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you decide to give it a try, keep in mind that the RR can be used exclusively by
its owner, i.e. the first merc to use it. Some RRs may have an ID lock on them,
which can be broken only by the fix-it man in Grumm (see: SECTION 6 - Fredo)
In addition to regular guns you may come across some unique weapons. They can be
sometimes found in random locations (e.g. P90, CAWS) or taken from certain
enemies (G11, auto rocket rifle) - see: SECTION 4. You can also obtain some by
completing quests (Automag); see: SECTION 6 - John and Mary. Of these weapons I
find the G11 useful: it becomes a gun of choice after modifications (see: GUN
ATTACHMENTS) To my knowledge only one such rifle can be recovered (see: SECTION
6 - Mike) The G11 uses very rare ammo that pierces armor with ease (see:
AMMUNITION) It is also very hard to repair.
GUN ATTACHMENTS
These accessories can be fitted to guns to increase their firing capabilities. A
firearm will accept up to 4 different attachments. Some of them can only be used
with specific gun types (listed in brackets) and some cannot be used in
conjunction. Make sure to keep the attachments in a top condition, otherwise
they will make the weapon less accurate!
Sniper scope (some SMGs, shotguns, all rifles, LMGs)
A must for any gun. Equip your snipers with these ASAP. The scope decreases
penalty due to distance with every extra AP spent on aiming, thus allowing
accurate shots. A hell of a difference especially at long ranges, the sniper
scope makes penetration of the enemy's skull a "remote" possibility ;)
Laser sight (all guns)
Second most wanted supplement. Gives a flat bonus to hit for any/every shot
taken. Nicely enhances the sniper scope. Rocket rifles have a built-in laser
targeting system.
Bipod (all rifles, LMGs, CAWS)
Slightly increases the chance to hit when shooting prone. Since all shots ought
to be taken while prostrate, the bipod makes a valuable implement.
Silencer (pistols, some SMGs)
Muffles the gun it is attached to. This allows taking out the enemies one by one
without attracting unwanted attention. Possibly reduces the bullet's power (?)
Duckbill (shotguns)
Changes the pattern of buckshot fire from the regular circle to a horizontal
spread, thus providing wider coverage. Not much difference at a close range.
Barrel extender (all guns)
This non-removable attachment should be installed by a skilled mech only after
repairing it. The extender increases the gun's range by 10 when in perfect
condition. Created by combining a steel pipe with quick glue and duct tape.
Rod & spring AKA spring-bolt replacement (all guns)
Second permanent supplement, reduces the AP cost of single and burst shots by
1/6 (the difference is rounded down) Best results achieved with slow guns.
Created by joining an aluminium rod with a spring.
Talon (standard and assault rifles, LMGs)
Underslung grenade launcher. Requires 2 slots, as one slot must remain empty to
load a 40mm grenade. Operates very much like the M79 launcher (below), except
that it must be attached to a firearm. Apart from this fact, the Talon works
like a heavy weapon and as such it retains all their characteristics (not sure
about the bonus for HW, though) Unfortunately, this weapon is very inaccurate,
possibly due to a bug.
A word about weapon modification. Save the permanent attachments for best guns,
the ones you intend to keep till the grand finale. Don't trouble with other
weapons, unless you are really pressed for money. Budget solutions are the
Commando with an extender (comparable to the G41) and the Mini-14 or the G41
with an extender plus bolt (comparable to the C-7). The M14 with an extender and
bolt is a killer, on a par with the FN-FAL. The extender attached to the C-7 or
the FN-FAL gives them an incredibly long range, and the bolt makes them
*lightning* fast. A modified FN-FAL sometimes needs just 1AP/shot (unaimed)!
Also the G11 with an extender and bolt is a premium weapon.
Remember, however, that adding permanent supplements practically excludes the
use of the Talon which occupies 2 slots. In long-range shooting you definitely
need these slots for the scope and the sight. One way around is to use the M79
or hand grenades (see: HEAVY WEAPONS; GRENADES) Another is to carry the Talon
and to attach it only when necessary ;) Still, because of its large inaccuracy
the Talon seems unusable.
