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Difference between revisions of "Homefront: The Revolution"

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{{workinprogress}}
 
 
 
{{Infobox Video Game|{{PAGENAME}}
 
{{Infobox Video Game|{{PAGENAME}}
 
|name = Homefront: The Revolution
 
|name = Homefront: The Revolution
 
|picture = 124271.jpg
 
|picture = 124271.jpg
 
|caption =   
 
|caption =   
|series = Homefront
+
|series = [[Homefront (disambiguation)|Homefront]]
|date = 2016
+
|date = 17 May 2016
 
|developer = Crytek UK, Dambuster Studios
 
|developer = Crytek UK, Dambuster Studios
 
|platforms = Playstation 4<br>Xbox One<br>PC
 
|platforms = Playstation 4<br>Xbox One<br>PC
 
|publisher = Deep Silver
 
|publisher = Deep Silver
|genre = FPS
+
|genre = First-person shooter
 
}}
 
}}
 
  
 
'''''Homefront: The Revolution''''' is a 2016 first-person shooter for Windows PC, PS4, and Xbox One. It was mostly developed by Crytek UK before being sold off to publisher Deep Silver following financial problems at Crytek: Dambuster Studios was formed from ex-Crytek UK staff working on the project who had not already quit over Crytek's failure to pay them. It is not a direct sequel to ''[[Homefront (2011 VG)|Homefront]]'', but rather a reboot with a similar premise. Rather than the original game's premise of North Korea rather randomly becoming a global superpower, it is set in an alternate history timeline where the digital revolution occurred in North Korea instead of the West. Following the collapse of the United States economy in 2025, Korea invaded: the game is set in 2029, four years into a brutal occupation, in the city of Philadelphia.
 
'''''Homefront: The Revolution''''' is a 2016 first-person shooter for Windows PC, PS4, and Xbox One. It was mostly developed by Crytek UK before being sold off to publisher Deep Silver following financial problems at Crytek: Dambuster Studios was formed from ex-Crytek UK staff working on the project who had not already quit over Crytek's failure to pay them. It is not a direct sequel to ''[[Homefront (2011 VG)|Homefront]]'', but rather a reboot with a similar premise. Rather than the original game's premise of North Korea rather randomly becoming a global superpower, it is set in an alternate history timeline where the digital revolution occurred in North Korea instead of the West. Following the collapse of the United States economy in 2025, Korea invaded: the game is set in 2029, four years into a brutal occupation, in the city of Philadelphia.
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Three story DLC packs, ''The Voice of Freedom'', ''Aftermath'' and ''Beyond the Walls'', were released, respectively in September 2016, November 2016 and March 2017. This leads to a more than slightly ridiculous 63.9 gig install on Windows PC.
 
Three story DLC packs, ''The Voice of Freedom'', ''Aftermath'' and ''Beyond the Walls'', were released, respectively in September 2016, November 2016 and March 2017. This leads to a more than slightly ridiculous 63.9 gig install on Windows PC.
  
'''The following firearms can be seen in the video game Homefront: The Revolution'''
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{{VG Title}}
  
 
__TOC__<br clear=all>
 
__TOC__<br clear=all>
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=Overview=
 
=Overview=
  
''Homefront: The Revolution'' uses a very strange variant of limited inventory system in singleplayer mode, wherein the player character can carry a pistol, a main weapon, an RPG (later on in the game) and pick between four types of grenade (incendiary, explosive, distraction and "hack") each of which has four subtypes (timed, proximity, remote and mounted on an RC car) with the subtypes drawing from the main type's ammo pool. All of the main weapons and the pistol have two additional "conversion" upgrades that swap out the upper or equivalent portion to turn them into totally different weapons: for example, the assault rifle can be turned into a light machine gun or a sticky grenade launcher. Conversions typically use a different ammo pool from the base weapon. As a result of this, the system effectively allows six main weapons to be equipped if the player has the relevant conversions unlocked, and sixteen (!) types of grenade. There is a ''[[Crysis]]''-style system for additional accessories (not all accessories will fit on all weapons), and this is also used to apply conversions.
+
''Homefront: The Revolution'' uses a very strange variant of limited inventory system in singleplayer mode, wherein the player character can carry a pistol, a main weapon, an RPG (later on in the game) and pick between four types of grenade (incendiary, explosive, distraction and "hack") each of which has four subtypes (default which is either timed or impact depending on the grenade, proximity, remote and mounted on an RC car) with the subtypes drawing from the main type's ammo pool. All of the main weapons and the pistol have two additional "conversion" upgrades that swap out the upper or equivalent portion to turn them into totally different weapons: for example, the assault rifle can be turned into a light machine gun or a sticky grenade launcher. Conversions typically use a different ammo pool from the base weapon. As a result of this, the system effectively allows six main weapons to be equipped if the player has the relevant conversions unlocked, and sixteen (!) types of grenade. There is a ''[[Crysis]]''-style on-the-fly customisation system for weapon accessories (not all accessories will fit on all weapons), and this is also used to apply conversions. Each conversion has its own accessory settings and limits, and "remembers" the accessories that have been applied to it when it is selected and will still have them when switched to again, except for the Battle Rifle which likes to forget it has a scope fitted.
 +
 
 +
Actually setting this nonsense in motion is linked to two currency systems: the first, dollars, are acquired by looting bodies, completing objectives and feeding random items referred to as "valuables" into cupboards with guns in them (shades of ''[[Far Cry 2]]'s'' diamond-eating computers, there) and are used to purchase base weapons, level upgrades for weapons, weapon accessories, and "gear" which upgrades the player character's abilities. It is not possible to simply pick up weapons in the game world: this is handwaved as the KPA guns using biometric ID locks, which fails to explain why it is not possible to pick up weapons dropped by Resistance members either.
 +
 
 +
The other currency system is "KPA Tech Points," which are acquired by capturing KPA-held areas and completing certain other tasks in the game world, and are used to buy weapon conversions and the non-default grenade subtypes. There is also a rather superfluous crafting system which is used exclusively to make grenade ammo.
  
Actually setting this nonsense in motion is linked to two currency systems: the first, dollars, are acquired by looting bodies, completing objectives and feeding random items referred to as "valuables" into cupboards with guns in them (shades of ''[[Far Cry 2]]'s'' diamond-eating computers, there) and are used to purchase base weapons, weapon accessories, and "gear" which upgrades the player character's abilities. It is not possible to simply pick up weapons in the game world: this is handwaved as the KPA guns using biometric ID locks, which fails to explain why it is not possible to pick up weapons dropped by Resistance members either.  
+
=Beretta M9 modified=
 +
==Beretta M9 "Pistol"==
 +
The [[Beretta M9]] once again appears as the sidearm of the resistance fighters, now with a M9A3-style rail attached to the underbarrel dust cover, a rather oversized and pointed beavertail, no hole in the hammer, and a rather strange slide. Oddly, the weapon artist's portfolio model of this weapon shows it had a normal Beretta slide when he handed it in, someone at Crytek UK apparently later deciding to change it into having a weird M1911-like slide.
 +
It is the base weapon for the "submachine gun" and "pneumatic pistol" conversions. In its base form, it can be fitted with a laser module and / or a suppressor.
 +
[[file:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm. U.S. military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]
 +
[[file:Homefront2 pistol hold.jpg|thumb|none|600px|The pistol in hands.]]
 +
[[file:Homefront2 pistol mod hold.jpg|thumb|none|600px|The pistol with mods in hands.]]
 +
[[file:Homefront2 pistol aim.jpg|thumb|none|600px|Pistol sights.]]
 +
[[file:Homefront2 pistol rel.jpg|thumb|none|600px|Reloading the pistol.]]
 +
[[file:Homefront2 pistol mod.jpg|thumb|none|600px|After the invasion, nothing was quite the same. This pistol is a case in point.]]
  
