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User:DrDostovei/Sandbox

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This is a just-for-fun page of sorts for a mod I really love: the AMC TC. I've been meaning to do this for the past several months, but only recently have I started working on it. Anyways, here you go.

ITLOFFiringPistol.jpg

Work In Progress

This article is still under construction. It may contain factual errors. See User talk:DrDostovei/Sandbox for current discussions. Content is subject to change.

AMC TC

AMC TC is a free-to-play standalone Duke Nukem 3D total conversion for the PC. It is developed by the AMC TC Developers, a team of freelance modders who have released several mods for the 1996 FPS prior to the development of the TC. The game's first episode was released in 2011, with the second, third, and fourth episodes being released in 2015, 2019, and 2022, respectively.

Overview

The game is set an unspecified amount of time after the events of Duke Nukem 3D. In response to the as-of-yet unexplained disappearance of the Earth Defense Force's top agent, Duke Nukem, a man working for both the EDF and its offense-oriented counterpart, the Earth Attack Force, commissions one of his old friends to put together an elite task force to tackle the most severe threats against Earth, called the AMC Squad. The player can play as one of 10 agents, each with their own abilities and arsenals, and engage in different missions of varying difficulty and fight against several factions inhabiting the game's world.

Each character's arsenal can be customized with different special weapons to allow for different approaches to combating enemies, such as equipping an assault rifle with armor-piercing rounds to fight armored enemies. In addition, the game has a research system where the player can unlock different buffs, ammo types, weapons, and other items to help fight against enemies, and a weapon upgrade system where the player can spend credits on vending machines to upgrade a character's base weaponry.

The following weapons appear in the video game AMC TC:

Handguns

Glock 18

The Glock 18 is James Stanfield's default Slot 2 weapon. It is a decent pistol, with good accuracy, an 18-round magazine and a fast rate of fire, but weak damage. The Glock can be upgraded with an extended magazine (increasing the size to an incorrect 30 rounds), a fire rate mod (giving it a full-auto fire mode), and a mod that increases the Glock's damage, turning it into a powerful machine pistol.

Glock 18 (3rd Generation) with 19-round magazine - 9x19mm
The Glock 18 on the loadout screen.
James holds the Glock 18 as he scouts out the foyer of a Cycloid-infested bookstore.
James opens fire at an Assault Trooper who finds out that taking the high ground does not automatically grant him an advantage against a trained operative.
James reloads his pistol as another Assault Trooper engages him.
James dual wields two Glock 18 pistols as he looks over the bodies of dead Cycloids. Note the left Glock is a mirrored sprite of the right Glock.
James fires both Glock 18s on an Assault Trooper unfortunate enough to be on the receiving end.
James holds a fully upgraded Glock 18 in the firing range of the Allied Military Complex headquarters.

Colt M1911A1

A nickel-plated Colt M1911A1 appears as the "M1911" and is a special Slot 2 weapon for James, replacing his default Glock 18. It has much better stopping power at the cost of a lower rate of fire and a smaller magazine (8 rounds); however, it has the ability to accept silver bullets, which allows the gun to be used against supernatural enemies, such as sorcerers and Lost spirits. Acquiring this gun is a bit esoteric, as the player needs to port a good ending savefile from the author's previous mod (Imagination World 2) to obtain it.

Nickel Plated M1911A1 with brown plastic grips - .45 ACP
The M1911A1 on the loadout screen.
James equips his Colt M1911A1 as he takes cover from Cycloid forces in the lobby of a besieged Earth Defense Force branch office building.
James attacks two Pig Cop guards at the metal detectors with his M1911A1.
James reloads his M1911A1 as he lets himself into the EDF office.

OTs-33 Pernach

The OTs-33 Pernach appears as simply the "OTs-33" and is a special Slot 2 weapon for James. Compared to the Glock 18, the OTs-33 Pernach boasts a larger magazine size of 27 rounds and a faster rate of fire. It can be purchased from the Shopkeeper once the player has rescued Matvei from the bunker in the mission "The Revolution."

OTs-33 "Pernach" - 9x18mm Makarov
The OTs-33 Pernach on the loadout screen.
James wields his OTs-33 Pernach as he prowls the streets of Chinatown, New York for any threats.
James engages hostile Triad enforcers guarding the entrance to a subway station with his OTs-33 Pernach.

FN Five-seveN

The FN Five-seveN appears as the "FN-57" and is a special Slot 2 weapon for James. It boasts a 20-round magazine with armor-piercing rounds and is equipped with a laser-aiming module, which can be toggled with the alt-fire key. It is a good weapon overall, with better damage, better accuracy and the ability to penetrate enemy body armor. It can be purchased from the Shopkeeper for 15k base budget.

FN Five-seveN - FN 5.7x28mm
The FN Five-seveN in the loadout screen.
James stows away in the restroom of a Cycloid-occupied passenger jet, with his Five-seveN in hand.
James reloads his Five-seveN pistols as he prepares to engage enemy forces on the other side of the restroom door.
James engages in combat with an Assault Enforcer in the middle cabin of the passenger jet.
James executes a lone Assault Trooper who has failed to avenge his fallen Enforcer comrade.

Jericho 941

A gold-plated Jericho 941 appears as the "Golden Jericho" and is a special Slot 2 weapon for James. It is unlocked by completing all of Episode 1 on Expert difficulty or higher, then purchasing it from the Shopkeeper for 70k base budget. It boasts better damage and accuracy, plus it has the ability to damage all enemy types (including supernatural enemies) with its gold bullets; however, it has a slower rate of fire and a smaller magazine size of 9 rounds.

Jericho 941 with accessory rails - 9x19mm
The gold Jericho 941 on the loadout screen.
James stands over the corpse of a cultist who tried to ambush him near a barricaded house in Providence, with his golden Jericho 941 in hand.
James later fends off another ambush from cultists in a general store with his golden Jericho 941.
James reloads his golden Jericho 941 after defeating the cultists in the store.
James dual wields two golden Jericho 941 pistols as he reads a newspaper article about a tragedy that happened in Providence.
James later fights off cultists in a mountainside monastery with his dual Jericho 941s.

Walther PPK

The Walther PPK appears as simply the "PPK" and is a special Slot 2 weapon for James. It is equipped with a suppressor and an 8-round magazine, has armor-piercing capability, and is concealable, meaning it will not be taken from the player should they enter areas where they will lose their weapons otherwise. It can be purchased from the Shopkeeper.

Walther PPK fitted with a sound suppressor - .380 ACP (black grips)
The Walther PPK in the loadout screen.
James equips his Walther PPK as he prepares to infiltrate a mercenary-occupied facility on Xuglop.
James loads his other PPK as he glances at a pipe leading into the facility.
James takes out two grunts with his PPK.

Beretta 92F

The Beretta 92F appears as just the "Beretta" and is added in the 10th Anniversary update as a special Slot 2 weapon for James. It is described as being loaded with special armor-piercing rounds, which grants it the ability to penetrate enemy body armor. It has decent accuracy & damage, as well as a correct 15-round magazine capacity. It is found in the Shellshocked mission, in an apartment accessible via a secret teleporter room in the EDF headquarters.

Beretta 92F - 9x19mm
The Beretta 92F on the loadout screen.
James draws his Beretta after Cycloids crash his vacation in a resort town in Australia.
James engages a distant Cycloid assault trooper across the beachfront with his Beretta.
James reloads his Beretta while fighting off Hawaiian-shirted pigs occupying an alleyway.
James reloads a second Beretta after securing the lobby of a hotel from a pig tourist.
James dual wields empty Beretta pistols as he overlooks a beach full of Cycloids.

Tokarev TT-30

The Tokarev TT-30 appears as the "TT-30 Tokarev" and is Highwire's default Slot 2 weapon. A good weapon, it boasts decent damage and accuracy, but is hampered by its small magazine of 8 rounds. It can be upgraded with an extended magazine (increasing the size to 20 rounds), a fire rate mod (which somehow turns the pistol into a fully automatic machine pistol), and an accuracy mod.

Tokarev TT-30, first version of the Tokarev pistol - 7.62x25mm Tokarev
The TT-30 in the loadout screen.
Highwire holds his Tokarev TT-30 as he leads a small strike force into a mercenary-occupied facility on Xuglop.
Highwire fights off grunts guarding a conveyor belt with his TT-30.
Highwire reloads his TT-30 as he engages the grunts.

AMC Auto Mag

The AMC Auto Mag Pistol appears as the "Auto Mag" and is a special Slot 2 weapon for Highwire. It boasts very high stopping power and great accuracy for a pistol, but shares the same rate of fire and magazine size as an nonupgraded Tokarev TT-30. In addition, the pistol's accuracy will falter with rapid shots, thus necessitating a slow but steady fire rate in order to hit distant targets. The weapon's rounds are capable of penetrating enemy body armor, but will bounce off of heavy armor, such as powersuits. It is available by purchasing it from the Shopkeeper for 20k base budget.

Auto Mag Pistol - .44 AMP
The AMC Auto Mag in the loadout screen.
Highwire brandishes the Auto Mag as he investigates a highway turnpike.
Highwire fights off Cycloid Assault Troopers in the turnpike garage.
Highwire reloads his Auto Mag as an Assault Trooper and Assault Captain engage him.

Heckler & Koch VP70M

A modified Heckler & Koch VP70M pistol appears as the "Remote Dart Gun" and serves as the default Slot 7 weapon for Rusty Nails. It fires small high-explosive darts that can be remotely detonated through an unseen mechanism, as well as incendiary darts that emit a ring of fire upon detonation, setting alight anyone unfortunate to be caught in the blast. There is no limit as to how many darts can be set, allowing for crafty players to set traps on unsuspecting enemies.

