Black

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Black is a 2006 first person shooter for PS2 and XBox by Criterion Games, better known as the creators of the Burnout racing series and one of the developers who have worked on the Need for Speed franchise. The story is told in flashback by a former CIA black operative named Jack Kellar, recounting to an interrogator his recent actions against a shadowy terrorist group named Seventh Wave.

The following weapons appear in the video game Black:

Black (2006)

Contents


Overview

Black uses a standard two-slot system for carrying weapons where any two different weapons can be carried by the player, as well as up to nine hand grenades. The game is chiefly distinguished by the deliberate "gun porn" approach of the developers; they claimed in interviews that other shooters did not make their weapons look or sound interesting. As a result, weapons in Black are redesigned, with the chief goal of making them interesting to look at rather than technically accurate; weapons have added or moved components and often eject to the left instead of the right. Magazine capacities are also enormously increased; the game is about the act of firing a gun, and you can't do that if you're reloading it. Unusually, reloading animations are also sped up if the player is under fire, and draw animations skip any flourishes like racking the charging handle. As a result of all this ammunition flying around, enemies are somewhat more resilient than in most modern shooters.

The game's sound design for weapons is fairly unique, and was referred to as "a chorus of gunfire." Rather than having a single sound for weapons that is varied according to range, each weapon is assigned a "voice" with different pitch, so each one is distinct from the others. In addition, movie sound effects are often used instead of sampling real weapons, often from specific action movies.

Most weapons in the game can be fitted with suppressors, though the game has very little in the way of stealth mechanics; a suppressor also decreases the damage of the weapon it is fitted to.

Handguns

"DC3 Elite"

The game's only real Frankengun, the development team have stated the DC3 Elite is a cross between the Beretta 92FS and the IMI Desert Eagle; it comes with a 15-round magazine. It's the starting weapon in a few levels, including the first where it can be replaced with an assault rifle and shotgun within thirty seconds of the level loading. The weapon is apparently designed in such a way that even though the slide locks open when the magazine is released, the user still has to pull it back further to actually chamber a round. The sound effect is described by the developers as being "Jack Bauer's pistol" firing, presumably meaning the USP Compact.

Beretta 92FS - 9x19mm.
Desert Eagle Mk XIX - .50 Action Express.
Kellar holds a DC3 Elite near the start of the game's fourth level, Nazran Foundry.
The draw animation for the DC3: Kellar performs a brass check. Note that the slide surrounds the barrel as with the Beretta.
Kellar detaches the suppressor someone foolishly attached to his DC3 Elite before the level started, showing the distinctly Desert Eagle profile of the muzzle despite the more conventional slide layout.
Kellar reloads the DC3, showing it has some kind of laser / light module under the barrel. The entire screen except the weapon goes out of focus during reloads, though pressing any of the other face buttons except melee makes it return to normal.

Glock 19

The Glock 19 is featured in some levels as a starting sidearm, with an optional suppressor. Strangely, in a game full of comically increased magazine capacities, the Glock's 15-round magazine has been shrunk down to 12 rounds. As with the DC3, when Kellar picks it up or switches to it he'll do a brass check.

Glock 19 - 9x19mm.
Totally failing to realise what game he's in, Kellar attaches a suppressor to his Glock 19.
Then, having come to his senses, blows up a giant propane tank attached to a tiny shack for reasons which escape him.
Kellar reloads his Glock.
Draw animation; as with the DC3, a rather enthusiastic brass check that would probably eject the brass being checked. Note the derelict Soviet BTR-series APCs.

Smith & Wesson Model 629

Called the "Magnum" in game, so there was only ever one kind of Magnum it was going to be - a Smith & Wesson Model 29, or rather the stainless steel version, the Model 629. The game's version is heavily customised, resembling a Performance Center "Stealth Hunter," though with a RIS rail added to the top of the barrel and frame. The game's Magnum is seemingly single action only, with Kellar thumb-cocking the hammer after every shot. As is often the case with videogame revolvers, the range and accuracy of the weapon makes it more like a scopeless marksman's rifle than a handgun. The weapon is a rare find as a pickup and the only pistol to have its own ammo type; it is used extensively late in the game by riot shield enemies.

