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Difference between revisions of "The Division 2"

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The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.
 
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.
 
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]
 
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]
 +
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]
  
 
==M18 Smoke Grenade==
 
==M18 Smoke Grenade==

Revision as of 19:52, 2 July 2019

Tom Clancy's The Division 2 (2019)

Tom Clancy's The Division 2 is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same "Snowdrop" engine from first game. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things.

The game's setting is 7 months after the initial Green Poison outbreak and its continued effects upon the American populace. The player controls an agent of the Strategic Homeland Division (or simply known as "The Division"), a top secret government sleeper cell that is "activated" personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and a answers a distress call asking for agents to be rally to Washington D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.

Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to "save" D.C as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, a destructive cult of bloodthirsty marauders taking out their frustrations on the unlucky denizens of D.C through acts of wanton violence. The Black Tusks, a mysterious and cutting-edge Private Military Organization, who later invades Washington for reasons yet to be revealed . The Hunters, a secretive group of highly-advanced military operatives specifically hunting Division agents with extreme prejudice, introduced in the first game. The last are fellow Division agents, who may go rogue on each other in the "Dark Zones" for their own gain, due to the lack of surveillance in the area.


The following weapons appear in the video game The Division 2:


Handguns

As of the moment, revolver-style handguns are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.

Beretta M9

The Beretta M9 is the starting sidearm in the game. It appears under the name "Military M9".

The weapon is commonly used by civilian militia. It is also briefly used by General Ridgeway to execute an "insubordinate" doctor, in a cinematic.

Beretta M9 - 9x19mm Parabellum
A close-up of the M9's model.
The main protagonist fires her Beretta during the prologue.
General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed "were dead already".

Beretta M9A1

The Beretta M9A1 returns as the "Officer's M9A1". Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.

The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.

Beretta M9A1 - 9x19mm
Preview of the "Officer's M9A1".

Beretta 93R

The Beretta 93R returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.

The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.

Beretta 93R - 9x19mm
Unmodified Beretta 93R pistol.

Beretta Px4 Storm

The Beretta Px4 Storm appears in game as the "Px4 Storm Type F" and the "Px4 Storm Type T". The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.

The Type F variant is used by lower-level Hyena grenadiers.

Beretta Px4 Storm - 9x19mm
A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds
A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that "Type T" does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds

CZ 75

While not usable in-game, CZ 75 handguns with wooden grips can be occasionally found in static weapon piles around DC.

"Pre-B" CZ 75 - 9x19mm.
A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right

Chiappa Rhino

The Chiappa Rhino returns in The Division 2, although now under the name "Diceros" (The scientific name for the rhinoceros). The 20DS is known as the "Snubnosed Diceros", the 40DS is known simply as the "Diceros" and the 60DS version is the "Diceros Special". The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill.

In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.

The snubnosed version is used by Hyena shield carriers.

Chiappa Rhino 20DS - .357 Magnum
Chiappa Rhino 40DS - .357 Magnum
Chiappa Rhino 60DS - .357 Magnum
Preview of the "Snubnosed Diceros"
Preview of the "Diceros"

Colt M1911A1

The classic M1911A1 returns as a usable pistol.

The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.

Colt M1911A1 - .45 ACP
Stock M1911A1.

Colt M45A1 CQBP

The Colt M45A1 CQBP returns as the "M45A1", and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the "Tactical M1911", is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.

The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.

Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP
Preview of the M45A1.
An agent reloads his M45A1 CQBP.
Inspecting the "Tactical M1911" variant.
A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.

Desert Eagle Mark XIX

A new usable pistol in the game is the Desert Eagle Mark XIX. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the "D50" name. In-game text and it's 8-round magazine specifies its the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.

A unique variant called "Liberty", which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and unique True Sons aesthetic. The weapon has unique mechanics when dispatching enemy weakpoints and electronic skill proxies.

Magnum Research Desert Eagle Mark XIX - .50 AE
IWI Desert Eagle Mark XIX - .44 Magnum, for reference.
The "D50". While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.
A preview of "Liberty". The slide has the words "Libertatem Aut Mortem" written on it, which would roughly translate to "Give me Liberty or Give me Death" in English, a famous quote by Virginian governor Patrick Henry. It also has dogtags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.

FN FNP-45

The FNP-45 appears as the "X-45". The Tactical version appears as the "Tactical X-45".

The standard X-45 is sometimes used by civilian militia.

FN FNP-45 - .45 ACP
FNP-45 Tactical FDE - .45 ACP
FN FNP-45 as the "X-45".
FN FNP-45 Tactical as the "Tactical X-45".

