Division 2, The
Tom Clancy's The Division 2 is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same "Snowdrop" engine from first game. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things.
The game's setting is 7 months after the initial Green Poison outbreak and its continued effects upon the American populace. The player controls an agent of the Strategic Homeland Division (or simply known as "The Division"), a top secret government sleeper cell that is "activated" personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and a answers a distress call asking for agents to be rally to Washington D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to "save" D.C as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, a destructive cult of bloodthirsty marauders taking out their frustrations on the unlucky denizens of D.C through acts of wanton violence. The Black Tusks, a mysterious and cutting-edge Private Military Organization, who later invades Washington for reasons yet to be revealed . The Hunters, a secretive group of highly-advanced military operatives specifically hunting Division agents with extreme prejudice, introduced in the first game. The last are fellow Division agents, who may go rogue on each other in the "Dark Zones" for their own gain, due to the lack of surveillance in the area.
The following weapons appear in the video game The Division 2:
As of the moment, revolver-style handguns are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.
The Beretta M9 is the starting sidearm in the game. It appears under the name "Military M9".
The weapon is commonly used by civilian militia. It is also briefly used by General Ridgeway to execute an "insubordinate" doctor, in a cinematic.
The Beretta M9A1 returns as the "Officer's M9A1". Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.
The Beretta 93R returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.
The weapon is used by Black Tusk snipers as their sidearm.
Beretta Px4 Storm
The Beretta Px4 Storm appears in game as the "Px4 Storm Type F" and the "Px4 Storm Type T". The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.
The Chiappa Rhino returns in The Division 2, although now under the name "Diceros" (The scientific name for the rhinoceros). The 20DS is known as the "Snubnosed Diceros", the 40DS is known simply as the "Diceros" and the 60DS version is the "Diceros Special". In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.
The snubnosed version is used by Hyena shield carriers.
The classic M1911A1 returns as a usable pistol.
The weapon is used by civilian militia, standard Outcast and Hyena grenadiers as their sidearms.
Colt M45A1 CQBP
The Colt M45A1 CQBP returns as the "M45A1", and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the "Tactical M1911", is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.
The weapon is used by True Sons anti-tank troops.
Desert Eagle Mark XIX
A new usable pistol in the game is the Desert Eagle Mark XIX. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the "D50" name. In-game text and it's 8-round magazine specifies its the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.
A unique variant called "Liberty", which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and unique True Sons aesthetic. The weapon has unique mechanics when dispatching enemy weakpoints and electronic skill proxies.
The FNP-45 appears as the "X-45". The Tactical version appears as the "Tactical X-45".
The standard X-45 is sometimes used by civilian militia.
Smith & Wesson M&P45
The Smith & Wesson M&P45 returns as the "First Wave PF45". A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the "Custom PF45".
Smith & Wesson Model 586
The Smith & Wesson Model 586 with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and it's cylinder can be modded.
Smith & Wesson Model 686
The Smith & Wesson Model 686 with a 6 inch barrel returns as the Magnum 686. Unlike in the previous game, it can now be customized with a short-rail sight and it's cylinder can be modded.
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.
The FN P90 now appears in the sequel as a usable weapon.
A high-end variant called "Emeline Guard's P90" can be acquired by taking over the Outcasts' stronghold, where it is given at the end of the mission with a custom paintjob available. An exotic version called "The Chatterbox", is an exotic-tier Hyena weapon. It comes equipped with a holographic sight, sound suppressor, and has an incorrect 60-round magazine. The gun has special mechanics on ammo replenishment.
The game also erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.
Additionally, like in TD1 it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.
Heckler & Koch MP5A4
The Heckler & Koch MP5A4 appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast grenadiers also make use the MP5A4.
Heckler & Koch MP5A5
The Heckler & Koch MP5A5 appears incorrectly as the "MP5-N" (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the "MP5 ST", which is an MP5-N customized by the Tactical Supply Company.