The other currency system is "KPA Tech Points," which are acquired by capturing KPA-held areas and completing certain other tasks in the game world, and are used to buy weapon conversions and the different types of explosive and incendiary weapons. There is also a rather superfluous crafting system which is used exclusively to make grenade ammo.
+
===Beretta M9 / Desert Eagle Hybrid "Pistol"===
 +
For reasons that are not entirely clear, the special skins in the DLC '''"Wing Skull Pack"''' and '''"Revolutionary Spirit Pack"''' put a [[Desert Eagle Mark XIX|Desert Eagle]] barrel with a threaded muzzle and a Desert Eagle slide with a strange toy-like sliding fire selector on the Beretta.
 +
[[file:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm.]]
 +
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]
 +
[[file:Homefront2 Pistol gold hold.jpg|thumb|none|600px|The pistol in hands.]]
 +
[[file:Homefront2 Pistol gold mod hold.jpg|thumb|none|600px|The pistol with mods in hands.]]
 +
[[file:Homefront2 Pistol gold aim.jpg|thumb|none|600px|Pistol sights.]]
 +
[[file:Homefront2 Pistol gold rel.jpg|thumb|none|600px|Reloading the pistol.]]
 +
[[file:Homefront2 Pistol gold mod.jpg|thumb|none|600px|"Some days I wonder why the Koreans invaded, and then I see things like this..."]]
  
=Handguns=
+
==Pistol carbine kit "submachine gun"==
 +
The "submachine gun" the player character can use is actually a fictional pistol-to-carbine kit which seems to be based loosely on the [[FAB Defense KPOS]]. Attaching this replaces the weapon's slide, and somehow turns the weapon from a semi-automatic 9mm pistol into a fully automatic .45 ACP submachine gun without changing anything in the lower.
  
==Beretta M9==
+
[[File:KPOS G17.jpg|thumb|none|350px|Glock pistol mounted in FAB Defense KPOS G1.]]
The [[Beretta M9]] once again appears as the sidearm of the resistance fighters, now with a rail attached to the underbarrel dust cover and a rather odd slide. It is the base weapon for the "submachine gun" and "pneumatic pistol" conversions.
+
[[file:Homefront2 SMG hold.jpg|thumb|none|600px|The SMG in hands.]]
 +
[[file:Homefront2 SMG mod hold.jpg|thumb|none|600px|The SMG with mods in hands.]]
 +
[[file:Homefront2 SMG aim.jpg|thumb|none|600px|SMG sights.]]
 +
[[file:Homefront2 SMG rel.jpg|thumb|none|600px|Reloading the SMG.]]
 +
[[file:Homefront2 SMG mod.jpg|thumb|none|600px|Weapon preview.]]
  
[[Image:M9-pistolet.jpg|thumb|none|400px|Beretta M9 - 9x19mm. U.S. military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]
+
=="Pneumatic Pistol"==
[[Image:HomefronttR-M9-1.jpg|thumb|none|600px|After the invasion, nothing was quite the same. This pistol is a case in point.]]
+
Another modification of the Beretta. This time a conversion to a pneumatic pistol.
 +
[[file:Homefront2 Pneumatic Pistol hold.jpg|thumb|none|600px|The Air gun in hands.]]
 +
[[file:Homefront2 Pneumatic Pistol mod hold.jpg|thumb|none|600px|The Air gun with mods in hands.]]
 +
[[file:Homefront2 Pneumatic Pistol aim.jpg|thumb|none|600px|Air gun sights.]]
 +
[[file:Homefront2 Pneumatic Pistol rel.jpg|thumb|none|600px|Reloading the Air gun.]]
 +
[[file:Homefront2 Pneumatic Pistol menu.jpg|thumb|none|600px|Weapon preview.]]
  
==Beretta M9 / Desert Eagle Hybrid==
+
=Colt M4A1=
 +
==M4A1 "Assault Rifle"==
 +
The [[M4A1 carbine]] is Brady's weapon of choice. It begins with an undersized carrying handle as the standard rear sight, but Aimpoint T1, ACOG, and EOTech sights can be purchased. It is the base weapon for the "light machine gun" and "limpet launcher" conversions.
 +
[[file:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]
 +
[[file:Homefront2 m4 hold.jpg|thumb|none|600px|The Assault Rifle in hands.]]
 +
[[file:Homefront2 m4 mod hold.jpg|thumb|none|600px|The Assault Rifle with mods in hands.]]
 +
[[file:Homefront2 m4 aim.jpg|thumb|none|600px|Assault Rifle sights.]]
 +
[[file:Homefront2 m4 rel.jpg|thumb|none|600px|Reloading the Assault Rifle.]]
 +
[[file:Homefront2 m4 mod.jpg|thumb|none|600px|The M4A1 as seen in the hands of the player character. Note the unrealistically small carry handle, and that the safety is on.]]
  
For reasons that are not entirely clear, the special skins in the DLC "Wing Skull Pack" and "Revolutionary Spirit Pack" put a [[Desert Eagle]] slide and barrel on the Beretta.
+
==Ares Shrike EXP-1 "Light Machine Gun"==
 +
An early version of the [[Ares Shrike]], the EXP-1, appears in the game as the "Light Machine Gun", and is available as a conversion upper receiver for the M4A1; unlike most of the weapons in this game, this is actually possible. Slightly less realistic, however, is the weapon's reciprocating charging handle, which would be liable to bash out its operator's teeth. Bizarrely, it still retains the M4A1's carrying handle when iron sights are in use; rather than attaching a separate front sight to line up with this, the front sight post is ''inside'' the carrying handle with the rear sight, which would yield a sight radius that would be considered insufficient on most pistols, let alone a light machine gun.
 +
[[File:Ares Shrike EXP-1.jpg|thumb|none|450px|Ares Shrike EXP-1 - 5.56x45mm NATO]]
 +
[[file:Homefront2 LMG hold.jpg|thumb|none|600px|The Light Machine Gun in hands.]]
 +
[[file:Homefront2 LMG mod hold.jpg|thumb|none|600px|The Light Machine Gun with mods in hands.]]
 +
[[file:Homefront2 LMG aim.jpg|thumb|none|600px|Light Machine Gun sights.]]
 +
[[file:Homefront2 LMG rel.jpg|thumb|none|600px|Reloading the Light Machine Gun.]]
 +
[[file:Homefront2 LMG mod.jpg|thumb|none|600px|The Ares Shrike EXP-1 in the hands of the player character.]]
  