SIG-Sauer P320 Compact

The SIG-Sauer P320 Compact was introduced during the release of the Gunner specialization, as the class' custom handgun. It is simply called the "P320" and can be unlocked investing in the appropriate skill in the Gunner's skill tree.

SIG-Sauer P320 Compact - 9x19mm

Smith & Wesson M&P45

The Smith & Wesson M&P45 returns as the "First Wave PF45". A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the "Custom PF45".

The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.

Smith & Wesson M&P45 with 4.5" barrel - .45 ACP
Preview of the "First Wave PF45"
Preview of the "Custom PF45"
A Division agent reloading his M&P45.

Smith & Wesson Model 586

The Smith & Wesson Model 586 with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and it's cylinder can be modded.

Smith & Wesson Model 586 4" barrel - .357 Magnum
Stock S&W Model 586.

Smith & Wesson Model 686

The Smith & Wesson Model 686 with a 6 inch barrel returns as the Magnum 686. Unlike in the previous game, it can now be customized with a short-rail sight and it's cylinder can be modded.

The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.

Smith & Wesson Model 686 6" Barrel - .357 Magnum
Preview of the Smith & Wesson Model 686.
An SHD agent reloads his Model 686.

Submachine Guns/Carbines

FN P90

The FN P90 now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.

An exotic version called "The Chatterbox", is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, a EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine and through the power of either skill or idiocy: the Hyenas managed to expand the magazine to 60 rounds. The gun has special mechanics related to increasing rate of fire. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.

Additionally, like in TD1 it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.

Fabrique Nationale P90 LV/IR - FN 5.7x28mm.
FN P90 TR with optics removed - FN 5.7x28mm
A Division agent stacks up on the door with his P90.
A preview of the P90.
A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.
A preview of the "Chatterbox". The filter canister below is filled with "Spice", a special type of narcotic substance created by the Hyenas, which constantly emit vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone incharge of oversight is dead.
The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.

Heckler & Koch MP5A4

The Heckler & Koch MP5A4 appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.

The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast grenadiers also make use the MP5A4.

Heckler & Koch MP5A4 - 9x19mm
MP5A4
A Division agent holding an MP5A4
A True Sons grenadier holding an MP5A4

Heckler & Koch MP5A5

The Heckler & Koch MP5A5 appears incorrectly as the "MP5-N" (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the "MP5 ST", which is an MP5-N customized by the Tactical Supply Company.

The "MP5-N" is used by True Sons medics. The "MP5 ST" variant is used by Black Tusk medics.

Heckler & Koch MP5A5 - 9x19mm
Heckler & Koch MP5A5 customized by TSC Machine- 9x19mm
Preview of the MP5A5.
A Division agent with an MP5A5.
Preview of the TSC-customized MP5A5.

Heckler & Koch MP7A2

The Heckler & Koch MP7A2 appears as the "MP7"'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.

The weapon is used by higher-level Outcast support soldiers.

Heckler & Koch MP7A2 - 4.6x30mm
Stock MP7A2.
A Division agent holding an MP7A2.

Heckler & Koch UMP45

The Heckler & Koch UMP45 returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the "Tactical UMP-45".

The police variant is used by regular Hyena soldiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him.

Heckler & Koch UMP45 - .45 ACP
Preview of the Police UMP45.
President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.
Preview of the Tactical UMP45.

Heckler & Koch USC

The Heckler & Koch USC appears as the "USC .45 ACP" and is incorrectly classified as a rifle as it fires in single shots. Also returns with an incorrect capacity of 20+1 rounds, but it is now correctly limited to semi auto fire.

Heckler & Koch USC - .45 ACP
The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.
A Division agent holds an H&K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.
Engaging a Hyena with a USC carbine.
A Division agent with a USC.
Reloading the USC.
Working the charging handle.

Intratec TEC-9

Both the Intratec TEC-9 and TEC-9 mini returns in the game and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on it's barrel shroud and receiver: giving it a wider array of customization. The standard version is called the "Converted SMG-9 A2" while the mini variant is called the "Converted SMG-9".

The mini variant is used by higher-level Hyena shields.

Intratec TEC-9 - 9x19mm
Intratec TEC-9 Mini - 9x19mm
Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.
Preview of the TEC-9 Mini
A Division agent fetches a new magazine for his TEC-9 Mini

M1928 Thompson

The M1928 Thompson returns from the previous game, but now appears as a non-exotic weapon and is simply called the "M1928". The M1928 with a mounted 50-round drum magazine is simply called the "Tommy Gun".

The standard M1928's magazine can be modified and have an option to be extended, where it's standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.

M1928A1 Thompson with 30-round magazine - .45 ACP
M1928A1 Thompson with 50-round drum magazine - .45 ACP
Preview of the M1928.
Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using it's old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.
Preview of the "Tommy Gun".