The weapon's reload uses a speedloader, which the developers seem to have confused with a moon clip; Kellar inserts the speedloader into the cylinder, but pushes it down rather than actually detaching it.

Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎.
Kellar holds his Model 629 as he looks over the yard of Nazran Foundry, one of the game's largest open areas.
After each shot, Kellar manually cocks the hammer, apparently not a fan of this whole "double action" business.
Kellar briefly pauses as he gets the speedloader out, turning it as he tries to remember if he fired six shots or only five.
Regardless, that guy certainly doesn't feel lucky.
The title screen shows "gun porn" animations of several of the weapons, the Magnum being one. Yes, these actually are shot in soft focus.

Beretta 92FS

Shown very briefly during the opening montages is a blurry image of a Beretta 92FS.

Beretta 92FS - 9x19mm.
A Beretta 92FS is seen for a moment as the introductory montage begins.

Submachine guns

FN P90

Black's FN P90 is the Triple Rail version; rather than using the weapon's distinctive translucent polycarbonate magazine, the game's version has a metallic magazine which somehow holds 100 rounds instead of 50 and the rate of fire has been bumped up from 900rpm to 1500rpm. It also has a lot of accessory rails. As with many games, the ammo system counts "SMG" as a whole class, so the 5.7mm P90 can use the same ammo as the other subguns. Unusually for a videogame, the P90's magazine is inserted correctly during the reloading animation and it actually ejects spent casings off-screen rather than just hurling them out of some non-existent side ejection port.

FN P90TR - 5.7x28mm
Kellar holds a P90 in the smelting room at the end of Nazran Foundry.
Kellar uses his P90 to defeat some terrorists. Note the spent casings streaming out of the ammo counter at the top of the screen.
Reloading the P90. Perhaps in Black's universe RIS rails are like rust and if you leave a gun somewhere damp you'll find it has six more accessory mounting points than you remember.
Black's objectives feature numerous movie and TV references, including Knight Rider and War Games. This one, of course, refers to the Westinghouse M95A1 Phased Plasma Rifle, specifically to the gun store scene in Terminator.
Idle animation: Kellar checks if the magazine is seated properly.

Ingram MAC-11

A heavily customised Ingram MAC-11 based on an Airsoft gun appears in the game as the "MAC-10 Elite," with rails added more or less everywhere and then some more added for good measure, and a 70-round magazine. One of the few guns in the game to have a rate of fire lower than its real-world counterpart at 750rpm instead of 1090rpm. The weapon's charging handle is shifted over to the side, extending out of an additional raised RIS system; on this is mounted what is probably supposed to be a C-More sight but is actually a H&K-style front sight mounted on a riser. The weapon has a suppressor unique to it, whereas most of the other suppressor designs are shared between multiple weapons. Unlike any of the other guns, the suppressor is equipped by default when the MAC-11 is picked up or in the player's starting loadout; it even re-attaches itself if the weapon is discarded and picked up again. Its magazines are the model for submachine gun ammunition, which means that all subguns in the game are chambered for ".380 SMG", if the gun's markings mean anything.

MAC-11 - .380 ACP
Kellar holds a MAC-11 as he assaults Vratska Dockyard. The best you can really say is it's in there somewhere.
Kellar reloads his suppressed MAC; he apparently hasn't really got the idea of using a suppressed weapon.
Attaching the suppressor shows some impossible-to-make-out lettering on the side.
Draw animation: Kellar operates the charging handle of his MAC, wondering how it ended up there.
The MAC's magazine is used as the pickup for submachine gun ammunition, the magical stick mags apparently able to turn into curved ones for the HK94 and even P90 magazines.

IMI Uzi

The Uzi is a full-size model, and is used later in the game by Seventh Wave, as well as being found as an "armament" objective in the first level. It is given a charging handle on the left side. The original charging handle is still present on the top of the gun, but it is not used for anything, and indeed would be useless given the addition of an RIS rail surrounding the charging handle. It also features a fire selector with a burst mode, and a ridiculously gigantic 90-round magazine, probably so it lasts more than a second since the rate of fire is an equally ridiculous 1500rpm, more than double the original 600rpm. The sound effect is, according to the developers, the sound of "Arnold Schwarzenegger firing his Uzi in True Lies." This presumably means it was sampled from the sound of the MAC-10s firing on the basis that every subgun Arnie fires is an Uzi.