Heckler & Koch VP70M with stock - 9x19mm
The Heckler & Koch VP70M in the loadout screen.
Rusty wields his modified VP70M as he stares at an unsettling figure encased in the glass in front of him.
Rusty fights the Bruiser Brothers guarding the entrance to the town library with his VP70M.

Sphinx 3000

A pistol based on the Sphinx 3000 pistol appears as the "MS-Corp Pistol" and serves as the default Slot 2 weapon for Mikko Sandt. It is a select-fire machine pistol, capable of semi-automatic and fully automatic fire, and is equipped with a laser aiming module and armor-piercing rounds. It boasts a good rate of fire, accuracy, and armor penetration capability. The pistol can be upgraded with an extended magazine (increasing its size from 20 rounds to 40 rounds), an accuracy mod, and a rate-of-fire mod.

Sphinx 3000 - 9x19mm
The MS-Corp Pistol in the loadout screen.
Mikko equips his MS-Corp Pistol as mercenaries invade the entryway of his newly acquired research facility on Energeia.
Mikko engages a lone mercenary with his MS-Corp Pistol.
Mikko reloads his pistol as he scouts out the helipad of the facility.

Beretta 93R "Auto 9"

The Beretta 93R "Auto 9" appears as just the "Auto 9" and is Micky Crisp's default Slot 2 weapon. The pistol boasts a decent rate of fire & accuracy, and possesses the ability to fire in 7-round bursts as its alt-fire. The pistol can be upgraded with an accuracy mod and an armor-piercing mod, which grants the weapon improved accuracy and the ability to damage armored targets, respectively.

Beretta 93R "Auto 9" - 9x19mm
The Beretta 93R "Auto 9" on the loadout screen.
Micky loads his Auto 9 as Cycloid forces crash his R&R at an apartment complex in Mexico.
Micky readies his Auto 9 as Cycloid troopers attempt to snipe him from the rooftop across his apartment building.
Micky engages a Cycloid assault force in the apartment hallway with his Auto 9.

Beretta Px4 Storm

A gold-plated, modified Beretta Px4 Storm appears as the "Gold Metal Storm" and serves as a special Slot 2 weapon for Micky Crisp. The pistol boasts a decent rate of fire and accuracy, along with decent armor-piercing capability and the ability to fire its entire magazine in one shot (how this is possible with a pistol of conventional design is beyond anyone's imagination). In addition, it also has the ability to damage supernatural enemies, thanks to the gold bullets it fires. The weapon is unlocked by beating Episode 1 on Expert difficulty or higher, then purchasing it from the Shopkeeper for 75k base budget.

Beretta Px4 Storm - 9x19mm
Micky peeks around a corner with his gold-plated Metal Storm pistol as Brotherhood forces (yes, that Brotherhood) converge on his position.
Micky fends off a Brotherhood footsoldier with his gold-plated Metal Storm pistol.
Micky reloads his gold-plated Metal Storm pistol as a pair of Brotherhood footsoldiers attempt to corner him in the hospital.

IMI/Magnum Research Desert Eagle

The Desert Eagle is Bombshell's default Slot 2 weapon. It boasts high damage, good accuracy and a decent rate of fire, and it is equipped with a laser-aiming module for improved accuracy; however, it is hampered by its small magazine of 7 rounds. It currently does not have any upgrades.

Desert Eagle Mark XIX - .50 AE
Bombshell brandishes her Desert Eagle as she duels a Cycloid assault trooper in a bar in Nevada.
Bombshell fires her Desert Eagle at invading Cycloid forces as they sack the bar.
Bomshell reloads her Desert Eagle, having had enough of the Cycloids ruining her vacation.

Revolvers

Smith & Wesson Schofield

The Smith & Wesson Schofield appears as simply the "Revolver" and serves as the default Slot 2 weapon for Rusty Nails. It possesses good damage, accuracy and rate of fire, and has an alt-fire where Rusty fans the hammer for increased fire rate. It also possesses the shortest reload time of only 1 second, allegedly due to Rusty being so familiar with revolvers that he can reload them by simply flicking them open and then flicking them shut. These attributes make this weapon very powerful to use, especially against single targets. The Smith & Wesson Schofield has only one upgrade, which is an accuracy upgrade which makes the gun suitable for hunting distant targets.

Smith & Wesson Schofield Model 3 with blued finish - .45 Schofield (right side)
The Smith & Wesson Schofield on the loadout screen.
Rusty fends off Cycloid assault troopers in his upstairs office with his Smith & Wesson Schofield.
Rusty reloads his Smith & Wesson Schofield after securing his office.
Rusty surveys his office after fighting off the assault troopers.

Remington 1858 New Army

The Remington 1858 New Army appears as the "Remington 1858" and is a special Slot 2 weapon for Rusty Nails. It is weaker than the default Revolver, but still possesses good accuracy and rate of fire. To compensate for its weaker damage output, the Remington 1858 New Army has been modified to accept silver cartridges, which gives it the capability to damage supernatural enemies. In addition, the cartridges have limited armor-piercing ability, allowing it to penetrate enemy body armor. The Remington 1858 New Army can be unlocked by defeating Dr. Jekyll in his first phase, then picking up his gun on the podium behind him in his second phase; if the player misses this, the weapon can be found in Rusty's room in the AMC Base after completing the mission "Welcome to Millhaven."

Remington 1858 New Army - .44 caliber
The Remington 1858 New Army in the loadout screen.
Rusty fires his Remington 1858 New Army at Cycloid Assault Troopers guarding the entrance to an Allied Military Complex branch office.
Rusty reloads his Remington 1858 New Army after securing the entrance to the office building.

Mateba Autorevolver

A gold-plated Mateba Model 6 Unica revolver appears as the "Gold Magnum" and is a special Slot 2 weapon for Geoffrey. It is incorrectly depicted as a fully automatic weapon, with a bottomless magazine and the ability to fire 3 rounds in a single shotgun-like blast as its alt-fire. Regardless, it possesses the same attribute as other gold-plated weapons, that being the ability to damage all enemy types, including supernatural enemies. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.

Mateba Model 6 Unica, 6" barrel - .357 Magnum
The gold-plated Mateba Model 6 Unica revolver in the loadout screen.
Geoffrey tests out his gold-plated Mateba Model 6 Unica at the AMC Base's firing range.
Geoffrey fires his gold-plated Mateba Model 6 Unica at an oncoming Gorilla trooper.

Shotguns

Armsel Protecta

The Armsel Protecta appears just the "Protecta" and is James' default Slot 3 weapon. It boasts a large magazine of 12 shells, decent accuracy, high fire rate, and good damage. However, it is hampered by a slow reloading process where James must load each shell in one at a time (unless the player has equipped the shotgun loading belt, which speeds up the process). The shotgun can also accept alternate ammo types, such as explosive shells. The weapon has only 1 upgrade, which is only available after the player has completed the "Oil Rig" mission; it is a magazine upgrade, which increases the magazine size to 16 shells.

Armsel Protecta with 12" barrel - 12 gauge
The Protecta on the loadout screen.
James holds his Protecta as he stands in front of another Protecta.
James kills an Assault Trooper with his Protecta, careful not to damage any of the books on the shelves.
James reloads his Protecta while behind cover.

Pancor Jackhammer

The Pancor Jackhammer appears as just the "Jackhammer" and is a special Slot 3 weapon for James. It is a powerful shotgun, with a 10-shell cassette and a high rate of fire, but suffers from heavy recoil. The Jackhammer cannot accept alternate shotgun ammo types due to its cassette-fed design. Unlocking the weapon is the same as the M1911A1: port over a good ending save file from the author's previous mod (Imagination World 2).

Pancor Jackhammer - 12 gauge
The Jackhammer in the loadout screen.
James wields his Jackhammer as he is about to grab another one from a weapon case.
James fights an Assault Enforcer in the Earth Defense Force offices with his Jackhammer.
Meanwhile, James reloads his Jackhammer as he ascends to the next level of an Imperial-controlled building in Russia.

Browning Auto-5

The Browning Auto-5 appears as the "Auto 5" and is a special Slot 3 weapon for James. It has a smaller magazine size of 5 shells and a slightly slower rate of fire; however, it boasts the highest accuracy of all of James' shotguns, and can accept alternate shotgun ammo types. The alt-fire even has James aim down the sights of the shotgun. It is found in the mission "Welcome to Millhaven," in a building near the lake in the upper area of the town.

Browning Auto-5 with 23" barrel - 12 gauge
The Browning Auto-5 in the loadout screen.
James wields his Browning Auto-5 as he stands over a few dead Triads members in a dojo in Chinatown.
James loads his Auto-5 as he prepares to engage more Triad forces outside the dojo.
James engages Guardians in an alley with his Auto-5.
James aims down the Auto-5's sights as he checks for any Triads or Shadow Realm forces in the area.
An Auto-5 on the ground.

Kel-Tec KSG Tactical

A Kel-Tec KSG Tactical appears as the "KSG-12" and is a special Slot 3 weapon for James. Its twin side-by-side tube magazines are actually functional here, with separate ammo counters for each tube magazine, allowing the player to load different ammo types into the shotgun. In addition to this, the shotgun boasts good accuracy and damage, making it a formidable weapon to use. The KSG Tactical is found in the mission "Island Facility," in a room with heavy machinery and crates; the weapon is locked in a briefcase in a small area surrounded by various tools.

Kel-Tec KSG Tactical - 12 gauge
The Kel-Tec KSG Tactical in the loadout screen.
James tests out his Kel-Tec KSG Tactical in the AMC Base's firing range.
James loads his KSG Tactical while staying alert for enemy forces on Xuglop.
James pumps his shotgun, ready to continue his one-man assault on the mercenary-controlled complex.
James engages with a Terminator endoskeleton in a vehicle bay.