PP-19 Bizon-2

Both versions of the PP-19 Bizon-2 return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.

The standard variant is used by lower-level Hyena medics.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
Stock PP-19.
An SHD agent with her PP-19 Bizon-2.
The "Enhanced PP-19" with a Magpul Zhukov stock and MOE pistol grip.
A Division agent with the "Enhanced PP-19".

SIG-Sauer MPX

Like most exotic weapons of the original game, the SIG-Sauer MPX - known as "The House" previously - returns now as a standard weapon.

SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game.

SIG-Sauer MPX, Gen 1 - 9x19mm
A preview of the "MPX"
Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.

SOCIMI Type 821

The SOCIMI Type 821 returns as the T821. It still has the same two variants: the "Police" and "Black Market" versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.

The weapon is used extensively by the civilian militia, lower-level Outcast supports, and higher-level Hyena medics.

Socimi Type 821 - 9x19mm
Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.
Detailed view of the Police T821.
A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.

Steyr AUG SMG

The Steyr AUG SMG and it's 3 variants from the previous games return here aswell. The three variants are the "AUG A3 Para XS", "Enhanced AUG A3P" and the " "Tactical AUG A3P"". The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top reciever with the A3's underside rail rather than built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.

The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk scouts.

Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm
Steyr AUG A3 9mm XS - 9x19mm Parabellum
The AUG A3 9mm XS in the game's weapon customization menu.
Preview of the "Enhanced AUG A3P".
Preview of the "Tactical AUG A3P".
A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.

TDI Vector

The TDI Vector appears in game with 3 different variations. The "9mm Tactical Vector" appears as the SDP stockless version, the "9mm SBR Vector" with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called the "Vector SBR .45 ACP".

The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun "gangster style". The SBR variant is used by standard Black Tusk scouts.

TDI Vector with vertical foregrip - .45 ACP
Preview of the "9mm Tactical Vector". Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)
Preview of the ""9mm SBR Vector". Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.
Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates it's correct cartridge.
A Division agent holds a TDI Vector.

Assault Rifles/Battle Rifles

Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is "Assault Rifle", which are fully automatic. The second is simply named "Rifle", which are relegated to either single shots or burst. The last is "Sniper Rifles", which are covered in the sniper rifles section.

AKM

The AKM returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an AK-47. Due to the lack of a threaded barrel and presence of the slanted muzzle brake: it cannot use barrel attachments. A heavily modified version called the "Black Market AKM" is also available, where in addition to all the aftermarket plastic parts: it can now use barrel attachments.

A unique, exotic version called "Merciless" is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a home-made vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage.

As a pre-order bonus for the Ultimate edition, the weapon is also available as "Ruthless" where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1.

The stock AKM is used by the JTF, civilian militia, and Outcast riflemen.

AKM - 7.62x39mm
Stock AKM with multiple mounting points for attachments.
A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.
A preview of the "Black Market AKM". It boggles the mind who'd be selling mall-ninjad AKMs on the black market when better options for modernized AKs exist.
A preview of "Merciless". The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.

.

AK-74

Returning from the previous game, a customized AK-74 misidentified as an AKM, re-appears as the "Tactical AKM". The weapon features an aftermarket handguard and plum plastic purniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.

File:AK-74(plum).jpg
AK-74 with plum furniture - 5.45x39mm
Preview of the "Tactical AKM". The main giveaway that this is an AK-74 is it's straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.

Colt M4A1

The M4A1 also makes an appearance in the sequel. The stock version is known as the "Police M4", with a variety of rails to allow for extra attachments.

The "Lightweight M4" is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and a LMT SOPMOD stock. It was originally named the " Competition LAR-15" in earlier betas, but its not related to the Rock River Arms LAR-15, apart from the name and the fact its restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).

The police variant is used by regular True Sons riflemen and their "immobilizer" troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game ECHO Reconstructions (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington DC.

Colt M4A1 with 6 position collapsible stock - 5.56x45mm NATO
A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.
An SHD agent with the "Police M4".
A True Sons HVT posing with his M4A1, with underbarrel spray nozzle, which sprays debilitating riot foam over an area.
An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Posion-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.
A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and its currently set to full-auto.

Colt M16A2

The M16A2 is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) and lacks rails on the handguard, severely limiting the attachments available for this weapon. Coupled with having the lowest damage of the rifle class and bad ammo economy: the M16A2 is considered the worst primary weapon in the game, stat and utility-wise.

Colt M16A2 - 5.56x45mm
Preview of the M16A2. The small fanbase of this gun eagerly await the day Massive finally gives this the M16A2 the buffs it deserves.
A Division agent holds a stock M16A2.