The "MP5-N" is used by True Sons medics. The "MP5 ST" variant is used by Black Tusk medics.
Heckler & Koch MP7A2
The Heckler & Koch MP7A2 appears as the "MP7"'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.
The weapon is used by Outcast officers.
Heckler & Koch UMP45
The Heckler & Koch UMP45 returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the "Tactical UMP-45".
The police variant is used by regular Hyena soldiers.
Heckler & Koch USC
The Heckler & Koch USC appears as the "USC .45 ACP" and is incorrectly classified as a rifle as it fires in single shots. Also returns with an incorrect capacity of 20+1 rounds, but it is now correctly limited to semi auto fire.
Both the Intratec TEC-9 and TEC-9 mini returns in the game and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on it's barrel shroud and receiver: giving it a wider array of customization. The standard version is called the "Converted SMG-9 A2" while the mini variant is called the "Converted SMG-9".
The mini variant is used by higher-level Hyena shields.
The M1928 Thompson returns from the previous game, but now appears as a non-exotic weapon and is simply called the "M1928". The M1928 with a mounted 50-round drum magazine is simply called the "Tommy Gun".
The standard M1928's magazine can be modified and have an option to be extended, where it's standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.
Both versions of the PP-19 Bizon-2 return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.
The weapon is used by Hyena medics.
Like most exotic weapons of the original game, the SIG-Sauer MPX - known as "The House" previously - returns now as a standard weapon.
SOCIMI Type 821
The SOCIMI Type 821 returns as the T821. It still has the same two variants: the "Police" and "Black Market" versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.
The weapon is used extensively by the civilian militia, lower-level Outcast officers, and higher-level Hyena medics.
Steyr AUG SMG
The Steyr AUG SMG and it's 3 variants from the previous games return here aswell. The three variants are the "AUG A3 Para XS", "Enhanced AUG A3P" and the " "Tactical AUG A3P"". The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top reciever with the A3's underside rail rather than built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers, while the Enhanced A3P is used by higher-level Black Tusk scouts.
The TDI Vector appears in game with 3 different variations. The "9mm Tactical Vector" appears as the SDP stockless version, the "9mm SBR Vector" with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called the "Vector SBR .45 ACP".
The Tactical variant is used by regular Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun "gangster style". The SBR variant is used by standard Black Tusk scouts.
Assault Rifles/Battle Rifles
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is "Assault Rifle", which are fully automatic. The second is simply named "Rifle", which are relegated to either single shots or burst. The last is "Sniper Rifles", which are covered in the sniper rifles section.
The AKM returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an AK-47. Due to the lack of a threaded barrel and presence of the slanted muzzle brake: it cannot use barrel attachments. A heavily modified version called the "Black Market AKM" is also available, where in addition to all the aftermarket plastic parts: it can now use barrel attachments.
A unique, exotic version called "Merciless" is also available, where it sports a custom dot sight, PBS-1 suppressor, a home-made vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage.
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen.
Returning from the previous game, a customized AK-74 misidentified as an AKM, re-appears as the "Tactical AKM". The weapon features an aftermarket handguard and plum plastic purniture. It's also missing the proprietary muzzle brake of the AK-74.
The M4A1 also makes an appearance in the sequel. The stock version is known as the "Police M4", with a variety of rails to allow for extra attachments.
The "Lightweight M4" is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and a LMT SOPMOD stock. It was originally named the " Competition LAR-15" in earlier betas, but its not related to the Rock River Arms LAR-15, apart from the name and the fact its restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).
The police variant is used by regular True Sons riflemen and their "immobilizer" troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game ECHO Reconstructions (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington DC.
The M16A2 is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) and lacks rails on the handguard, severely limiting the attachments available for this weapon. Coupled with having the lowest damage of the rifle class and bad ammo economy: the M16A2 is considered the worst primary weapon in the game, stat and utility-wise.
The CTAR-21 appears as one of the newest assault rifles added in The Division 2.
