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In addition, the expansion pack introduced a "Team-Specific Weaponry" option to force players during multiplayer games to use only weaponry appropriate to their side. The Heckler and Koch USP appears in the game, labelled the SLP40, and chambered in an indeterminate caliber (though its ingame name implies that it's chambered for the .40 S&W cartridge). Chambered for 7.62x39mm ammunition, this classic firearm uses 30 round magazines, can fire JHP or FMJ bullets, and is only available to the Suspects in Team-Specific Weaponry mode in multiplayer. The best is to try yourself which one you like more, for the AI i think the Elite force has better AI. In addition, any time this weapon is fired, small yellow tags are seen to fall from the muzzle of the weapon, which are the "accountability tags" stamped with the cartridge's serial number and type. Despite being depicted with a laser sight (one of only two ingame weapons to possess one), it is unusable ingame. Almost every weapon sound is replaced with others from other shooter games, i tried to use the best fitting to SWAT concept. Finally, the ingame Desert Eagle's slide never moves while firing, unlike the slides of the other semiautomatic pistols ingame. Post article and help us achieve our mission of showcasing the best content from all developers. Because of this weapon's configuration, it is possible to fire both sets of electrodes at once, or one set at a time for a total of two shots, much like a double-barrelled shotgun can. Players can carry 3 additional speedloaders of ammunition for this gun, for a total of 24 rounds of ammunition (in a break from reality, unfired rounds extracted during a tactical reload will not be put into a common ammunition pool and instead magically return to their original speedloader, now partially loaded--which would be realistic with moon clips but not with speedloaders). - Steyr AUG - Colt M4 - Hk PSG-1 It must be manually reloaded with each shot, is strictly a short-range weapon thanks to the length of its wires, and does not possess a "Drive Stun" mode (unlike the real-life weapon). Being caught in this cloud without a gas mask causes coughing, choking, and blurred vision, during which civilian or Suspect NPCs are unable to resist and are more likely to surrender, or be further "persuaded" with other less-lethal methods into compliance. Players can carry 8 grenades of a single type for the launcher, or 16 of a single type with the ammo pouch item. It possesses a 25 round magazine, is capable of semiautomatic and fully automatic fire, and can use both JHP and FMJ bullets. This is a mod for the game SWAT 4 - The Stetchkov Syndicate The mod works through another fantastic mod which in my humble opinion should be the base game itself. Static drug bags have been replaced with new ones that can be collected. It has an onboard computer (with a blue LCD screen pointed toward the user, but useless ingame) that records the times fired, the shocks delivered, etc, and like the Advanced Taser M26, spews yellow accountability tags every time it is fired. - Casul Raging Bull During some singleplayer missions, sniper support covering a few windows and areas will be available to the SWAT team. A warning will display when you have made a penalty, and a message will show when you have completed an objective. Oh, and civilians won't scream like madmen at inappropriate times. Its pump-action nature allows for more accurate (though slower) shots than its semiautomatic cousin is capable of, since muzzle climb is allowed to level out while the player character works the pump mechanism. - Glock 18 - 512 MB RAM It has a capacity of 4 rounds + 1 in the chamber, can fire semi-automatically, and can use both 00 buckshot and shotgun slugs. - SIG P220 Take your time man, you play so aggressive. - Temple of Ascension (SP/MP) Players can carry 15 electrodes for this weapon, and both teams can use it with Team-Specific Weaponry mode active in multiplayer.

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