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Newbies Guide for MAG (New players please read)

Everything you need to know is right here on the first page.

All credit goes to AbigalSS from the American Beta forums I hope this helps and if you could sticky this that
would be great thanks

Controls

This is the current controller layout for MAG.

We will have additional controller layouts available for players to choose from, but will not allow players to
hand-edit individual layouts.

Movement & Aiming


The left analog stick controls basic movement: forward, back, strafe left, and strafe right. The further the stick
is deflected, the faster the movement.

Pressing down on L3 initiates a sprint. Returning the left analog stick to neutral or performing other actions –
reloading, changing stance, or firing your weapon – break the sprint and returns the player to normal
movement.
The right analog stick controls player orientation (pitch and yaw). The further you push the stick, the faster the
pitch and yaw.

Jump with the X button. You can jump from a stand, a crouch and while sprinting, but not while prone.

Change stance with the TRIANGLE button. Tapping the button toggles between crouch and stand. Holding in
the button toggles between prone and stand. Crouching and going prone increase weapon accuracy and stability
at the cost of speed.

Weapons & Gear


All weapons and active gear items are triggered by pressing the R1 button.

The R2 button toggles between the player’s primary weapon (usually a rifle of some sort) and backup weapon
(usually a pistol). If the player has added a grenade launcher attachment to his assault rifle, the R2 button cycles
through the primary weapon, the backup weapon, and then the grenade launcher.

The L2 button cycles through available gear items (including rocket launchers). Once a gear item is selected,
press R1 to use it.

Weapons have a sight mode activated with the L1 button. As long as L1 is held in, the player will look through
his weapon’s sights (or scope) and have better accuracy. The accuracy bonus comes at the cost of a lower
movement speed. Pressing the d-pad up and d-pad down buttons zoom in and out when using a variable power
scope.

The R3 button attacks with the knife, available unless the player is performing complex actions (like arming a
bomb). More damage is done if you attack from behind a victim.

World Interaction
The player can interact with various world objects, including enemy gates, objective items, bunkers, vehicles
and supply points.

When the player is in range and facing an object they can interact with, an action icon appears at the bottom of
the screen describing the action that will be performed if the player holds in the O button.

Entering and leaving bunkers and vehicles is done by tapping the O button, but most other world objects require
the O button to be held in until a progress bar fills.
Team Communications
The D-pad is how players communicate with their teammates (aside from the optional headset that allows open
voice chat with squadmates).

The player’s role in the mission determines what the D-pad buttons do. Players qualified for the leadership roles
(based on character level) opt for leadership in the pre-mission deploy screen.

Squad Members
D-Pad Up: N/A
D-Pad Left: N/A
D-Pad Right: Request menu
D-Pad Down: Identify target

Squad Leaders
D-Pad Up: Chat channels
D-Pad Left: Squad command abilities
D-Pad Right: Request menu
D-Pad Down: Identify target

Platoon Leaders
D-Pad Up: Chat channels
D-Pad Left: Platoon command abilities
D-Pad Right: Request menu
D-Pad Down: Identify target

Company Leaders
D-Pad Up: Chat channels
D-Pad Left: Company command abilities
D-Pad Right: Request menu
D-Pad Down: Identify target
Weapons
Primary Weapons
More than any other factor, a primary weapon defines a player’s role on the battlefield.

In general, the more effective a primary weapon is, the more expensive it is in the pre-battle armory and the
later it appears in the skill unlock tree.

That being said, every weapon has a place on the battlefield – even the lowliest SMG has its situation where it
excels – so be careful not to pre-judge a weapon based on its armory cost or barracks level alone.

Submachine Guns
These weapons are great at short ranges and excel with run-and-gun play styles.

Submachine guns (SMGs) suffer only slight accuracy penalties for moving while shooting, but are poor at long-
ranged combat and lowering your stance won't help much. Like other primary weapons, they do more damage
than backup weapons and have better overall performance.

Tip: Adding a suppressor to your SMG results in a great infiltration weapon. Sneak around and catch the
enemy unaware!

Shotguns
These weapons dominate in close combat situations but are of limited use anywhere else because their
effectiveness decreases with range.

Shotguns don’t have accuracy penalties – they have one accuracy setting regardless of stance or movement.

Tip: You can fire your shotgun at any point during reloading. Just don’t forget to re-initiate the reload once
you’re done waxing the enemy!

Tip: Shotguns are best used in urban areas of missions, where you can get close to the enemy before they see
you.

Assault Rifles
A default primary weapon when creating a new character, assault rifles have a good rate of fire and have more
killing power than submachine guns.

Good for mid-range combat with no great strengths or weaknesses. Assault rifles (along with improved assault
rifles and battle rifles) have the most attachment types available of all weapon types.
Tip: If you’re new to MAG and aren’t sure which weapon to take, stick with the default assault rifle.

Improved Assault Rifles


These are improved versions of assault rifles, usually due to technological or manufacturing advances.

They are usually a little more accurate and may have a higher rate of fire than normal assault rifles, but they are
also more expensive and don’t do any more damage than standard assault rifles.

Tip: Try adding an 4X optical sight to your assault rifle. You’ll be much more effective against distant targets
because of the increased zoom level.