As stated earlier, the choice of armament is determined by tactics. The one that
works for me involves daytime attacks. My fire squad is 5 to 7 snipers with MRK
trained to 100 (see: SECTION 2) I equip them with the best guns available (from
the selection above) and later modified. All guns have the scope, the sight and
sometimes the bipod attached. In combat I almost always go for long-range head
shots with extra aiming. They inflict greatest damage, but occasionally a torso
shot does more harm. I use only the AP ammo (see: AMMUNITION) and always fire
prone from behind a cover to avoid being shot. Fast guns allow my mercs to shoot
at least 3 times per turn, with aiming. In many cases the enemy dies already
from the second bullet :)
AMMUNITION
Since ammo goes pretty fast, you should heap a nice stock of it. Each of your
snipers should carry at least one spare clip. Nothing is more infuriating than
running out of bullets in the middle of the fight. Remember to reload your guns
whenever the game enters real-time, especially during a battle. This saves APs
which you will need in turn-based mode. When picking up items collect ammo for
your guns first. Merge half-empty clips to save space.
The damage inflicted by ammo depends on its caliber and type. Guns recommended
above use 4 calibers and 3 types of ammunition. The 9mm pistol round (Glock 17)
is the weakest one. The 9mm SMG round (MP5K) is a bit better. These two are
compatible, i.e. pistol ammo can be used in SMGs and vice versa. The 5.56mm
round (Mini-14, G41, C-7) does average damage and the 7.62mm NATO round (M14,
FN-FAL) is the most powerful of all. The 4.7mm is a unique G11 round with power
comparable to the 5.56mm. Besides the caliber, ammo comes in 3 types: AP (armor
piercing, red), HP (hollow-point, blue) and standard. AP ammo can penetrate
armor, but it delivers less damage. HP ammo inflicts great damage on unarmored
targets, but can be stopped by basic body protection. Regular ammo is a trade-
off between the two, and the 4.7mm round is AP *par excellence* Since you can't
tell which enemies wear armor, it is best to always use the AP ammo.
You will only need the 9mm ammo in the beginning and there is enough of it
around. Better guns use the 5.56mm ammo which is also common - you will quickly
gather a load of it. However, 7.62mm clips are hard to get and even more are the
special 4.7mm magazines. The only advice is to buy them whenever they become
available. I have also noticed that enemy soldiers tend to drop ammo of the same
caliber as used by your squad. See also: SECTION 4.
HEAVY WEAPONS
These big guns cover wide area in a single discharge. They do not accept any
attachments. Because of the explosion they create and due to their limited
accuracy, they work best against clusters of enemies. Heavy weapons are slow to
operate, allowing only 1 shot per turn. They should be handled by HW specialists
(see: appropriate chapter in SECTION 1) who take more accurate shots with any
weapon of this type.
Talon
See: GUN ATTACHMENTS. For effects of damage refer to GRENADES.
M79
This 40mm grenade launcher is fired from the shoulder and has a longer range. As
with the Talon, the effects of damage depend on the type of grenade used (see:
GRENADES) Since the M79 has no problems with accuracy, the bug makes the Talon
rather useless.
LAW
Designed to destroy tanks, this anti-armor weapon is just as lethal against
infantry platoons. You don't wanna be standing at *either* end of it ;) Comes
loaded with one missile, after discharging becomes scrap. The LAW operates much
like a firearm, which means that the missile must hit something to explode. Keep
some of these babies for your final assault on Meduna (did someone say "tanks"?)
Mortar
Bow to the M224, Master of Destruction. This powerful weapon can easily smoke
multiple enemies in a single discharge, regardless of aiming. Like the LAW, it
provides broadest spread. It is excellent against both personnel and tanks. Use
the mortar wisely, shells are sparse. Bring it to Meduna to im-press the Queen's
Elite Guard ;)
GRENADES
Like the heavy weapons, grenades are most effective against groups of enemies.
Some grenades serve special purposes. They come in 2 sorts: hand grenades and
40mm shells. Hand grenades are intended to be thrown (what else did you think? :)
This makes your merc vulnerable to enemy attacks, since in order to throw a
grenade s/he has to stand up. Throwing range depends on the merc's strength (STR)
and throwing accuracy on their MRK and LVL. The throwing trait increases both.