Heckler & Koch CAWS

A gold-plated Heckler & Koch CAWS appears as the "Gold HK CAWS" and is a special Slot 3 weapon for James. It is chambered in specially-made "gold standard" shells which damage all enemy types, including supernatural enemies. It boasts a high rate of fire, good damage, and good accuracy; however, it cannot accept alternate shotgun ammo types. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper.

Heckler & Koch CAWS - 12 gauge
The gold-plated Heckler & Koch CAWS in the loadout screen.
James wields his gold-plated Heckler & Koch CAWS as he stands over the decapitated corpse of a Cycloid Assault Enforcer.
James fights off Assault Troopers trying to avenge their fallen comrades with his CAWS.
James reloads his CAWS after fending off the vengeful Assault Troopers.

Remington 870 MCS

The Remington 870 MCS appears as the "R870" and is Highwire's default Slot 3 weapon. It is the most balance of all of Highwire's Slot 3 weapons, with good damage, good accuracy, and the ability to accept alternate ammo types. However, it is hampered by a small magazine size of 5 shells (plus 1 in the chamber) and a slow rate of fire. It only has one upgrade, which increases the magazine size to 7+1 shells.

Remington 870 MCS - 12 gauge
The Remington 870 MCS in the loadout screen.
Highwire wields his Remington 870 MCS as a Pig Cop ambushes him in the back of a food truck.
Highwire reloads his Remington 870 MCS while prowling through a rundown motel.
Highwire duels against a Cycloid Battlelord with his Remington 870 MCS.

Saiga-12

A Saiga-12K with a flat dark earth finish, EOTech sight, and Magpul AFG foregrip appears as the "Saiga-12" and is a special Slot 3 weapon for Highwire. This shotgun has a high rate of fire, decent accuracy, and good damage, but can only accept 8-round magazines, which makes it unable to use alternate shotgun ammo types; to compensate, the shotgun has a very fast reload speed of 1 second. Overall, it is useful for either crowd control or eliminating heftier targets. It is unlocked by purchasing it from the Shopkeeper after the player has rescued Matvei from the bunker in the mission "The Revolution."

Saiga-12K - 12 gauge
The Saiga-12K on the loadout screen.
Highwire loads his Saiga-12K as he leads a strike force through the streets of the Imperial Union's capital city.
Highwire engages Imperial forces with his Saiga-12K.

Chiappa Triple Threat

A gold-plated Chiappa Triple Threat appears as the "Gold Triple Threat" and is a special Slot 3 weapon for Highwire. It fires specially-made "gold standard" shells which damage all enemy types, including supernatural enemies. It boasts high damage, decent accuracy, and a fast reload time, but it can only hold 3 shells. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper for an astounding 150K base budget.

Chiappa Triple Threat - 12 gauge
The gold-plated Chiappa Triple Threat on the loadout screen.
Highwire clears out an Earth Defense Force outpost of Cycloid forces with his gold-plated Chiappa Triple Threat.
Highwire reloads his Chiappa Triple Threat as he prepares to enter a flooded room.

Double-Barreled Over-Under Shotgun

A double-barreled over-under shotgun resembling a Beretta 682 appears as the "Over-Under Shotgun" and is a special Slot 3 weapon for Rusty Nails. It boasts good damage, decent accuracy, and a fast reload speed, but can only load 2 shells at a time. It can also accept alternate shotgun ammo types, which gives this weapon more versatility compared to his default semi-automatic shotgun. It is unlocked by purchasing it from the Shopkeeper.

Beretta Model 682 - 12 gauge
The "Over-Under" in the loadout screen.
Rusty wields his double-barreled over-under shotgun while glancing at another one hidden in a hedge maze.
Rusty equips his double-barreled over-under shotgun as satyrs ambush him in the Millhaven daycare's playground.
Rusty fights off the satyrs from the rooftop of the daycare's staff office with his double-barreled over-under shotgun.
Rusty reloads his double-barreled over-under shotgun after fending off a satyr ambush in the garage of the staff office.

Modified Lever-Action Shotgun

A custom-made gold-plated lever-action shotgun somewhat resembling a Marlin Model 1894 appears as the "Gold Lever-Action" and is a special Slot 3 weapon for Rusty Nails. Like the other gold-plated shotguns, it fires specially-made "gold standard" shells that damage all enemy types. It does not need to be reloaded, boasts a decent fire rate and good accuracy, but it deals moderate damage. It is unlocked by completing Episode 2 on Expert or higher, then purchasing it from the Shopkeeper for 150K base budget.

Modern Marlin Model 1894 - .44 Magnum
The "Gold Lever-Action" on the loadout screen.
Rusty wields his gold lever-action shotgun as he investigates another floor of the hidden dojo.
Rusty kills a Triad enforcer with his gold lever-action shotgun.

Standard Manufacturing DP-12

The Standard Manufacturing DP-12 appears as the "DP-12 Shotgun" and is the default Slot 3 weapon for Kagura. It is depicted as firing both of its barrels simultaneously and is loaded with box magazines where the loading/ejection port system is. The description of the weapon states that it fires silver shotgun pellets instead of regular buckshot, which grants it the capability to damage supernatural enemies. The DP-12 has good damage and accuracy, and can be upgraded by a blacksmith to fire incendiary buckshot for 2 magic orbs while on Elysion, which allows the weapon to damage organic and chitinous enemies.

Standard Manufacturing DP-12 - 12 gauge
The DP-12 on the loadout screen.
Kagura wields her DP-12 as she stands outside a dojo hidden in the forests of Japan.
Kagura racks the DP-12's pump as she fights off a group of ninjas hiding in the dojo.

UTAS UTS-15

The UTAS UTS-15 appears as just the "UTS-15" and is the default Slot 3 weapon for Jane Ashford. Similar to James' KSG, its twin side-by-side tube magazines are functional here, complete with separate ammo counters for each magazine tube, allowing the player to load in different ammunition types into the shotgun. Aside from that, the gun boasts good damage & accuracy, which makes this gun very versatile to use. Currently, there are no upgrades available for the UTS-15.

Gen 4 UTAS UTS-15 - 12 gauge
The UTAS UTS-15 on the loadout screen.
Jane reloads her UTS-15 after taking out a Pig Cop guarding the elevator to the offices.
Jane readies her UTS-15 as she prepares to take the elevator to the offices.

AA-12

The AA-12 appears as Bombshell's default Slot 3 weapon. It is depicted with an unusable laser-aiming module and flashlight attachment. The AA-12 boasts a very high fire rate, good damage, and decent accuracy; however, because of its fire rate, the AA-12 burns through ammo very quickly. Currently, it is only available in the mission "Shellshocked", on the bar in the starting area.

MPS Auto Assault-12 - 12 gauge
Bombshell glances at the AA-12 sitting on the bar counter like a trophy.
Bombshell fires the AA-12 at invading Cycloid forces while taking cover behind the bar.
Bombshell reloads her AA-12 after fending off the Cycloid assault.
Bombshell wields her AA-12 as she stares at Cycloid troop transports hovering in the sky.

Submachine Guns

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 appears as the "HK MP7" and is the default Slot 4 weapon for James. It fires armor-piercing rounds, which allows it to damage enemy body armor, and is equipped with a laser aiming module. It boasts a high rate of fire, good damage, and decent accuracy. The MP7A1 can be upgraded with an extended magazine (increasing its size from an incorrect 30 rounds to 40 rounds) and a suppressor, which turns the MP7 into a viable weapon for stealth operations.

Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm
The Heckler & Koch MP7A1 on the loadout screen.
James wields his Heckler & Koch MP7A1 alongside a riot shield as he engages a pair of mercenaries in light powersuits.
James wields his now-suppressed MP7A1 as he clears out a Cycloid-infested passenger jet.
James fights against an Assault Enforcer with his suppressed MP7A1 as an Assault Trooper looks on in shock.

Heckler & Koch MP5SD5

The Heckler & Koch MP5SD5 appears as the "MP5-SD" and is a special Slot 4 weapon for James. Its integral suppressor makes it a viable choice for stealth operations; however, it does not fire armor-piercing rounds, instead it fires subsonic rounds. It is equipped with EOTech sight and an M203 grenade launcher, which allows it to accept alternate 40mm cased grenade ammunition. The MP5SD5 is unlocked by purchasing it from the Shopkeeper for 20K base budget.

Heckler & Koch MP5SD5 - 9x19mm
The Heckler & Koch MP5SD5 on the loadout screen.
James wields his Heckler & Koch MP5SD5 as he stares at an MP5A3 with an M203PI in front of him. This was a voxel asset that was retained from older versions of the mod.
James fights a Pig Cop with his MP5SD5.
James aims down the EOTech sight as he executes a Pig Cop in a restroom.
James reloads his MP5SD5. The bolt never moves back or forth during the reload animation.
James primes the M203 grenade launcher on his MP5SD5 as he prepares to sneak around a corner.
One 40mm grenade later, and James reloads the M203 amid the bits and pieces of dead Cycloid soldiers.

"PP-19E Bizon"

A submachine gun resembling a futuristic PP-19 Bizon-2 appears as the "PP-19E Bizon" and is a special Slot 4 weapon for James. It is described as an advanced submachine gun that fires armor-piercing lasers, and possesses an alt-fire that fires a powerful beam capable of melting heavy armor. It possesses a high fire rate, decent damage & accuracy, and a large battery size of 64 shots. It is unlocked by purchasing it from the Shopkeeper for 20K base budget after the player has rescued Matvei in the mission "The Revolution."

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
The ""PP-19E Bizon" on the loadout screen.
James finds the "PP-19E Bizon" tucked away in a corner outside a motel in Germany.
Earlier, James peruses a now-secured warehouse next to a turnpike with his "PP-19E".
James fights off a Pig Cop with his "PP-19E".
James reloads his "PP-19E" after securing what appears to be a sewage treatment plant within the warehouse.