CTAR-21

The CTAR-21 with an integral top-rail appears as one of the newest assault rifles added in The Division 2.

The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.

IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm
Preview of the CTAR-21.
An SHD agent holding a CTAR-21.

Desert Tech Micro Dynamic Rifle

The Desert Tech Micro Dynamic Rifle appears in The Division 2 as the "Urban MDR". It is a non-exotic, semi automatic rifle with a 20+1-round capacity.

Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014: the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.
Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.
An SHD agent holding an MDR.

DSA SA58 Para Tactical Carbine

The DSA SA58 Para Tactical Carbine appears in the game as the "FAL SA-58". Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle.

The weapon is used by higher-level Outcast riflemen and civilian militia.

DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO
Preview of the "FAL SA-58".

DSA SA58 OSW

The DSA SA58 OSW appears in the game as the "Tactical SA-58". Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle.

DSArms SA58 OSW - 7.62x51mm NATO

FAMAS Valorisé

The FAMAS Valorisé returns as the "FAMAS 2010". It is now an uncommonly-dropped weapon, rather than exotic.

The weapon possesses the highest RoF for any assault rifle in the game, but it's magazine cannot be customized and can only use short-rail front attachments.

File:Famas Valorisé.jpg
FAMAS Valorisé with EOTech sight - 5.56x45mm
The "FAMAS 2010", known as "Bullfrog" in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.
An Division agent with a FAMAS Valorisé.
An agent reloads his kitted-out FAMAS.

FN F2000 Tactical

The FN F2000 Tactical is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.

FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO
The F2000 in the inventory screen.

FN FAL G

The FN FAL G returns as the "FAL". This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.

The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious, unnamed underground-dwelling faction as their rifle of choice.

FN FAL G Series - 7.62x51mm NATO
A resistance member guards one of the friendly settlements with an FAL.
FN FAL.

FN SCAR-H

The FN SCAR-H appears in game as the "Police Mk17", "Military Mk17", and "MK20 SSR". The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR than battle rifle. All 3 are classed as rifles and fires in semi-auto only.

The MK.20 SSR is used by higher-level Black Tusk snipers.

FN SCAR-H - 7.62x51mm NATO
FN SSR (Sniper Support Rifle) - 7.62x51mm NATO
Preview of the “Military Mk17”.
An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.
Preview of the "Police Mk17".
Preview of the "MK20 SSR".

FN SCAR-L

The FN SCAR-L variants return from the last game. The weapon comes in 3 variants, the one simply called "MK16", the "SOCOM" variant, and the "Tactical" variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.

The Tactical variant is used by higher-level Black Tusk riflemen.

FN SCAR-L - 5.56x45mm NATO
Third Generation FN SCAR-L CQC - 5.56x45mm NATO
FN SCAR-L with a PMag.
Preview of the "SOCOM Mk16".
Preview of the "Tactical Mk16".

Heckler & Koch G36C

The Heckler & Koch G36C is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers.

Heckler & Koch G36C - 5.56x45mm NATO
A preview of the "G36C"

Heckler & Koch G36V

The full-size Heckler & Koch G36V with a top rail appears in The Division 2 as the "Military G36".

Heckler & Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO
G36V

Heckler & Koch G36KA4

Returning from the previous game, the Heckler & Koch G36KA4 with a STANAG magazine adapter returns as the "G36 Advanced".

Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm
Preview of the "G36 Advanced".

Patriot Ordnance Factory P416

The Patriot Ordnance Factory P416 is the starting weapon of the player. The weapon has two variants. One is the "Military" and the other is the "P416 G3". The Military variant uses the standard factory setup, while the G3 is based on the custom "NP3" variant released by POF.

The military variant is used by Black Tusk grenadiers, while the G3 variant is used by higher-level True Sons riflemen.

Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO
Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon "NP3" treated upper and lower receiver - 5.56x45mm NATO
Firing the POF P416 during one of the early missions.
Preview of the Military P416.
An SHD agent holding a P416 while listening to the mourning doves.
Preview of the P416 G3
A Division agent holding a customized “P416 G3”.

Remington ACR

The ACR returns from the first game. Division Agent Kelso carries a heavily customized ACR with her.

The assault rifle variant is simply called the "ACR", and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the "ACR-E", the carbine variant.

The rifle variant is known as the "ACR SS" and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.

The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.

Remington ACR 2012 version with 14.5" barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO
Remington ACR 2012 version with 10.5" barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO
Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO
The variant known as the "ACR SS" - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Also, this one uses 7.62 Magazine mods, but this is clearly the 5.56mm version.
A preview of the "ACR".
A preview of the "ACR-E".
An "ACR SS" with ACOG and forward grip added.