IMI Uzi - 9mm.
Kellar holds his mutant Uzi as he infiltrates Tivliz Asylum.
Kellar fires his Uzi at a Seventh Wave terrorist who rudely sneaked up on him.
Kellar reloads his NO KELLAR WHAT ARE YOU DOING YOU'LL KILL US ALL
Having somehow managed to pull the charging handle for another charging handle that can't move, without destroying the universe in the process, Kellar celebrates by setting his Uzi to the burst fire mode it doesn't have.
Kellar screws a suppressor to his Uzi, vowing he will defend this strategically unimportant derelict house to the last.
The Uzi is the preferred weapon of the dastardly riot shield enemies, until they upgrade to Magnums later.
Title screen Uzi; Kellar reloads and fires, with smoke rising in the background.

Heckler & Koch HK94

A rare example of a videogame featuring a chopped and converted HK94 as an MP5; it's an HK94 since the gun lacks a paddle release for the magazine and has no lugs on the barrel. First appearing in the level "Tivliz Asylum," it's the most accurate of the submachine guns by a substantial distance. The weapon has an 80-round magazine and a rate of fire that falls in-between different models of the gun at 750rpm, and the telescoping stock is shown with the two rails actually sliding into the body of the weapon rather than resting along the sides. The firing sound effect is sampled from Bruce Willis firing his converted HK94 during the movie Die Hard.

Heckler & Koch Model 94 with telescoping stock, converted into a full auto gun for movie use (common in the 1980s) - 9x19mm. Note the one in-game is modeled with a Navy trigger group.
Kellar holds a converted HK94 as he makes his way through Tivliz Asylum. This level introduces riot shield enemies, but at least nobody could say it's the wrong place for the player to go insane.
Kellar reloads his converted HK94 as he looks over a partially dismantled aircraft in the scrapyard outside the Asylum. This is a fake aircraft, seemingly a hybrid of several Soviet designs. Note the unlugged barrel and lack of a magazine release paddle, showing this weapon was not based on a real MP5.
Draw animation: Kellar extends the stock; the two rails slide into the body of the gun rather than resting by the sides as they should. Seemingly, the (incorrect) reciprocating charging handle was interesting enough to not require the ejection port to be moved to the left as well. Note also the miscoloured fire selector; since the second setting is white instead of red, this HK94 has two "safe" settings and no semi-auto.
The HK94 is one of two weapons to use a suppressor model unique to it; here Kellar sneakily attaches it. As with all the suppressor attachment animations, he screws it to an unthreaded barrel with a sound like he's adjusting an extremely rusty pipe.
The title screen animation shows Kellar loading up the HK94 and attaching the suppressor, firing one shot, and then realising he's got a fun switch on his weapon. He apparently fired the first shot with the safety on; the two clicks to fullauto get one zoom in each.

Assault rifles

AK-47

The AK-47 is the primary weapon used by Seventh Wave soldiers throughout the game, and comes with a doubled capacity of 60 rounds. The rate of fire has also seen a boost from 600rpm to 750rpm. Stock footage shown between levels also shows militia groups, presumably re-cast as Seventh Wave terrorists, holding AK-pattern weapons, though the shots are blurry enough to make identification of the specific type impossible. In game, shells eject from the left and the charging handle is on the same side. Along with this the bolt stays open when the last shot is fired but when Kellar slides in the magazine it closes. Then to add in a bit of reality (of a real AK-47) he slides back the charging handle to load the next round. This is useless due to the fact that the first round would have been loaded when the bolt closed after the magazine was loaded. Another nice touch is that he inserts the magazine front-end first. The top of the receiver cover features some kind of mounting rail, and the rear sight is wider and shorter than it should be. The lever for detaching the gas tube, above the handguard, seems to be completely missing, replaced with tiny, useless rail mounts.