[[Image:M9-pistolet.jpg|thumb|none|400px|Beretta M9 - 9x19mm. U.S. military-issue 92FS. ''Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS''.]]
+
=="Limpet Launcher"==
[[Image:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]
+
A modification of the [[M4A1]] that fires mines.
[[File:Homefront_the_resistance_pre-order-3.jpg|thumb|none|500px|The Beretta M9 shown in the Wing Skull pack, modified with a Desert Eagle-style slide and barrel.]]
+
[[file:Homefront2 Limpet Launcher hold.jpg|thumb|none|600px|The Launcher in hand.]]
 +
[[file:Homefront2 Limpet Launcher mod hold.jpg|thumb|none|600px|The Launcher with mods in hand.]]
 +
[[file:Homefront2 Limpet Launcher aim.jpg|thumb|none|600px|Launcher sights.]]
 +
[[file:Homefront2 Limpet Launcher rel.jpg|thumb|none|600px|Reloading the Launcher.]]
 +
[[file:Homefront2 Limpet Launcher mod.jpg|thumb|none|600px|Launcher preview.]]
  
=Submachine Guns=
+
=Mossberg 590=
  
==FN P90==
+
==Mossberg 590 "Pump Action Shotgun"==
 +
A [[Mossberg 590]] with a ventilated rib is available. It is the base weapon for the "automatic shotgun" and "inferno launcher" conversions. This is achieved by simply yanking the barrel, forend and end of the magazine tube off and putting something else on the front instead. This should not in any way be confused for something that would work.
 +
Because so little of the gun is actually changed when it is modified, it is always Mossberg 590: the conversions just give it a heat-shielded barrel, a vertical grip forend and a drum magazine shoved into the loading port, or a very large break-open barrel and an odd diagonal foregrip.
 +
[[file:Mossberg 590 Special.jpg|thumb|none|450px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]
 +
[[file:Homefront2 shotgun hold.jpg|thumb|none|600px|The Shotgun in hands.]]
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[[file:Homefront2 shotgun mod hold.jpg|thumb|none|600px|The Shotgun with mods in hands.]]
 +
[[file:Homefront2 shotgun aim.jpg|thumb|none|600px|Shotgun sights.]]
 +
[[file:Homefront2 shotgun rel.jpg|thumb|none|600px|Reloading the Shotgun.]]
 +
[[file:Homefront2 shotgun mod.jpg|thumb|none|600px|Ethan gets to work customising his shotgun: note the Mossberg top strip safety. The dog tag held on with elastic bands bears the name of Pedro Amorim, a Portugese 3D artist who made this gun model and many of the other weapon models.]]
 +
[[file:HomefronttR-Mossberg-2.jpg|thumb|none|600px|Field-stripping a shotgun is a lot easier when two-thirds of the front end is attached by blind faith.]]
 +
 
 +
=="Automatic Shotgun"==
 +
[[file:Homefront2 autoshotgun hold.jpg|thumb|none|600px|The Shotgun in hands.]]
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[[file:Homefront2 autoshotgun mod hold.jpg|thumb|none|600px|The Shotgun with mods in hands.]]
 +
[[file:Homefront2 autoshotgun aim.jpg|thumb|none|600px|Shotgun sights.]]
 +
[[file:Homefront2 autoshotgun rel.jpg|thumb|none|600px|Reloading the Shotgun.]]
 +
[[file:Homefront2 autoshotgun mod.jpg|thumb|none|600px|Weapons previev.]]
 +
[[file:HomefronttR-Mossberg-3.jpg|thumb|none|600px|The "Automatic Shotgun" variant still has an obvious pump-action forend, and gains a heat shield held on with elastic bands. Because, you know, elastic reacts really well to being heated.]]
 +
 
 +
=="Inferno Launcher"==
 +
[[file:Homefront2 Inferno Launcher hold.jpg|thumb|none|600px|The Shotgun in hands.]]
 +
[[file:Homefront2 Inferno Launcher mod hold.jpg|thumb|none|600px|The Shotgun with mods in hands.]]
 +
[[file:Homefront2 Inferno Launcher aim.jpg|thumb|none|600px|Shotgun sights.]]
 +
[[file:Homefront2 Inferno Launcher rel.jpg|thumb|none|600px|Reloading the Shotgun.]]
 +
[[file:Homefront2 Inferno Launcher mod.jpg|thumb|none|600px|Weapons previev.]]
 +
 
 +
=Springfield Armory M1A SOCOM 16=
 +
==Springfield Armory M1A SOCOM 16 "Battle Rifle"==
 +
A [[Springfield Armory M1A SOCOM 16]] is seen used by the resistance, and is referred to as the "Battle Rifle". It's shown with a stainless steel finish, black Vltor M1S-style stock system fitted with a marksman stock, underside and side rails on the stock, and a long rail mounted over the action. It feeds from something that looks suspiciously like an oversized 20-round 5.56mm STANAG magazine, which due to logic gives it a capacity of 15 rounds, and like a real SOCOM 16, it is semi-automatic only. There are also a couple of oddities regarding the bolt; namely, it doesn't reciprocate when the weapon is fired, and when it is pulled back during an empty reload, it clips through the back of the receiver. It is the base weapon for the "marksman rifle" and "freedom launcher" weapons.
 +
[[file:M1A-Socom.jpg|thumb|none|450px|M1A SOCOM 16  - 7.62x51mm NATO (.308 Winchester)]]
 +
[[file:Homefront2 Socom hold.jpg|thumb|none|600px|The Battle Rifle in hands.]]
 +
[[file:Homefront2 Socom mod hold.jpg|thumb|none|600px|The Battle Rifle with mods in hands.]]
 +
[[file:Homefront2 Socom aim.jpg|thumb|none|600px|Battle Rifle sights.]]
 +
[[file:Homefront2 Socom rel.jpg|thumb|none|600px|Reloading the Battle  Rifle.]]
 +
[[file:Homefront2 Socom mod.jpg|thumb|none|600px|Ethan holds up his SOCOM 16 as he prepares to customise it: note the short barrel, showing this is not a standard M1A. Despite having three rails at the front, it can still only mount one accessory there]]
 +
[[file:HomefronttR-SOCOM-2.jpg|thumb|none|600px|Later, he finds himself having to deal with his SOCOM 16's habit of forgetting it has a scope equipped, somehow sliding the ACOG scope onto the rail with the quick-release levers in the locked position and then having it just stay in place by itself. Note also the bipod accessory, which decreases recoil despite always being folded, and the muzzle brake, which apparently "allows the use of more powerful ammunition" (which is the same ammunition that was in the magazine beforehand) and so adds to the damage but also increases recoil. Presumably in ''Homefront's'' world you apply the brakes to make your car go faster.]]
 +
 