Desert Tech Micro Dynamic Rifle
The Desert Tech Micro Dynamic Rifle appears in The Division 2 as the "Urban MDR". It is a non-exotic, semi automatic rifle with a 20+1-round capacity.
DSA SA58 Para Tactical Carbine
The DSA SA58 Para Tactical Carbine appears in the game as the "FAL SA-58". Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle.
The weapon is used by higher-level Outcast riflemen and civilian militia.
DSA SA58 OSW
The DSA SA58 OSW appears in the game as the "Tactical SA-58". Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle.
The FAMAS Valorisé returns as the "FAMAS 2010". It is now an uncommonly-dropped weapon, rather than exotic.
FN F2000 Tactical
The FN F2000 Tactical is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.
FN FAL G
The FN FAL G returns as the "FAL". This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious, unnamed underground-dwelling faction as their only firearm.
The FN SCAR-H appears in game as the "Police Mk17", "Military Mk17", and "MK20 SSR". The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR than battle rifle. All 3 are classed as rifles and fires in semi-auto only.
The MK.20 SSR is used by Black Tusk snipers.
The FN SCAR-L variants return from the last game. The weapon comes in 3 variants, the one simply called "MK16", the "SOCOM" variant, and the "Tactical" variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.
The Tactical variant is used by higher-level Black Tusk riflemen.
Heckler & Koch G36C
The Heckler & Koch G36C is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers.
Heckler & Koch G36V
The full-size Heckler & Koch G36V with a top rail appears in The Division 2 as the "Military G36".
Heckler & Koch G36KA4
Returning from the previous game, the Heckler & Koch G36KA4 with a STANAG magazine adapter returns as the "G36 Advanced".
Patriot Ordnance Factory P416
The Patriot Ordnance Factory P416 is the starting weapon of the player. The weapon has two variants. One is the "Military" and the other is the "P416 G3". The Military variant uses the standard factory setup, while the G3 is based on the custom "NP3" variant released by POF.
The military variant is used by Black Tusk grenadiers, while the G3 variant is used by higher-level True Sons riflemen.
The ACR returns from the first game. Division Agent Kelso carries a heavily customized ACR with her.
The assault rifle variant is simply called the "ACR", and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the "ACR-E", the carbine variant.
The rifle variant is known as the "ACR SS" and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.
SIG Sauer SIG716
The SIG Sauer SIG716 returns from the first game. It is no longer an exotic weapon, like the "Devil" and "Heel" were in the original game. It is classified as a rifle.
The weapon has two variants, first is the standard "SIG 716", which appears to be based on the "Precision Sniper" variant with a 20 inch barrel. The second is the "SIG 716 CQB", where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.
Springfield Armory M1A
The Springfield Armory M1A returns in the game as the "Classic M1A". It holds 10 shots in 20-round magazines by default.
Springfield Armory M1A SOCOM 16
The SOCOM 16 appears in the game as the "SOCOM M1A". A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the "M1A CQB"
The SOCOM variant is used by elite True Sons snipers.
Steyr AUG A3 CQC
In addition to the AUG A3 9mm XS, the Steyr AUG A3 CQC is one of the available primary weapons in the game and is one of the new additions.
War Sport LVOA-S
The War Sport LVOA-S returns as the "LVOA-C". It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default.
Winchester Model 1886
The Winchester Model 1886 appears as the "1886".
The AA-12 returns from the first game as a common weapon drop as the "ACS-12," the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic.
AA-12s are used by the Black Tusks, who for some reason see fit to issue it exclusively to their drone operators.
The Benelli M4 appears ingame as the "Super 90". A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the "Marine Super 90". A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be based on the civilian NFA variant with a railed fore-end, is called the "Tactical Super 90 SBS".
The standard Super 90 is used by True Sons scouts. While the Marine Super 90 is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by gangster-firing a full-sized shotgun.
The SPAS-12 is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.