AK47 - 7.62x39mm.
Kellar uses his AK to attack the second level's Explosion Storage Depot.
Reloading the AK leaves him wondering what those were doing in the chamber.
Black's AK is apparently on loan from GoldenEye 007, featuring semi, burst and fullauto fire modes. The fire selector doesn't change position when the mode is changed; instead, Kellar mimes operating an HK-style selector mounted at the pivot of the actual one.
Attaching a suppressor to the AK shows what appears to be a taclight mounted under the barrel. The weapon correctly features a half-circle front sight, meaning it is not based on a Chinese AK clone.
The in-game ammo pickup for rifles is this AK-pattern magazine with a blue tape grip. These aren't even correct for the AK itself, since there is no tape on the magazines Kellar actually puts into the weapon. Perhaps he eats it.
The title screen version of the AK has apparently decided to steal itself the flash hider from an AK-74 or AK-101; the in-game gun does not have this.
A pile of non-ridiculous AK-pattern rifles seen in one of Black's briefings.

AKS-74U

One of the images used in the mission briefings shows a man in a room full of weapons and equipment, with a hard-to-discern rifle mounted on his wall and an AKS-74U in his hands.

AKS-74U (also referred to as the "AKSU" or 'Krinkov') - 5.45x39mm
A man with a truly impressive moustache brandishes an AKS-74U in a stock photo.

HK G36C

The Heckler & Koch G36C is the standard-issue weapon used by all friendly NPCs, though it is only available to the player in later missions. The weapon is shown with the Choate Machine and Tool folding stock of an MP5K-PDW, and has the gas tube and barrel reversed. In addition, rather than the charging handle being mounted on the top of the frame, it is shifted to being an AK-style charger. The magazine is more than doubled, to seventy rounds. A strange glitch exists with this gun; when set to single shot, the weapon will not eject spent casings.

Heckler & Koch G36C - 5.56mm.
MP5K-PDW - 9x19mm. Black's G36 uses the stock from this weapon.
Ok, so the front rails are for things like taclights and lasers and the top rail is for optics, but what the hell are you supposed to do with the one under the carrying handle?
In-world model of the G36C, showing the MP5K PDW stock and that the front rails are so huge that Kellar uses them as a grip.
Kellar reloads the G36C, showing a three-setting fire selector on a weapon with four fire modes. Much like the AK reload, the bolt closes when the new magazine is inserted, then Kellar pulls the charging handle anyway. Note also that even the synthetic furnishings have wear marks with bare metal underneath.
Kellar busts his way into a room, finding a suppressor for his G36 and a box of grenades. All suppressor pickups look like this, but each one only works for one specific weapon.
"Yeah, so I just decided I was going to try out being the gas tube today, boss."
"The suppressor's still going on you."
"Mmmmrrrphh."

Colt AR-15A2 Government Carbine

The weapon Black calls the "M16" is actually modeled on a Colt AR-15A2 Government Carbine. Like all weapons with selectable fire modes, it has both burst and full-auto capabilities, and the 20-round Colt magazine holds a staggering 95 rounds. It mounts an additional rail that runs from the carrying handle to the shortened front sight, and has some kind of electronic device near the muzzle, with a cable trailed over the weapon and down to a push-button switch mounted right underneath the fire selector. It is shown with two forward assists, two bolt release paddles, and no magazine release. It is called the M16 in-game unless the version earned in Black Ops difficulty is being used; this has the normally stand-alone M203 attached to it, and is called the M16A2.

Colt AR-15A2 Government Carbine with 20-round magazine - 5.56x45mm.
Kellar holds his AR-15A2. He'd love to swap it for the SPAS, but realises that he cannot give that order.
Kellar uses his AR-15A2 to give a Seventh Wave terrorist on Graznei Bridge a terminal headache. Note the low front sight, curious additional rail structure mounted in front of the carrying handle, and the laser or light mounted near the front sight.
Kellar uses the AR-15A2 to discover that cars in Black are filled with ultra-high-octane Hollywood brand atomic gasoline.
Reloading the AR-15A2: note the fire selector in the "safe" position. See the forward assist on the side there? Well...
...There's one on this side, too, despite that neither is used by the reload animation. Note Kellar actually exercises trigger discipline with this weapon.
The in-world model shows the front and rear sights would be impossible to line up and gives a better view of the rail above the handguard, though it lacks the device at the front or its cable. It also shows this is not an M16 at all, note the 16 inch barrel, short hand-guard, and (poorly done) telescoping carbine stock.

