Metal Gear Solid V: The Phantom Pain
Work In Progress
Metal Gear Solid V: The Phantom Pain is a 2015 third-person stealth-action open-world game developed by Kojima Productions and published by Konami, and is the direct follow on to the short first "episode" of the story, Metal Gear Solid V: Ground Zeroes. Set in 1984, a decade after Metal Gear Solid: Peace Walker, the story begins after the destruction of the old Mother Base facility by a team from the mysterious Cipher organisation's strike unit, XOF. Big Boss has been in a coma for nine years and much has changed, but, awakening as XOF assaults the hospital he is recovering in, he must come up with a plan to get his revenge on Cipher.
As well as the singleplayer campaign, the game features an online competitive "FOB mode" where players can invade Forward Operating Bases belonging to each other and steal resources and troops. While it was not present at launch, patches have also added a new version of Metal Gear Online.
The following weapons appear in the video game Metal Gear Solid V: The Phantom Pain.
For weapons relating to its sister game, see Metal Gear Solid V: Ground Zeroes.
The Phantom Pain expands on the gameplay systems of Peace Walker, extending some and simplifying others. The game takes place in an Assassin's Creed-style continuous open world rather than a series of short missions, with two main map hubs in Afghanistan and Africa. The loadout system is similar to that of Peace Walker, with the player character only able to equip a small number of firearms at a time; like Ground Zeroes it is further restricted by the three slots for firearms being set up by class, with two being primary weapons (the player character's back and hip} and one a secondary weapon (their leg holster). Sniper rifles, machine guns, shields and launchers go on the back slot, assault and battle rifles, grenade launchers and shotguns on the hip, and pistols and SMGs on the leg. Additional non-firearm items can be equipped in one of two radial menus, one of which is for support weapons such as mines and grenades and the other for equipment. There is now also a "tool" category including the binoculars, iDroid, analyser and Fulton devices, which do not require equip slots and do not need to be selected to be used.
As before, the gameplay systems centre on a large offshore facility called "Mother Base," this time a platform in the Seychelles, which is used as justification for the various in-game systems. The player can recruit additional troops for the new mercenary unit, "Diamond Dogs," by either accepting volunteers or using the rather comical "Fulton Recovery" mechanic to kidnap enemy soldiers by launching them into the sky using magic balloons, though these now require clear air above the extraction target to be used unless the late-game "Wormhole Fulton" device has been researched. In addition, upgrades allow the Fulton device to be used to extract larger objects such as resource containers, emplaced weapons and vehicles.
While the player character is able to pick up weapons used by enemies in the game world, this does not add them to the player's inventory permanently; to select new weapons from the loadout screen, they must be developed via the R&D department using points acquired by the Combat Team (as well as numerous other means). All weapons have a minimum level for at least one of the various Mother Base teams, before which they cannot be developed. Unlike Peace Walker, blueprints for weapons are generally only required to produce later versions, not to begin development. Certain high-level weapons also require staff with specific skills be part of the R&D team.
Like Ground Zeroes, The Phantom Pain uses fictional "frankengun" hybrids for most of the player-usable weaponry, much as Resident Evil 6 did. This appears to have been done so that the game's R&D tech tree could feature weapons which were clear upgrades to each other, and for parts commonality in the weapon customisation system. Weapons are sorted by a tree structure where similar weapons can be upgraded linearly (ranked from 1 to 6 originally, now 1 to 9), producing better guns of fundamentally the same type. Distinctly different types are typically offshoots with their own rank.
Resource management is more complex, with the money-substitute Gross Military Product (GMP) points being augmented by physical resources such as metals and fuel which must be gathered, and plants which must be found in the game world. Resources can be found in processed or unprocessed states; processed material is added to Mother Base's current stockpile, while unprocessed material (found as large shipping containers) must be processed first by the Base Development department, which also generates further unprocessed resources at regular intervals. The ammunition manufacturing system in Peace Walker (which manufactured ammo so quickly that running out was never an issue) is replaced with a system of charging the player for equipping weapons as well as researching them; all weapons cost GMP to equip, while high-end weapons require additional resources as well. For example, a rocket launcher may require fuel resources, or a tranquilizer gun a specific amount of soporific digitalis plants.
