Call of Honor

(Note: I wrote out details like this to provide a picture of the game simply as a video game, no real-life deaths involved. I may ocassionally break the rules in the story. Nothing major.)

Here are some details you may want to know about Call of Honor Online. It’s a first-person shooter. In the mode encountered in my story, its players become part of the Alliance for Earth, a political-military organization that acts as “the good guy”. The Alliance is made up of six military branches:

  • the Army, which serves as the basic land attack force;
  • the Air Force, which includes all land-based aircraft;
  • the Navy, which includes all ships and sea-based aircraft;
  • the National Guard, which serves to protect Alliance-held territory;
  • the Coast Guard, which serves to protect Alliance coastal territory;
  • and the Spec Ops, the special operations task forces.

Opposing the Alliance is the National Bolshevik Movement, a political-military regime representing “the bad guy” and which is made up of five branches:

  • the Army, equivalent to the Alliance’s Army;
  • the Air Force, equivalent to the Alliance’s Air Force;
  • the Navy, equivalent to the Alliance’s Navy;
  • the Vanguard Corps, which does spec ops missions and is the main enforcer of National Bolshevism on civilians;
  • and the Secret Police, which acts as, well, a secret police; they also guard some important sites.

Two minor factions include the Fundamentalist Militia, a poorly-funded but persistently cruel ally of the National Bolsheviks, and the Resistance, unorganized clusters of civilians dedicated to overthrowing the “NazBols”, as the Movement is often known as. Of these factions, the Alliance for Earth is the only player faction; the others are NPCs.

Alliance for SAO

The flag of the Alliance for Earth.

Branches for SAO

The flags of the six branches of the Alliance, from left to right and top to bottom: Army, Air Force, Navy, National Guard, Coast Guard, and Spec Ops.

Ultranationalists for SAO

The flag of the National Bolshevik Movement (“NazBols”).

The flag of the Fundamentalist Militia.

The flag of the Resistance.

The object of the game is to defeat the NazBols and Militia. Players will try to push the enemy back; the more territory is gained, the more  “funds” will appear in the Alliance’s “account.” Though it’s important to remember that making money to buy more weapons is not the point; liberating the innocent NPC civilians of this virtual world is the point. Right?

Normally, each player carries a primary weapon and a sidearm (pistol), as well as one fragmentation grenade, one special grenade, and a knife (detailed in the table towards the bottom). As a player accumulates damage, the player’s view will tinge red and he/she will hear their heartbeat pounding in their ears. Lost health will regenerate during battle, so if a player takes a large amount of damage, he/she can take cover and wait until their health is at a safe level. Players gain experience mainly by killing enemies and completing objectives (the game’s computer is able to sense when certain objectives set by the players before and during the battle are achieved; for example, blowing up a fuel tank). Assisted kills also earn experience and even just seeing combat raises experience by a little. When the player’s experience has reach a certain amount, they will level up, with each level requiring more experience than the previous one. The beginning level is one and the top is 100. Experience will not increase health or damage dealt, but it can be used in other ways (see below).

25 kills in one battle allows the player to instantly regenerate any health lost as well as awarding some money. 50 kills in one battle wins you a “ticket” worth one free vehicle (modern tanks and jets not included) from the store. For the purposes of these killstreaks, a “battle” ends after an hour of noncombat.

Players may choose three “skills”, one from each of three skill groups, that assist players in battle. Different skills, as well as different weapons, are unlocked at different levels. However, whereas skills are free, weapons (not including those given in skills) must usually either be found or bought. Weapons can be bought from the game’s store using either experience or money collected from territory.

Skill Group 1

  • Frags x3 (allows player to carry three fragmentation grenades instead of one)
  • Special grenades x3 (allows player to carry three stun, flash, or smoke grenades instead of one)
  • RPG x2 (allows player to carry an RPG with two rockets ammunition) (additional RPG ammo can be bought)
  • C4 x2 (allows player to carry two C4 packs) (additional C4s can be bought)
  • Claymore x2 (allows player to carry two Claymore mines) (additional Claymores can be bought)
  • Bomb Squad (gives player ability to see enemy explosives)
  • Medic (any wounded players within a few feet of the player will recover more quickly)