 +
==Remington 700 Export "Marksman Rifle"==
 +
Most of a [[Remington 700|Remington 700 Export]] appears, curiously, as an optional conversion upper receiver for the SOCOM 16, under the moniker "Marksman Rifle," with a paltry 3-round magazine capacity. Going by the ammunition pickup text ("12.7x99mm"), this is because it is supposed to be chambered in .50 BMG (!).
 +
[[File:700 XP.jpg|thumb|none|450px|Remington Model 700 Export with Leupold Mark 4 scope and Harris LM-S bipod - .308 Winchester]]
 +
[[file:Homefront2 Marksman Rifle hold.jpg|thumb|none|600px|The Remington in hands.]]
 +
[[file:Homefront2 Marksman Rifle mod hold.jpg|thumb|none|600px|The Remington with mods in hands.]]
 +
[[file:Homefront2 Marksman Rifle aim.jpg|thumb|none|600px|Remington sights.]]
 +
[[file:Homefront2 Marksman Rifle rel.jpg|thumb|none|600px|Reloading the Remington.]]
 +
[[file:Homefront2 Marksman Rifle mod.jpg|thumb|none|600px|Ethan admires the result of his radical breakthrough in the field of stupidity. Note that despite allegedly being a .50 cal, the gun model just uses a shorter version of the 7.62mm 5.56mm magazine from the SOCOM 16.]]
 +
 
 +
=="Freedom Launcher"==
 +
Modification of the M1A rifle. Firework launcher.
 +
[[file:Homefront2 Freedom Launcher hold.jpg|thumb|none|600px|The Launcher in hands.]]
 +
[[file:Homefront2 Freedom Launcher mod hold.jpg|thumb|none|600px|The Launcher with mods in hands.]]
 +
[[file:Homefront2 Freedom Launcher aim.jpg|thumb|none|600px|Launcher sights.]]
 +
[[file:Homefront2 Freedom Launcher rel.jpg|thumb|none|600px|Reloading the Launcher.]]
 +
[[file:Homefront2 Freedom Launcher mod.jpg|thumb|none|600px|Freedom Launcher previev.]]
 +
 
 +
=Launchers=
 +
==Fictional rocket launcher==
 +
Rebels use a fictional cobbled-together rocket launcher roughly the same shape as a [[Panzerfaust 3]], the main component of which appears to be an [[FGM-148 Javelin]] launch tube assembly. The KPA instead use a launcher based on their common rifle grip.
 +
[[file:PNZFT3.jpg|thumb|none|450px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]
 +
[[file:Homefront2 Fictional rocket launcher hold.jpg|thumb|none|600px|Rocket launcher in hands.]]
 +
[[file:Homefront2 Fictional rocket launcher aim.jpg|thumb|none|600px|Iron sight.]]
 +
[[file:Homefront2 Fictional rocket launcher rel.jpg|thumb|none|600px|Inserting a new racket.]]
 +
 
 +
=APEX Weapons=
 +
==APEX Biometric Assault Rifle==
 +
The primary weapon used by KPA forces is a fictional bullpup rifle, seemingly based loosely on the [[SAR-21]] with some [[Saritch]]-ness thrown on for good measure. The KPA in-game have a whole series of weapons based on the same common grip design, which includes every weapon aside from their pistol and shotgun, right up to their RPG.
 +
[[file:Sar21.jpg|thumb|none|450px|CIS SAR 21 - 5.56x45mm NATO]]
 +
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]
 +
[[file:FN F2000 TR rifle.jpg|thumb|none|450px|FN F2000 Tactical TR - 5.56x45mm NATO]]
 +
[[file:Homefront2 APEX Assault Rifle.jpg|thumb|none|600px|A soldier equipped with an assault rifle.]]
 +
[[file:Homefront2 APEX Assault Rifle SD.jpg|thumb|none|600px|A soldier equipped with an assault rifle with suppressor.]]
  
During the introductory animation, American soldiers are seen holding [[FN P90]]s manufactured by the fictional North Korean APEX company as they react to a nuclear attack on Riyadh.
+
==APEX Biometric Battle Rifle==
[[Image:FNP90.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]
+
[[file:Homefront2 APEX battle rifle.jpg|thumb|none|600px|A soldier equipped with an battle rifle.]]
  
==Pistol carbine kit==
+
==APEX Biometric LMG==
 +
[[file:Homefront2 APEX LGM.jpg|thumb|none|600px|The soldier is holding a LMG.]]
  
The "submachine gun" the player character can use is actually a fictional pistol-to-carbine kit which seems to be based loosely on the FAB Defense KPOS. Attaching this replaces the weapon's slide, and somehow renders the weapon fully automatic without changing anything in the lower.
+
==APEX Biometric Pistol==
[[File:KPOS G17.jpg|thumb|none|400px|A Glock pistol fitted in a FAB Defense KPOS Glock to Carbine PDW Conversion Kit]]
+
The gun is modeled on [[FNP-9]].
 +
[[file:FNP-9mm2Tone.jpg|thumb|none|350px|FN FNP-9 Pistol with Stainless Slide - 9x19mm]]
 +
[[file:Homefront2 APEX pistol.jpg|thumb|none|600px|The soldier is holding a pistol.]]
  
=Shotguns=
+
==APEX Biometric Rocket Launcher==
 +
[[file:Homefront2 APEX rpg.jpg|thumb|none|600px|The soldier is holding a Rocker Launcher.]]
  
==Mossberg 590==
+
==APEX Biometric Shotgun==
A [[Mossberg 590]] with a ventilated rib is available. It is the base weapon for the "automatic shotgun" and "inferno launcher" conversions.
+
The KPA's shotgun is a top-loading design which loads like an [[FN P90]] and appears to be mostly based on the [[Kel-Tec KSG]].
[[Image:Mossberg 590 Special.jpg|thumb|none|400px|Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge]]
+
[[file:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]
[[File:Homefront,TheRevolution870.jpg|thumb|none|500px|The Mossberg 590 as the player character looks over a large blood splatter. Note the Mossberg top strip safety and the dog-tag held on with rubber bands next to it.]]
+
[[File:HomefrontRevolution_P90_01.jpg|thumb|none|600px|Two KPA soldiers armed with the shotgun (foreground) and the KPA assault rifle (background) in an image from the reveal trailer. Note how the front of the shotgun is triangular as if it still has the KSG's dual magazine tubes, despite that it is not even supposed to work that way.]]
 +
[[File:Homefront2 APEX Shotgun.jpg|thumb|none|600px|A closer view of a KPA member's shotgun.]]
  
==Fictional shotgun==
+
=Timesplitters 2 Weapons=
 +
At the end of the game, you can find a slot machine with an arcade game. There is a game "Timesplitters 2" in this slot machine. You can play normally. The game has two missions.
 +
==AA Gun==
 +
[[file:Homefront2 AA gun.jpg|thumb|none|600px|AA gun in Timesplitters 2.]]
  
The KPA's shotgun is a top-loading design based on the [[FN P90]]. In some cutscenes it is treated as an SMG instead for some reason.
+
==AKS-47 with M203==
 +
The [[AKS-47]] with [[M203 grenade launcher]].
 +
[[file:AKS-47.jpg|thumb|none|450px|Type 3 AKS-47 with stock folded - 7.62x39mm]]
 +
[[file:M203.jpg|thumb|none|450px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]
 +
[[file:Homefront2 Soviet S47.jpg|thumb|none|600px|AK-47 in Timesplitters 2.]]
  