Enfield L85A1

The briefing for the mission "Nazran Foundry" includes a shot supposedly of defector William Lennox and some of his associates; this shows soldiers who appear to be British Special Forces of some kind, carrying hard-to-identify AR-15 platform rifles. However, in the foreground and very distinct is an Enfield L85A1.

Enfield L85A1 - 5.56x45mm
William Lennox, using the dastardly tactic of disguising himself as stock footage of five people none of whom are him.

Sniper rifle

Walther WA2000

The Walther WA 2000 is featured as the "Walther 2000." It is the game's only sniper rifle, and is portrayed extremely inaccurately; the weapon is shown with a conventional rather than bullpup layout, with the 5-round magazine inserted randomly into the rear part of the foregrip in front of the trigger guard, and the weapon is a straight-pull bolt-action with a lefty bolt rather than a semi-automatic. The ejection port, fitted with an M16-style dust cover, is slightly to the rear of the new magazine location, with the original ejection port now part of a large hole right through the stock; the result resembles the stock of the Accuracy International AS50. The bipod is also missing. The crosshair is a precise replica of the Soviet PSO-1 scope reticle, though with all the numbers missing, and the scope is tinted green; it features x2 and x5 zoom settings.

Kellar holds the WA2000 across his body when he isn't firing it; at least, this is probably the idea. Due to the inherent false perspective of a first-person shooter, he either has eyes just below his collarbone or is holding the rifle at arm's length and level with his nose. The idle animation has him spin the elevation turret of the scope as per FPS tradition; slightly more curiously, he then does the same with the reticle illumination control, despite the reticle never actually being illuminated.

Walther WA 2000 - .300 Winchester Magnum.
Kellar holds a WA2000 in Black's third level, Nazran Town. But this is no ordinary eighty thousand dollar rifle...
...It's a broken eighty thousand dollar rifle.
Kellar struggles to remember which part of the weapon he's supposed to stuff the bulletless magazine into.
On drawing the WA2000, Kellar first gives the charging handle a firm yank, then pops the scope cover open.
Idle animation: Kellar plays around with the scope's turrets. "What does this one do?"
Kellar uses the scope of the WA2000 to snipe a Seventh Wave terrorist in Nazran Town's graveyard.
In-world model of the WA2000, showing the AS50-like stock.

Machine guns

M249 SAW

The M249 SAW is the only machinegun available during gameplay. It is shown with no stock and a 150-round solid metal ammo drum rather than the cloth or plastic drums of the real weapon; the drum looks like it would have trouble holding more the 50 rounds. The drum itself is L-shaped, partly covering the left side of the gun in a way that would be impossible on a real SAW due to the STANAG adapator; Black's SAW is thus missing this adaptor. The charging handle has been moved to the left of the weapon, and reciprocates every time the weapon fires; the fire rate is much lower than a real SAW, 500rpm instead of a selectable 750rpm and 1000rpm, to allow this. The weapon's muzzle flash is also out of synch with its rate of fire, with one muzzle flash for every half-dozen or so rounds expended while firing in fullauto. The weapon is only available in the final three levels of the game, though a cheat which calls it the "BFG" replaces the player's starting DC3 Elite with a SAW in the first level. It's one of the most powerful weapons in the game, with the longest range of any automatic weapon.

M249 Squad Automatic Weapon - 5.56mm NATO.
Kellar holds a SAW as two allied soldiers hold G36Cs, one opening fire on a dangerous-looking wall.
The SAW in aim mode; as with all weapons but the WA2000 and RPG-7, this just zooms the player's view in rather than using the iron sights. Note the surprisingly detailed belt links and what appears to be an open-front flash hider.
Kellar fires his SAW, sending brass flying up into the air; the real SAW ejects down and to the right.
Kellar opens the top cover of his SAW during the reload animation. The belt from the old drum vanishes as it is detached at the start of this animation; Kellar then places the new drum, positions the belt and snaps down the top cover, somehow resisting the urge to rack the charging handle.
Idle animation: Kellar checks under the top cover of the SAW. Note his hand is nowhere near the latches for the cover; it seems to be held closed by the power of positive thinking.
In-world model of the M249 SAW, showing the lack of a stock and tiny solid metal drum.
A group of soldiers advance in a briefing scene, one carrying what appears to be a real M249 SAW.