The other exotic variants are the "Lullaby" and "Sweet Dreams". The Sweet Dreams variant has a, folding stock with a shell rack, vertical grip, and "stunner" under barrel attachment. The weapon has a special ability where any enemy hit in melee by it will be temporarily unable to use receive healing, a temporary armor boost, and rolling will auto-reload a small portion of the currently-equipped weapon.
The "Lullaby" (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) is so far a unique pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game), where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight, along with a distinct Hyena aesthetic. The Lullaby has the same special effects as the Sweet Dreams, minus the no-healing debuff, but compensates by being able to be instantly upgraded to Gear Score 500 due to the pre-order blueprints.
The Saiga 12 returns, and retains the Ubisoft "SASG-12" moniker, which is becoming better known now as the "Sausage-12" shotgun among the community of Ubisoft shooters. It has another variant called the "Tactical SASG-12" variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend. The last is the "Black Market SASG-12", which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.
The Tactical variant is used by higher-level True Sons scouts.
Side by Side Double Barreled Shotgun
A side by side double barreled shotgun based on a L.C. Smith Double Barreled Shotgun is available in the game as the "Double Barrel Shotgun". A sawed-off variant appears as the "Double Barrel Sawed Off", but is classified as a sidearm.
Both the full-sized and sawn-off variant are commonly used by civilian militia.
The Remington 870 appears in 3 variants: the "Military M870", "Custom M870", and the "M870 Express", which are a Remington 870 Express Tactical, a tactical with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if his Mark 14's ammo box on his person is destroyed.
The L86A2 appears in game as the "Military L86 LSW". Another variant, called the "Custom L86 A2", sports the Daniel Defense railed forend and loads from Magpul EMags.
FN M249-E2 SAW
The M249-E2 appears in game as the "M249 B".
A custom Outcast variant called "Pestilence" is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon sports the lowest damage out of any weapon, but has a special ability where an opponent shot with this weapon 20 times will be infected with a plague that deals extra damage to them and will also damage the surrounding area upon death.
The weapon is occasionally used by civilian militia.
FN M249 Para
The M249-Paratrooper appears as the "Tactical M249 Para". The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's.
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.
FN Mk 46 Mod 0
The Mk 46 Mod 0 returns as the "Military Mk 46". It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.
Heckler & Koch MG5
The Heckler & Koch MG5 appears as the "MG5" and "Infantry MG5". The weapon possesses a high rate of fire, but limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun.
M60 Machine Gun
An original M60 Machine Gun appears in the game as the "Classic M60".
The weapon is used by True Sons gunners and civilian militia.
The RPK-74 is available in game as the "Classic RPK-74". Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.
The military-spec variant of the RPK-74M returns as the "Military RPK-74 M". Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the "Black Market RPK-74M"
The weapon is used by Outcast gunners.
Desert Tactical Arms Stealth Recon Scout
Both the covert and the standard A1 variant of the DTA Stealth Recon Scout return.
The A1 variant is used by elite Black Tusk snipers.
The DSR-1 is a new addition to the SHD's arsenal. Referred to as the "SR-1".
The weapon is used by veteran True Sons snipers.
One of the new "Signature Weapons" introduced in the sequel, the McMillan TAC-50 is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to Ghost Recon: Wildlands.
The weapon has very limited ammunition, but is incredibly powerful: easily capable of destroying heavily-armored enemies in a few shots at long range.
Mosin Nagant M44 Carbine
The Mosin Nagant M44 Carbine returns as the "Classic M44 Carbine". A sportized version with a grey carbon stock appears as the "Hunting M44 Carbine". A further modified version fitted in an Archangel stock makes an appearance as the "Custom M44 Carbine".
The Remington 700 returns in the sequel with 3 versions. The "M700 has a wooden wallnut stock, the "M700 Tactical" variant has a McMillan A5 stock, and the "M700 Carbon" variant is fitted with a XLR Tactical Buttstock and Carbon Chassis.
The standard variant is used by standard True Sons snipers.