Skill Group 2

  • Juggernaut (gives player extra health)
  • Sleight of Hand (speeds up automatic reloading process)
  • Sonic Boom (increases damage and radius of player’s explosives)
  • Stopping Power (increases damage of player’s bullets)
  • Double Tap (increases player’s rate of fire)
  • Overkill (allows player to substitute a non-pistol for his/her pistol, meaning he/she carries two primary weapons. Choosing this skill blocks out the first skill slot – meaning the player will only have this skill and one from group 3)

Skill Group 3

  • Deep Impact (increases bullet damage when shooting through walls)
  • Extreme Conditioning (increases speed and distance player can run)
  • Steady Aim (increases hip-fire accuracy)
  • Iron Lungs (increases time snipers can hold their breath to steady gun)
  • Dead Silence (decreases the sound made by player’s movement and reloading)
  • Bandolier (gives player extra ammo)

Players can add one attachment to each weapon they carry. Guns with more than one attachment are rare and not available in the store.

  • Silencer – deadens sound and hides muzzle flash of gun firing; also decreases recoil. But decreases damage dealt by gun at long ranges. Available for most pistols, most submachine guns, almost all assault rifles, all semi-auto rifles, and all semi-auto sniper rifles
  • Laser dot sight – replaces gun’s built-in aiming sights with a laser dot sight. Available mostly on post-WWII guns
  • ACOG scope – replaces gun’s built-in aiming sights with a slightly zoomed laser sight). Available mostly on post-WWII guns
  • Bayonet – attaches to gun’s barrel. Available on non-sniper bolt-action and semi-auto rifles
  • Grenade launcher – attaches to gun’s barrel. Available on almost all assault rifles and semi-auto rifles. Comes with two rounds of ammunition. Using this attachment blocks out the first skill slot
  • Bipod – attaches to gun’s barrel. Available on all sniper rifles, LMGs, and MMGs. If used on a machine gun, another attachment may be added

The weapons of the game are almost all from WWI to the present day (though I made up some of the naval vessels). Old guns and new guns have their stats balanced out so that new guns are not necessarily better than old ones, but this is not true of two types of vehicles – tanks and planes. In these cases, “modern” tanks and “jet” planes are better than older tanks and propeller-driven planes, but are rarer and/or more expensive.

Below is a table of weapons used in the game. It does not include gun attachments, like silencers or grenade launchers, or individual weapons that are part of vehicles.

An asterisk (*) indicates that this weapon is used by the NazBols, in addition to being available for the player. This only applies to vehicles, as the range of guns they use and which ones they use most often is complicated. Just assume that all sides can potentially use all  guns.

Explanations of certain terms:

“cheap” – by this I mean that the weapon is more easily available than others in its class but is otherwise poor

“single-shot” – the user must reload completely after each shot

“revolver” – bullets are rotated in a chamber

“semi-automatic” – one shot per trigger pull

“automatic” – hold the trigger down to keep firing

“submachine gun” – a two-handed gun that fires pistol-sized rounds at full automatic

“rifle” (excluding assault rifles) – fires full-powered (large) bullets. Technically “rifle” refers to the spinning process the bullet goes through when it moves through the barrel of the gun

“shotgun” – fires pellets instead of bullets.

“pump” – after each shot, pull back the pump on the barrel of the shotgun

“lever-action” – after each shot, the user must pull the lever on the stock of the gun

“bolt-action” – after each shot, the user must pull back the bolt on the gun. In-game, bolt-action rifles do slightly more damage than semi-automatic and automatic rifles

“burst” – fires a certain number of rounds per trigger pull, in this case, three

“assault rifle” – fires medium-powered bullets at full automatic

“sniper” – rifles with scopes to aim and pick off long-distance targets. In-game, sniper rifles do more damage than other rifles

“LMG” – light machine gun. A portable automatic gun that fires many rifle-sized bullets

“MMG” – medium machine gun. Can be carried or mounted on something

“HMG” – heavy machine gun. Cannot be carried; in-game, they can only be found on defensive structures or vehicles. They have unlimited ammo, but if you keep firing nonstop for more than a few seconds, the gun will overheat and you will have to wait a few more seconds before firing

“RPG” – rocket-propelled grenade. Used to take out land vehicles, helicopters, or clusters of soldiers. You must reload after each shot

“missile” – a guided rocket. Unlike RPGs, which just move like bullets, missiles will try to direct themselves toward the established target