SIG Sauer SIG716

The SIG Sauer SIG716 returns from the first game. It is no longer an exotic weapon, like the "Devil" and "Heel" were in the original game. It is classified as a rifle.

The weapon has two variants, first is the standard "SIG 716", which appears to be based on the "Precision Sniper" variant with a 20 inch barrel. The second is the "SIG 716 CQB", where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.

SIG Sauer SIG716 Patrol - 7.62x51mm NATO
Preview of the SIG 716.
Preview of the SIG 716 CQB.
An agent holding a SIG 716 with ACOG and forward grip.

Springfield Armory M1A

The Springfield Armory M1A returns in the game as the "Classic M1A". It holds 10 shots in 20-round magazines by default.

Springfield Armory M1A - 7.62x51mm NATO
Preview of the M1A.
Reloading the M1A.
Giving the charging handle an underhand tug.

Springfield Armory M1A SOCOM 16

The SOCOM 16 appears in the game as the "SOCOM M1A". A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the "M1A CQB"

The SOCOM variant is used by elite True Sons snipers.

Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO
Preview of the M1A SOCOM 16.
Preview of the "M1A CQB".
An SHD agent with an M1A SOCOM 16.

Steyr AUG A3 CQC

In addition to the AUG A3 9mm XS, the Steyr AUG A3 CQC is one of the available primary weapons in the game and is one of the new additions.

Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm
Preview of the AUG A3-CQC.
An SHD agent holding an AUG A3-CQC.

War Sport LVOA-S

The War Sport LVOA-S returns as the "LVOA-C". It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, and polymer magazine.

For some reason, a forward assist is not modeled on the weapon.

War Sport LVOA-S - 5.56x45mm NATO
Preview of the “LVOA-C”. Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.
An SHD agent holds an “LVOA-C” with ACOG and forward grip.

Winchester Model 1886

The Winchester Model 1886 appears as the "1886".

Winchester Model 1886 with a 22 inch barrel - .50-110 Win
A preview of the 1886.

Shotguns

AA-12

The AA-12 returns from the first game as a common weapon drop as the "ACS-12," the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic.

AA-12s are used by the Black Tusks, who for some reason see fit to issue it exclusively to their drone operators.

MPS Auto Assault-12 - 12 gauge
A preview of the A2-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.
A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.

Benelli M4

The Benelli M4 returns from the last game and appears ingame as the "Super 90". A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the "Marine Super 90". A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the "Tactical Super 90 SBS".

The standard Benelli M4 is used by True Sons scouts, while the "Marine Super 90" is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by gangster-firing a full-sized shotgun.

Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge
Preview of the Benelli M4 Super 90.
An SHD agent with the Benelli M4 Super 90.
Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge
Preview of the "Marine Super 90".
Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge
Salient Arms International Benelli M4 - 12 gauge
Preview of the "Tactical Super 90 SBS".

Franchi SPAS-12

The SPAS-12 is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use. The other exotic variants are the "Lullaby" and "Sweet Dreams".

The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and "stunner" under barrel attachment. The weapon has a special ability where upon drawing the weapon: any enemy hit with the first melee attack by it will be temporarily unable to use receive healing plus you gain 35% of your total armor for 5 seconds and dodge-rolling will auto-reload 25% of the currently equipped weapon's magazine (and this effect has no cooldown, effectively allowing one to fully reload a weapon by dolphin-diving around).

The "Lullaby" (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic. The Lullaby has the same special effects as the Sweet Dreams, minus the no-healing debuff, but compensates by being able to be instantly upgraded to Gear Score 500 due to the pre-order blueprints (although doing this requires the Sweet Dreams itself as an ingredient in the process) and it has a significantly higher handling stat (which makes it easier to handle in close range and has better shot consistency due to suffering no recoil.).

Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge
Franchi SPAS-12 Short Barreled Version - 12 gauge
Franchi SPAS-12 with fixed stock - 12 gauge
A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.
A Capitol police officerreadies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock if folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.
The SPAS-12 stowed on an agent's backpack, which shows the stock folded.
A preivew of "Sweet Dreams", the underbarrel attachment isn't a laser, but actually a "stunner" which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.
Exotic shotgun "Lullaby". This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube: it still carries 8 rounds.
An SHD agent holding "Lullaby".

Saiga 12

The Saiga 12 returns, and retains the Ubisoft "SASG-12" moniker, which is becoming better known now as the "Sausage-12" shotgun among the community of Ubisoft shooters. It has another variant called the "Tactical SASG-12" variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend. The last is the "Black Market SASG-12", which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.

The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers.