Heckler & Koch UMP45

The Heckler & Koch UMP45 appears as simply the "UMP45" and is a special Slot 4 weapon for James. It possesses a decent rate of fire, good accuracy and damage, but is hampered by heavy recoil. The UMP45 can accept silver bullets, which grants it the ability to damage supernatural enemies. This weapon is unlocked in the second level of the mission "Far Mountain Reaches," in a gated-off section of a tunnel near the end of the level.

Heckler & Koch UMP45 - .45 ACP
The Heckler & Koch UMP45 on the loadout screen.
James reloads his UMP45 after securing a subway station in Chinatown.
James engages a Guardian with his UMP45.

Heckler & Koch MP5K

The Heckler & Koch MP5K appears as just the "MP5K" and is a special Slot 2 weapon for Zaxtor Znort. It possesses a high rate of fire and decent accuracy, but is set back by its 30-round magazine and weak damage output. However, compared to Zaxtor's other Slot 2 weapons, the MP5K can hold much more ammunition in reserve, which makes it a decent alternative for handling large crowds of weak enemies. It is unlocked in the village portion of the Sanctuary level in the mission "Gaza Pyramids."

Heckler & Koch MP5K with Navy trigger group - 9x19mm
The Heckler & Koch MP5K in the loadout screen.
Zaxtor engages a Cycloid Assault Trooper with his Heckler & Koch MP5K.
Zaxtor reloads his MP5K after defeating another Assault Trooper.

PP-2000

The PP-2000 appears as a special Slot 2 weapon for Highwire. It possesses a high rate of fire, but is marred by its paltry 20-round magazine and weak damage output. It is unlocked by purchasing it from the Shopkeeper for 15K base budget after the player has rescued Matvei in the mission "The Revolution."

PP-2000 - 9x19mm
The PP-2000 on the loadout screen.
Highwire equips his PP-2000 as he sets foot on an offshore oil rig.
Highwire attacks a Guardian guarding the offices of the oil rig with his PP-2000.
Highwire reloads his PP-2000 after defeating the Guardian.

CZ vz. 61 E

A gold-plated CZ vz. 61 E variant appears as the "Gold Skorpion" and is a special Slot 2 weapon for Highwire. It possesses a high rate of fire and the capability to damage all enemy types, but weak damage output and a small 20-round magazine; in essence, the Skorpion is a reskin of the PP-2000 with the "gold standard" rounds of all the other gold weapons included. It is unlocked by completing Episode 1 on Expert or higher, then purchasing it from the Shopkeeper for 75K base budget.

CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP
The gold-plated CZ Vz. 61 E on the loadout screen.
Highwire fires his gold-plated CZ Vz. 61 E at an Assault Trooper outside of an Earth Defense Force outpost.
Highwire reloads his CZ Vz. 61 E after securing the front entrance of the EDF outpost.

Uzi

A full-sized Uzi appears as the default Slot 4 weapon for Sang. It possesses a high rate of fire, an incorrect 30 rounds in a 32-round magazine, and low damage, but the rounds can penetrate enemy body armor. The Uzi can be upgraded with an accuracy mod, an extended magazine (increasing its size to 60 rounds in a 40-round magazine), and a suppressor. For some weird reason, Sang holds the single Uzi sideways "gangsta style," but when dual-wielding this weapon, he holds both Uzis upright.

IMI Uzi with buttstock collapsed - 9x19mm
The Uzi on the loadout screen.
Sang holds his Uzi as he stares at another Uzi and 3 boxes of ammunition in a storage closet.
Sang holds his Uzi as he observes a map of the United States of America in a cultist hideout.
Sang reloads his Uzi after a brief fight with some cultists.
Sang dual wields two Uzis after a firefight against a pair of cultists.
Sang reloads his dual Uzis as he prepares to march forward into the cave.
Sang holds a fully upgraded Uzi at the AMC Base's firing rage.

PPSh-41

A PPSh-41 with a 71-round drum magazine appears as a special Slot 4 weapon for Sang. It possesses a very high rate of fire, but low accuracy and damage, which makes this useful for only culling large crowds of weak enemies. It is unlocked by purchasing it from the Shopkeeper for 15K base budget after the player has rescued Matvei in the mission "The Revolution."

PPSh-41 with 71 round drum - 7.62x25mm Tokarev
The PPSh-41 on the loadout screen.
Sang wields his PPSh-41 as he stares at another PPSh-41 sitting on a crate.
Sang clears out an Earth Defense Force branch office of Cycloids with his PPSh-41.
Sang reloads his PPSh-41 after securing the reception area of the building.

SR-2M Veresk

An SR-2M Veresk appears as simply the "SR-2M" and is a special Slot 4 weapon for Sang. It is described as being chambered for SP-10 rounds, a variant of the 9x21 Gyurza ammunition that has armor-piercing capability; this grants the weapon the ability to damage armored enemies. It possesses a high rate of fire and decent damage, but has low accuracy unless the player uses the red dot sight. The SR-2M Veresk can be unlocked by purchasing it from the Shopkeeper for 20K base budget after the player has rescued Matvei in the mission "The Revolution."

SR-2M - 9x21mm Gyurza
The SR-2M Veresk on the loadout screen.
Sang fights off a Cycloid security force with his SR-2M Veresk.
Sang reloads his SR-2M Veresk after securing the observation deck of a Cycloid chemical plant.
Sang aims through the mounted optic of his SR-2M after seeing something lurking in the darkness.

TDI Vector

The TDI Vector appears as the "KRISS Vector" and is a special Slot 4 weapon for Sang. It is depicted with an attached red dot sight, which can be zoomed in via the alt-fire function. The weapon can also use alternate .45 ACP ammunition, such as silver bullets and incendiary rounds, granting it extra utility as an anti-supernatural and anti-chitinous weapon. The Vector possesses a decent rate of fire and damage output, but is held back by its small magazine size of 25 rounds. The TDI Vector can be found in the mission "Serpent Canyon," in a cave near the crashed EDF Panama, provided the player has a jetpack available.

Prototype TDI Vector - .45 ACP
The TDI Vector on the loadout screen. Note the weapon's resemblance to the prototype version of the Vector.
Sang engages a Cycloid assault commander with his TDI Vector.
Sang aims down the Vector's red dot sight at a distant assault trooper, mindful of the gas pumps behind it.
Sang reloads his Vector after securing the gas station's convenience store.

Mini Uzi

A Mini Uzi appears under the incorrect "Micro-Uzi" moniker and is a special Slot 2 weapon for Rusty Nails. It is the complete opposite of his revolvers in that it possesses a high rate of fire and a 25-round magazine, but it has weak damage output. This weapon can be used as a suitable backup weapon for his Slot 4 weapons. The Mini Uzi is unlocked by finding it in a secret area in the mission "Welcome to Millhaven."

IMI Mini Uzi - 9x19mm
An actual IMI Micro Uzi - 9x19mm
The Mini Uzi on the loadout screen.
Rusty holds his Mini Uzi as he secures the officer's quarters of an Earth Defense Force base.
Rusty shoots down an Assault Trooper with his Mini Uzi as he infiltrates the EDF base.
Rusty reloads his Mini Uzi as he prepares to scale down a cliff.

CZN-M22

The CZN-M22 submachine gun from Ghost in the Shell (1995) appears under its actual name as a Slot 7 weapon for Kagura Takahashi. It is described as being able to load "high-mac" ammunition; this ammunition turns the weapon into a fully automatic carbine with higher damage output at the cost of severely increased recoil, but Kagura can mitigate the recoil via the weapon's alt-fire function. The CZN-M22 features decent damage & accuracy, as well as a fast rate of fire, and it can be upgraded with an accuracy mod and an extended magazine.

Airsoft replica of the CZN-M22 by Dai-Nihon Giken Poseidon. The gun is based on the TM Steyr AUG AEG gearbox, and uses TM M16 airsoft magazines.
The CZN-M22 on the loadout screen.
Kagura tests out the CZN-M22 at the firing range.
Kagura reloads the CZN-M22.

M1928 Thompson

An M1928 Thompson submachine gun appears as the "Tommy Gun" and is a Slot 0 temporary weapon. It is incorrectly depicted with a bottomless magazine, which allows it to fire continuously without the need to reload. It possesses a high rate of fire and the ability to accept silver bullets, which makes it ideal for both crowd control and damaging supernatural enemies. The weapon can be unlocked in the mission "Welcome to Millhaven," in the police station; it can be subsequently found in the mission "For Providence" as well as a rare drop from black-robed cultists.

M1928 Thompson with 50-round drum magazine - .45 ACP
The M1928 Thompson on the loadout screen.
Rusty wields the M1928 Thompson as he makes his way through the outskirts of Millhaven.
Rusty glances at the M1928 Thompson on a desk as he peruses the ruined police station for extra firepower.
Rusty fights off a cultist ambush with his M1928 Thompson.
Rusty loads his M1928 Thompson with silver bullets (indicated by the silver drum magazine) as he fights off sorcerers in a hellish pocket dimension.

MAC-10

The MAC-10 submachine gun appears as a Slot 0 temporary weapon. It is depicted only in pairs and incorrectly with bottomless magazines, which allows them to fire continuously without the need to reload. Despite its description stating that it fires .45 ACP rounds, the MAC-10s will not accept silver bullets, which makes them incapable of damaging supernatural targets. The MAC-10s have decent damage, accuracy and fire rate, but lack armor-piercing capability. The MAC-10s are first found in the mission "Big Trouble in China," on the roof of a subway train; they can also be dropped by dead Triad members.

MAC-10 with Sionics Two-Stage Sound Suppressor - .45 ACP
The MAC-10 on the loadout screen.
Rusty dual-wields the MAC-10s as he prepares to jump down to the lower floor of the hidden dojo.
Elsewhere, Rusty clears out a meeting room of Cycloid Assault Troopers with his dual MAC-10s.