Side-missions now all take place in the game world; as before these include vehicle battles, though these are now battles against regular tanks and infantry rather than protracted endurance matches with battleship-strength super-vehicles supported by entire platoons. Presumably because it would be difficult to allow the player to use them in the open world, it is no longer possible to capture helicopters. As before, captured vehicles can be used in a side-mission battle mode, though this mode ("Deployment") is more restrictive than before, with very specific requirements on what combinations of units can be used for each battle, some requiring the use of a particular vehicle but otherwise not allowing them to be used at all. As before, the rewards in this mode use a random drop mechanic, but generally if a blueprint is one of the rewards its drop rate will be 100%.
At any time in the game world, the player can use the support function to request ammunition supplies, new weapons or equipment, or an entire pre-set loadout. Unlike Peace Walker, it is also possible to request vehicles be dropped as support, including tanks. The player can also select one of several "buddy" characters to assist them, and switch between them using the support system.
Weapon customisation is not initially available and requires recovering a "legendary gunsmith," found in a mission unlocked about a fifth of the way through the game. Following this, any parts on weapons the player has researched can be swapped between them, with restrictions based on the class of weapon involved and whether it has fixed parts or the right attachment points. Underbarrel weapons must be researched as separate standalones which have the relevant ability; they can then be attached to a gun with an appropriate mounting point.
Suppressors still work similarly to Peace Walker with a weapon only getting one suppressor which will wear out over time; this can now be manually detached to save its lifespan, however. The suppressor will automatically detach with a loud snapping sound when it wears out; it can be restored by finding (very rare) suppressor pickups in the game world, or by calling for a support drop which will include suppressors for all weapons that have them. There are three possible grades of suppressor durability, with the normal two "low" and "medium," higher-level weapons allowing use of the latter. A handful of weapons have level three suppressors that do not degrade.
Initally the weapon tech trees stopped at Rank 6 for all weapons; patches have since added weapons at the final two tiers. Several Rank 9 weapons were added on December 17th 2015. Later patches introduced even higher level weapons: as of April 2017, some weapons go up to level 11.
"WU Silent Pistol"
The "WU Silent Pistol" [Windurger No.2 Silent Pistol] tranquilizer gun is shown passing over to Phantom Pain. Its permanent suppressor and "ghost ring" sight is only accessible at level 5, and earlier versions without it heavily resemble the AMC Auto Mag Pistol with the addition of a polymer frame and tritium glow-in-the-dark night sights. The gun is the equivalent of the XM9 from MGS2, Mk.22 Mod 0 featured in MGS3, Portable Ops & Peace Walker, and the Ruger Mk. II from MGS4, and as in those games is manually operated. A lethal version is available, though the weapon retains its slide-lock mechanism and therefore does not fire in semi-auto. An unsuppressed, golden version is available with the Collector's Edition of the game. It is also possible to develop a lethal version.
"AM D114 Pistol"
The "AM D114 Pistol" [Arms Material Delta-114 Combat Pistol] is the game's substitute for the Colt M1911A1, that has been featured throughout the MGS series, starting with 2004's Metal Gear Solid 3: Snake Eater. Aesthetically, it appears to be inspired by the CZ 75, Browning Hi-Power, and Smith & Wesson Model 39 - while it ultimately ends up looking a lot like a FÉG Model 45 ACK/GKK. The gun is chambered in .45 ACP, sports the slide inside the frame design of the CZ 75 and its derivatives, has BO-MAR style target sights, and a checkered front strap. Normally chambered in .45 ACP, the armor piercing-variants are chambered in 9mm.
Substitute for the Makarov PM pistol featured in previous installments. It is the standard sidearm for the Soviet Forces operating in Afghanistan. Appears to be a mix of the Makarov with a huge design influence from the Heckler & Koch P9S. A tranquilizer version can also be developed, and is the first semi-automatic tranquiliser handgun in the series.