“fragmentation” – the damage done is due to the sharp fragments in the explosion

“artillery” – large, explosive rounds that are fired into the air, make an arc, and, if aimed correctly, hit the target

“light tank” – a small tank or armored attack vehicle (Infantry Fighting Vehicle)

“medium tank” – just what it sounds like

“heavy tank” – a large tank, roughly the size of a modern tank, if a bit smaller

“tank destroyer” a tank that is to be used specifically against other tanks or vehicles

“fighter” – a small, fast plane meant primarily for air-to-air fighting with machine guns

“naval” – used to distinguish land-based planes and sea-based planes

“fighter-bomber” – a plane that can act as a fighter or a ground-attack aircraft

“ground attack” – attacking ground targets, rather that other aircraft, at relatively low altitude

“bomber” – large, slow plane that drops large amounts of bombs on ground targets from high altitudes

“attack helicopter” – just what it sounds like

“utility helicopter” – a helicopter that can be used for multiple purposes – for example, delivering troops and firing on the enemy

“transport helicopter” – just what it sounds like

“UAV” – unmanned aerial vehicle. Used to see enemies on the battlefield from above. Can also fire missiles at targets (see the killstreak section)

Weapon Class Notes
Welrod pistol – single-shot

Comes with non-removable silencer. High damage and accuracy, but extremely low rate of fire.

Colt Single Action Army pistol – revolver

Rare and kind of fun to use, but not very useful.

Nambu Type 14 pistol – semi-auto

High recoil, but high accuracy.

M1911 pistol – semi-auto

Your average pistol.

M9 pistol – semi-auto

More ammo and less recoil but less accuracy than the M1911.

USP .45 pistol – semi-auto

More damage but less accuracy than the M1911.

Desert Eagle pistol – semi-auto

High damage, but low ammo and   heavy recoil.

Glock 17 pistol – semi-auto

Slow, but high damage.

Walther P-38 pistol – semi-auto

High damage but low ammo.

TT-33 pistol – semi-auto

Rare. About the same stats as the M1911.

MAC-10 pistol – auto

Very much like a submachine gun, except it can be held in one hand.

M1A1   Thompson submachine gun

Your average submachine gun.

MP40 submachine gun

Relatively slow rate of fire, but highly accurate and has little recoil.

PPSh-41 submachine gun

High rate of fire and lots of ammo, but low accuracy and damage.

PPS-43 submachine gun


MP5 submachine gun

Your average submachine gun.

P90 submachine gun

High rate of fire and lots of ammo, but low damage.

AKS-74u submachine gun

Slow rate of fire and heavy recoil, but high damage.

Sten Mk. II submachine gun


MP28 submachine gun Cheap.
Mini Uzi submachine gun

High rate of fire, but heavy recoil.

Škorpion vz. 61 submachine gun

High rate of fire and accuracy, but low damage.

M3 Grease Gun submachine gun Cheap.
Twin Villar-Perosa submachine gun Rare. Not very useful; only in the game because it was the world’s first submachine gun.
Suomi KP-31 submachine gun

Rare. Like a PPSh-41 without its flaws.

MAS-38 submachine gun

High accuracy, but low damage.

M12 shotgun – pump Its pump action means a slow rate of fire, but it has higher damage than the M1014.
M1014 shotgun – semi-auto

Higher rate of fire but less damage than the M12

Winchester Model 1873 rifle – lever-action Rare. Not very useful.
Arisaka Type 38 rifle – bolt

Low recoil, but low damage.

Karabiner 98k rifle – bolt Your average bolt-action rifle.
Mosin-Nagant 1891 rifle – bolt


Carcano M1891 rifle – bolt

High damage, but low accuracy.

M1 Garand rifle – semi-auto Your average semi-automatic rifle.
Gewehr-43 rifle – semi-auto

More ammo but less damage than the Garand.

G3 rifle – semi-auto

Less recoil but less damage than the Garand.

FN FAL rifle – semi-auto

High damage, but heavy recoil.

M16 rifle – burst

Firing in 3-shot bursts means low rate of fire, but heavy damage.

StG-44 rifle – assault

Rare. The world’s first assault rifle.

AK-47 rifle – assault Your average assault rifle.
M4 Carbine rifle – assault

Less recoil but less damage than the AK-47

G36c rifle – assault

More ammo but heavy recoil.