Battle Rifles
These are basically assault rifles that fire bigger bullets with the same initial accuracy. They do more damage
than normal assault rifles, but are harder to control.

Tip: To improve stability, try adding a fore-grip to your battle rifle!

Light Sniper Rifles


Also called designated marksman rifles, these weapons are a cross between an assault rifle and a sniper rifle
and are one of the default primary weapons.

They are fairly accurate even while not in scope mode, have a fast rate of semi-automatic fire, and do a lot of
damage to the enemy.

Tip: Light sniper rifles are good for sniping in urban environments or in close support with your squad on the
move!

Tip: A foregrip is usually a better choice for light sniper rifles than a bipod.

Medium Sniper Rifles


These are the classic sniper rifles you’ll find on just about any battlefield on the planet. With a high-power
scope mounted on them, they are the most accurate weapon in the MAG.

They do a lot of damage and a moderate amount of recoil, but have a slow rate of fire.

Tip: While standing, you will have a lot of barrel wander. Try crouching, going prone (better), or using a bipod
on the ground (best) for more stability.
Heavy Sniper Rifles
True terrors of the battlefield, these heavy caliber weapons are also called "anti-materiel" rifles as their primary
function is to disable lightly armored vehicles and assets. They also disable enemy troops (to say the least).

Heavy sniper rifles usuall kill a light or medium armored enemy in one body shot in MAG and do some damage
to enemy vehicles and turrets.

They have a lot of recoil and barrel wander, so each comes with a built-in bipod.

Tip: Use the built-in bipod by going prone and hitting O.

Tip: The heavy sniper rifles are great against enemy bunker turrets. Though it takes a few shots, you can
destroy a turret from a safe distance.

Light Machineguns
These weapons are designed for use while on the go. They fire the same size of bullet as assault rifles, but use a
lot more of them. A foregrip is usually the best choice of attachment for these weapons. Light machineguns are
a default primary weapon (available at character creation).

Tip: Light MG’s have a lot more ammo (100 rounds!) than assault rifles, but take a lot longer to reload. Make
sure you reload in cover and when friendlies are nearby.

Heavy Machineguns
These are a much larger version of the light machineguns, firing heavier bullets and doing much more damage.

These weapons have a lot of kick and are best when used prone and with a bipod.

Tip: Make sure you deploy your machinegun in a position with good cover, or you’ll be sniper fodder.

Backup Weapons
These are pistols and personal defense weapons (PDWs) and are built for close-ranged combat.

They are mostly used when the player's primary weapon is out of ammo or the primary weapon is bad for close
combat.

Backup weapons can be fired when on the run with little penalty to accuracy.
Sidearms
The default backup weapon is a pistol.

Because they're not precise weapons, sidearms are not a good choice for long-distance combat. However,
movement has almost no effect on sidearm accuracy, which makes them good close-quarters weapons.

Pistols with the suppressor attachment are virtually undetectable in a combat environment.

Tip: When your primary weapon runs out of ammo, it’s always faster to switch to your pistol than to reload
your primary weapon. Pistols don’t have a lot of stopping power, but they have enough to finish an already
wounded enemy at close range.

Personal Defense Weapons


Smaller versions of submachine guns, personal defense weapons (PDWs) may be selected instead of pistols as
the player’s backup weapon.

Like pistols, PDWs are good up close but not at long range. They have fully automatic fire, but their magazines
are relatively small.

Tip: If your primary weapon is a sniper rifle, it may be best take a PDW and keep it equipped any time you’re
moving from point A to point B.

Knives
All players have this close combat weapon by default. Your combat knife doesn’t take up a gear slot, but it can’t
be removed from your loadout either.

To use the knife, press R3. You will instantly swipe your knife and then return to the weapon/item you held
previously).

Tip: Knives are great for quietly taking out enemies behind enemy lines since they don’t make much noise when
used.
Attachments
Weapon attachments enhance the normal capabilities of your primary (and some secondary) weapons. There’s
usually no downside to having an attachment, so if you’ve got the cash – give them a try!

Grenade Launcher Attachments


These can be attached under the barrel of most assault rifles. They launch a grenade that explodes on impact.

Select the grenade launcher by cycling through the weapons list (R2) until you see the weapon crosshairs
change to a leaf sight. Once selected, fire the grenade launcher by pressing R1.

If you hit something at too close of a range, the grenade will bounce and won’t detonate for a second or two,
allowing you to get out of the blast area.

Iron Sights
If no other sights/scopes are attached to your weapon, you can still look down the barrel for finer aim. This will
slightly improve the weapon’s accuracy.

Just like for scopes, hold in the L1 button to use your iron sights.

Tip: You move and aim slower while L1 is pressed (true of all sights), so this is often more useful against
enemies that aren’t right next to you.

Red Dot Sights


These sights are a small step above iron sights, increasing the zoom level and accuracy bonus by a small
amount for the host weapon.

Like iron sights, these sights don’t slow your movement much while in use.

Tip: Great for players who like to shoot on the move.

Tip: Again, probably best not to use against nearby targets or those moving fast.

4X Optical Sights
These sights can be attached to all types of assault rifles and light sniper rifles, providing a low level of zoom
when used.

Hold in L1 to use your 4X optical sight.

Tip: Use against targets at medium to long ranges, not up close!


Sniper Scopes
These are high powered scopes that allow for precision sniping from long distances.