A 9mm polymer-framed handgun substituting for the Glock 18 from MGS2 & 4. The Geist P3 appears to be a hybrid of the Heckler & Koch USP and Springfield Armory XD pistols. Has the lowest impact force compared to all other pistols, but has decent penetration and the highest rate of fire. Initially a semi-automatic like the Glock 17, at level 3, a select fire switch is added to the frame, converting the Geist P3 into a three-round burst machine pistol like the Beretta 93R. Grade 6 adds a custom O-Ring barrel, which functions as a compensator and enables easier control.
The "Uragan-5 Pistol" [BTS Instrument Design Bureau Uragan-5 Pistol] is a 5-round revolver that uses both lethal and non-lethal shotgun rounds; rather ridiculously it is a 12 gauge, which would raise some questions about why anyone would want to fire such a device more than once. It utilizes the low bore six-o-clock chamber design of Mateba revolvers, with the hexagonal cylinder design of the Chiappa Rhino series, and a break-action design similar to the MP-412 REX. A break action design on such a weapon would be highly impractical, as the high power of shotgun shells would stress the frame immensely and likely damage it since break-action designs by necessity have weaker overall frames.
The Tornado-6 is the weapon of choice for Revolver Ocelot in-game, replacing the Single Action Army he wielded in previous games. The Tornado-6 appears to be a altered model of the Uragan-5 (Uragan even means 'hurricane' in Russian, though the weapon is probably named after "Tornado" Yoshida, the mocap actor for Ocelot's gun-twirling in MGS3).
A .44 calibre revolver with design cues taken from the Dan Wesson revolvers, and Colt Python. It substitutes the Smith & Wesson Model 19 from Peace Walker. A special version of this revolver with olive-drab grips is available in the Collector's version of the game. A long barreled version known as the S324LB is also available. There are 3 distinct variants; the standard S333 which can come in snub and standard barrel variants, the S362 which does slightly more damage but is otherwise identical and the S324LB which is a long barrel version.
The Sz.-336 SMG [Sodomka zbrojovka Type 336 Submachine Gun] returns from Metal Gear Solid: Ground Zeroes. It substitutes for the Sa. Vz.61 Skorpion featured in MGS3 and MGSPW. Like most weapons in the game, it appears to be made up of parts from various real firearms, such as a hybrid receiver of the SA.23 SMG and Uzi, the Uzi's iron sights and the wire-stock and bolt of a Skorpion. Ingame, it fires 7.65mm ammunition, a change from Ground Zero's version of the Sz.-336, which was chambered in 9mm.
Several XOF troopers are seen wielding it while storming the hospital premises in the prologue of the game.
The "MACHT 37" [Maschinen Taktische Pistole 37] , is the game's substitute for the MP5 featured in Peace Walker and some of the previous games. West German 9mm sub-machine gun, its design is influenced by the likes of Walther MPL/K and Heckler & Koch MP5. Aesthetically it ends up looking a lot like the H&K MP2000 prototype (an attempted lower-cost MP5 replacement that was something of Heckler & Koch SMG refinement and basis for Heckler & Koch UMP).
A compact version called the MACHT 37K is also available. Both versions borrow design elements from the MP5 series, such as the matte black finish, iron sights, retractable stock or PDW-style folding stock. At level 2, it gains a foregrip attachment that resembles the vertical foregrip of the Heckler & Koch MP5K.
An Israeli 9mm machine pistol based heavily on the Micro Uzi with design elements from the Cobra LDP such as the barrel jacket and front slope, this weapon comes with a suppressor and 31-round magazine. Lethal and non-lethal versions are available; the non-lethal version is called the "Riot SMG" and features a suppressor based on the Sionics Two-Stage Sound Suppressor used by the MAC-10, and is loaded with rubber bullets.
A 9mm conversion of the G44 rifle. The new barrel makes it look even more similar to the FAMAS, though it also shows the Steyr AUG-like profile of the stock. Oddly, this weapon's magazine part (called "9-mag") has the same stats as the MACHT 37 magazine but gives a much larger pool of reserve ammunition.