The SVD appears in The Division 2 and has two versions. The first one is the "Surplus" variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the "paratrooper" variant, which is actually the "Tiger" version made by Izhmash for the civilian export market. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped SVUs than actual SVDs.
The Surplus variant is used by Hyena snipers, who are most probably the most OG of gangsters in DC as they are capable of firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.
Carl Gustav M3
The Carl Gustav M3 rocket launcher is used by True Sons, being the main weapon of their anti-tank troops.
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division.
"Chem Launcher" (H&K GLM)
The "Chem Launcher" is a compact, break-action single-shot grenade launcher heavily based on the Heckler & Koch GLM. It can fire flammable chemicals, sticky foam, corrosive chemicals that eat away enemy armor, or repairing nanobots.
Heckler & Koch P2A1
The Heckler & Koch P2A1 Flare Pistol returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the "Dark Zones", which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.
Milkor Mark 14
The Milkor Mark 14 MGL returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, and Black Tusk grenadiers who can also fire incendiary airburst rounds along with HE grenades. Its also the weapon of "Wyvern", an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.
The True Sons make use of M224 Mortars during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but it's splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (atleast during the Jefferson Plaza mission).
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.
The M26 frag grenade appears as the "Concussion Grenade". It is the default grenade available from the start.
An odd-looking grenade that appears to be a mix of the Mk 2 hand grenade and the Mills Bomb appears as the "Fragmentation Grenade" and is exclusive to the Demolition specialization. The weapon has a larger blast radius and damage rating than the standard concussion grenade.
The Model 7290 flashbang grenade is seen on the belts of certain True Sons soldiers.
M84 stun grenade
The M84 stun grenade is the usable less-than-lethal grenade in the game, although its exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.
Dillon Aero M134 Minigun
The Dillon Aero M134 Minigun is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in Ghost Recon Wildlands, the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure: the gun overheats if fired continuously for too long and has to cool down before being able to fire again.
A "portable version" similar to the one used in Terminator 2: Judgment Day by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.
General Electric GAU-8/A Avenger
The True Sons have a salvaged GAU-8/A Avenger autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.
SHD Sentry Gun
What appears to be a cross between the Mk 19 Grenade Launcher and Browning M2A2 is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce "checkpoint camping" in the DZ that was prevalent in the first game.
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During "Occupied Dark Zone" events however, the guns are disabled by the Black Tusks.
The Black Tusks deploy quadrupedal military drones called "Warhounds", which are armed with a fictional railgun mounted on it's back. The drone "charges" the weapon briefly before firing and is incredibly powerful and accurate. A direct hit bypasses armor, deals heavy damage, and inflicts bleeding status, hence a downed agent is very likely to be killed in a few second when shot. As downsides, it telegraphs it's attack with an audible ringing sound, there is a 2 second delay before the gun is fully charged, it must stand still to fire, and it's gun lights up when aiming. Visually, the exposed portion of the gun appears to be the front end of the Gepard GM6 Lynx model from Far Cry 4, with a Barrett M82A1-styled muzzle brake on the end.
The Baikal MP-133 makes appearance in the demonstration gameplay video as the "Military M133", but is not available in the final version of the game.
|Alec Baldwin||The Hunt for Red October (1990)|
|Harrison Ford||Patriot Games (1992) • Clear and Present Danger (1994)|
|Ben Affleck||The Sum of All Fears (2002)|
|Chris Pine||Jack Ryan: Shadow Recruit (2014)|
|Jack Ryan||Jack Ryan (2018-)|
|Rainbow Six||Rainbow Six • Rogue Spear • Raven Shield • Lockdown • Vegas • Vegas 2 • Siege|
|Splinter Cell||Splinter Cell • Pandora Tomorrow • Chaos Theory • Double Agent • Conviction • Blacklist|
|Ghost Recon||Ghost Recon • Advanced Warfighter • Advanced Warfighter 2 • Phantoms • Future Soldier • Wildlands|
|Other||The Sum of All Fears • The Division • The Division 2|