Steyr AUG rifle – assault

Low damage, but otherwise good.

BAR rifle – automatic Kind of like a slow, lightweight machine gun.
FG-42 rifle – automatic A somewhat cheaper version of the BAR.
Lee-Enfield No.4 Mk I sniper – bolt

Your average bolt-action sniper rifle.

Springfield   M1903 sniper – bolt


M40A3 sniper – bolt

Emphasis on accuracy.

Gewehr 98 sniper – bolt


M21 sniper – semi-auto Your average semi-automatic sniper rifle.
Barrett M82 sniper – semi-auto

Very high damage, but heavy recoil and very loud.

Dragunov SVD sniper – semi-auto

High damage, but heavy recoil.

Lewis gun LMG

Lots of ammo and relatively high rate of fire, but low damage.

Type 11 LMG

Low rate of fire, but lots of ammo.

Type 99 LMG Slightly faster than the Type 11 but slightly less ammo.
M249 LMG

Emphasis on rate of fire.


Emphasis on accuracy.

Bren LMG

Low rate of fire but high accuracy.

Browning M1919 MMG Your average medium machine gun.

Emphasis on ammo.


Expensive, but high rate of fire.



Type 92 MG HMG

A turreted copy of the Lewis gun.

M134 Minigun HMG

Expensive, but extremely high rate of fire.

M9 Bazooka RPG

More accuracy but less damage than the RPG-7.


Less accuracy but more damage than the Bazooka.

FGM-148 Javelin missile Used against vehicles.
FIM-92 Stinger missile Used against helicopters.
M67 Frag fragmentation grenade Your average grenade.
M84 Stun special grenade Dramatically slows down an opponent for a few seconds; also slightly impairs their vision and hearing.
M84 Flashbang special grenade Blinds and deafens an opponent for a few seconds.
M83 Smoke special grenade Creates a thick cloud of smoke for around 10-15 seconds.
Lunge mine special grenade

Rare. The user rams the target with it, killing themselves. Pretty much useless.

Knife blade Use for a quick kill at very short range.
C4 explosive Detonates remotely.
M18A1 Claymore explosive Detonates upon seeing movement.
Landmine explosive

Detonates upon being stepped on or rolled over.

Taser non-lethal weapon

Rare. Electrifies the target.

Mortar artillery A small portable artillery piece.
Howitzer artillery A large wheeled artillery piece.
AA gun turret Used against helicopters and slow-moving planes. Cannot be moved.
Humvee transport truck Recommended for most journeys that cannot be taken by foot.
Jeep transport truck

Cheap. The open air offers little protection.

Army Truck* transport truck Can carry 30 people including 3 in the cab or 12,000 pounds.
M3 Halftrack transport truck

Slower and holds less than the Army Truck, but more terrain-adaptable.

Sd.Kfz. 251* transport truck

Pretty much the same stats as the M3.

Amphibious Assault Vehicle* special use vehicle Used for amphibious operations. Can carry 30 people including 3 crew.
Missile truck* special use vehicle

Can be used to launch missiles at targets, at incoming missiles, or at aircraft moving too fast for AA guns.

Minelaying/minesweeping tank* special use vehicle Can be used to lay mines or set them off safely.
Self-Propelled Anti-Aircraft system* special use vehicle A mobile AA gun.
Technical special use vehicle

Cheap. A pickup truck equipped with an M1919. Any MMG or HMG can be swapped with the M1919. Can only be captured from Militia or NazBols.

Cromwell IV light tank

Emphasis on speed.

Type 95 Ha-Go* light tank Your average light tank.
M3A1 Stuart light tank Your average light tank.
M2 Bradley modern light tank Your average modern light tank.
BMP-2* modern light tank Your average modern light tank.
Panzer IV Ausf. H* medium tank

Slightly slow but durable.

Panther medium tank

Rare. Better than the Panzer IV.

T-34 medium tank Your average medium tank.
M4 Sherman medium tank

Slightly fast but not so durable.

Sherman Firefly medium tank

Slow but heavily armed.

Tiger I* heavy tank Your average heavy tank.
King Tiger* heavy tank

Rare. Better than the Tiger I.

M1A2 Abrams modern tank

Superior to all other tanks, but very expensive.