Already described grenade launchers (M79/Talon) use the 40mm type and can be
fired when the merc is crouched or prone. Grenades seem to do more damage to
standing targets. Their varieties are as follows:
Mini (only hand)
Throwing range of this baby grenade is longer, but it lacks spread and damage.
It can be used to weaken low-rank soldiers and to finish off groups of severely
wounded enemies.
Regular (hand & 40mm)
Standard fragmentation grenade. Good spread and damage. Tough enemies often ask
for another. Ah well, some folks just can't get enough ;) Can be also used
against tanks.
Stun (hand & 40mm)
It doesn't do damage. But it takes the enemy's breath away - literally ;) The
stun grenade saps the energy (blue bar) of the victim, bringing their APs down
to zero. Nearby targets are also affected, though to a lesser degree. 2 or 3
stuns are usually enough to exclude an enemy (or you) from the ongoing skirmish.
The stunned person becomes a sitting duck: he can't move or shoot for few turns.
Wearing a gas mask does not help.
Smoke (hand & 40mm)
This grenade creates an expanding cloud of harmless smoke. The fumes drastically
restrict visibility, making it hard for the enemy to spot you. Useful in stealth
maneuvers. It also offers a good way to mount the attack by firing 1 or 2
smokers into a batch of foes. Nothing feels like shooting the blind pups as they
emerge from the haze ;) Alternatively, you could draw enemies towards your
position, drop a smoker right beside your tightly-formed squad and shrouded in
fumes wait for an interrupt when a groping enemy pops right in front of your
mercs!
Tear gas (hand & 40mm)
The tear gas grenade will have the enemy on the run. It works much like a stun:
a growing cloud of irritant drains the energy, causing the subject to pass out.
Useful for flushing out those annoying well-covered snipers or for clearing out
rooms. A gas mask prevents energy loss.
Mustard gas (only hand :(
Extremely harmful. Releases a dispersing toxic cloud that kills anyone engulfed
in it in a couple of turns. Gas masks offer protection for just a short time and
only when in perfect shape. If your merc finds himself in the fumes without it,
get him out in the same turn and rush a medic to save his life - and your money.
These type of grenade is very effective in enclosed areas, provided you are not
the one inside. Deidranna's elite soldiers are keen as mustard to taste some ;)
EXPLOSIVES
Not only grenades and heavy weapons make a blast. Explosives are capable of
causing even more damage. They are primarily used to blow up solid structures
(like walls/doors) and other objects restricting access to enclosed areas. They
can be also planted as booby traps intended for enemy units. Explosives are
particularly effective against tanks. Every now and then you will also discover
a locker/door trapped with explosives or with some other booby trap. If you
manage to disarm it, you will usually get your hands on some goodies. But keep
in mind that dealing with explosives is touch-and-go. Not everything may go as
planned. Generally all the job should be done by the explosives specialist (see:
appropriate chapter in SECTION 1) Even he can sometime meet a serious challenge.
Therefore it is strongly advised to save before any "explosive" encounter.
TNT
Good ol' trinitrotoluene. Average power and dispersion; best used straight.
C1
Powerful composite that generates a blast bigger than TNT. Better still as an
ingredient of C4.
RDX
These strange crystals will not go boom on their own; they need to be detonated
with grenades or combined with other explosives. RDX mixed with TNT or C1 yields
their stronger counterparts. Still, the process of blending the components can
prove a formidable task even for top explosives specialists.
HMX
This is what you get from joining TNT and RDX. Blasting power comparable to C1.
Not much use, since RDX produces better results with C1.
C4
The ultimate in explosives, obtained by blending C1 with RDX. C4 has greatest
blast radius and inflicts tremendous damage. Unfortunately, it is hard to create.
Detonator
No explosive material will go off unless you attach a detonator to it. The
ignition can be set for a period of 1 to 4 turns. Once you plant the bomb, allow
some time and APs for evacuation, unless you wanna kiss your bomb dude goodbye.