Low Fixed-Power Scopes


These scopes are the first ones available and provide the least amount of zoom.

High Fixed-Power Scopes


High power scopes have a powerful zoom level and provide much more accurate sniping at long distance. They
also cost more than low power scopes.

Variable-Power Scopes
These scopes are well worth their price, having a low and a high power setting.

When you hold in the L1 button, the d-pad up and down buttons allow you to toggle between the low and high
zoom settings.

Tip: Use the low power setting to acquire targets, then zoom in and take them out!

Bipods
Bipods can only be deployed on the ground when the player is prone. Once deployed, the bipod eliminates
much of the recoil and barrel wander of their host weapon, trading mobility for a stable firing platform.

When you go prone with a bipod-equipped weapon, deploy it by pressing O (you’ll see the action icon at the
bottom of the screen).

You can un-deploy the bipod any time by pressing O again or simply changing your stance with the triangle
button.

Note you are limited in the amount of yaw (left/right) and pitch (up/down) you can move the weapon while
deployed.

Tip: Bipods are best used when defending a static position where you don’t have to move around a lot and you
have lots of cover.

Fore Grips
Fore grips provide some of the beneficial effects of a bipod (reduces recoil), but you don’t have to deploy or
stay still get the benefits.

Tip: Take a foregrip instead of a bipod when you’re attacking so that you don’t have to deploy and be rooted to
one spot.
Suppressors
These attach to the end of a weapon’s muzzle and significantly reduce the amount of noise and muzzle flash
when firing. Because of this, you will seldom appear as a red dot on the enemy’s mini-map or with a red
chevron above your head in game.

All but the largest weapons (shotguns, machineguns, and large sniper rifles) can mount suppressors.

They do not reduce damage but do have a slight negative effect on accuracy.
Gear
When a character is first created, his choice of gear items is limited. Additional gear is unlocked via the skill
unlock system and purchased in the armory before each mission. There is no encumbrance or other negative
effects to loading up on gear, so if you have the cash and have unlocked what you want, use it!

All gear items are either active or passive. Active items must be equipped in your hands to use. Passive items
need only be in your inventory and don’t need to be selected (in fact, you can’t select them) to get their benefits.
To select active gear items, cycle through them with your L2 button. Use them by "firing" them with the R1
button while in your hands.

Rocket Launchers
Rocket launchers are heavy gear items and are intended for use against enemy vehicles and DE turrets. They
can be used against enemy infantry, but their shaped-charge warheads don’t have a very big explosive radius, so
they may seem surprisingly ineffective against enemy soldiers unless you score a direct hit.

If you hit something at too close of a range, the rocket will bounce and won’t detonate for a second or two,
allowing you to get out of the blast area.

Rocket launchers have low-power scopes for fine aiming. Hold in L1 to use scopes in MAG.

Dumb-Fire Rocket Launchers


The dumb-fire rocket launchers are the default starting launcher type. They fire in the direction you point them
and have some drop to their trajectory. They do moderate damage against vehicles and have no lock-on
capabilities.

Guided Rocket Launchers


The guided rocket launchers are unlocked later in the Heavy skill tree. They have lock-on capabilities against
enemy vehicles and bunker turrets, but are more expensive than the dumb-fire rocket launchers. When fired
without a lock, the flight path of the rocket is erratic and will probably miss unless the target is very close.

To get a lock on an enemy vehicle or turret, go into scope mode by holding in L1 with the rocket launcher
equipped, point at the target, and wait for the lock on sound to change to a steady tone. If you fire with a lock
on, the rocket will follow a moving vehicle or guide itself to a stationary bunker turret.

First Aid Kit


First aid kits heal the player using it, but does not heal teammates. They have an infinite amount of uses but
require a few seconds between uses. This is a default gear item (available at character creation) for loadouts #1
and #2.

To heal damage to yourself, cycle to the first aid kit by pressing L2, then press R1 when the kit is in your hands.
You’ll inject yourself and heal over a few seconds.

Tip: If you don’t know what other gear item to take, take this.
Medkit
This gear item heals any wounded teammates if they are in front of you, or heal yourself if no injured
teammates are there. Medkits don’t run out of ammo, but recharge slowly between uses just like first aid packs.

Reviving Downed Teammates


If you’ve unlocked both the Medkit MkII in the Barracks, a secondary function of the medkit comes into play:
reviving incapacitated teammates!

If you see a teammate writhing on the ground and have the Medkit MkII, you can revive them by moving to
their location, equipping the medkit, and pressing the R1 button. You’ll know a teammate is revivable because
you’ll see a blue cross under his name and your medkit reticle will display an icon indicating that reviving is
possible. A red bar shows how much time is left before the downed teammate bleeds out and enters the respawn
queue (which makes them not revivable).

Tip: You get experience points (XP) when you heal others, so if you’re not that skilled in combat, try helping
out your teammates with plenty of heals!

Repair Kit
These items repair destroyed defensive emplacements (i.e. bunkers), DE turrets, gates, vehicle blockers and
vehicles that belong to your team.

Select the repair kit by cycling with the L2 button, then hold in R1 when you’re near and pointing at the
damaged object until it’s repaired. Track your progress with the status bar near the middle of the screen.
Multiple repairers speed up the repair rate.