Naked Snake uses the fictional "S1000 Shotgun", modeled after the Remington 870 with an extended forend resembling that of the Heckler & Koch FABARM FP6 while on Ocelot's white horse (yes, a white horse), against a fiery apparition resembling Colonel Volgin on an equally fiery apparition resembling a winged unicorn. The basic version has a capacity of 4 rounds and later becomes magazine-fed and gains a suppressor which appears to be modelled after a shotgun rifle grenade launching cup, while other branches of the tech tree include a 6-round version with an extended barrel and magazine tube and a 3-round "shorty" version which can be developed into an underbarrel variant. Interestingly, this variant has no forend and is instead modified as a bolt-action weapon, an idea presumably taken from the M26 MASS.
The Rasp shotgun is a single-trigger 12 Gauge Double Barreled Shotgun of indeterminate model much like the "Twin Barrel" from prior games, which can be developed into a ludicrous variety of different configurations including: a sawed-off version, long barrels, variants that can equip scopes and side mounts and models designed to fire slugs and less-lethal "air shock" rounds.
A gold-plated version of the game's "Rasp SBS" is a pre-order bonus. A normal version of the weapon can also be developed as part of the Rasp shotgun's tech tree.
The FAL-style rifle known as the "MRS-4", returns from Metal Gear Solid: Ground Zeroes. It is part of the fictional AM-69 rifle series in the game (now seemingly changed to MRS rifle series), and draws design influences from the Beretta SCP-70/90, the Imbel MD 97, the FN FNC, the SR 88, the Daewoo K2, and the Gwinn Firearms Bushmaster Rifle, standing in for a AR-15-style carbine or FN FNC. It features a FN Para style stock, FAL-style side charging handle, cylindrical forearm with attached tactical torch, removable suppressor, and utilizes STANAG 5.56x45mm magazines.
When an optic is selected, it is mounted to a riser, resembling a Beretta SCP-70/90 carrying handle. A level 1 MRS-4 with no mods is one of the "designated" weapons for the player character during cutscenes, even if they are not actually carrying one.
The SAR-80 style "AM-69" from Metal Gear Solid: Ground Zeroes is renamed the "AM MRS-4R" in Phantom Pain. It is part of a fictional series of rifles similar to the AR-15 series, which includes the MRS-4 (M4 Carbine), MRS-4R (M16) and MRS-71 (one of the various AR-15 derived DMRs). They utilize features of the FN FAL such as the long hand guard with 3 vent holes, Daewoo K2, and the SAR-80 to which they most closely resemble. Equipping an optic mounts it to a riser just in front of the rear sight, making it resemble an M16A2 carrying handle with top rail mount.
Mare's Leg lever-action rifle
Skull Face continues to carry his "Mare's Leg" lever-action rifle from Ground Zeroes in The Phantom Pain; it appears to be based on a lever-action Winchester rifle, and is not usable in gameplay.
[Gryzov Assault Rifle 76] . Chambered in 5.56mm, the SVG rifle series is a fictionalized substitute for the AK-74, though chambered in 5.56mm instead of 5.45mm (giving it a resemblance to the AK-101 in that regard). The weapon itself is heavily modeled after the Norinco Type 81 with its long, sleek receiver and triangular receiver cover with the balklite magazines and receiver cover ribbing of the AK-74. Its handguard also appears to be modeled after the AEK-series one. The "76" designation suggests that it was adopted by the Soviets in 1976, much like how the AK-74 was adopted in 1974; the fact that the AK-47-like version is called SVG-67 suggests it took the Soviets a remarkably long time to issue an assault rifle in the game's universe, despite an AK-47 type rifle appearing in MGS3 in 1964. Strangely, as the player progresses in the game, Soviet soldiers instead switch to carrying the SVG-67 rifle and the 76 becomes far rarer.
The name appears to have been derived from that of the SVT-40 (SVT = "Samozaryadnaya Vintovka Tokareva," "self-loading rifle of Tokarev"), substituting the fictional designer Gryzov for Tokarev. This is a little odd since it is a designation that would normally be used to describe a semi-automatic rifle, lacking the "avtomat" ("automatic device") label used by the real-life AK series. Though it is possible to imagine reasons for this, no reason for it is given by the game. In earlier versions of the game, the Development menu incorrectly referred to the rifle as "Gryzov Assault Rifle 77". The mistake has since been patched.