Remote detonator
Works like the regular one, but it allows precisely timed explosions. Requires a
remote trigger to operate. Great for ambushes. The remote detonator can work in
one of 4 different frequencies, but several explosions can be set on the same
frequency. This type of detonator is difficult to install; in addition to
its owner, i.e. the first merc to use it. Some RRs may have an ID lock on them,
which can be broken only by the fix-it man in Grumm (see: SECTION 6 - Fredo)
In addition to regular guns you may come across some unique weapons. They can be
sometimes found in random locations (e.g. P90, CAWS) or taken from certain
enemies (G11, auto rocket rifle) - see: SECTION 4. You can also obtain some by
completing quests (Automag); see: SECTION 6 - John and Mary. Of these weapons I
find the G11 useful: it becomes a gun of choice after modifications (see: GUN
ATTACHMENTS) To my knowledge only one such rifle can be recovered (see: SECTION
6 - Mike) The G11 uses very rare ammo that pierces armor with ease (see:
AMMUNITION) It is also very hard to repair.
GUN ATTACHMENTS
These accessories can be fitted to guns to increase their firing capabilities. A
firearm will accept up to 4 different attachments. Some of them can only be used
with specific gun types (listed in brackets) and some cannot be used in
conjunction. Make sure to keep the attachments in a top condition, otherwise
they will make the weapon less accurate!
Sniper scope (some SMGs, shotguns, all rifles, LMGs)
A must for any gun. Equip your snipers with these ASAP. The scope decreases
penalty due to distance with every extra AP spent on aiming, thus allowing
accurate shots. A hell of a difference especially at long ranges, the sniper
scope makes penetration of the enemy's skull a "remote" possibility ;)
Laser sight (all guns)
Second most wanted supplement. Gives a flat bonus to hit for any/every shot
taken. Nicely enhances the sniper scope. Rocket rifles have a built-in laser
targeting system.
Bipod (all rifles, LMGs, CAWS)
Slightly increases the chance to hit when shooting prone. Since all shots ought
to be taken while prostrate, the bipod makes a valuable implement.
Silencer (pistols, some SMGs)
Muffles the gun it is attached to. This allows taking out the enemies one by one
without attracting unwanted attention. Possibly reduces the bullet's power (?)
Duckbill (shotguns)
Changes the pattern of buckshot fire from the regular circle to a horizontal
spread, thus providing wider coverage. Not much difference at a close range.
Barrel extender (all guns)
This non-removable attachment should be installed by a skilled mech only after
repairing it. The extender increases the gun's range by 10 when in perfect
condition. Created by combining a steel pipe with quick glue and duct tape.
Rod & spring AKA spring-bolt replacement (all guns)
Second permanent supplement, reduces the AP cost of single and burst shots by
1/6 (the difference is rounded down) Best results achieved with slow guns.
Created by joining an aluminium rod with a spring.
Talon (standard and assault rifles, LMGs)
Underslung grenade launcher. Requires 2 slots, as one slot must remain empty to
load a 40mm grenade. Operates very much like the M79 launcher (below), except
that it must be attached to a firearm. Apart from this fact, the Talon works
like a heavy weapon and as such it retains all their characteristics (not sure
about the bonus for HW, though) Unfortunately, this weapon is very inaccurate,
possibly due to a bug.
A word about weapon modification. Save the permanent attachments for best guns,
the ones you intend to keep till the grand finale. Don't trouble with other
weapons, unless you are really pressed for money. Budget solutions are the
Commando with an extender (comparable to the G41) and the Mini-14 or the G41
with an extender plus bolt (comparable to the C-7). The M14 with an extender and
bolt is a killer, on a par with the FN-FAL. The extender attached to the C-7 or
the FN-FAL gives them an incredibly long range, and the bolt makes them
*lightning* fast. A modified FN-FAL sometimes needs just 1AP/shot (unaimed)!
Also the G11 with an extender and bolt is a premium weapon.
Remember, however, that adding permanent supplements practically excludes the
use of the Talon which occupies 2 slots. In long-range shooting you definitely
need these slots for the scope and the sight. One way around is to use the M79
or hand grenades (see: HEAVY WEAPONS; GRENADES) Another is to carry the Talon
and to attach it only when necessary ;) Still, because of its large inaccuracy
the Talon seems unusable.