The asset you’re repairing tracks how much you’ve done, so you can break off repairing and come back later to
take up where you left off. You can use the repair kit in any stance, even while prone.

The repair kit is a default item (available at character creation) for loadout #3.

Tip: Make sure you’re not exposed while repairing an object. Go prone or get behind nearby cover before use.

Acoustic Locator
This device greatly enhances the distance that you can detect enemy gunfire. Detected enemies (with our
without the acoustic locator) show up as red dots on your mini-map and will put a red indicator above an
enemy’s head, even if they’re behind cover or obscured by smoke. Enemy shot sounds show up as white effects
on your screen in the direction they’re coming from. All squadmates within 50m will also see this information.

As a passive item, you don’t need to activate or hold the acoustic locator to get its benefits.
Tip: This item is very cheap and more valuable than you think… IF you pay attention to your mini-map and
HUD!
Explosives Detector
The explosives detector is a passive gear item that detects enemy mines in your area. Detected mines show up
as HUD icons on your screen that flash red. You’ll also hear a detection tone when they first come in range.

Squadmates within range will also see this information.

Tip: You can shoot a mine to cause it to detonate (or blow it up with a grenade) – just make sure you’re at a
safe distance!

Sensor Jammer
This passive item masks you and nearby squadmates from sensor scans called in by enemy commanders. The
range that your squadmates must be near a jamming player is displayed as a dotted ring in the mini-map. It also
works against enemy motion sensors.

Tip: This is a great item for an organized squad to sneak behind enemy lines.

Motion Sensor
The motion sensor detects nearby enemy movement, even if you don’t have a line of sight to them. Enemies
have to be moving faster than a crouch walk to be detected.

Detected enemies (with our without the motion sensor) show up as red dots on your mini-map and will put a red
indicator above an enemy’s head, even if they’re behind cover or obscured by smoke.. Squadmates within range
will also see this information.

As a passive item, you don’t need to activate or hold the motion sensor to get its benefits.

Tip: This is a great gear item if you’re sneaking around behind enemy lines with a suppressed weapon – you
can see the enemy before they see you!

Grenades
All grenades are active gear items. Cycle to them with the L2 button, and then throw them with the R1 button
(when R1 is released).

Grenades always throw with the same power no matter how long you hold in the button.

If you hold a grenade throw for more than 5 seconds, it will reset and not throw when you let go of R1.
Changing to a different gear item or weapon will also cancel the throw. You can’t cook off grenades in MAG.
Frag Grenades
Classic "blow up the enemy into tiny pieces" grenade.

Tip: See a group of red dots nearby on your mini-map? Equip your frag and toss it at their location – you may
get multiple kills!

Tip: See a red flashing grenade icon on your screen? Move in the opposite direction from it. Bad things will
happen otherwise.

Smoke Grenades
These grenades block line of sight for a time, hiding you from snipers and other nasty shooty people.

Tip: A smoke screen is a great way to approach an enemy DE turret or vehicle without getting mowed down.

Tip: Don’t give away your position behind smoke by firing – enemies can see the red chevron over your head
and mow you down even though they can’t see you directly.

Poison Gas Grenades


These grenades are like smoke grenades, but anyone in the sickly green gas cloud takes damage for as long as
they’re in the effect and while the grenade emits gas.

The Improved Chemical Resistance skill lets you survive longer in a poison gas cloud.

Tip: Poison gas grenades are a great way to flush out snipers, entrenched opponents or block off a narrow lane
of attack.

Tip: Tired of the enemy defusing bombs you plant at objectives or bunkers? Toss a poison gas grenade on the
spot after you plant the bomb – enemies in the gas cloud will usually die before they can disarm your charge.

Mines
All mines are active gear items. Select them with the L2 button, then deploy by pressing the R1 button. Placing
a mine temporarily halts movement.

Old mines you’ve placed are erased as you deploy new ones beyond what you normally have in your inventory
– i.e. if you deploy mines, fill up at a supply point, and deploy even more mines, the original ones disappear.

Players can shoot enemy deployed mines to get them to blow up. Other explosions will also clear mines, so
tossing a grenade near a minefield will create a nice, pretty ball of fire. W00t!
Claymore Mines
These anti-personnel mines are triggered when an enemy soldier moves into the area in front of it (5m to 10m).
When triggered, it explodes in the same direction.

The cone faces directly away from you when you deploy it.

Tip: Feeling vulnerable while you’re sniping? Try putting a few claymores facing the likely approaches to your
position.

Anti-Vehicle Mines
These are triggered only when an enemy vehicle drives over it, doing a bunch of damage to the vehicle and any
infantry nearby. These kinds of mines are harder to clear – usually requiring a heavy sniper rifle, machine gun,
or turret-mounted weapon to destroy.

Tip: Look for vehicle choke points, like gates, to deploy anti-vehicle mines.

Tip: Enemy vehicle mines require larger weapons to detonate.


Setting Up Loadouts in the Armory
Before deploying into a match, you can customize up to 5 loadouts for you character. Once you edit your
loadouts, the game keeps track of them so you won’t have to do it again unless you want to make changes.