A shortened carbine version of the SVG-76 is available. Called the "SVG-76U", it takes the role of the AKS-74U featured in Metal Gear Solid 2, but features a longer gas block and folding stock from the AMD-65.
A shortened carbine version of the SVG-67 is available as the "SVG-76U". Its name and appearance are based on the AKMSU, but features a longer gas block and folding stock from the AMD-65. Like the SVG-76U standing in for MGS2's AKS-74U, the SVG-67U stands in for the AMD-65 featured in MGS3 and Peace Walker.
[UN Automatic Rifle for Combat] . The apparent ubiquitous battle rifle of the game, its design is influenced mainly by the FN FAL (stock and grip, apparent in the non-lethal version shown in one of 2015 gameplay demos), SIG SG 542 (charging handle on ejection port), and G3-esque diopter sights and magazine well. All three battle rifles were used in African wars during the 1980's. XOF (Skull Face's men) are seen with a UN-ARC(s) with stocks similiar to the SIG SG 550. It also has a nonlethal variant which fires rubber bullets, designated with a blue barrel, a carbine version with a folding stock similar to the FAL paratrooper, and a light machine gun version.
An advanced bullpup rifle with an in-built scope, based on various bullpup rifles from the 80s. It supplants the G11 and Steyr AUG featured in Metal Gear Solid: Peace Walker, and the FAMAS featured in Metal Gear Solid. In-game, the G44 is an advanced rifle used only by the Parasite Unit, who can summon the weapon in a manner that is never really explained and fire it one-handed.
A designated marksman variant of the fictional MRS rifle series, this weapon substitutes the Heckler & Koch PSG-1 from MGS1 & 2 and is modeled heavily on the Heckler & Koch MSG90 with the heavy barrel from the former. The MRS-71 is a 7.62mm variant, while the higher-level MRS-73 is a 5.56mm variant; curiously the benefit of this version is better shot groupings. For some reason the tranquiliser version, MRS-73 NL, uses a magazine labelled as .308.
A fictional Russian semiautomatic rifle based on the FPK / PSL Sniper Rifle with some design elements taken from the SIG SG 550 SR. The weapon's caliber is treated oddly; it is described as a 7.62mm in the options, but its 8-round magazine is listed as .308 in the customize menu; this name is used for sniper rifles (the same is used for the MRS-71's 20-rounder) while the battle rifle magazines (which can also be used by sniper rifles) are listed as 7.62mm. The ".308" caliber has a huge boost in penetration but much lower overall ammunition capacity.
A fictional bolt-action .50 caliber sniper modeled after the Accuracy International AW50, but with a much bulkier handguard.
A branch off the "Brennan LRS-46" development line is a semi-automatic version called the "Serval AMR-7," which appears to be principally based on the Gepard GM6 Lynx (which it is rather transparently named after, servals being a medium-sized wild cat species) and Mechem NTW-20.
A bolt action rifle chambered in 7.62mm, that has elements from "early Cold-War Sniper Rifles" like Winchester Model 70 and Remington Model 700 - featured in Ground Zeroes. In The Phantom Pain, it can be equipped with a more modern chassis, resembling that of the PGM sniper rifle series.
A bolt action rifle chambered in 7.62mm, this rifle appears to be based on a Czechoslavakian Vz. 54 Sniper Rifle, which itself is a variation of a Mosin-Nagant Rifle, although the Renov's action is more Mauser than Mosin. Like the Broughton M2000-D, it can be placed in a more modern chassis, which some gun owners do to their Mosin-Nagants in real life; the chassis resembles that of the Blaser R93 Sniper Rifle.
The silent sniper Quiet uses a unique "Renov-ICKX" as her weapon of choice with customizations not available to the player, which include a unique chassis, a stainless steel barrel and receiver, a custom match trigger, a different scope and mount system, and slam pads on the magazines. She has two variants of the rifle: a lethal variant known as "Wicked Butterfly" and a non-lethal variant known as "Guilty Butterfly." Her non-lethal version is significantly more powerful than the one available to the player, being able to knock off soldiers' helmets which none of the normal tranquiliser rifles are capable of doing. Her rifles also have a green laser sight visible only to the player that indicates who she is targeting.