[[Image:FNP90.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]
+
==Flamethrower==
[[File:HomefrontRevolution_P90_01.jpg|thumb|none|500px|KPA soldiers armed with the shotgun.]]
+
[[file:Homefront2 Flamethrower.jpg|thumb|none|600px|Flamethrower in Timesplitters 2.]]
  
=Assault Rifles & Battle Rifles=
+
==Heckler & Koch USP==
 +
The [[Heckler & Koch USP]].
 +
[[file:USP9mm.jpg|thumb|none|350px|Heckler & Koch USP - 9x19mm]]
 +
[[file:Homefront2 Silenced Pistol.jpg|thumb|none|600px|Heckler & Koch USP in Timesplitters 2.]]
  
==AK-74M==
+
==Luger P08==
 +
The [[Luger P08]].
 +
[[file:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]
 +
[[file:Homefront2 Silenced Luger.jpg|thumb|none|600px|Luger P08 in Timesplitters 2.]]
  
At the end of the introductory sequence, a group of Resistance fighters are seen preparing to attack a KPA patrol. One of them has what appears to be an [[AK-74M]].
+
==M1928 Thompson==
 +
The [[M1928/M1928A1 Thompson|M1928 Thompson]].
 +
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson with 50-round drum magazine - .45 ACP]]
 +
[[file:Homefront2 Tommy Gun.jpg|thumb|none|600px|M1928 Thompson in Timesplitters 2.]]
 +
[[file:Homefront2 Tommy Gunx2.jpg|thumb|none|600px|M1928 Thompson in Timesplitters 2.]]
  
[[Image:AK-74M.jpg|thumb|none|400px|AK-74M - 5.45x39mm]]
+
==Remington 870 Folding Stock==
 +
The [[Remington 870 Folding Stock]].
 +
[[file:Remington870PoliceFolded.jpg|thumb|none|450px|Remington 870 Folding Stock - 12 gauge]]
 +
[[file:Homefront2 Tactical 12-Gauge.jpg|thumb|none|600px|Remington 870 Folding Stock in Timesplitters 2.]]
  
==AKS-74U==
+
==Sawed Off shotgun==
 +
The [[12_Gauge_Double_Barreled_Shotgun#Short_barreled_Side_by_Side_Shotgun_.28Sawed_Off.29|Sawed Off shotgun]].
 +
[[file:SS311A sawed-off-2.jpg|thumb|none|350px|Photoshopped Sawed-off Savage/Stevens 311A - 12 gauge]]
 +
[[file:Homefront2 Shotgun.jpg|thumb|none|600px|Sawed Off shotgun in Timesplitters 2.]]
  
Another fighter in the same scene has an [[AKS-74U]].
+
==Timed Mine==
 +
[[file:Homefront2 Timed Mine.jpg|thumb|none|600px|Timed Mine in Timesplitters 2.]]
  
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]
+
==TNT==
 +
[[file:Homefront2 TNT.jpg|thumb|none|600px|TNT in Timesplitters 2.]]
  
==Fictional Assault Rifle==
+
==Vintage Rifle==
 +
[[file:Homefront2 Vintage Rifle.jpg|thumb|none|600px|Vintage Rifle in Timesplitters 2.]]
  
The primary weapon used by KPA forces is a fictional bullpup rifle, seemingly based loosely on the [[SAR-21]] with some [[Saritch 308]]-ness thrown on for good measure. The KPA in-game have a whole series of weapons based on the same common grip design, which includes every weapon aside from their pistol and shotgun, right up to their RPG.
+
==Walther WA 2000==
 +
The [[Walther WA 2000]].
 +
[[file:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - 7.62x51mm]]
 +
[[file:Homefront2 Sniper Rifle.jpg|thumb|none|600px|Walther WA 2000 in Timesplitters 2.]]
  
[[Image:Sar21.jpg|thumb|none|400px|CIS SAR 21 - 5.56x45mm NATO]]
+
=Not Usable=
[[File:Saritch 308.jpg|thumb|none|400px|Saritch 308 - 7.62x51mm NATO]]
+
==AK-74==
 +
At the end of the introductory sequence, a group of Resistance fighters are seen preparing to attack a KPA patrol. One of them has what appears to be an [[AK-74]] with polymer furniture and a Kobra reflex sight.
  
==M4A1==
+
[[File:AK-74 with plum furniture.jpg|thumb|none|450px|AK-74 with plum furniture - 5.45x39mm]]
The [[M4A1 carbine]] is the standard weapon of choice of the resistance, it appears to have a undersized carrying handle, it can be fitted with a Aimpoint T1, ACOG, or EOtech sights. It is the base weapon for the "light machine gun" and "limpet launcher" conversions.
+
[[file:HomefronttR-AKs-1.jpg|thumb|none|600px|Bob the Generic Terrorist leans over his friend Survivalist Jim, brandishing his AK-74.]]
  
[[Image:ColtM4 FirstVersion.jpg|thumb|none|400px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO]]
+
==AKS-74U==
[[File:HomefrontRevolutionM4A1.jpg|thumb|none|600px|The M4A1 as seen in the hands of the player character. Note the unrealistically small carry handle, and that the safety is on.]]
+
Another fighter in the same scene has an [[AKS-74U]].
 +
[[file:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]
 +
[[file:HomefronttR-AKs-1.jpg|thumb|none|600px|Survivalist Jim holds his AKS-74U, wishing that Bob the Generic Terrorist would stop that.]]
  
== Springfield M1A ==
+
==Browning M2==
The [[Springfield M1A]] is seen used by the resistance, and is referred to as the "Battle Rifle". It's shown with a stainless steel finish, black Vltor M1S-style stock system fitted with marksmen stock, an attached rail system on top, and is semi-automatic only, with an incorrect 15-round capacity. There are also a couple of oddities regarding the bolt; namely, it doesn't reciprocate when the weapon is fired, and when it is pulled back during an empty reload, it clips through the back of the receiver. It is the base weapon for the "marksman rifle" and "freedom launcher" weapons.
+
"Futurised" [[Browning M2]]s are seen on various KPA vehicles.
 +
[[file:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]
 +
[[File:Homefront2 car turret.jpg|thumb|none|600px|Machine gun mounted on a car.]]
  
[[Image:M1S.jpg|thumb|none|400px|Springfield M1A with Vltor M1S Stock system - 7.62x51mm NATO]]
+
==Colt Model 933==
[[File:M14.homefront.jpg.jpg‎|thumb|none|500px|The player character holds an M1A, while looking at another rebel who also has one.]]
+
The NPC model for the M4 is, in fact, a [[Colt Model 933]] due to its 11.5" barrel.
 +
[[file:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]
 +
[[File:Homefront2 M4 NPC.jpg|thumb|none|600px|A resistance soldier hold Model 933.]]
  