Saiga 12 - 12 gauge
Preview of the Saiga.
A Hyena engineer with a Saiga 12.
Preview of the Saiga variant "Tactical SASG-12".
A Division agent holding a "Tactical SASG-12".
A True Sons scout with a Tactical Saiga 12.
Preview of the Saiga variant "Black Market SASG-12".
A Division agent holding a "Black Market SASG-12".

Side by Side Double Barreled Shotgun

A side by side double barreled shotgun based on a L.C. Smith Double Barreled Shotgun is available in the game as the "Double Barrel Shotgun". A sawed-off variant appears as the "Double Barrel Sawed Off", but is classified as a sidearm.

The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.

L.C. Smith shotgun - 12 gauge
Detail of the Double Barrel Shotgun.
A shy Division agent hides her face but not her Double Barrel Shotgun.
Detail of the Double Barrel Sawed Off.
An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.

Remington 870

The Remington 870 appears in 3 variants: the "Military M870", "Custom M870", and the "M870 Express", which are a Remington 870 Express Tactical, a tactical with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.

The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if his Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers.

Remington 870 Express Field Gun with raised barrel ribbing and 28" barrel - 12 gauge
Remington 870 Express Tactical - 12 gauge
A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.
Another agent reloads his vanilla 870.
A preview of the Remington 970 Express Tactical.
A “Military 870” with the slide back as an agent reloads it.
Slightly miffed by the loss of his grenade launcher and vest: a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.
A preview of the M870 Custom.
An SHD agent with the "Custom M870".

Machine Guns

Enfield L86A2

The L86A2 appears in game as the "Military L86 LSW". Another variant, called the "Custom L86 A2", sports the Daniel Defense railed forend and loads from Magpul EMags.

L86A2 with SUSAT scope - 5.56x45mm NATO
Preview of the L86A2.
Preview of the "Custom L86 A2".

FN M249-E2 SAW

The M249-E2 appears in game as the "M249 B".

A custom Outcast variant called "Pestilence" is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon sports a lower damage count compared to other LMGs, but has a special ability where an opponent shot with this weapon 20 times will be infected with a plague that deals extra damage to them and will also damage the surrounding area upon death.

The weapon is occasionally used by civilian militia.

FN M249-E2 SAW - 5.56x45mm NATO
FN M249-E2 SAW as it appears in game.
The "Pestilence" as it appears in game. We're pretty sure using this as an SHD agent constitutes as a warcrime.

FN M249 Para

The M249-Paratrooper appears as the "Tactical M249 Para". The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's.

It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.

M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm
Preview of the Tactical M249 Para.

FN Mk 46 Mod 0

The Mk 46 Mod 0 returns as the "Military Mk 46". It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.

Mk 46 Mod 0 - 5.56x45mm
A preview of the Military Mk 46

Heckler & Koch MG5

The Heckler & Koch MG5 appears as the "MG5" and "Infantry MG5". The weapon possesses a high rate of fire, but limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.

The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.

Heckler & Koch MG5 general-purpose machine gun - 7.62x51mm NATO
Heckler & Koch MG5 A2 - 7.62x51mm NATO
Preview of the MG5
Preview of the Infantry MG5
A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.
A Black Tusk UGV with it's MG5 prominently displayed.

M60 Machine Gun

An original M60 Machine Gun appears in the game as the "Classic M60". The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.

The weapon is used by True Sons gunners and civilian militia.

M60 machine gun with bipod folded - 7.62x51mm NATO
The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true John Rambo fashion: the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.
A Division agent holds the M60.
A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.

M60E4/M60E6

The M60E4 returns as the "Military M60 E4" and the improved M60E6 variant as the "Black Market M60 E6".

The military E4 variant is extensively used by higher-level True Sons gunners.

M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO
Preview of the "Military M60 E4"
A veteran True Sons gunner holding his M60E4.
M60E6 machine gun with ELCAN scope - 7.62x51mm NATO
A preview of the "Black Market M60 E6". Note that it still has the Mk 43 style pistol grip compared to the reference image.

RPK-74

The RPK-74 is available in game as the "Classic RPK-74". Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.


RPK-74 light machine gun with 45-round box magazine - 5.45x39mm
RPK-74

Izhmash RPK-74M

The military-spec variant of the RPK-74M returns as the "Military RPK-74 M". Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the "Black Market RPK-74M"

The weapon is used by Outcast gunners.