Merkava modern tank

Durable, but slow.

T-54/55* modern tank Your average modern tank.
M18 Hellcat medium tank destroyer Used against light and medium tanks as well as trucks and special use vehicles.
Jagdtiger* heavy tank destroyer Used against heavy and modern tanks as well as special use vehicles.
P-51 Mustang fighter An all-around good fighter.
P-38 Lightning fighter Emphasis on durability and ease of control.
Bf 109* fighter Your average fighter.
Supermarine Spitfire fighter Emphasis on speed.
Hawker Hurricane* fighter Emphasis on durability.
P-40 Warhawk fighter Your average fighter.
Yak-1 fighter Rare. Average stats.
Me 262 jet fighter Rare, but cheap as far as jets go.
F-22 Raptor jet fighter Stealth and limited ground attack capabilities. Extremely expensive.
F-86 Sabre jet fighter Cheap.
MiG-15* jet fighter Cheap.
F-15 Eagle jet fighter Good all around. Limited ground attack capabilities.
F-16 Fighting Falcon jet fighter Emphasis on maneuverability. Limited ground attack capabilities.
MiG-29 Fulcrum* jet fighter Faster but less maneuverable than the Su-27. Limited ground attack capabilities.
Su-27 Flanker* jet fighter Comparable to the F-15. Limited ground attack capabilities.
A6M Zero* naval fighter Fast and maneuverable, but low durability.
F6F Hellcat naval fighter Slow but durable.
F4U Corsair naval fighter Emphasis on maneuverability.
F/A-18 Hornet* naval jet fighter Your average carrier-based jet fighter. Limited ground attack capabilities.
F-14 Tomcat naval jet fighter Faster than the F/A-18, but carries less armament.
P-47 Thunderbolt fighter-bomber Slow, but durable and heavily-armed.
AC-130U Spooky ground attack plane Very useful, but very expensive.
A-10 Warthog ground attack jet Your average ground attack jet.
F-117 Nighthawk ground attack jet Stealth capabilities, but no machine gun.
Harrier I ground attack jet Vertical take-off and landing capabilities, but otherwise mediocre
Sea Harrier naval ground attack jet Vertical take-off and landing capabilities, but otherwise mediocre.
Ju 88* bomber Emphasis on speed.
Avro Lancaster bomber Your average bomber.
B-17 Flying Fortress bomber Your average bomber.
B-29 Superfortress bomber Higher altitude capabilities than the previous two bombers, but hard to control.
Tu-95 Bear* bomber Better than the previous three bombers, but more expensive.
B-52 Stratofortress jet bomber Your average jet bomber.
B-2 Spirit jet bomber Stealth capabilities, but very expensive.
Ju 87 Stuka* dive bomber Fast, but less armament.
SBD Dauntless naval dive bomber Slow, but more durable.
B5N Kate* naval dive bomber Your average dive bomber.
C-47 Skytrain transport plane Less powerful but faster than the C-130.
C-130 Hercules* transport plane More powerful but slower than the C-47.
C-17 Globemaster* transport jet Your average transport jet.
Mil Mi-24 Hind* attack helicopter Heavily armed, but hard to control.
AH-1 Cobra attack helicopter Less armament, but otherwise good.
AH-64 Apache attack helicopter Heavily armed, but expensive.
Mil Mi-28 Havoc* attack helicopter Heavily armed, but slow.
UH-1 Iroquois/Huey utility helicopter Cheap.
UH-60 Blackhawk utility helicopter Your average utility helicopter.
Mil Mi-8 Hip* utility helicopter Your average utility helicopter.
CH-47 Chinook transport helicopter Can carry 33-55 people or 28,000 pounds.
UAV electronic warfare Invincible. Only used by Alliance.
Waveworm-class patrol boat Used by NazBols.
Shogg-class patrol boat Used by Alliance.
Fletcher-class destroyer Used by Alliance.
Kirin-class destroyer Used by NazBols.
Ticonderoga-class missile cruiser Used by both sides.
Type VII U-boat submarine Used by both sides.
South Dakota-class battleship Emphasis on speed.
Bismarck-class battleship Emphasis on armament.
Sozin-class battleship Used by NazBols.
Kyogre-class aircraft carrier Used by Alliance.
Oceanus-class aircraft carrier Used by NazBols.

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