=Sniper Rifles=
+
==FN P90==
 +
During the introductory animation, American soldiers are seen holding [[FN P90]]s with HK-style front sights manufactured by the fictional North Korean APEX company as they react to a nuclear attack on Riyadh. Precisely who did this or why is never really established.
 +
[[file:FNP90.jpg|thumb|none|450px|FN P90 - 5.7x28mm]]
 +
[[file:HomefronttR-P90-1.jpg|thumb|none|600px|An American soldier brandishes his APEX-made P90 during the introduction.]]
 +
[[file:HomefronttR-P90-2.jpg|thumb|none|600px|The soldier and his mildly perturbed friend then flee as they discover they've accidentally ended up on the set of ''Call of Duty 4''.]]
  
==Remington 700==
+
==M1911==
The [[Remington 700]] appears, curiously, as an optional conversion upper receiver for the M1A, under the moniker "Marksman Rifle", with a paltry 3-round magazine capacity. Going by the ammunition pickup text ("12.7x99mm"), this is because it is supposed to be chambered in .50 BMG (!).
+
The advertising for the Beyond The Walls DLC shows a rather undersized [[M1911]] of some sort with a non-factory hammer and an odd extended barrel being handed over. It does not appear in the game itself.
[[Image:Rem700.jpg|thumb|none|400px|Remington Model 700P LTR - 7.62x51mm NATO]]
+
[[file:M1911Colt.jpg|thumb|350px|none|World War II Colt M1911A1 - .45 ACP]]
 +
[[file:HomefronttR-M1911-1.jpg|thumb|none|600px|"No son, you take it, it'll grow into its barrel in a couple of years and fire's no place for a baby gun."]]
  
=Machine Guns=
+
==Mk 18 Mod 0==
==Ares Shrike EXP-1==
+
While riding on the Goliath at the Philadelphia Naval Shipyard, Brady's M4 inexplicably turns into a [[Mk 18 Mod 0]].
An early version of the [[Ares Shrike]], the EXP-1, appears in the game as the "Light Machine Gun", and is available as a conversion upper receiver for the M4A1; unlike most of the weapons in this game, this is actually possible. Slightly less realistic, however, is the weapon's reciprocating charging handle, which would be liable to bash out its operator's teeth. Bizarrely, it still retains the M4A1's carrying handle when iron sights are in use; rather than attaching a separate front sight to line up with this, the front sight post is ''inside'' the carrying handle with the rear sight, which would yield a sight radius that would be considered insufficient on most pistols, let alone a light machine gun.
+
[[file:M4A1CQBR.jpg|thumb|none|450px|Mk 18 Mod 0 with 4-position stock and RIS handguard - 5.56x45mm]]
[[File:Ares Shrike EXP-1.jpg|thumb|none|400px|Ares Shrike EXP-1 - 5.56x45mm NATO]]
+
[[File:Homefront2 mk18.jpg|thumb|none|600px|Mk 18 in game.]]
[[File:HomefrontRevolutionUnknownLMG.jpg|thumb|none|600px|The Ares Shrike EXP-1 in the hands of the player character.]]
+
[[File:Homefront-Revolution-Mk18Mod0.jpg|thumb|none|600px|With the Goliath now handling the KPA onslaught, Brady takes a breather and ponders where the missing 4.5" of his M4's barrel went.]]
 +
[[File:Homefront2 mk18 2.jpg|thumb|none|600px|Mk 18 in game.]]
  
=Launchers=
+
==Phalanx CIWS==
 +
A [[Phalanx CIWS]] installation can be seen on the distant carrier USS ''Theodore Roosevelt'' during the introduction.
 +
[[file:Phalanx.jpg|thumb|none|350px|Phalanx Block 1 CIWS - 20x102mm]]
 +
[[file:HomefronttR-Phalanx-1.jpg|thumb|none|600px|A Phalanx installation is visible on the distant USS ''Theodore Roosevelt'' as the Koreans press the on / off switch for the US military following America's refusal to explain what an Apache was doing at a naval parade.]]
  
==Panzerfaust 3==
 
The [[Panzerfaust 3]] appears in one of the early trailers.
 
[[Image:PNZFT3.jpg|thumb|none|400px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]
 
  
 
[[Category:Video Game]]  
 
[[Category:Video Game]]  

Latest revision as of 22:27, 30 July 2023


Homefront: The Revolution
124271.jpg
Release Date: 17 May 2016
Developer: Crytek UK, Dambuster Studios
Publisher: Deep Silver
Series: Homefront
Platforms: Playstation 4
Xbox One
PC
Genre: First-person shooter


Homefront: The Revolution is a 2016 first-person shooter for Windows PC, PS4, and Xbox One. It was mostly developed by Crytek UK before being sold off to publisher Deep Silver following financial problems at Crytek: Dambuster Studios was formed from ex-Crytek UK staff working on the project who had not already quit over Crytek's failure to pay them. It is not a direct sequel to Homefront, but rather a reboot with a similar premise. Rather than the original game's premise of North Korea rather randomly becoming a global superpower, it is set in an alternate history timeline where the digital revolution occurred in North Korea instead of the West. Following the collapse of the United States economy in 2025, Korea invaded: the game is set in 2029, four years into a brutal occupation, in the city of Philadelphia.

The player takes on the role of Ethan Brady, a new Resistance member, and must take the fight to the Koreans in a semi-open-world environment rather similar to that of the 2009 Wolfenstein.

Three story DLC packs, The Voice of Freedom, Aftermath and Beyond the Walls, were released, respectively in September 2016, November 2016 and March 2017. This leads to a more than slightly ridiculous 63.9 gig install on Windows PC.


The following weapons appear in the video game Homefront: The Revolution:


Overview

Homefront: The Revolution uses a very strange variant of limited inventory system in singleplayer mode, wherein the player character can carry a pistol, a main weapon, an RPG (later on in the game) and pick between four types of grenade (incendiary, explosive, distraction and "hack") each of which has four subtypes (default which is either timed or impact depending on the grenade, proximity, remote and mounted on an RC car) with the subtypes drawing from the main type's ammo pool. All of the main weapons and the pistol have two additional "conversion" upgrades that swap out the upper or equivalent portion to turn them into totally different weapons: for example, the assault rifle can be turned into a light machine gun or a sticky grenade launcher. Conversions typically use a different ammo pool from the base weapon. As a result of this, the system effectively allows six main weapons to be equipped if the player has the relevant conversions unlocked, and sixteen (!) types of grenade. There is a Crysis-style on-the-fly customisation system for weapon accessories (not all accessories will fit on all weapons), and this is also used to apply conversions. Each conversion has its own accessory settings and limits, and "remembers" the accessories that have been applied to it when it is selected and will still have them when switched to again, except for the Battle Rifle which likes to forget it has a scope fitted.

Actually setting this nonsense in motion is linked to two currency systems: the first, dollars, are acquired by looting bodies, completing objectives and feeding random items referred to as "valuables" into cupboards with guns in them (shades of Far Cry 2's diamond-eating computers, there) and are used to purchase base weapons, level upgrades for weapons, weapon accessories, and "gear" which upgrades the player character's abilities. It is not possible to simply pick up weapons in the game world: this is handwaved as the KPA guns using biometric ID locks, which fails to explain why it is not possible to pick up weapons dropped by Resistance members either.