FN P90 TR

The FN P90 TR appears as just the "FN P90" and is a temporary weapon. It is the standard issue weapon of rank-and-file AMC agents, and is capable of piercing enemy body armor. It has a 50-round magazine, a Sightmark Sure Shot reflex sight, a fast rate of fire, and decent damage & accuracy. The P90 TR is dropped by AMC agents on death, making this a common weapon.

FN P90 TR with optics removed - FN 5.7x28mm
The FN P90 TR on the loadout screen.
James wields his P90 TR as he investigates a turnpike in Germany.
James engages some Cycloids in the warehouse next to the turnpike with his P90 TR.
James reloads his P90 TR as he looks at a wanted poster of Serious Sam.

Angstadt Arms UDP-9

The Angstadt Arms UDP-9 appears as the "UDP-45" and is a temporary weapon. It is depicted as a newer variant that is chambered for .45 ACP rounds, which allows it to accept and use alternate .45 ACP ammunition such as silver bullets and incendiary rounds; in addition, it comes with an attached Sightmark Sure Shot reflex sight, which can be zoomed in via the weapon's alt-fire function. The weapon possesses decent damage output and accuracy, as well as a fast rate of fire, but can burn through its 25-round magazines quickly. The UDP-45 is found in the mission "Darrow Lake," in a small cliffside village outside a grotto.

Angstadt Arms UDP-9 SBR - 9x19mm
The "UDP-45" on the loadout screen.
Jane equips the "UDP-45" as she prepares to clear out an Earth Defense Force branch office of Cycloid occupants.
Jane aims down the "UDP-45's" reflex sight as she sees a Pig Cop get stuck on a conveyor belt at the EDF office's security gate.
Jane reloads the "UDP-45" as she engages with another Pig Cop guarding the security gate.

Assault Rifles/Battle Rifles

Heckler & Koch XM8

The Heckler & Koch XM8 carbine appears in two forms, one as the "XM8 Laser Rifle" and one as the "AP-AR".

Heckler & Koch XM8 with Insight ISM-V sight - 5.56x45mm NATO

"XM8 Laser Rifle"

The "XM8 Laser Rifle" is James' default Slot 7 weapon. As its name states, it fires powerful laser beams that penetrate flesh, but the beams falter against enemy armor. However, it can load armor-piercing slugs as its alternate ammunition, which grants it the ability to penetrate enemy armor. It comes equipped with a laser aiming module and an ammo counter in place of the sight.

The "XM8 Laser Rifle" on the loadout screen.
James wields his "XM8 Laser Rifle" as he sneaks through a corridor of the mercenary complex on Xuglop.
James fights off Pitfiends outside of the complex with his "XM8 Laser Rifle".

"AP-AR"

The "AP-AR" (short for "Armour-Piercing Assault Rifle") is Micky Crisp's default Slot 4 weapon. As its name states, it fires armor-piercing rounds that penetrate both enemy body armor and heavy armor. It boasts a fast rate of fire and decent accuracy, but deals moderate damage. It comes equipped with a reflex sight and M203 grenade launcher, so the player can zoom in for more accurate shots (at the cost of fire rate) and fire 40mm cased grenades, respectively. It has two upgrades: an accuracy upgrade and a drum magazine upgrade (increasing its size to 80 rounds).

Micky wields his "AP-AR" as he figures out how to restart the power for a large teleporter.
Micky fights off a Cycloid assault force with his "AP-AR" as he initiates the power-up sequence for the teleporter.
Micky takes cover and reloads his "AP-AR".
Micky reloads his fully upgraded "AP-AR" after testing the weapon out at the AMC Base's firing range.

Steyr AUG A1

A Steyr AUG A1 appears as the "Steyr AUG" and is James' default Slot 8 weapon. It comes equipped with a 30-round magazine and has a usable integrated scope, which allows the weapon to be used as a quick sniping option should the player not have a sniper rifle on hand. It has decent accuracy & damage, a high fire rate, and armor-piercing capability, but burns through ammo if hip-fired. Available upgrades for this weapon are an extended magazine (which increases the weapon's magazine size to 100 rounds) and an improved foregrip, which mitigates the accuracy penalty when firing from the hip. A good all-rounder weapon to use.

Steyr AUG A1 - Austrian Army Version - 5.56x45mm
The Steyr AUG A1 on the loadout screen.
James opens fire on a Cycloid assault captain with his Steyr AUG A1.
James reloads his Steyr AUG A1 after securing a hotel's swimming pool and bar.
James aims down the scope of his Steyr AUG A1 at a distant Cycloid assault trooper.

M4A1 Carbine

The M4A1 Carbine appears in the game in 5 different forms: one as the incorrectly-named "M16", one as the "American M4", one under its real name, one as the "M4-15", and one as the "Auto Rifle".

Colt M4A1 with 6 position collapsible stock - 5.56x45mm

"M16"

The "M16" is a temporary weapon, and can incorrectly fit 40 rounds in a 30-round magazine and is equipped with an M203 40mm grenade launcher. It is acquired early on via either the Basic Training course in the weapons training room, or in the Megabase mission in a storage room on a crate. It is also dropped by EDF soldiers & EAF troopers, making it a common temporary weapon to use. It is a decent all-around weapon, with decent damage, armor-piercing rounds and the ability to equip alternate 40mm grenade ammo.

The "M16" on the loadout screen.
James stares at an "M16" (actually an M4A1) laying next to a dead EAF trooper in the Megabase.
James wields his nearly-empty "M16" as he watches a pair of health-restoring amulets hover above a countertop.
James fires his "M16" at a light powersuit guarding a door in a mercenary-guarded outpost on Xuglop.
James reloads his "M16" after clearing out a control room of mercenaries.

"American M4"

The "American M4" is the default Slot 4 weapon of Bombshell, and is basically the "M16" temporary weapon with an American flag wrapped around the carry handle, in reference to the M16A1 from the early builds of Duke Nukem Forever. It has the same stats as the "M16".

Bombshell finds her signature "American M4" tucked in a storage room behind the bar. Note the American flag wrap on the carry handle.
Bombshell reloads her "American M4" in the relative safety of the storage room as she prepares to face off against a Cycloid assault force outside.
Bombshell engages the Cycloid assault force with her "American M4".
Bombshell prepares her rifle's M203 grenade launcher as the Cycloids converge on her position.
Bombshell reloads the M203 after pushing back the Cycloid force from her position.

Colt M4A1

The M4A1 Carbine is James' default Slot 0 weapon, and comes equipped with an underbarrel Knight's Armament Masterkey shotgun (incorrectly referred to as a Mossberg 500). Unlike the "M16" and Bombshell's "American M4", it correctly holds 30 rounds. The Masterkey can accept alternate shotgun ammunition, such as "magnum buck" shells that deal more damage & "flechette" shells that pierce enemy armor. The weapon can be upgraded with a 100-round drum magazine and, if the player has completed the Oil Rig mission, a semi-auto mode for the Masterkey, allowing for constant fire with less time spent on reloading the weapon.

James reloads his M4A1 as he patrols the abandoned rural community of Providence, Rhode Island.
James then loads explosive shells into the Masterkey as he prepares to dive into a frozen lake.
James duels a cultist with his M4A1 while performing a sweep in the town's church.
James reloads his upgraded M4A1 while at the AMC Base's firing range.

"M4-15"

The "M4-15" is a special Slot 8 weapon for James. It is a customized M4A1 carbine chambered for .300 AAC Blackout rounds and is outfitted with a suppressor, laser-aiming module, and red dot sight. It features a steady rate of fire, good damage and accuracy, and great armor-piercing capability, making it very handy for stealth operations. It is found in a secret area in the mission "Big Trouble in China," behind a gate.

James readies his "M4-15" as he prepares to sneak around a corner in an excavation facility on Xuglop.
James aims down the "M4-15's" red dot sight as he searches for mercenaries guarding the facility.
James silently takes down a mercenary down a hallway with his "M4-15."
James reloads his "M4-15" after making short work of a few mercenaries.

"M4A1 Wraith"

The "M4A1 Wraith" is a special Slot 4 weapon for Kagura. It is depicted in an ornate red-and-silver design, and is described as a fusion of human weaponry and Shadow Realm magic, which somehow changes the ammunition into magical incendiary bullets. Regardless, this weapon is fairly powerful, with a fast rate of fire, good accuracy and damage output. The weapon can be found in the mission "Cave Diving in the Sky," in a cave containing a portal that can only be accessed by Kagura.

The "M4A1 Wraith" on the loadout screen.
Kagura engages an assault captain in a locker room of a processing plant with her "M4A1 Wraith."
Kagura reloads her "M4A1 Wraith" after incinerating a Pig Cop outside a cheap motel.

Z-M LR300ML

The Z-M LR-300ML appears as the "LR-300" and is a special Slot 8 weapon for James. It comes equipped with an M203 40mm grenade launcher, red dot sight, laser-aiming module, and 60-round quad-stacked magazines. It possesses a high rate of fire, good accuracy and damage, and armor-piercing capability, which makes this a good weapon for going up against virtually every enemy type in the game. It is unlocked by purchasing it from the Shopkeeper. James' sprites depict him wielding this weapon, which possibly makes it his weapon of choice.

Z-M Weapons LR-300ML with M203PI grenade launcher - 5.56x45mm and 40x46mm
The LR-300ML on the loadout screen. Note that the player can customize the color of the handguard and laser-aiming module.
James fires his LR-300ML at cultists in an excavated tomb underneath Providence.
James reloads his LR-300ML while patrolling the tomb's halls for any cultists.
James wielding his LR-300ML as he checks himself out in the garage's dressing room mirror.