As stated earlier, the choice of armament is determined by tactics. The one that
works for me involves daytime attacks. My fire squad is 5 to 7 snipers with MRK
trained to 100 (see: SECTION 2) I equip them with the best guns available (from
the selection above) and later modified. All guns have the scope, the sight and
sometimes the bipod attached. In combat I almost always go for long-range head
shots with extra aiming. They inflict greatest damage, but occasionally a torso
shot does more harm. I use only the AP ammo (see: AMMUNITION) and always fire
prone from behind a cover to avoid being shot. Fast guns allow my mercs to shoot
at least 3 times per turn, with aiming. In many cases the enemy dies already
from the second bullet :)
AMMUNITION
Since ammo goes pretty fast, you should heap a nice stock of it. Each of your
snipers should carry at least one spare clip. Nothing is more infuriating than
running out of bullets in the middle of the fight. Remember to reload your guns
whenever the game enters real-time, especially during a battle. This saves APs
which you will need in turn-based mode. When picking up items collect ammo for
your guns first. Merge half-empty clips to save space.
The damage inflicted by ammo depends on its caliber and type. Guns recommended
above use 4 calibers and 3 types of ammunition. The 9mm pistol round (Glock 17)
is the weakest one. The 9mm SMG round (MP5K) is a bit better. These two are
compatible, i.e. pistol ammo can be used in SMGs and vice versa. The 5.56mm
round (Mini-14, G41, C-7) does average damage and the 7.62mm NATO round (M14,
FN-FAL) is the most powerful of all. The 4.7mm is a unique G11 round with power
comparable to the 5.56mm. Besides the caliber, ammo comes in 3 types: AP (armor
piercing, red), HP (hollow-point, blue) and standard. AP ammo can penetrate
armor, but it delivers less damage. HP ammo inflicts great damage on unarmored
targets, but can be stopped by basic body protection. Regular ammo is a trade-
off between the two, and the 4.7mm round is AP *par excellence* Since you can't
tell which enemies wear armor, it is best to always use the AP ammo.
You will only need the 9mm ammo in the beginning and there is enough of it
around. Better guns use the 5.56mm ammo which is also common - you will quickly
gather a load of it. However, 7.62mm clips are hard to get and even more are the
special 4.7mm magazines. The only advice is to buy them whenever they become
available. I have also noticed that enemy soldiers tend to drop ammo of the same
caliber as used by your squad. See also: SECTION 4.
HEAVY WEAPONS
These big guns cover wide area in a single discharge. They do not accept any
attachments. Because of the explosion they create and due to their limited
accuracy, they work best against clusters of enemies. Heavy weapons are slow to
operate, allowing only 1 shot per turn. They should be handled by HW specialists
(see: appropriate chapter in SECTION 1) who take more accurate shots with any
weapon of this type.
Talon
See: GUN ATTACHMENTS. For effects of damage refer to GRENADES.
M79
This 40mm grenade launcher is fired from the shoulder and has a longer range. As
with the Talon, the effects of damage depend on the type of grenade used (see:
GRENADES) Since the M79 has no problems with accuracy, the bug makes the Talon
rather useless.
LAW
Designed to destroy tanks, this anti-armor weapon is just as lethal against
infantry platoons. You don't wanna be standing at *either* end of it ;) Comes
loaded with one missile, after discharging becomes scrap. The LAW operates much
like a firearm, which means that the missile must hit something to explode. Keep
some of these babies for your final assault on Meduna (did someone say "tanks"?)
Mortar
Bow to the M224, Master of Destruction. This powerful weapon can easily smoke
multiple enemies in a single discharge, regardless of aiming. Like the LAW, it
provides broadest spread. It is excellent against both personnel and tanks. Use
the mortar wisely, shells are sparse. Bring it to Meduna to im-press the Queen's
Elite Guard ;)
GRENADES
Like the heavy weapons, grenades are most effective against groups of enemies.
Some grenades serve special purposes. They come in 2 sorts: hand grenades and
40mm shells. Hand grenades are intended to be thrown (what else did you think? :)
This makes your merc vulnerable to enemy attacks, since in order to throw a
grenade s/he has to stand up. Throwing range depends on the merc's strength (STR)
and throwing accuracy on their MRK and LVL. The throwing trait increases both.