RPK-74M light machine gun with 45-round box magazine - 5.45x39mm
A preview of the Military RPK-74
An Outcast gunner with his RPK-74M
A preview of the Black Market RPK-74

Sniper Rifles

Accuracy International AX338

A heavily customized Accuracy International AX338 appears as the "Nemesis", a unique exotic-tier sniper rifle made by a Black Tusk sniper named "Puck" (although she herself never actually uses the weapon when she is encountered). The weapon has two unique mechanics, where sighting down on a target marks it as the "Nemesis" and receives additional damage from the designator and their location is revealed. The last is that the weapon has to "charge", it will deal anywhere between 0-100% damage, depending on how long the trigger is held before the shot is fired.

Accuracy International AX338 with Harris bipod - .338 Lapua Magnum
A preview of the "Nemesis". At one point in the game, it completely outclassed the TAC-50 due to doing more damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.

Desert Tactical Arms Stealth Recon Scout

Both the covert and the standard A1 variant of the DTA Stealth Recon Scout return.

The A1 variant is used by Black Tusk snipers.

Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum
DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum
A preview of the SRS Covert
A preview of the SRS A1
An SHD agent holding the DTA Stealth Recon Scout.

DSR-1

The DSR-1 is a new addition to the SHD's arsenal. Referred to as the "SR-1".

DSR-1 - 7.62x51mm NATO
A suppressed DRS-1 rifle.

McMillan TAC-50

One of the new "Signature Weapons" introduced in the sequel, the McMillan TAC-50 is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to Ghost Recon: Wildlands.

The weapon has very limited ammunition, but is incredibly powerful: easily capable of destroying heavily-armored enemies in a few shots at long range.

McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG
Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.
Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-material, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.
An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.

Mosin Nagant M44 Carbine

The Mosin Nagant M44 Carbine returns as the "Classic M44 Carbine". A sportized version with a grey carbon stock appears as the "Hunting M44 Carbine". A further modified version fitted in an Archangel stock makes an appearance as the "Custom M44 Carbine".

Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR
Mosin Nagant "Archangel" with 10-round detachable magazine - 7.62x54mmR
Preview of the classic M44 Mosin.
Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.
Preview of the custom M44.

Remington 700

The Remington 700 returns in the sequel with 3 versions. The "M700 has a wooden wallnut stock, the "M700 Tactical" variant has a McMillan A5 stock, and the "M700 Carbon" variant is fitted with a XLR Tactical Buttstock and Carbon Chassis.

The standard variant is used by standard True Sons snipers.

Remington 700 - .308 Winchester
Preview of the Remington 700.
A Division agent with a Remington 700.
A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).
Preview of the Remington 700 Tactical.
A Division agent with an "M700 Tactical".
Preview of the Remington 700 Carbon.

SVD

The SVD appears in The Division 2 and has two versions. The first one is the "Surplus" variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the "paratrooper" variant, which is actually the "Tiger" version made by Izhmash for the civilian export market. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped SVUs than actual SVDs, an artifact of the Far Cry3/4 SVD model.

The Surplus variant is used by Hyena snipers, who are most probably the most OG of gangsters in DC as they are capable of firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.

SVD - 7.62x54mmR
The "Tiger Carbine" SVD - 7.62x54mmR
SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R
Preview of the "Surplus SVD". Note that there's barely any distance between the gas block and the muzzle.
An SHD agent contemplates using his SVD on those pesky bugs.
A Hyena bounty target posing with her SVD, sans scope.
Preview of the "Paratrooper SVD"

Launchers

Carl Gustav M3

The Carl Gustav M3 rocket launcher is used by True Sons, being the main weapon of their anti-tank troops.

The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division.

Carl Gustav M3 - 84x246mmR
A Carl Gustav M3 on the back of a dead True Sons "grenadier". Note how his bag is full of red-painted RPG-7 rockets, which is probably why he's lying face-down on the floor without a pulse.
A True Sons bounty target posing with her Carl Gustav M3 launcher.

"Chem Launcher" (H&K GLM)

The "Chem Launcher" is a compact, break-action single-shot grenade launcher heavily based on the Heckler & Koch GLM. It can fire flammable chemicals, sticky foam, corrosive chemicals that eat away enemy armor, or repairing nanobots.

Heckler & Koch GLM - 40x46mm
The Firestarter variant of the "Chem Launcher", configured to fire flammable chemicals. It's likely the only weapon in the game that has the safety on. Also, it would be rather dangerous to use this without a handstop.

Heckler & Koch P2A1

The Heckler & Koch P2A1 Flare Pistol returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the "Dark Zones", which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.

Heckler & Koch P2A1 Flare Pistol - 26.5mm
A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.

Milkor Mark 14

The Milkor Mark 14 MGL returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.

The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, and Black Tusk grenadiers who can also fire incendiary airburst rounds along with HE grenades. Its also the weapon of "Wyvern", an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.

Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm
A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.
A True Sons heavy veteran with a Mark 14. Its a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.
Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.
The Mark 14 in the inventory view. Unlike the ones used by NPCs: this is colored black and appears to have some slot machine decals written on the cylinder.

M224 Mortar

The True Sons make use of M224 Mortars during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but it's splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (atleast during the Jefferson Plaza mission).

Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.

M224 Mortar with M7 baseplate - 60mm
A battery of M224 Mortars being tended to by the militia of the Theater settlement.

UGV Grenade Launcher

Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments.

As a drawback however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).

A Black Tusk UGV with it's quad-grenade launchers.

Grenades

M26 Frag

The M26 frag grenade appears as the "Concussion Grenade". It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.

M26 High-Explosive Fragmentation hand grenade

Fragmentation Grenade

An odd-looking grenade that appears to be a mix of the Mk 2 hand grenade and the Mills Bomb appears as the "Fragmentation Grenade" and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.

Mk 2 "Pineapple" World War II-made High-Explosive Fragmentation hand grenade.
No. 5 Mk. I "Mills Bomb"

M84 stun grenade

The M84 stun grenade is the usable less-than-lethal grenade in the game, although its exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.

M84 stun grenade

M7290 Flashbang

The Model 7290 flashbang grenade is seen on the belts of certain True Sons soldiers.

Model 7290 flashbang grenade
Two M7290 flashbang grenades clipping through a True Son's t-shirt.

M18 Smoke Grenade

M18 smoke grenades of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.

M18 smoke grenade - Red.
A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's "Appleton" armored vest.
Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.

Mounted Weapons

Dillon Aero M134 Minigun

The Dillon Aero M134 Minigun is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in Ghost Recon Wildlands, the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure: the gun overheats if fired continuously for too long and has to cool down before being able to fire again.

A "portable version" similar to the one used in Terminator 2: Judgment Day by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.

A later patch included a portable M134 Minigun that could be used by players under the "Gunner" specialization.

Dillon Aero M134 with flash suppressor - 7.62x51mm NATO
An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.
A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.
A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint.
The rear of an M134. The ammo box and power source can be seen on the ground.
A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.

General Electric GAU-8/A Avenger

The True Sons have a salvaged GAU-8/A Avenger autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.

After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.

General Electric GAU-8/A Avenger - 30x173mm
A preview of the True Sons-commandeered GAU-8 Avenger autocannon..

General Dynamics M197 Vulcan

The General Dynamics M197 Vulcan is employed by the Black Tusks for their massive aerial combat drones that may patrol Black Tusk-invaded areas. The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable: the drone is a force to be reckoned with.

General Dynamics M197 Vulcan - 20x102mm
A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.
A picture of the drone and gun from a distance.

SHD Sentry Gun

What appears to be a cross between the Mk 19 Grenade Launcher and Browning M2A2 is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce "checkpoint camping" in the DZ that was prevalent in the first game.

The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During "Occupied Dark Zone" events however, the guns are disabled by the Black Tusks.

Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm
Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.
The front of the sentry gun
The rear of the sentry gun
A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.

Railgun

The Black Tusks deploy quadrupedal military drones called "Warhounds", which are armed with a fictional railgun mounted on it's back. The drone "charges" the weapon briefly before firing and is incredibly powerful and accurate. A direct hit bypasses armor, deals heavy damage, and inflicts bleeding status, hence a downed agent is very likely to be killed in a few second when shot. As downsides, it telegraphs it's attack with an audible ringing sound, there is a 2 second delay before the gun is fully charged, it must stand still to fire, and it's gun lights up when aiming. Visually, the exposed portion of the gun appears to be the front end of the Gepard GM6 Lynx model from Far Cry 4, with a Barrett M82A1-styled muzzle brake on the end.

Gepard GM6 Lynx - .50 BMG
A wrecked warhound with it's railgun visible. They appear to be based on Boston Dynamics' BigDog prototype drones.
A closer view. It's not particularly clear why a railgun needs a muzzle brake, but it has one nonetheless.

Drone Machine Gun

One of the new skills available in the game is the "Drone", which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.

The default variant is the "Assault Drone", which is armed with a fictional underside, small-caliber machine gun, that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.

A Drone with the underside machine gun visible. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round.

Other

Baikal MP-133

The Baikal MP-133 makes appearance in the demonstration gameplay video as the "Military M133", but is not available in the final version of the game. Perhaps it was simply replaced (or renamed) to Remington 870, considering how close these guns are in Ubisoft games.

Baikal MP-133 - 12 gauge

Flamethrower

Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flame throwers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.

The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&W 686 revolvers.

The Division also has their own flamethrowers in the form of the "Flame Turret" skill.

An Outcast HVT armed with their DIY flamethrowers.

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