Heckler & Koch G36K

The Heckler & Koch G36K appears in 2 different forms, one as the "G36" and one as the "Gold Autorifle".

Heckler & Koch G36KV with export optical sight - 5.56x45mm

"G36"

The "G36" is a special Slot 8 weapon for James. It is chambered for hollow-point rounds, and incorrectly mounts an M203 grenade launcher. It deals heavy damage toward unarmored targets, but falters against enemy body armor, which necessitates headshots or grenades. The red dot sight can be used to attack distant targets. The G36 can be found in a secret area in the underwater portion of the Catacombs level in the mission "Gaza Pyramids."

The G36K on the loadout screen.
James trains his G36K as he checks around the corner of a subway station for any Triad enforcers.
James reloads his G36K after defeating a Shadow Realm demon.
James reloads his G36K's M203 while fighting off Shadow Realm demons outside a sushi restaurant.

"Gold Autorifle"

The "Gold Autorifle" is a special Slot 2 weapon for Zaxtor Znort. It fires gold bullets from a bottomless magazine that damages all enemy types, including supernatural enemies. It possesses decent accuracy, a fast fire rate, and manageable recoil; however, it is weaker than the default Auto Rifle and lacks an underbarrel grenade launcher, though the player can use the red dot sight to attack distant targets. The weapon is unlocked by completing all of Episode 1 on Expert or higher, then purchasing it from the Shopkeeper.

The Gold Autorifle on the loadout screen.
Zaxtor patrols a construction site with his gold G36K.
Zaxtor fires his gold G36K at a Cycloid assault force occupying the construction site.

AN-94

The AN-94 is a special Slot 0 weapon for James. It is equipped with a GP-30 grenade launcher and Kobra red dot sight. The AN-94 has a unique function when aiming down the sight, where the rifle switches to a 2-round burst fire mode, which makes this useful for sniping distant targets. The rifle possesses good damage, accuracy, and rate of fire, plus virtually nonexistent recoil; this makes the weapon a good all-rounder for fighting enemies. The AN-94 is unlocked by purchasing it from the Shopkeeper for 25k base budget, provided the player has rescued Matvei from the bunker in the mission "The Revolution."

AN-94 with a GP-34 grenade launcher - 5.45x39mm
The AN-94 on the loadout screen.
James trains his AN-94 down a suspiciously empty hallway.
James fires his AN-94 at a Guardian, in a classic example of "don't bring a sword to a gunfight."
James reloads his AN-94 after fending off a Guardian ambush in the hallway.
James reloads the GP-30 grenade launcher under his AN-94 as he taunts some more Guardians out on a street.

Silver Shadow Gilboa Snake

The Silver Shadow Gilboa Snake appears as the "Gilboa AR" and is a special Slot 0 weapon for James. It comes with an attached EOTech sight and M203 grenade launcher. The Gilboa Snake features excellent armor-piercing capability, able to penetrate even heavy armor, and the grenade launcher is able to accept alternate ammo types. It possesses good damage & accuracy and a decent rate of fire, but it also has heavy recoil and fires 2 rounds per shot, due to its unique double-barreled design. The Gilboa Snake is unlocked by purchasing it from the gun store in Garmid for an astounding 150k base budget; however, if the player trades a rare item to the store owner, the gun will be discounted to 45k base budget.

Gilboa Snake - 5.56x45mm
The Gilboa Snake on the loadout screen.
James fights a Pitfiend on Xuglop with his Gilboa Snake.
James reloads his Gilboa Snake as he prepares to climb up an excavator on Xuglop.
James loads in a 40mm grenade into the M203 as he tries to figure out which spelling of his adversary's name is the official one.

Colt M16A2

The Colt M16A2 with a heat shield and M203 grenade launcher appears as a special Slot 4 weapon for Highwire. It is incorrectly depicted as a fully automatic assault rifle, which is indicative of the M16A3. Despite this inaccuracy, the M16A2 is a good all-around rifle, with a steady rate of fire, decent accuracy, and good damage. It is unlocked by purchasing it from the Shopkeeper for 20K base budget.

Colt M16A2 - 5.56x45mm
The Colt M16A2 on the loadout screen.
Highwire channels his inner Tony Montana on Cycloid forces in a rundown motel in Europe.
Highwire reloads his M16A2 after executing a Cycloid assault trooper.
Highwire loads the M16A2's M203 while fighting off an ambush at a gas station.

AKM

The AKM is Highwire's default Slot 4 weapon. A powerful assault rifle with an attached GP-25 grenade launcher, the rifle possesses good damage, decent armor-piercing capability and accuracy, and a short reload time. It can be upgraded to equip an accuracy mod, a 100-round drum magazine, and a red dot sight.

AKM with GP-25 grenade launcher - 7.62x39mm / 40mm
The AKM on the loadout screen.
Highwire surveys the exterior of the mercenary outpost on Xuglop with his AKM on the ready.
Highwire fights mercenaries with his AKM.
Earlier, Highwire storms the Imperial Palace in Russia, using his AKM's GP-25 to fight off Imperial forces.

Pribor-3B

A Pribor-3B appears as a special Slot 4 weapon for Highwire. It is depicted with an underbarrel missile launcher attachment that fires "Zilla Industries" missiles (a reference to Shadow Warrior), which includes "depleted uranium pellet" anti-tank missiles and atomic bombs. In addition, it possesses armor-piercing capability, a high rate of fire, and good damage & accuracy; however, the weapon chews through ammunition quickly, in spite of its 90-round magazine capacity. The Pribor-3B is unlocked by purchasing it from the Shopkeeper for 25K base budget if the player has rescued Matvei in the mission "The Revolution."

The Pribor-3B on the loadout screen.
Highwire glances at the Pribor-3B sitting all alone in the meeting room of a Cycloid-occupied Earth Defense Force branch office.
Highwire looks over the remains of a Cycloid ambush force, glad that his Pribor-3B managed to make short work of them.
Highwire uses his Pribor-3B to clean up the cubicles of Cycloid forces.
Highwire reloads his Pribor-3B after clearing the cubicles.

FN F2000

The FN F2000 appears as a special Slot 4 weapon for Sang. The weapon's integrated scope is usable via pressing the alt-fire key, and it comes with an attached 40mm grenade launcher and armor-piercing capability. The description of the F2000 erroneously mentions that it comes equipped with a suppressor, when in the game, it lacks one. The weapon is unlocked by purchasing it from the Shopkeeper.

FN F2000 - 5.56x45mm NATO with FN GL-1 - 40mm
The F2000 on the loadout screen.
Sang reloads his F2000 as he struggles to figure a way out of the Abyssal dimension.
Sang eliminates a satyr with his F2000, demonstrating the superiority of modern technology over Abyssal magicks.
Sang reloads the F2000's 40mm grenade launcher after blowing up another satyr with it.

AK-47

An AK-47 in black polymer furniture appears as a special Slot 4 weapon for Sang. It is outfitted with a red dot sight, a GP-30 underbarrel grenade launcher, and a "battle scanner" resembling the heartbeat sensor from Call of Duty: Modern Warfare 2; this battle scanner depicts the amount of ammunition left in the magazine and how much health an enemy has left when aimed at them. The AK-47 itself boasts good damage, decent armor-piercing capability, and decent accuracy. It can be unlocked by purchasing it from the gun store in Garmid for an absurd price; however, it can be sold at a more manageable price if the player trades in a bottle cap to the store owner.

Type 2 AK-47 - 7.62x39mm
The AK-47 on the loadout screen.
Sang points his AK-47 at a Cycloid assault enforcer as he refuses to tell it what his favorite color is.
Sang engages an assault trooper in the sky with his AK-47.
Sang reloads his AK-47 after revealing to the Cycloids what his favorite rifle caliber is.
Sang loads the AK-47's GP-30 after firing a shell at a group of assault troopers down an intersection.

FG 42

A late-war model of the FG 42 appears as the "FG-42" and is the default Slot 4 weapon for Rusty Nails. It is equipped with a bayonet that can be used via the alt-fire key, which damages unarmored enemies significantly but fares poorly against body armor. It has a steady rate of fire, good accuracy and damage, but has a short magazine size of 20 rounds. The weapon can be upgraded to have improved accuracy & rate of fire, as well as a belt-feed mechanism in place of the magazine well, which eliminates the need to reload the weapon. Interestingly enough, if the player has researched the Silver Knife project, they can change the bayonet to a silver bayonet; this bayonet will deal less damage to regular enemies, but it deals more damage to supernatural enemies.

FG 42/II - 7.92x57mm Mauser
The FG 42 on the loadout screen.
Rusty holds his FG 42 as he observes a vandalized church sign in Millhaven, Texas.
Rusty fights off cultists with his FG 42.
Rusty reloads his FG 42.
Rusty tests out his upgraded FG 42 in the AMC Base's firing range.

SRSS Bulldog 762

An SRSS BullDog 762 rifle appears as the "AutoM Shotgun" and is a special Slot 3 weapon for Rusty Nails. It is incorrectly depicted as a fully automatic shotgun, with a high rate of fire and outstanding damage output; however, the weapon is held back by mediocre accuracy and a small magazine size of 7 shells. The weapon can be unlocked by purchasing it from a gun store in Garmid for an astounding 170K base budget; however, if the player provides the owner with a rare bottlecap, he will reduce the price to a more manageable 33K base budget.

SRSS BullDog 762 - 7.62x51mm NATO
The "AutoM Shotgun" on the loadout screen.
Rusty picks off a group of Cycloid assault troopers with his "AutoM Shotgun" outside of a hotel complex.
Rusty reloads his "AutoM" after disposing of the assault force.
Rusty keeps his "AutoM" on the ready while securing the back offices of an AMC branch office. Oddly enough, the pickup for the "AutoM Shotgun" in versions prior to v4.0 depicts the weapon as a Saiga-12 in a Center Balanced Systems Spike X1S AK Chassis, a holdover from versions prior to the v3.5 update that overhauled a majority of weapon assets with original spritesets.

