but the most high-powered of rifle rounds. [. . . ]
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