Your newly created character comes with 3 default loadouts:


- Loadout #1: Assault rifle, pistol, knife, frag grenades, first aid pack, and medium armor
- Loadout #2: Light sniper rifle w/ low power scope, pistol, knife, smoke grenades, first aid pack, and light
armor
- Loadout #3: Light machinegun, pistol, knife, repair kit, un-guided rocket launcher, and heavy armor

Enter the Armory screen from the Main screen and select a loadout with the d-pad up and down buttons.

Press the X button to enter the Edit Loadout screen.

Editing Loadouts
In the Edit Loadout screen, use the up & down, left & right d-pad buttons to navigate through the various
weapon, gear, and armor slots. Press X to edit the selected slot.
Primary weapon is the top left, backup weapon is top right, gear 1 is middle left, gear 2 is middle right, heavy
gear is bottom left, and armor is bottom right.

Note the budget info at the top, which shows how much cash you’ve got for goodies. As you’re customizing,
the budget info at the top updates in real-time.

When you’re done editing your loadouts and are ready to play, exit this screen by pressing O. You’ll see a
dialogue asking you to confirm your changes.

If you have gone over budget, you’ll need to go in and scale back what you’re outfitting yourself with before
you can leave this screen.
Changing Weapons, Weapon Attachments, and Gear Items
When you select a weapon, gear, or armor item to edit, a new screen appears that allows you to change the
weapons and equipment as well as add available attachments to weapons.

Use the up & down d-pad to navigate between weapons and attachment slots (not available for gear). Use the
left & right to cycle through all available items in that slot.

Press X or O to accept any selection and return to the Edit Loadout screen.

Armor, Headgear, Facewear, and Uniform Color Selection


The bottom right window in the main armory screen allows you to choose your armor type, headgear, face
items, and armor colors.
The top window allows you to change the armor type your character is wearing.

The next window down chooses headgear items, like helmets and hats.

The 3rd window is for face wear – sunglasses, hockey masks, and so on.

The bottom window cycles through available texture variations for the currently selected armor.

When you’re done customizing your look, press O to return to the Edit Loadout screen.
Changing Loadouts in the Respawn UI
While dying can be mildly annoying, it does allow you to change your loadouts!

Once you die and "bleed out" by pressing the X button, you will see the respawn window at the bottom of your
screen.

On the right, it shows how long you have until the next respawn wave. On the left, you see two symbols that
allow you to change your spawn point or change your loadout selection.

Use the left and right d-pad to toggle between Change Spawn Location and Change Loadout.

Press X to open the Change dialogues.

Note that you will not respawn if you are in the Change Spawn Location or Change Loadout dialogues. If you
are not re-spawning, and you think you should, make sure you do not have either of these dialogues selected.
In the Change Loadout dialogue, use the left and right d-pad to cycle through the loadouts you’ve created in the
armory (or the default loadouts if you haven’t customized any).

Press X to confirm your changes and get back into the respawn queue.

In the Change Spawn Location dialogue, you see the CNI map on the right that has all kinds of neat info and
the available spawn locations listed on the left.

Press the up & down d-pad buttons to cycle through the spawn locations, then press X to confirm your change
and get back into the respawn queue.
Barracks: Unlocking Skills and Items
Newly created characters start off with a limited number of weapons, attachments, and gear items available to
them.

With each new level, you are awarded a skill point which enables you to unlock various items and skills in the
Barracks area of the Main Menu.

Skills take 1 - 3 points to unlock, depending on their impact on gameplay (bigger & better stuff costs more).

You must buy 2 points worth of skills or items to unlock the next tier. For example, in order to unlock Tier 2,
you must spend 2 skill points in Tier 1.

Note - We may change where skills and items appear in the skill trees and their point cost throughout beta.
Skill Categories

Assault
This skill category unlocks items and skills related to assault rifles, improved assault rifles, and battle rifles
(collectively called assault rifles).

• Tier 1
o Assault Rifle: Reload Speed – cuts down the time it takes to reload assault rifles
o Assault Rifle: Foregrip – unlocks foregrips for assault rifles
o Assault Rifle: Reflex Sight – unlocks the red dot sight attachment for assault rifles
• Tier 2
o Improved Assault Rifle – unlocks improved assault rifles
o Assault Rifle: Improved Stability – reduces recoil when firing assault rifles
o Assault Rifle: Bipod – unlocks bipod attachments for assault rifles
• Tier 3
o Assault Rifle: Steady Aim – reduces the amount of barrel wander while using a sight mounted on
assault rifles
o Assault Rifle: 4X Optical Sight – unlocks the 4X Optical sight attachment for assault rifles
• Tier 4
o Battle Rifle – unlocks battle rifles
o Assault Rifle: Suppressor – unlocks the suppressor attachment for assault rifles
• Tier 5
o Grenade Launcher Reload Speed – makes if quicker to reload grenade launchers
o Grenade Launcher – unlocks the grenade launcher attachment for assault rifles
Personal Defense
The Personal Defense category unlocks items and skills related to backup weapons and knives.

• Tier 1
o Side-arm: Reload Speed – cuts down the time it takes to reload side-arms
o Side-arm: Swap Speed – reduces the time it takes to swap to your backup weapon
• Tier 2
o PDW – unlocks the Personal Defense Weapon (PDW) for use as a backup weapon
o Side-arm: Refire Time – increases the fire rate for side-arms
• Tier 3
o Side-arm: Suppressor – unlocks the suppressor attachment for side-arms
o Knives: Improved Swipe Speed – reduces the time between knife attacks
• Tier 4
o Knives: Expanded Reach – increases the range that knife attacks hit a target

Athleticism
This category affects base damage resistance and other physical attributes of a character.