M41A Pulse Rifle

The M41A Pulse Rifle from the movie Aliens appears as the "M41C" and is a special Slot 4 weapon for Rusty Nails. In place of the underbarrel Remington 870 "grenade launcher" is a flamethrower that uses the same ammunition as Rusty's pulse rifle. It is a balanced weapon, boasting good accuracy, manageable recoil, high rate of fire, and a large magazine capacity of 99 rounds, but it is the weakest of Rusty's Slot 4 weapons. The weapon is unlocked by purchasing it from the Shopkeeper for 20K base budget.

M41A Pulse Rifle - .45 ACP / 12 gauge (in fiction, 10x24mm / 30mm)
The M41A on the loadout screen.
Rusty wields an M41A pulse rifle as he observes another M41A sitting on the ledge of a mural.
Rusty clears out the foyer of an AMC branch office with his M41A.
Rusty reloads his M41A after securing the foyer.

AK-74

The AK-74 appears as a special Slot 4 weapon for Rusty Nails. It is equipped with a GP-30 grenade launcher, a red dot sight, and hollow-point rounds, and boasts good accuracy & damage, as well as a steady fire rate; however, it is only effective against unarmored and chitinous enemies. The alt-fire for this weapon has the player aim down the red dot sight, which allows the player to hit distant targets. The weapon can be unlocked by purchasing it from the Shopkeeper after the player has rescued Matvei in the bunker in the mission "The Revolution."

AK-74 with GP-30 grenade launcher - 5.45x39mm / 40mm
The AK-74 on the loadout screen.
Rusty duels a ninja with his AK-74 while on one of the ledges of a dojo.
Rusty, now cautious of other enemies that may be hiding around corners, swaps to the AK-74's GP-30 as he peeks around a corner.
Rusty, certain that he's cleared the area of ninjas, reloads his AK-74.

Crye Associates MR-C

The Crye Associates MR-C appears as the "Nail Rifle" and is the default Slot 0 weapon of Rusty Nails. It is depicted as a functional rifle that fires armor-piercing nails, which makes it effective against armored opponents. The AGL 40mm grenade launcher is also function, able to fire any and all types of 40mm cased grenade ammunition. Aside from that, the weapon is depicted with an attached EOTech sight, which can be aimed through via the alt-fire. The MR-C can be upgraded with a box magazine, which increases the magazine size from 40 rounds to 100 rounds. The rifle also synergizes with the Book of Nails artifact, which grants it the ability to damage supernatural enemies.

The Crye Precision MR-C (Modular Rifle - Caseless)
The MR-C on the loadout screen.
Rusty readies his MR-C as he looks over the abandoned rural town of Millhaven.
Rusty reloads his MR-C as he patrols the town for any suspicious characters.
Rusty fires at a Sorcerer with his MR-C.
Rusty readies the MR-C's AGL as he aims at a group of cultists below.
Rusty reloads the AGL after introducing a 40mm grenade to the cultists.

FAMAS F1

The FAMAS F1 appears as just the "FAMAS" and is the default Slot 4 weapon of Jane Ashford. It is depicted with an attached foregrip and scope, which can be zoomed in via the alt-fire function. The rifle possesses a fast rate of fire and good damage, but lacks armor-piercing capability, therefore necessitating headshots against armored foes.

FAMAS F1 - 5.56x45mm
The FAMAS F1 on the loadout screen.
Jane loads up her FAMAS F1 as she prepares to fight off incoming Cycloid forces outside a conference room.
Jane fights off assault troopers in a corridor with her FAMAS F1.

Mk 14 Mod 0 EBR

The Mk 14 Mod 0 EBR (Enhanced Battle Rifle) appears as the "MK 14 EBR" and is the default Slot 8 weapon of Jane Ashford. It is depicted with a vertical foregrip attachment and an EOTech HWS EXPS3 holosight, the latter of which can be zoomed in via the alt-fire function. It is a powerful weapon, capable of penetrating body armor and heavy armor, and has a decent fire rate and accuracy.

Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO
Jane tries out her Mk 14 Mod 0 EBR at the firing range.

AK-103

The AK-103 appears as a temporary weapon. It is equipped with a GP-30 grenade launcher and an EOTech sight. The weapon possesses decent accuracy, a steady rate of fire, and good damage, and can pierce enemy body armor. The weapon is first found in the mission "The Revolution," in the room where Highwire and his squad recuperate; it is also dropped from dark blue-robed cultists.

AK-103 - 7.62x39mm
The AK-103 on the loadout screen.
Highwire equips an AK-103 as he is deployed outside of a mercenary-controlled outpost on Xuglop.
Highwire engages with mercenaries guarding the side entrance of the outpost with his AK-103.
Highwire reloads his AK-103 after defeating the mercenaries.

FN FAL G

The FN FAL G appears as the "FN FAL" and is a temporary weapon. It is depicted as a fully automatic weapon, which would be true of military FALs, but not for the G Series FAL, which is semi-automatic in reality. Regardless, the weapon possesses a steady rate of fire, good damage & accuracy, and decent armor-piercing capability; however, it is limited by its 20-round magazine, necessitating short bursts or single shots against enemies. The FN FAL G is first located in the mission "The Revolution," in an alley near the storage room; it is also the weapon of choice of purple-robed cultists.

FN FAL "G Series" - 7.62x51mm NATO
The FN FAL G on the loadout screen.
Highwire reloads his FN FAL as he secures an alley from Imperial Union footsoldiers.
Elsewhere, James fights an Imperial Union defense team outside the palace with his FN FAL.

Machine Guns

RPK

The RPK appears in two forms; one under its real name and one as the "RPKM".

RPK

The RPK appears as Highwire's default Slot 0 weapon. It is equipped with a 75-round drum magazine and a bipod, which can be deployed on some surfaces to allow the player to lay down suppressing fire. The weapon has a high rate of fire, decent damage & accuracy, and a fast reload time, thus it allows for constant fire on large groups of enemies. Overall, the RPK is a great weapon for close-range combat and crowd control.

RPK with 75-round Soviet type drum magazine - 7.62x39mm
The RPK on the loadout screen.
Highwire reloads his RPK as he glances out toward a conference room in the palace.
Highwire clears out a dark room of Imperial Union forces with his RPK.

"RPKM"

The "RPKM" appears as a special Slot 0 weapon for Highwire. It appears to be a modernized variant of the RPK, with black polymer furniture and with the bipod removed. This weapon is lighter compared to the RPK and uses 40-round magazines, which allows for faster reloads. Statistically, it is similar to the default RPK, as it has the same damage, fire rate, and accuracy; however, it can be used reliably for hit-and-run attacks, owing to its lighter frame. Accuracy penalties are more severe with this weapon due to the lack of a bipod, therefore it cannot be mounted on surfaces. It is unlocked by purchasing it from the Shopkeeper after the player rescues Matvei in the bunker in the mission "The Revolution."

The "RPKM" on the loadout screen.
Highwire tests out his "RPKM" out on the AMC base's firing range.
Highwire reloads his "RPKM" before he can try it out. Never hurts to be prepared.

PKM

The PKM machine gun appears as a special Slot 0 weapon for Highwire. It is equipped with a 100-round box magazine and a bipod, which, combined with its high rate of fire, allows for more constant fire on large groups of enemies. The weapon has better damage and armor-piercing capability compared to the RPK; however, it has worse accuracy, recoil, and a longer reload time. This weapon is therefore better suited for mounting and laying suppressing fire on enemies. The PKM is unlocked by purchasing it from the Shopkeeper after the player has rescued Matvei in the bunker in the mission "The Revolution."

PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R
The PKM on the loadout screen.
Highwire loads up his PKM as he begins to survey an oil rig off the coast of China.
Highwire opens fire on a group of ninjas hiding on a rooftop with his PKM.

M1918A2 Browning Automatic Rifle

The M1918A2 Browning Automatic Rifle appears as the "M1918 BAR" and is a special Slot 4 weapon for Sang. It possesses great damage, good accuracy, and a slow but steady rate of fire, which makes it a great weapon for picking off distant targets and large foes. The weapon is unlocked by purchasing it from the Shopkeeper for 20K base budget.

M1918A2 Browning Automatic Rifle without carry handle - .30-06
The M1918A2 Browning Automatic Rifle on the loadout screen.
Sang readies his M1918A2 BAR at an Octobrain.
Sang shoots at the Octobrain, ever so keen to show off his talents in the dark arts with a heaping helping of .30-06 ammo.
Sang, having proved himself a capable warlock toward the Octabrain, reloads his M1918A2 BAR.

M60

The M60 machine gun appears as just the "M60" and is a temporary weapon. It comes equipped with a usable bipod, which allows the player to mount it on surfaces and lay down suppressing fire on large groups of enemies. The M60 has a very fast rate of fire, good damage, and decent accuracy; however, ammo is limited for this weapon. The weapon is first found in the mission "City Under Siege," in the bar that has been converted into an EDF outpost.

M60 machine gun with bipod folded - 7.62x51mm NATO
The M60 on the loadout screen.
James opens fire on a Cycloid assault commander residing in an EAF base's storage room.

Sniper Rifles

SVD Dragunov

The SVD Dragunov appears under the incorrect name of the "Dragunov SVDS" and is Highwire's default Slot 7 weapon. It is a powerful sniper rifle, capable of killing unarmored targets with a single shot; however, it is inaccurate when not using the scope. It also deals a decent amount of damage toward armored targets. It features a 10-round magazine and manageable recoil, but it lacks upgrades.

SVD Dragunov - 7.62x54mm R
The SVD Dragunov on the loadout screen.
Highwire fights off a powersuit guarding an entrance to a mercenary-controlled base on Xuglop with his SVD.
Highwire reloads his SVD while taking cover from the hostile powersuit.