M60

Another briefing image shows a group of soldiers advancing through a street, mostly carrying impossible to discern assault rifles; one however is clearly carrying a support weapon with an unfolded bipod. This appears to be an M60 machine gun, given the high front sight.

M60 GPMG - 7.62x51mm NATO
A group of soldiers advance, the one on the far left carrying an M60 machine gun.

Shotguns

Franchi SPAS-12

The Franchi SPAS-12 is the more common of the game's two shotguns, predictably shown as pump-action only and rather less predictably with the magazine size just six rounds; this is accurate, since it is shown as the short-barreled version. Kellar operates the pump whenever the weapon is switched to; this doesn't eject anything, or cost ammunition. The SPAS is the principle means of opening doors in the game; rather than shooting the hinges or lock, this is simply done by blasting the middle of the door with buckshot, which will rip the entire door out of its frame. This presumably means that in Black's world a deer buck is roughly the size of a tyrannosaurus and made of cement.

Franchi SPAS-12 Short Barreled Version - 12 Gauge. Note the tube and barrel are slightly longer than this in-game.
Kellar sneaks up on some unsuspecting Seventh Wave terrorists, brandishing a SPAS-12.
Kellar opens a door, the only way he knows how.
Even the might of drywall is no match for Kellar's shotgun; mouseholing is actually possible in certain parts of the game.
Reloading the SPAS.

Remington 870

Much rarer than the SPAS, the Remington 870 is only seen in the levels "Vratska Dockyard" and "Spetriniv Gulag." It has a larger 8-round magazine and a faster pump animation, without the mildly ridiculous recoil of the SPAS: the spread is also tighter. Kellar operates the pump by turning the weapon over so the ejection port is visible; as with the WA2000, he's probably supposed to be holding it across himself, but perspective conspires to make it look like he's trying to eject the spent casing into his eye.

Remington 870 Police Magnum with black synthetic furniture - 12 Gauge
Kellar holds a Remington 870 as he checks out an office in Vratska Dockyard. Note the breaking glass even though the weapon has not been fired; Black actually treats weapons as having physical length, and moving close to glass will destroy it with the weapon's muzzle.
Kellar operates the pump of his Remington. "Ow, my eye!"
Reloading the Remington. You didn't think it was going to get out of this without at least one completely useless rail mount, did you?
In-world model of the Remington 870; this is probably the closest thing to a normal weapon the game has.

Launchers

RPG-7

The RPG-7 is Black's only rocket launcher. It fires a relatively slow-moving rocket with a thick smoke trail. In third person, the rocket is so exaggeratedly large and pointed that the launcher could probably be used as a lance. The RPG-7 can only be picked up from pre-determined locations; enemies with RPGs will collapse and blow themselves up with their final shot, apparently destroying the launcher in the process.

The weapon's iron sight is shifted to the side of the tube rather than being mounted on top of it, though the empty bracket for mounting the top sight is still present. This is replicated in several other first-person shooters, and appears to be a perspective issue; offsetting the tube to the right emphasises that the weapon is above the player's right shoulder rather than stuck through their torso as it might appear if the weapon were bought to the middle of the screen.

RPG-7 - 40mm.
That guy should have known better than to hide on an enormous gas tank, really.
Kellar draws the RPG-7 in Nazran Town's "Sniper Alley," flipping up the rear sight. Being called Sniper Alley, it makes perfect sense that this area is full of men with rocket launchers.
Kellar sights up an antique cannon (or possibly a statue of one). The RPG-7 is one of the few weapons to actually use its sight when zoomed, showing the front and rear sights are identical.
Firing has the consequences one would expect. The reload has Kellar insert the new rocket and then twist it slightly.
In the crazy world of Black, an RPG-7 warhead is roughly five feet long.
In one of Black's briefing screens, "militants" are seen brandishing AK-pattern rifles and what are either RPG-7s or a derivative thereof.