• Tier 1
o Impact Damage Resistance – reduces the amount of damage taken from falling and vehicle collisions
o Improved Shot Detection – increases the range at which you detect enemy fire
o Improved Sprint Recovery – recovers stamina faster after sprinting
• Tier 2
o Advanced Paratrooper – gives you more control of your parachute when dropping into a mission area
o Improved Stealth – reduces the range that enemies can detect you based on sound and masks you
from motion sensors even while running
o Increased Endurance – increases the time you can sprint
• Tier 3
o Chemical Damage Resistance – reduces the amount of damage taken from chemical weapons, like gas
grenades
o Explosives Resistance – reduces the amount of damage taken from explosions (grenades, mines,
rockets, etc.)
• Tier 4
o Increased Health – gives you 20% more health
Close Quarters
The Close Quarters category unlocks items and skills related to shotguns and submachine guns.

• Tier 1
o Close Quarters: Reload Speed – increases the rate at which you reload your shotgun and SMG
o SMG – unlocks the submachine gun
• Tier 2
o Close Quarters: Improved Stability – reduces the amount of recoil when firing shotguns
o Close Quarters: Reflex Sight – unlocks the reflex site attachment for both shotguns and SMG’s
• Tier 3
o Close Quarters: Shotgun – unlocks the pump-action shotgun
o Shotgun: Foregrip – unlocks the foregrip attachment used on shotguns
• Tier 4
o SMG: Suppressor – unlocks the suppressor attachment for SMG’s

Electronics
This category unlocks electronics-based gear items. See the Gear section earlier in this guide for gear
descriptions.

• Tier 1
o Gear: Acoustic Locator – unlocks the acoustic locator gear item
• Tier 2
o Gear: Explosives Detector – unlocks the explosives detector gear item
• Tier 3
o Gear: Sensor Jammer – unlocks the sensor jammer gear item
• Tier 4
o Gear: Motion Sensor - unlocks the motion sensor gear item

Marksman
The Marksman category unlocks items and skills related to sniper rifles.

• Tier 1
o Sniper: 4X Optical Sight – unlocks the 4X optical sight for the light sniper rifle (only)
o Sniper: Reload Speed – increases the rate you reload all sniper rifles
o Sniper: Foregrip – unlocks the foregrip attachment for the light sniper rifle (only)
• Tier 2
o Sniper Rifle – unlocks the medium sniper rifle
o Sniper: Bipod – unlocks the bipod attachment
• Tier 3
o Sniper: High Power Scope – unlocks the high power scope
o Sniper: Steady Aim – reduces barrel wander while looking through a scope
• Tier 4
o Improved Sniper Rifle – unlocks the large sniper rifle
o Sniper: Suppressor – unlocks the suppressor attachment used on light and medium sniper rifles (but
not large sniper rifles)
• Tier 5
o Sniper: Variable Power Scope – unlocks the variable power scope

Heavy
This category unlocks items and skills related to machine guns and rocket launchers.

• Tier 1
o Machine Gun: Reload Speed – reduces the time it takes to reload machine guns
o Machine Gun: Bipod – unlocks the bipod attachment for machine guns
o Machine Gun: Reflex Site – unlocks the reflex site for light machine guns
• Tier 2
o Rocket Launcher: Reload Speed – reduces the amount of time it takes to reload rocket launchers
o Guided Rocket Launcher – unlocks the guided rocket launcher
o Machine Gun: Foregrip – unlocks the foregrip attachment for machine guns
• Tier 3
o Machine Gun: Improved Stability – reduces the amount of recoil when firing machine guns
o Medium Machine Gun – unlocks the medium machine gun

Explosives
The explosives category unlocks items and skills related to explosives. See the Gear section earlier in this guide
for gear descriptions

• Tier 1
o Mine: Anti-personnel Mine – unlocks anti-personnel mines
o Advanced Grenades – increases the range you can throw grenades
• Tier 2
o Mine: Anti-tank Mine – unlocks anti-tank mines
o Advanced Explosives – reduces the time it takes to plant charges at objectives as well as disarm enemy
charges
• Tier 3 o Poison Gas Grenade – unlocks the poison gas grenades
Support
This category unlocks items and skills related to healing teammates and repairing team assets. See the Gear
section earlier in this guide for gear descriptions.

• Tier 1
o Gear: Medical Kit Mk I – unlocks the medical kit gear item
o Improved Repairing – increases the rate at which you repair vehicles and destroyed mission assets
• Tier 2
o Gear: Medical Kit Mk II – unlocks an advanced version of the medkit that can revive incapacitated
teammates
o Gear: Medical Kit Mk III – unlocks an advanced version of the medkit that heals more damage and
does it quicker
• Tier 3 o Gear: Medical Kit Mk IV – unlocks an advanced version of the medkit that can instantly
revive incapacitated teammates to full health

-Note that the abilities of ALL unlocked Medical Kits are included in the Medical Kit you take into the
field. You do not have to choose between the skills/items unlocked.

