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Our clan is called eLiTe CoVeRt kiLLaZ and the clan tag is eCk.

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The founders of eCk are myself GuNKa from the UK and KingKenny76 from Ireland. We are always on the lookout for members for our clan. We are currently playing KillZone 3 with regular tournaments held each week. Our clan also play anything where you have to shoot or blow stuff up. If this sounds like a clan you would consider joining please register on our website. We look forward to hearing from you.

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 Killzone 3 full list of Weapons and Unlocks

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GuNka
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PostSubject: Killzone 3 full list of Weapons and Unlocks   Sun Mar 13, 2011 1:58 am

CLASSES:

FIELD MEDIC

Weapons:

PRIMARY: StA11 SMG, LS13 Shotgun, M82 Assault Rifle

SECONDARY: StA18 Pistol, M4 Revolver, M66 Machine Pistol

Primary Abilities:

REVIVE: Mortally wounded players are revived with full health and a clip of ammo.

REVIVE +: Mortally wounded players are revived with higher maximum health, 2 clips of ammo and 1 explosive.

REVIVE ++: Mortally wounded players are revived with higher maximum health, and maximum ammunition, and grenades.

Secondary Abilities:

TRIAGE: An aura of health is emitted from the Field Medic, regenerating himself and nearby faction members.

TRIAGE +: Deploys (Right on the D-PAD) a hovering Medi-Droid that will accompany the Field Medic until death.

TRIAGE ++: If still mortally wounded at the end of the respawn timer, the Field Medic will be given the option to respawn where he fell with full health and ammunition.


ENGINEER

Weapons:

PRIMARY: M224-1A LMG, StA-11 SMG, StA-3 LMG

SECONDARY: StA-18 Pistol, VC8 Shotgun Pistol, StA-2 Battle Pistol

Primary Abilities:

REPAIR TOOL: Repair damaged or destroyed ammunition dispensers, mounted guns and automated turrets.

REPAIR TOOL +: Increases repair speed. Stacks with previous abilities.

REPAIR TOOL ++: Hack enemy placed turrets, transferring ownership until the Engineer is killed or the turret is re-hacked. Stacks with previous abilities.

Secondary Abilities:

SENTRY TURRET: Deploy a machine-gun turret that will automatically target and fire at enemies in range.

SENTRY TURRET +: Turret's firing rate is increased and can be deployed twice as fast as before.

SENTRY TURRET ++: Deployed turrets can now track targets faster and are augmented with auto-fire rockets that fire every few seconds.


MARKSMAN

Weapons:

PRIMARY: StA-14 Rifle, StA-11 SMG, VC-32 Sniper Rifle

SECONDARY: StA-18 Pistol, VC8 Shotgun Pistol, M66 Machine Pistol

Primary Abilities:

CLOAK SUIT: Stay cloaked for a limited time. Firing any weapon will disable the cloak and moving around will reduce it's effect.

CLOAK SUIT +: Stay cloaked indefinitely. Firing any weapon will disable the cloak and moving around will reduce its effect.

CLOAK SUIT ++: Stay cloaked indefinitely while firing weapon. Damaging an enemy player or moving around will cause the cloak to ripple for a short time. Mortally wounding or killing an enemy will disable the cloak unless using a silenced weapon.

Secondary Abilities:

SCRAMBLE: The Marksman and any allies within 15 meters will not show up on the enemy's radar, even while firing weapons.

SCRAMBLE +: Marksman will not be revealed when an enemy Tactician uses their Recon ability. Stacks with previous ability.

SCRAMBLE ++: Enemies within 15 meters of the Marksman will have their radars disabled. Stacks with previous ability.


INFILTRATOR

Weapons:

PRIMARY: LS13 Shotgun, StA-11 SMG, StA-52 Assault Rifle

SECONDARY: StA-18 Pistol, StA-2 Battle Pistol, VC9 Missile Launcher

Primary Abilities:

DISGUISE: Infiltrators can disguise themselves as a member of the opposing faction.

DISGUISE +: In addition to being disguised, Infiltrators are undetectable by Engineer Turrets, Sentry Drones and Medi-Droids.

DISGUISE ++: Perform melee attacks without breaking disguise. Stacks with previous abilities.

Secondary Abilities:

SURVIVALIST: Increase stamina by 50% and sprint faster than normal.

SURVIVALIST +: Unlimited stamina and increased sprint speed.

SURVIVALIST ++: "Use" actions, such as placing and disarming explosives, are completed 50% faster.


TACTICIAN

Weapons:

PRIMARY: StA-11 SMG, M224-1A LMG, StA-14 Rifle

SECONDARY: StA-18 Pistol, M4 Revolver, VC9 Missile Launcher

Primary Abilities:

TACTICS: Can capture Tactical Spawn Areas in the level which, once captured, allow all faction membersto spawn there. Some Tactical Spawn Areas may unlock special level-specific objects, like jetpacks or mortar beacons.

TACTICS +: Reduces the time it takes to capture a Tactical Spawn Area by half.

TACTICS ++: Capture and Hold mission areas can be captured at twice the normal speed. Stacks with previous abilities.

Secondary Abilities:

RECON: Temporarily mark enemy positions on the mini-map. Any enemies within 30 meters of you will be revealed.

RECON +: Activate and throw a beacon to call in a flying Sentry Drone to attack enemies. If no enemies are present the drone will patrol the vicinity for threats.

RECON ++: Upgrades the Tactician's Sentry Drone, allowing it to track and fire faster.


UNIVERSAL ABILITIES:

Armor: begin with armor that absorbs damage that would normally reduce your health.
Extra Health: Increases maximum health.
Extra Ammo: Weapons start with more ammunition.
Extra Primary Weapon: Substitutes a secondary weapon with a previously unlocked primary weapon.


WEAPON BIOS:
(Possibly place-holder)

ISA:

M-82 Assault Rifle: Standard issue to all ISA combatants, the assault rifle is well suited to most combat situations. Equipped with a reflex scope, this weapon is deadly in the hands of an experienced soldier.
M-4 Revolver: One shot will severely cripple an enemy, or kill a wounded one.
M224-1A Light Machine-Gun: Friend to bunkered soldiers everywhere, the LMG's iron sights and a large clip size will make the enemy think twice about storming his position.
M-66 Machine Pistol: Equipped with a reflex scope and a silencer, the machine pistol is an ideal weapon for close range, surprise encounters.


HELGHAST:

StA-52 Assault Rifle: Standard Helghast issued assault rifle equipped with reflex scope. Sturdy, easy to use and ideal for just about any combat situation.
StA-11 Sub-Machine Gun: No othe rautomatic weapon is better suited to close-range, in your face encounters than the StA11.
StA-14 Rifle: A scoped semi-automatic rifle capable of felling most targets before they can get near you.
StA-3 Light Machine-Gun: Accuracy is overrated. The Sta3's high rate of fire and large clip size will clear out a room in seconds. A formidable close-range weapon.
VC-32 Sniper Rifle: With a long-range zoom and high accuracy, this rifle is capable of felling most foes in a single shot.
LS-13 Shotgun: The LS-13 is a powerful semi-automatic shotgun equipped with a reflex scope. Whatever this hits stays dead.
VC-9 Missile Launcher: Capable of destroying turrets and drones in a single shot, the VC-9 Missile Launcher is the very definition of an anti-armor weapon.
StA-18 pistol: Standard issue semi-automatic pistol.
VC-8 Shotgun Pistol: The best weapon for a close-quarters fight, nothing says 'up close and personal' like the VC-8.
StA-2 Battle Pistol: Increases grenade storage capacity and fires grenades farther than any soldier could ever

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