M203 Grenade Launcher

The M203 grenade launcher is the less common of the two explosive weapons; it appears as an "armament" secret objective in the level "Nazran Town," but otherwise isn't encountered until the second-to-last level, "Graznei Bridge." It is shown fitted to a fictional stand-alone mounting with flip-up sights and a pistol grip, and uses black-and-silver grenade rounds. It is used in stand-alone configuration unless the player has unlocked Black Ops difficulty, in which case they start every level with an "M16" with a mounted M203.

M203 grenade launcher - 40mm
Kellar holds his M203 as he looks over the burning town near Graznei Bridge. Note the weapon apparently has a charging handle above the barrel.
Firing the M203. What looks like a flip-up charging handle is readily visible on the side of the section above the barrel, just rear of the front sight.
Kellar reloads his M203. There is no round for the M203 which is silver with a black band, so obviously Kellar has been the victim of a vicious drive-by blinging.
Draw animation: Kellar pulls out the M203 and gives it a quick flick to raise the sights, then taps the side with his thumb like he's operating a bolt release.
Idle animation: Kellar bounces the weapon in his palm, then quickly checks the other side is still there.
Kellar finds a box of ammo for his M203; note that there is no M40 round for the M203 (the HE round is M406), and the rounds appear ridiculously oversized. M40 is the official name for the grenade round used by the M41A Pulse Rifle from Aliens. The holes in the tip of the round are typical of Airsoft "grenade" rounds designed to fire multiple BBs at the same time.

Hand grenades

Black's hand grenades seem to have a severe identity crisis; the grenade box pickup shows them as Mk 2 hand grenades, the HUD icon shows them as M67 hand grenades, and the actual model of a thrown grenade appears to be an M26 hand grenade. They are thrown the instant the button is pressed and cannot be "cooked" as in some other games; however, they can be manually detonated if the player shoots them in mid-air.

M67 hand grenade, Black's HUD icon.
Mark 2 "Pineapple" hand grenade, Black's pickup model.
M26 hand grenade, Black's thrown grenade model.
Kellar finds a box of grenades. Note the icon in the top-right of the HUD showing a round M67 grenade, even though these grenades are clearly not round. Note also that the fuze assembly is on the wrong end of the grenade.
He then rather ill-advisedly throws a grenade at his own feet, showing it to be an M26; he's also apparently armed it by pulling off the entire fuze assembly. The logistics of this are best not considered.

Mines

Landmines are encountered during two sections of the game; a wide passage between factories in Nazran Foundry, and later hidden under and around vehicles on the Graznei Bridge. They appear to be a hybrid with the body of an anti-tank mine and the fuze assembly of a Yugoslavian PROM-1 anti-personnel mine, though with only three prongs on the sensor. The first area they are encountered, a narrow passage between industrial structures, seems to be a reference to Owen Wilson's encounter with mines in Behind Enemy Lines; the player is even told to watch out for tripwires, although the mines are only actually triggered by contact. They are also frequently triggered by each other if one detonates.

Seventh Wave's guide to employing landmines: paint them bright red and then forget to bury them.
Make sure to plant them so close together they set each other off.

Mounted

FN M240D

During the introductory animation, a pair of US armoured vehicles are seen with a massive explosion in front of them, possibly composited into the shot. The vehicle on the right is an M1 Abrams with the FN M240D machine gun on the loader's hatch distinctly visible. It is difficult to discern if the other is an Abrams or a Bradley; regardless, the left-hand vehicle's weapons are not easily made out.

FN M240D - 7.62x51mm NATO
The vehicle on the right has its turret pointed side-on with the gun facing right; note the M240D receiver visible above the vehicle's slatted Combat Identification Panel.

M197 Vulcan

A repeated image during the briefings is stock film of an AH-1 Supercobra attack helicopter, equipped with an M197 Vulcan.

M197 Vulcan 20mm chin-mounted on an AH-1Z "Viper", a newer version of the AH-1 Cobra.
It's going to take more than a can of RAID to see that one off.


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