Supply Points
Low on ammo? Taken some damage and don’t have a medkit? No problem – just head to the nearest supply
point!

Identify supply points on your mini-map or CNI by its unique icon – a blue & white hexagon. To help them
stand out, the supply point crate models flash and glitter (showing just how magical they are!).

To use a supply point, move up to within arm’s reach of one and hold down the O button when the action icon
appears at the bottom of your screen.

You’ll see your health increase over time and a reload bar will appear to show the progress of your reloading.
All weapons and equipment that use ammo are reloaded at the same time.

Be careful – supply points are popular hunting grounds for snipers (and worse)!

Bunkers
Bunkers are forward emplacements used by the defending team to repel or slow down the initial attacker push
in 128 & 256-player games. Defending players will often start out the game spawning into a bunker assigned to
their squad.

All players spawning into a bunker will be in the main bunker area, where they can move the camera around
with the right analog stick.

Pressing the O button at any time will exit the bunker at the exit location (you’ll see a transparent blue column
showing this location while still inside the bunker).

Pressing the TRIANGLE button cycles between the main bunker area and the bunker’s turret. You can only get
into the turret if it’s operational (i.e. not blown up) and there’s no one else in it.

While controlling the turret, use the right analog stick to aim the turret weapons, R1 to fire the mini-gun (there’s
a short "spin up" time before bullets come out) and R2 to fire the un-guided anti-vehicle rockets. Rockets fired
by the bunker turret are self-stabilized and fly in a straight line at the target.

Bunkers are a boon for defenders not just for the forward spawn ability and firepower, but because they also
heal and resupply any defending team player that enters them.

Attackers can blow up a bunker by placing a charge on the power generator at the rear of the bunker (like
supply points, they flash and glitter). Just run up to the generator and hold in O until the charge is planted
(you’ll see a bar fill showing your progress). Watch your back – you’re helpless while you place that charge!
Defenders can disarm a placed bomb before it detonates by moving to it and holding in the O button until the
bar fills. It is advised to shoot the annoying SOB who placed the charge before trying to disarm it.

If a bunker is destroyed, defenders with repair kits can repair it back to functionality by equipping the repair kit,
then holding in the FIRE button while within arm’s reach of any point of the destroyed bunker. A progress bar
shows how much you’ve repaired and how much is left to do.

Attackers can also try to blow up the turret on top of the bunker. While heavy sniper rifles and machineguns
will eventually do enough damage to kill a turret, rockets are usually the best way to do it. (Rockets doing low
damage in the beta is a known issue and is being investigated.)

Destroyed turrets can be repaired by defenders by climbing up the ladders, equipping the repair kit, and holding
in the FIRE button while within arm’s reach of the destroyed turret. Repairing a destroyed bunker automatically
repairs the turret too.
AA Batteries
The AA batteries are battlefield assets that belong to the defending team. While operational, they shoot down
any attempt to reinforce from the air as well as shoot down any incoming attacker air strikes or attacker UAV
sensor requests.

To enable air strikes and forward spawns (parachutes and helicopter insertions), attackers must blow up the
defender’s AA battery.

Find the AA battery by following its icon – a missile with wiggly marks around it. For attackers, this icon is red,
for defenders it’s blue.

To blow up the AA battery, get close to the generator on the back and hold in the O button while the bar fills up.
Once that’s done – get a safe distance away and try to keep the enemy from disarming your bomb before it
explodes.

Defenders can disarm the bomb before it explodes by moving up to the location and holding in the O button
until the disarm bar fills.

If the bomb has already destroyed the AA battery, defenders with repair kits can repair it back to life. See the
repair kit description near the beginning of the guide.

Squad leaders can call in air strikes by holding in the left d-pad, selecting the type of strike with the L2 and R2
buttons, and selecting the target area by pointing at it and pressing the R1 button.
Sensors
The defending team also has a sensor array that allows their leaders to scan the battlefield, showing the position
of attackers.

The sensor array icon looks like a satellite dish. The icon is red for attackers and blue for defenders.

To blow up the sensor array, get close to the generator on the back and hold in the O button while the bar fills
up. Once that’s done – get a safe distance away and try to keep the enemy from disarming your bomb before it
explodes.

Defenders can disarm the bomb before it explodes by moving up to the location and holding in the O button
until the disarm bar fills.

If the bomb has already destroyed the sensor array, defenders with repair kits can repair it back to life. See the
repair kit description near the beginning of the guide.
Mortars
Attackers have air strikes and defenders have the mortar. If the attacking team is able to destroy the defending
team’s mortar, the defending team will be unable to call in mortar strikes on the enemy.

You can find the location of the mortar on the CNI – press the Select button on the controller and look for the
icon that looks like a silhouette of a mortar. It also appears on your mini-map if you’re close enough.

Just like an AA battery, get near the mortar’s generator and plant the bomb by holding in the O button until the
bar fills.

Also like the AA battery, defenders can defuse the bomb and repair the destroyed mortar asset with repair kits.

Squad leaders can call in mortar barrages by holding in the left d-pad, selecting which type of barrage to fire
with the L2 and R2 buttons, and selecting the target area by pointing at it and pressing the R1 button.

Gates
Attackers can really open the flow of the battlefield by destroying the defending team’s gates located at
strategic points on the map. Destroying a gate allows not only characters but vehicles to pass through, which
can turn the tide of battle.