The same version, fitted with a more sophisticated scope, is also used by the Skull snipers encountered in mission 28.
The UN AAM [UN Modular Automatic Weapon] is a fictional LMG chambered in 5.56mm based off of the FN Minimi and FN MAG. It replaces the Stoner 63 from Snake Eater and Peace Walker. Its never explained why the weapon is designated AAM instead of MAW, which would be more logical for Modular Automatic Weapon.
[Aberdeen Lighter Machine Gun Type 48]. A possible reference to the Aberdeen Proving Ground facility. A GPMG chambered in 7.62mm. Obviously modeled off of the M60 Machine Gun from Peace Walker, but with minor differences such as a boxier stock.
The LPG-61 [Gryzov Light Machine Gun-61] , is a fictional Russian GPMG heavily based off the PKM Machine Gun, a weapon previously used in Peace Walker, is often carried by Soviet troops in Afghanistan. The LPG-61 fires 7.62mm ammunition from a 150-round belt. Why it is referred to as LPG, and not PG as is standard Soviet naming conventions is never explained by the game.
The "PG-76" is the SVG rifle series' equivalent of the RPK-74, though it is not named RPG-76, likely in order to avoid confusion with the RPG-7 rocket launcher.
The light-support variant of the UN-ARC, which is based on the heavy-barrel FAL variants sometimes used as light support weapons.
An LSW version of the G44. The way the extended barrel protrudes from the shroud makes it more reminiscent of the G11's magazine and fits the role of bullpup IARs such as the Steyr AUG HBAR, though the vented handguard of the top-level model makes it loosely resemble the L86 LSW of the SA80 series.
A break-action , single-shot 40mm grenade launcher based on the HK79 with a stand-alone stock based on the KAC Stand-alone M203. The two main research chains are for an underbarrel version with high-level versions able to fire different ammo types (as in Peace Walker, there is no switching of types, each instead being counted as a different type of gun) or a long-barrel standalone-only variant which can later be modified to fire RPGs (!), though in practical terms this just extends grenade range with no new effect for firing them.
The "Fakel-46" grenade launcher is more or less exactly the same as a GP-25 grenade launcher. One chain of research results in an underbarrel version and various new round types, while the other for the "Fakel G-33" results in progressively sillier multi-barrel models. While there is a real-life multi-barreled GP-styled launcher called the Avalanche MSGL manufactured by Arsenal, this is a revolver-style grenade launcher with a spring-operated rotary cylinder, resembling an RG-6 grenade launcher with no barrel.
A fictional magazine-fed grenade launcher with a conventional layout. At level 4, the magazine capacity is increased to ten rounds and a 20-round drum magazine becomes available at level 6. It comes with a computerised rangefinding scope (which appears to actually be an AN/PVS-10 sniper night optic with two extra battery covers added). It is probably based on the non-bullpup GL module of early XM29 OICW variants (a forerunner to the Heckler & Koch XM25 featured in Metal Gear Solid 4), with aspects of the prototype carbine version of the Howa Type 89 used in the Japan Ground Self-Defense Force's Advanced Combat Infantry Equipment System, especially the stock. The barrel and handguard seems to be based on that of the Heckler & Koch CAWS seen in Peace Walker.
The highest-level version can mount underbarrel accessories, but only a foregrip; it is conceivable that a version which could be built as an over / under combination weapon was planned, though the later-added level 8 version can still only use a foregrip.
A fictional launcher resembling a cross between the M47 Dragon and FGM-148 Javelin, the CGM (Cluster Guided Missile) launcher is a very videogamey disposable multi-lock rocket launcher. Functioning as a sophisticated "cluster" missile launcher, it launches a single missile that splits into up to eight separate projectiles, vastly increasing its damage potential.
