Discord-logo.jpg Join our Discord!
If you have been locked out of your account you can request a password reset here.

The Division 2

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Jump to navigation Jump to search
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

Beretta M9

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

Beretta M9 - 9x19mm
The main protagonist fires her Beretta during the prologue.
Detailed view of the M9.

Beretta 93R

The Beretta 93R returns as the only usable machine pistol of the game.

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", with the T-variant having more in the way of customization due to the threaded barrel and frame-mounted rail.

The weapon is chambered for .45 ACP rounds.

Beretta Px4 Storm - 9x19mm
Stock Px4

Chiappa Rhino 20DS

The Chiappa Rhino 20DS appears in The Division 2 as the "Snubnosed Diceros". It is possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets.

Chiappa Rhino 20DS - .357 Magnum
"Snubnosed Diceros"

Colt M1911A1

The classic M1911A1 returns as a usable pistol.

The weapon is used by standard Outcast grenadiers.

Colt M1911A1 - .45 ACP
Stock M1911A1.

Colt M45A1 CQBP

The Colt M45A1 CQBP with a threaded barrel returns as the "M45A1".

The weapon is used by True Sons anti-tank troops.

Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP

M45 MEUSOC

The M45 / MEU(SOC) returns as the "Tactical M1911". The weapon has a silver finish with black grips, along with a threaded barrel and rails on rear of the slide and under the frame; allowing it to use a plethora of attachments.

M45 (previously MEU(SOC)) Pistol, early version - .45 ACP

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.

Magnum Research Desert Eagle Mark XIX - .50 AE
The "D50". The 8-round capacity suggests that this is the .44 Magnum version, but the model lacks the fluted barrel.

FN FNP-45

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

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

Smith & Wesson M&P45

The Smith & Wesson M&P45 returns as the "First Wave PF45".

Smith & Wesson M&P45 with 4.5" barrel - .45 ACP
"PF45"

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.

Smith & Wesson Model 686 6" Barrel - .357 Magnum

Submachine Guns/Carbines

FN P90

The FN P90 is one of the new weapons in the game.

A high-end variant called "Emeline Guard's P90" can be acquired by taking over the Outcasts' stronghold, where it is given at the end of the mission with a custom paintjob available. An exotic version called "The Chatterbox", is a unique Hyena weapon. It comes equipped with a holographic sight, sound suppressor, and has an incorrect 60-round magazine. It cannot be modified.

The game also 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.

Fabrique Nationale P90 LV/IR - FN 5.7x28mm.
A Division agent stacks up on the door with his P90 as he prepares to steal the Deceleration of Independence by channeling his inner Nicholas Cage.

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.

Heckler & Koch MP5A4 - 9x19mm
MP5A4
A Division agent 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.

Heckler & Koch MP5A5 - 9x19mm
Heckler & Koch MP5A5 - 9x19mm

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 Outcast officers.

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

Heckler & Koch UMP45

The Heckler & Koch UMP45 returns. Its a common weapon used by Hyena soldiers.

Heckler & Koch UMP45 - .45 ACP

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 Mini

Intratec TEC-9 Mini - 9x19mm
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.

M1928A1 Thompson with 30-round magazine - .45 ACP
Preview of the M1928.


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 weapon is used by Hyena medics.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
Stock PP-19.
The "Enhanced PP-19" with a Magpul Zhukov stock and MOE pistol grip.

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.

SIG-Sauer MPX, Gen 1 - 9x19mm
MPX

SOCIMI Type 821

The SOCIMI Type 821 returns as the Black Market T821.

Socimi Type 821 - 9x19mm
Detailed view of the T821.

Steyr AUG A3 9mm XS

Also returning from the previous game, the Steyr AUG A3 9mm XS is a usable SMG.

Steyr AUG A3 9mm XS - 9x19mm Parabellum
The AUG A3 9mm XS in the game's weapon customization menu.
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 "Tactical Vector" appears as the SDP stockless version, the "SDP Vector" with the standard folding stock, and finally a variant equipped with an M4-style collapsible stock called the "First Wave Vector". All versions of the weapon are listed as being chambered for 9x19mm rounds.

The Tactical variant is used by regular Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun "gangster style". The SDP variant is used by Black Tusk assault troops.

TDI Vector with vertical foregrip - .45 ACP

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.

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

AKM - 7.62x39mm
Stock AKM with multiple mounting points for attachments.

Colt M4A1

The M4A1 also makes an appearance in the sequel. The stock version is known as the "Police M4". The "Competition LAR-15" is a semi-auto only variant and it uses the model of the "Lightweight M4" from the previous game.

The police variant is used by regular True Sons riflemen, the JTF, and civilian militia.

Colt M4A1 with 6 position collapsible stock - 5.56x45mm NATO
A Police M4 with the game's version of a 60-round AR-15 magazine - a PMag 40 not pushed all the way into the magwell. Also, neither Colt or FN makes M4s with white selector markings.
An SHD agent with the "Police M4".
The "Competition LAR-15" with Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and a LMT SOPMOD stock. It's not related to the Rock River Arms LAR-15 in any way besides the name.