Just like bombing any other asset, move up to the gate and hold in the O button until the bar fills, then clear the
area and wait till it explodes.

Defenders can disarm the bomb by moving to the gate and holding in the O button until the disarm bar fills.

Destroyed gates can be repaired back into existence with a repair kit.
Vehicles
In many maps, vehicles play a key part in the mission. At the very least, they’re a good way to zip around the
level and get to where you need to go in a hurry. Attacking squads may have vehicles that serve as a mobile
spawn point. In escort missions, the goal of the mission is itself a vehicle.

Get into and out of a vehicle by pressing the O button.

Change seats by pressing the TRIANGLE button.

You can see which seat you’re occupying in the small vehicle seating chart at the bottom left corner of the
HUD. The position you’re in is highlighted yellow. All vehicles have 3 seats: driver, gunner, and passenger.
There can only be one driver and one gunner, but several players may be in the passenger area (depending on
the vehicle, your mileage may vary).

When in the driver’s seat, hold in R2 to accelerate and L2 for reverse. L1 applies the brakes and R1 will deploy
a smoke screen that masks your vehicle from the enemy.

The left analog stick steers the vehicle and the right analog stick controls the camera position (all seats). Press
the left analog stick plunger (L3) to re-center the camera behind the vehicle.

When in a vehicle’s turret, press R1 to fire the primary weapon. On APC’s press R2 to fire the secondary
weapon, an anti-personnel machinegun. The right analog stick controls turret movement.

In the larger game types, attackers have APC vehicles that are mobile spawn points for a squad. If a squad’s
APC is destroyed, anyone in it at the time is killed and the squad must respawn in a rear position until a new
APC is generated for them.

Damaged vehicles can be repaired by teammates with repair kits.


Game Types
Suppression (64 Players)
Suppression missions are a PMC exercise. The objective of these missions is to maximize casualties on the
opposing force. While Suppression missions don’t impact the Shadow War, they are a great way to practice
your skills and earn experience.

Gameplay Flow
1. Suppression uses two colored scorebars, with your team represented in blue and the opposing team
represented in red.
2. As players eliminate the opposition, they deplete the scorebar for that team. When a scorebar is empty,
the associated team will lose.

Sabotage (64 Players)


In war, information is the highest currency. Cripple the enemy by stealing valuable intelligence or defending
your secrets.

Sabotage missions are the simplest game types in the Shadow War. The objective of the mission is for attackers
to secure a pair of satellite uplinks. Once both are simultaneously held, a final objective will be activated which
attackers must then demolish.

Rules
• 1 platoon per side
• 4 squads per platoon
• No forward spawns
• No vehicles
• 4 squad leaders only (no platoon or company leaders)
• No command abilities/strikes

Gameplay Flow
Sabotage missions contain two phases, which must be completed by the attackers before time expires.
1. Phase one is a secure and hold, fighting to secure the uplinks.
2. Phase two is a demolition objective, activated when attackers secure both uplinks, unlocking the data
center. When active, attackers must plant and detonate an explosive while defenders battle to keep the
area clear.
Acquisition (128 Players)
Weapons, ammunition, fuel... the keys to war. In Acquisition missions, 128 players vie for control of these
valuable assets by commandeering or defending supplies contained in cargo vehicles.

Acquisition missions involve two platoons of attackers trying to steal prototype transports. Defenders must stop
them, destroying escaping transports if necessary. Should any 2 vehicles escape, regardless of which platoon
takes them, the attackers are victorious.
Rules
• 2 platoons per side
• 8 squads per side (4 squads per platoon)
• 8 squad and 2 platoon leaders allowed per side
• Tactical command abilities allowed
• Forward spawns used

Gameplay Flow
1. In Acquisition, both teams are fighting for ownership of prototype vehicles. Attackers must capture the
vehicles before time expires.
2. Vehicles start in protective containers. If attackers secure a container the vehicle will be accessible.
3. Attackers must then drive the vehicle to the extraction zone, while defenders attempt to destroy the
vehicle before it is extracted.
Domination (256 Players)
Control of the field of battle is the ultimate goal of a large fighting force, and Domination missions are won by
mastering the battlefield.

Domination missions require attackers to destroy the defender’s fuel facilities. Attackers must secure 2
subsequent pairs of burn off and cooling towers, blowing one pair to activate the next. When all towers are
blown, securing and holding the final control panels causes progressive damage to the facility.

Rules
• 4 platoons per side
• 16 squads per side (4 squads per platoon)
• 16 Squad, 4 platoon and 1 company leaders allowed per side
• Tactical and strategic command abilities allowed
• Forward spawns used

Gameplay Flow
Domination missions are the most complex, with 3 phases of combat.
1. Phase 1 of combat has attackers and defenders fighting for control of burn off towers.
2. Phase 2 becomes active when attackers secure both burn off towers. Attackers and defenders now fight
for control of two cooling towers.
3. The final objectives in phase 3 unlock when attackers have secured the cooling towers. These steps must
be taken in each platoon to open their respective final objectives.
a. The final objectives can be secured by both teams. While secured by attackers, the
DAMAGE bar will fill at a rate determined by the number of final objectives being
held. If the bar fills before time expires, Attackers win.