Returning from Metal Gear Solid: Ground Zeroes, the "FB R-Launcher" (Falkenberg Multi-Role Rocket Launcher) is a reloadable recoilless rifle. While its explosive damage is extremely powerful, the reload time is the slowest of any of the weapons in the game. In overall design and appearance it resembles the Carl Gustav M4, having several features present on the M4 but not the M3. At its highest upgrade level it gains a Panzerschreck-style blast shield which functions as a smaller version of the riot shield.
A fictional rocket propelled grenade launcher which appears to have been designed by imagining an intermediate step between the Panzerschreck and Panzerfaust 3. At high levels, it gains a tandem charge warhead.
"Honey Bee" / "Killer Bee"
During the mission "Where do the Bees Sleep?" the player character is tasked with retrieving a prototype MANPADS called "Honey Bee" which is a hybrid of the FIM-43 Redeye and FIM-92 Stinger. The weapon's name, as well as being an obvious reference to US Stingers being sent to Afghanistan, comes from it using a dual IR / UV seeker designed to throw off countermeasures, which is a feature of the FIM-92B, and refers to the ability of bees to see ultraviolet light. Mother Base can later develop their own version, the "Killer Bee," though this requires a member of staff with the Missile Guidance Specialist skill.
A Shipunov 2A42 is mounted on the same fictional transport-configured Mi-28, now referred to as "HP-48 Krokodil", seen in Metal Gear Solid: Ground Zeroes and on Soviet BTR-80 APCs (renamed "Zhuk BR-3" for no obvious reason). "Krokodil" (Крокодил in Cyrillic, "Crocodile") is one of the nicknames for the Mi-24 "Hind" gunship, though as noted, the in-game helicopter bears more resemblance to an Mi-28.
Rheinmetall MK 20 Rh 202
Mounted in a modified German Marder IFV turret on Western-supplied LAVs, renamed as "Stout IFV."
A pair of M134 Miniguns with flash suppressors are mounted on rather overcomplicated articulated arms on the sides of the fuselage of the UTH-66 Blackfoot, callsign "Pequod" (Big Boss's transport helicopter and not particularly subtle Moby Dick reference), the apparent purpose of which is to allow them to double as both door guns and forward-firing fixed armament that allows "Pequod" to be called in as an ersatz gunship. A minigun can also be developed as a primary weapon for the "D-Walker" mech that Big Boss acquires partway through the story. Ammunition is stored in a large green drum similar to its configuration in Peace Walker.
Returning from Ground Zeroes, M61 Vulcans in M167 VADS installations can be found in the Africa map; the game dubs these "M276 AA Gatling Gun."
A stationary HMG mounted on a tripod and on Russian tanks. Its appearance is similar to that of the DsHK.
The "HMG-3 Wingate" is a stationary HMG mounted on a tripod and on US-supplied tanks and heavy LAVs. Its appearance is similar to that of the Browning M2.
The Afghanistan map features Soviet AA guns called "Zhizdra-45s" based on the ZU-23.
The M18A1 Claymore can be developed; as ever in Metal Gear Solid it is incorrectly shown as proximity detonated. Some side ops are dedicated to disarming them, and later in the game minefields will start to appear on the approaches to enemy strongholds. A Deployment mission can be done to temporarily prevent them from spawning. As usual they show up bright if thermal goggles are used; as well as this, D-Dog will automatically identify mines if they are present, as will the Intelligence Department if their level is high enough.
Like in Peace Walker enemy Claymores are not disarmed and retrieved by crawling over them; instead, they must be approached from the rear, whereupon an action prompt will appear to pick them up. Presumably this has been retained because it is more realistic, since it is now possible to move while prone and so crawling over them to pick them up as in previous Metal Gear games would be an option.
The December 2015 update added a level 9 weapon using the Claymore model called the E-RB WH. Gen. This "wormhole generator" can be placed anywhere by the player and functions as a portable fast travel point when activated.
M67 Hand Grenade
M67 Hand Grenades can built at Motherbase.
M18 Smoke Grenade
M18 Smoke Grenades can be developed to be used by the player character; upgrades increase the duration of smoke and the number that can be carried. They are also present on NPC soldiers and two are shown on the chest rig of the Battle Dress suit.