Heckler & Koch PSG-1

The Heckler & Koch PSG-1 appears as the default Slot 8 weapon for Kagura. It is depicted with an attached suppressor, which, despite what one would think, is not as useful for quietly picking off enemies (this is largely due to the limitations of the Build engine). It features great accuracy and damage, as well as a good rate of fire, but it is limited by its 5-round magazine; however, the weapon can be upgraded with an extended magazine, which doubles its capacity.

Heckler & Koch PSG-1 with 20-round magazine - 7.62x51mm NATO
The PSG-1 on the loadout screen.
Kagura tests out her PSG-1 in the AMC Base's firing range.
Kagura reloads her PSG-1 after firing off a few rounds.

Barrett M82A1M

The Barrett M82A1M appears as the "Kuwabara Barrett" and is a special Slot 8 weapon for Kagura. It is depicted with an ornate gold-and-blue design, and is described as a fusion of human weaponry and Shadow Realm magic; this magic somehow infuses the weapon's ammunition with electricity, allowing the weapon to stun enemies hit by the rounds. In spite of this weird ability, the Kuwabara Barrett features astounding damage output and great accuracy, but has a slower fire rate than the PSG-1. The weapon can be found in the mission "Supply Run," in a pocket realm hidden underneath the Sanctuary of Ideyr.

Barrett M82A1M - .50 BMG
The "Kuwabara Barrett" on the loadout screen.
Kagura tests out her Kuwabara Barrett in the AMC Base's firing range.
Kagura reloads her Kuwabara Barrett after firing off a few rounds.

Barrett M99

The Barrett M99 appears as the "M99 Barrett" and is Bombshell's default Slot 8 weapon. It is a very powerful rifle, capable of killing a Battlelord in a few hits; however, the bolt must be racked after each shot. It also has great accuracy when zoomed in, but ammo for it is very rare. Currently, there are no upgrades for the weapon.

Barrett M99 - .50 BMG / .416 Barrett
Bombshell holds her Barrett M99 as she examines a sequence of button inputs on a screen.
Bombshell fires her Barrett M99 at a pair of Terminators guarding the barracks.
Bombshell, having terminated the robots with extreme prejudice, reloads her Barrett M99.

Barrett XM500

The Barrett XM500 appears under the incorrect "M82A1" name and is a temporary weapon. It is equipped with a bipod, which allows it to be mounted on surfaces for more accurate shooting. It boasts high damage and a steady rate of fire, but has massive recoil and must be zoomed in to land accurate shots. The XM500 first appears in the "Megabase" mission, in a building with the VR terminal.

Barrett XM500 - .50 BMG
James wields the Barrett XM500 as he overlooks the canyon for Cycloid forces.
James fires at a Cycloid Enforcer across the canyon.

Launchers

Milkor MGL

The Milkor Mark 14 MGL appears as the "Rocket-Grenade Launcher" and is James' default Slot 5 weapon. Its ammunition is somehow depicted as being capable of acting as both rocket-propelled grenades and as bouncy "smart" grenades that only explode on contact with an enemy, otherwise exploding after bouncing a few times. It also has an unusually fast reload time, depicted as James emptying the whole cylinder first and then adding in 6 grenades at the same time afterward. It has a fast rate of fire, great damage, and decent accuracy, which makes it a great weapon against big enemies or enemy crowds.

Milkor M32A1 MSGL in black finish - 40x46mm
The "Rocket-Grenade Launcher" on the loadout screen.
James aims his Mark 14 MGL at a Cycloid assault trooper as he secures a bookstore in Florida.
James, having secured one sector of the store, reloads his Mark 14 MGL as he moves in to another part of the building.

Brügger & Thomet GL-06

The Brügger & Thomet GL-06 appears as the "40mm Launcher" and is a special Slot 5 weapon for James. Compared to his default Mark 14 MGL, it is a single-shot weapon that trades in magazine capacity and crowd control capability for precision and the ability to use alternate 40mm cased grenade ammunition, including the experimental plasma and "MIA" shells. The weapon is found in the mission "Caligula Station," in a room near the station exit.

Brügger & Thomet GL-06 with EOTech holographic sight - 40x46mm
The GL-06 on the loadout screen.
James wanders across a beach in Australia with his GL-06.
James reloads his GL-06 as he secures a tram station near the beachfront.

RG-6 Grenade Launcher

The RG-6 grenade launcher appears as Highwire's default Slot 8 weapon. Like the Milkor Mark 14, the RG-6 fires unrealistic "smart" grenades that explode on contact with an enemy, otherwise exploding after bouncing a few times. It is a powerful weapon, capable of killing a Battlelord in a few direct hits. Aside from great damage, it also has a fast rate of fire; however, it has one of the slowest reload times in the game, as each grenade must be loaded in individually. Regardless, the RG-6 is great for destroying large targets or culling large crowds.

RG-6 / 6G30 grenade launcher - 40mm Caseless
The RG-6 grenade launcher on the loadout screen.
Highwire carries around his RG-6 grenade launcher as he prepares to sift through a crate for supplies.
Highwire, certain that the area ahead is secure, reloads his RG-6 grenade launcher.

XM25

The Heckler & Koch XM25 appears as the "XM-25" and is Bombshell's default Slot 5 weapon. It is inaccurately depicted as a rocket-propelled grenade launcher, as its grenades fly in a straight line rather than in an arc; it is also depicted without a scope. Regardless, it is a powerful launcher, able to clear out whole rooms of enemies and larger foes in a few direct hits. It also boasts a fast reload speed and rate of fire, which makes it an excellent weapon for engaging against powerful enemies or groups.

Pre-2015 XM25 pre-production model - 25x40mm
Bombshell fends off Octabrains with her XM25 while in the middle of a river in Nevada.
Bombshell loads her XM25 while traversing the halls of an EDF base.

RPG-7

The RPG-7 appears under the misnomer of the "Missile Launcher" and is Highwire's default Slot 5 weapon. It is depicted with an unusable scope, and fires powerful rockets that have outstanding armor-piercing capability, able to destroy tanks and heavy robosuits; the rockets also bear the fastest projectile speed and second-largest blast radius in the game. The weapon is best suited for single-target DPS rather than room clearing, however, as the RG-6 fulfills the role of crowd control in Highwire's arsenal.

RPG-7 - 40mm
The RPG-7 on the loadout screen.
Highwire readies his RPG-7 as he scouts out part of the mercenary base on Xuglop.
Highwire reloads his RPG-7 while he engages with a missile turret on the other side of the area.
Elsewhere, in a Cycloid-overrun EDF base in South America, Highwire holds his now-empty RPG-7 as he prepares to board a submarine.

FIM-92 Stinger

The FIM-92 Stinger appears as just the "Stinger" and is Kagura's default Slot 5 weapon. It is a fairly strong missile launcher, almost on par with Highwire's RPG-7, and has the ability to detonate missiles in the air, which gives it extra utility in clearing out crowds and airborne enemies.

FIM-92 Stinger with IFF interrogator - 70mm
The FIM-92 Stinger on the loadout screen.
Kagura wields her FIM-92 Stinger as she patrols a hallway for enemies.
Kagura fires her FIM-92 Stinger at enemy forces guarding the entrance to a power plant.

Denel PAW-20

The Denel PAW-20 appears as just the "PAW-20" and is the default Slot 5 weapon of Jane Ashford. Its rounds ignore enemy body armor, which makes this weapon suitable for dealing with lightly-armored enemies such as Pig Cops and mercenary riflemen. However, it struggles against fully-armored enemies and supernatural threats, limiting its potential. It does have a generous magazine size of 7 rounds. Currently, the weapon has no available upgrades.

Denel Inkuzi PAW with EOTech Holographic Sight, current model with double stack magazine well and 6 round drum magazine - 20x42mm B
The Denel PAW-20 on the loadout screen.
Jane engages against a Cycloid Battlelord guarding a server room with her Denel PAW-20.
Jane, having defeated the Battlelord with minimal trouble, reloads her PAW-20.

M203

The M203 grenade launcher appears as an attachment for several weapons in the game, including two of the M4A1 variants, James' MP5SD5, LR300, and G36K, and Highwire's M16A2. It fires 40mm cased grenades, of which there's a few variants: the standard 40mm explosive grenades; 40mm high explosive grenades that release several incendiary projectiles upon explosion; 40mm plasma grenades that fire armor-piercing projectiles; and 40mm "MIA" grenades that fire projectiles that, when it hits an enemy, makes that enemy disappear for a brief period of time (and unlock research projects if they hit certain enemies for the first time with the projectile).

KAC-manufactured M203A1 with 9" barrel - 40x46mm.

GP-25

The GP-25 grenade launcher appears as an attachment for James' AN-94 assault rifle. It accepts 40mm VOG-25 grenades; custom-made 40mm armor-piercing slugs; 40mm "tesla" rounds that fire electric projectiles; and 40mm "cryo" grenades that fire projectiles that freeze enemies on contact.

GP-25 - 40mm

GP-30

The GP-30 grenade launcher appears as an attachment for Sang's AK-47, Highwire's AKM, Rusty's AK-74, and the AK-103. It accepts the same 40mm caseless grenade types as the GP-25.

GP-30 - 40mm

Grenades

RGD-5 Hand Grenade

The RGD-5 hand grenade appears as Highwire's Slot 6 weapon. The grenade is depicted as an unrealistic "smart" grenade, in that it explodes on contact with an enemy; otherwise, it explodes after bouncing a few times. Purple-suited Triad members also throw these grenades in addition to their flashbang grenades.

RGD-5 High-Explosive Fragmentation hand grenade.
Highwire prepares an RGD-5 hand grenade as he runs down a street in Moscow.

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