The weapons have recoil.
The weapons are less accurate when fired while moving (called movement penalty).
The weapons require reloading after a magazine has been expended. Reloading before a magazine is expended will result in the loss of the remaining rounds in the magazine.
Falling from a sufficient height causes damage, and possibly death.
Wounds cause bleeding, which must be bandaged to prevent the player from bleeding out.
Sprinting and jumping drain stamina
Urban Terror allows players to perform superhuman feats. Damage is a key example; while damage taken depends on the part of the body which is hit, one can keep going after receiving numerous hits. Further breaking from reality, Urban Terror also retains the movement speeds from Quake III Arena (circle jumping) which allows players to move through the environment incredibly quickly and includes moves such as wall jumping and power sliding. Wall jumping allows players to literally jump off of walls and helps the player to gain more height, distance and speed. Power sliding lets the player move rapidly in a crouched position, maintaining speed.
Numerous game modes are featured, including classic FPS modes such as Team Deathmatch and Capture the Flag. Also included are Team Survivor, Free-for-All (deathmatch), Bomb & Defuse, Capture & Hold, and Follow the Leader. Beta 4.2 will bring two additional game types: Last Man Standing, and Jump Map Training (a special mode for the aforementioned jump maps)
Damage registration in Urban Terror is done by dividing the player target into four discrete areas: head, torso, arms, and legs. The effects on the torso and head can be reduced by game items such as the kevlar vest and the kevlar helmet, respectively.
A stamina system is also present, and is depleted by jumping, sprinting, and crouching. The amount of stamina is related to the amount of health a player has. Equipping or picking up a kevlar vest increased stamina drain considerably. Stamina is recharged fastest when a player is motionless and crouched, but will recharge slowly even during normal movement.