Colt M16A2

The M16A2 is classified as a rifle and is depicted with a correct 3-round burst fire mode.

Colt M16A2 - 5.56x45mm
Detail image of the M16A2.
A Division agent holds a stock M16A2.

CTAR-21

The CTAR-21 appears as one of the newest assault rifles added in The Division 2.

IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm
Preview of the 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 elite Outcast riflemen and civilian militia.

DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO

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.

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 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.

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.

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

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 tan and coyote brown finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and black finish and aftermarket fore-end rail and collapsible M4-style Magpul stock.

FN SCAR-L - 5.56x45mm NATO
Third Generation FN SCAR-L CQC - 5.56x45mm NATO
FN SCAR-L with a PMag.

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

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

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.
POF P416.
An SHD agent holding a P416 while listening to the Mourning Doves.

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 riflemen.

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.

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.

SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO
Preview of the SIG 716.

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
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".

Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
Preview of the 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 40 bullets by default.

War Sport LVOA-S - 5.56x45mm NATO
LVOA rifle with Omega suppressor.

Winchester Model 1886

The Winchester Model 1886 appears as the "1886".

Winchester Model 1886 with a 22 inch barrel - .50-110 Win

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.

The weapon is used by Black Tusk drone operators.

MPS Auto Assault-12 - 12 gauge
Preview of the ACS-12.

Baikal MP-133

The Baikal MP-133 makes appearance as the "M133".

Baikal MP-133 - 12 gauge

Benelli M4

The Benelli M4 appears ingame as the "Super 90". A version with the normal pistol grip/solid stock, Surefire railed forend, and mariner finish appears as the "Marine Super 90".

The standard Super 90 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

Franchi SPAS-12

The SPAS-12 is a new shotgun, usable in pump-action mode. It appears in both default and exotic variations, the former is a generic SPAS-12 with the folding stock (in a neat detail, the stock is shown folded when stowed on the agent's back but is deployed when in use) and the latter is a short-barreled SPAS-12 with the fixed stock.

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
Exotic shotgun "Lullaby". This version has a less commonly seen fixed stock and shorter barrel.
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.

Saiga 12 - 12 gauge
Preview of the Saiga.
Preview of the Saiga variant "Tactical 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.

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.

Remington 870

The Remington 870 returns in the sequel.

The weapon is commonly used by the JTF and civilian militia.

Remington 870 Express Field Gun with raised barrel ribbing and 28" barrel - 12 gauge
A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.
Another agent reloads his vanilla 870.

Machine Guns

Enfield L86A2

The L86A2 appears in game as the "Military L86 LSW".

L86A2 with SUSAT scope - 5.56x45mm NATO
Preview of the L86A2.

FN M249-E2 SAW

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

The weapon is occasionally used by civilian militia.

FN M249-E2 SAW - 5.56x45mm NATO
FN M249-E2 SAW as it appears in game.

Heckler & Koch MG5

The Heckler & Koch MG5 appears as the "Infantry MG5". The weapon is popular in the game for possessing a high rate of fire among the LMG family, but hampered by its lower 50-round magazine.

The weapon is used by Hyena heavy armored soldiers.

Heckler & Koch MG5 general-purpose machine gun - 7.62x51mm NATO
MG5

M60 Machine Gun

An original M60 Machine Gun appears in the game as the "Classic M60".

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

M60 machine gun with bipod folded - 7.62x51mm NATO
The M60 in game.
A Division agent holds the M60.

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.

The weapon is used by Outcast gunners.

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.

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

Sniper Rifles

Desert Tactical Arms Stealth Recon Scout

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

Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum
DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum
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.

McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG
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
M44

Remington 700

The Remington 700 returns in the sequel with 3 versions. The standard one with a wooden wallnut stock. The "Tactical" variant with a McMillan A5 stock. The last is the "Carbon" variant that is fitted with a XLR Tactical Buttstock and Carbon Chassis.

The weapon is used by standard True Sons snipers.

Remington 700 - .308 Winchester
Preview of the Remington 700.
A Division agent with a Remington 700.

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.

The weapon is used by Hyena snipers.

SVD - 7.62x54mmR
The "Tiger Carbine" SVD - 7.62x54mmR
An SHD agent contemplates using his SVD on those pesky bugs.

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.

"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, True Sons heavy armored veterans, and Black Tusk grenadiers.

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.
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 in certain 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.

M224 Mortar with M7 baseplate - 60mm

Grenades

M26 Frag

The M26 frag grenade appears as the "Concussion Grenade". It is the default grenade available from the start.

M26 High-Explosive Fragmentation hand grenade

M7290 Flashbang

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

Model 7290 flashbang grenade

Mounted Weapons

Dillon Aero M134 Minigun

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 "Ol Painless", 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.

Dillon Aero M134 with flash suppressor - 7.62x51mm NATO
A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.

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 Division agent marvels at the True Sons' penchant for overkill by using a 30mm autocannon as an oversized sentry gun.

Do Not Sell My Personal Information