The other currency system is "KPA Tech Points," which are acquired by capturing KPA-held areas and completing certain other tasks in the game world, and are used to buy weapon conversions and the non-default grenade subtypes. There is also a rather superfluous crafting system which is used exclusively to make grenade ammo.

Beretta M9 modified

Beretta M9 "Pistol"

The Beretta M9 once again appears as the sidearm of the resistance fighters, now with a M9A3-style rail attached to the underbarrel dust cover, a rather oversized and pointed beavertail, no hole in the hammer, and a rather strange slide. Oddly, the weapon artist's portfolio model of this weapon shows it had a normal Beretta slide when he handed it in, someone at Crytek UK apparently later deciding to change it into having a weird M1911-like slide. It is the base weapon for the "submachine gun" and "pneumatic pistol" conversions. In its base form, it can be fitted with a laser module and / or a suppressor.

Beretta M9 - 9x19mm. U.S. military-issue 92FS. Note nomenclature on slide distinguishing this from a standard civilian Beretta 92FS.
The pistol in hands.
The pistol with mods in hands.
Pistol sights.
Reloading the pistol.
After the invasion, nothing was quite the same. This pistol is a case in point.

Beretta M9 / Desert Eagle Hybrid "Pistol"

For reasons that are not entirely clear, the special skins in the DLC "Wing Skull Pack" and "Revolutionary Spirit Pack" put a Desert Eagle barrel with a threaded muzzle and a Desert Eagle slide with a strange toy-like sliding fire selector on the Beretta.

Beretta M9 - 9x19mm.
IMI Desert Eagle Mark XIX - .50 AE.
The pistol in hands.
The pistol with mods in hands.
Pistol sights.
Reloading the pistol.
"Some days I wonder why the Koreans invaded, and then I see things like this..."

Pistol carbine kit "submachine gun"

The "submachine gun" the player character can use is actually a fictional pistol-to-carbine kit which seems to be based loosely on the FAB Defense KPOS. Attaching this replaces the weapon's slide, and somehow turns the weapon from a semi-automatic 9mm pistol into a fully automatic .45 ACP submachine gun without changing anything in the lower.

Glock pistol mounted in FAB Defense KPOS G1.
The SMG in hands.
The SMG with mods in hands.
SMG sights.
Reloading the SMG.
Weapon preview.

"Pneumatic Pistol"

Another modification of the Beretta. This time a conversion to a pneumatic pistol.

The Air gun in hands.
The Air gun with mods in hands.
Air gun sights.
Reloading the Air gun.
Weapon preview.

Colt M4A1

M4A1 "Assault Rifle"

The M4A1 carbine is Brady's weapon of choice. It begins with an undersized carrying handle as the standard rear sight, but Aimpoint T1, ACOG, and EOTech sights can be purchased. It is the base weapon for the "light machine gun" and "limpet launcher" conversions.

Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO
The Assault Rifle in hands.
The Assault Rifle with mods in hands.
Assault Rifle sights.
Reloading the Assault Rifle.
The M4A1 as seen in the hands of the player character. Note the unrealistically small carry handle, and that the safety is on.

Ares Shrike EXP-1 "Light Machine Gun"

An early version of the Ares Shrike, the EXP-1, appears in the game as the "Light Machine Gun", and is available as a conversion upper receiver for the M4A1; unlike most of the weapons in this game, this is actually possible. Slightly less realistic, however, is the weapon's reciprocating charging handle, which would be liable to bash out its operator's teeth. Bizarrely, it still retains the M4A1's carrying handle when iron sights are in use; rather than attaching a separate front sight to line up with this, the front sight post is inside the carrying handle with the rear sight, which would yield a sight radius that would be considered insufficient on most pistols, let alone a light machine gun.

Ares Shrike EXP-1 - 5.56x45mm NATO
The Light Machine Gun in hands.
The Light Machine Gun with mods in hands.
Light Machine Gun sights.
Reloading the Light Machine Gun.
The Ares Shrike EXP-1 in the hands of the player character.

"Limpet Launcher"

A modification of the M4A1 that fires mines.

The Launcher in hand.
The Launcher with mods in hand.
Launcher sights.
Reloading the Launcher.
Launcher preview.

Mossberg 590

Mossberg 590 "Pump Action Shotgun"

A Mossberg 590 with a ventilated rib is available. It is the base weapon for the "automatic shotgun" and "inferno launcher" conversions. This is achieved by simply yanking the barrel, forend and end of the magazine tube off and putting something else on the front instead. This should not in any way be confused for something that would work. Because so little of the gun is actually changed when it is modified, it is always Mossberg 590: the conversions just give it a heat-shielded barrel, a vertical grip forend and a drum magazine shoved into the loading port, or a very large break-open barrel and an odd diagonal foregrip.

Mossberg 590 with ghost ring sights, bayonet lug, and speedfeed stock - 12 gauge
The Shotgun in hands.
The Shotgun with mods in hands.
Shotgun sights.
Reloading the Shotgun.
Ethan gets to work customising his shotgun: note the Mossberg top strip safety. The dog tag held on with elastic bands bears the name of Pedro Amorim, a Portugese 3D artist who made this gun model and many of the other weapon models.
Field-stripping a shotgun is a lot easier when two-thirds of the front end is attached by blind faith.

"Automatic Shotgun"

The Shotgun in hands.
The Shotgun with mods in hands.
Shotgun sights.
Reloading the Shotgun.
Weapons previev.
The "Automatic Shotgun" variant still has an obvious pump-action forend, and gains a heat shield held on with elastic bands. Because, you know, elastic reacts really well to being heated.

"Inferno Launcher"

The Shotgun in hands.
The Shotgun with mods in hands.
Shotgun sights.
Reloading the Shotgun.
Weapons previev.

Springfield Armory M1A SOCOM 16

Springfield Armory M1A SOCOM 16 "Battle Rifle"

A Springfield Armory M1A SOCOM 16 is seen used by the resistance, and is referred to as the "Battle Rifle". It's shown with a stainless steel finish, black Vltor M1S-style stock system fitted with a marksman stock, underside and side rails on the stock, and a long rail mounted over the action. It feeds from something that looks suspiciously like an oversized 20-round 5.56mm STANAG magazine, which due to logic gives it a capacity of 15 rounds, and like a real SOCOM 16, it is semi-automatic only. There are also a couple of oddities regarding the bolt; namely, it doesn't reciprocate when the weapon is fired, and when it is pulled back during an empty reload, it clips through the back of the receiver. It is the base weapon for the "marksman rifle" and "freedom launcher" weapons.

M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)
The Battle Rifle in hands.
The Battle Rifle with mods in hands.
Battle Rifle sights.
Reloading the Battle Rifle.
Ethan holds up his SOCOM 16 as he prepares to customise it: note the short barrel, showing this is not a standard M1A. Despite having three rails at the front, it can still only mount one accessory there
Later, he finds himself having to deal with his SOCOM 16's habit of forgetting it has a scope equipped, somehow sliding the ACOG scope onto the rail with the quick-release levers in the locked position and then having it just stay in place by itself. Note also the bipod accessory, which decreases recoil despite always being folded, and the muzzle brake, which apparently "allows the use of more powerful ammunition" (which is the same ammunition that was in the magazine beforehand) and so adds to the damage but also increases recoil. Presumably in Homefront's world you apply the brakes to make your car go faster.