Already described grenade launchers (M79/Talon) use the 40mm type and can be
fired when the merc is crouched or prone. Grenades seem to do more damage to
standing targets. Their varieties are as follows:
Mini (only hand)
Throwing range of this baby grenade is longer, but it lacks spread and damage.
It can be used to weaken low-rank soldiers and to finish off groups of severely
wounded enemies.
Regular (hand & 40mm)
Standard fragmentation grenade. Good spread and damage. Tough enemies often ask
for another. Ah well, some folks just can't get enough ;) Can be also used
against tanks.
Stun (hand & 40mm)
It doesn't do damage. But it takes the enemy's breath away - literally ;) The
stun grenade saps the energy (blue bar) of the victim, bringing their APs down
to zero. Nearby targets are also affected, though to a lesser degree. 2 or 3
stuns are usually enough to exclude an enemy (or you) from the ongoing skirmish.
The stunned person becomes a sitting duck: he can't move or shoot for few turns.
Wearing a gas mask does not help.
Smoke (hand & 40mm)
This grenade creates an expanding cloud of harmless smoke. The fumes drastically
restrict visibility, making it hard for the enemy to spot you. Useful in stealth
maneuvers. It also offers a good way to mount the attack by firing 1 or 2
smokers into a batch of foes. Nothing feels like shooting the blind pups as they
emerge from the haze ;) Alternatively, you could draw enemies towards your
position, drop a smoker right beside your tightly-formed squad and shrouded in
fumes wait for an interrupt when a groping enemy pops right in front of your
mercs!
Tear gas (hand & 40mm)
The tear gas grenade will have the enemy on the run. It works much like a stun:
a growing cloud of irritant drains the energy, causing the subject to pass out.
Useful for flushing out those annoying well-covered snipers or for clearing out
rooms. A gas mask prevents energy loss.
Mustard gas (only hand :(
Extremely harmful. Releases a dispersing toxic cloud that kills anyone engulfed
in it in a couple of turns. Gas masks offer protection for just a short time and
only when in perfect shape. If your merc finds himself in the fumes without it,
get him out in the same turn and rush a medic to save his life - and your money.
These type of grenade is very effective in enclosed areas, provided you are not
the one inside. Deidranna's elite soldiers are keen as mustard to taste some ;)
EXPLOSIVES
Not only grenades and heavy weapons make a blast. Explosives are capable of
causing even more damage. They are primarily used to blow up solid structures
(like walls/doors) and other objects restricting access to enclosed areas. They
can be also planted as booby traps intended for enemy units. Explosives are
particularly effective against tanks. Every now and then you will also discover
a locker/door trapped with explosives or with some other booby trap. If you
manage to disarm it, you will usually get your hands on some goodies. But keep
in mind that dealing with explosives is touch-and-go. Not everything may go as
planned. Generally all the job should be done by the explosives specialist (see:
appropriate chapter in SECTION 1) Even he can sometime meet a serious challenge.
Therefore it is strongly advised to save before any "explosive" encounter.
TNT
Good ol' trinitrotoluene. Average power and dispersion; best used straight.
C1
Powerful composite that generates a blast bigger than TNT. Better still as an
ingredient of C4.
RDX
These strange crystals will not go boom on their own; they need to be detonated
with grenades or combined with other explosives. RDX mixed with TNT or C1 yields
their stronger counterparts. Still, the process of blending the components can
prove a formidable task even for top explosives specialists.
HMX
This is what you get from joining TNT and RDX. Blasting power comparable to C1.
Not much use, since RDX produces better results with C1.
C4
The ultimate in explosives, obtained by blending C1 with RDX. C4 has greatest
blast radius and inflicts tremendous damage. Unfortunately, it is hard to create.
Detonator
No explosive material will go off unless you attach a detonator to it. The
ignition can be set for a period of 1 to 4 turns. Once you plant the bomb, allow
some time and APs for evacuation, unless you wanna kiss your bomb dude goodbye.
Remote detonator
Works like the regular one, but it allows precisely timed explosions. Requires a
remote trigger to operate. Great for ambushes. The remote detonator can work in
one of 4 different frequencies, but several explosions can be set on the same
frequency. This type of detonator is difficult to install; in addition to
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