Remington 700 Export "Marksman Rifle"

Most of a Remington 700 Export appears, curiously, as an optional conversion upper receiver for the SOCOM 16, under the moniker "Marksman Rifle," with a paltry 3-round magazine capacity. Going by the ammunition pickup text ("12.7x99mm"), this is because it is supposed to be chambered in .50 BMG (!).

Remington Model 700 Export with Leupold Mark 4 scope and Harris LM-S bipod - .308 Winchester
The Remington in hands.
The Remington with mods in hands.
Remington sights.
Reloading the Remington.
Ethan admires the result of his radical breakthrough in the field of stupidity. Note that despite allegedly being a .50 cal, the gun model just uses a shorter version of the 7.62mm 5.56mm magazine from the SOCOM 16.

"Freedom Launcher"

Modification of the M1A rifle. Firework launcher.

The Launcher in hands.
The Launcher with mods in hands.
Launcher sights.
Reloading the Launcher.
Freedom Launcher previev.

Launchers

Fictional rocket launcher

Rebels use a fictional cobbled-together rocket launcher roughly the same shape as a Panzerfaust 3, the main component of which appears to be an FGM-148 Javelin launch tube assembly. The KPA instead use a launcher based on their common rifle grip.

Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm
Rocket launcher in hands.
Iron sight.
Inserting a new racket.

APEX Weapons

APEX Biometric Assault Rifle

The primary weapon used by KPA forces is a fictional bullpup rifle, seemingly based loosely on the SAR-21 with some Saritch-ness thrown on for good measure. The KPA in-game have a whole series of weapons based on the same common grip design, which includes every weapon aside from their pistol and shotgun, right up to their RPG.

CIS SAR 21 - 5.56x45mm NATO
Saritch design concept - 7.62x51mm NATO (non-functional)
FN F2000 Tactical TR - 5.56x45mm NATO
A soldier equipped with an assault rifle.
A soldier equipped with an assault rifle with suppressor.

APEX Biometric Battle Rifle

A soldier equipped with an battle rifle.

APEX Biometric LMG

The soldier is holding a LMG.

APEX Biometric Pistol

The gun is modeled on FNP-9.

FN FNP-9 Pistol with Stainless Slide - 9x19mm
The soldier is holding a pistol.

APEX Biometric Rocket Launcher

The soldier is holding a Rocker Launcher.

APEX Biometric Shotgun

The KPA's shotgun is a top-loading design which loads like an FN P90 and appears to be mostly based on the Kel-Tec KSG.

Kel-Tec KSG with Magpul RVG foregrip - 12 gauge
Two KPA soldiers armed with the shotgun (foreground) and the KPA assault rifle (background) in an image from the reveal trailer. Note how the front of the shotgun is triangular as if it still has the KSG's dual magazine tubes, despite that it is not even supposed to work that way.
A closer view of a KPA member's shotgun.

Timesplitters 2 Weapons

At the end of the game, you can find a slot machine with an arcade game. There is a game "Timesplitters 2" in this slot machine. You can play normally. The game has two missions.

AA Gun

AA gun in Timesplitters 2.

AKS-47 with M203

The AKS-47 with M203 grenade launcher.

Type 3 AKS-47 with stock folded - 7.62x39mm
M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.
AK-47 in Timesplitters 2.

Flamethrower

Flamethrower in Timesplitters 2.

Heckler & Koch USP

The Heckler & Koch USP.

Heckler & Koch USP - 9x19mm
Heckler & Koch USP in Timesplitters 2.

Luger P08

The Luger P08.

Luger P08 - 9x19mm
Luger P08 in Timesplitters 2.

M1928 Thompson

The M1928 Thompson.

M1928 Thompson with 50-round drum magazine - .45 ACP
M1928 Thompson in Timesplitters 2.
M1928 Thompson in Timesplitters 2.

Remington 870 Folding Stock

The Remington 870 Folding Stock.

Remington 870 Folding Stock - 12 gauge
Remington 870 Folding Stock in Timesplitters 2.

Sawed Off shotgun

The Sawed Off shotgun.

Photoshopped Sawed-off Savage/Stevens 311A - 12 gauge
Sawed Off shotgun in Timesplitters 2.

Timed Mine

Timed Mine in Timesplitters 2.

TNT

TNT in Timesplitters 2.

Vintage Rifle

Vintage Rifle in Timesplitters 2.

Walther WA 2000

The Walther WA 2000.

Walther WA 2000 - 7.62x51mm
Walther WA 2000 in Timesplitters 2.

Not Usable

AK-74

At the end of the introductory sequence, a group of Resistance fighters are seen preparing to attack a KPA patrol. One of them has what appears to be an AK-74 with polymer furniture and a Kobra reflex sight.

AK-74 with plum furniture - 5.45x39mm
Bob the Generic Terrorist leans over his friend Survivalist Jim, brandishing his AK-74.

AKS-74U

Another fighter in the same scene has an AKS-74U.

AKS-74U - 5.45x39mm
Survivalist Jim holds his AKS-74U, wishing that Bob the Generic Terrorist would stop that.

Browning M2

"Futurised" Browning M2s are seen on various KPA vehicles.

Browning M2HB on vehicle mount - .50 BMG
Machine gun mounted on a car.

Colt Model 933

The NPC model for the M4 is, in fact, a Colt Model 933 due to its 11.5" barrel.

Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm
A resistance soldier hold Model 933.

FN P90

During the introductory animation, American soldiers are seen holding FN P90s with HK-style front sights manufactured by the fictional North Korean APEX company as they react to a nuclear attack on Riyadh. Precisely who did this or why is never really established.

FN P90 - 5.7x28mm
An American soldier brandishes his APEX-made P90 during the introduction.
The soldier and his mildly perturbed friend then flee as they discover they've accidentally ended up on the set of Call of Duty 4.

M1911

The advertising for the Beyond The Walls DLC shows a rather undersized M1911 of some sort with a non-factory hammer and an odd extended barrel being handed over. It does not appear in the game itself.

World War II Colt M1911A1 - .45 ACP
"No son, you take it, it'll grow into its barrel in a couple of years and fire's no place for a baby gun."

Mk 18 Mod 0

While riding on the Goliath at the Philadelphia Naval Shipyard, Brady's M4 inexplicably turns into a Mk 18 Mod 0.

Mk 18 Mod 0 with 4-position stock and RIS handguard - 5.56x45mm
Mk 18 in game.
With the Goliath now handling the KPA onslaught, Brady takes a breather and ponders where the missing 4.5" of his M4's barrel went.
Mk 18 in game.

Phalanx CIWS

A Phalanx CIWS installation can be seen on the distant carrier USS Theodore Roosevelt during the introduction.

Phalanx Block 1 CIWS - 20x102mm
A Phalanx installation is visible on the distant USS Theodore Roosevelt as the Koreans press the on / off switch for the US military following America's refusal to explain what an Apache was doing at a naval parade.

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