|Join our Discord!|
|If you have been locked out of your account you can request a password reset here.|
The following weapons are seen in the video game Ghost Squad, the 2007 arcade port, Ghost Squad Evolution:
Almost all submachine guns have overall average stats, such as hitbox, damage output and reload time. Save for the XM-2119, fire modes are Semi/Full Auto (Default) only.
Fictional submachine gun (XM-2119)
A fictional submachine gun called the "XM-2119" appears as the standard weapon of the G.H.O.S.T. Squad. The weapon was designed by Tokyo Marui and SEGA AM2 for this game and appears to be a hybrid between the Heckler & Koch G36C and several Heckler & Koch MP5 variants. Specifically the weapon has the top-rail of the G36C, an oversized dedicated foreend of an MP5 with underside vertical grip, the stock of the MP5 PDW, the 9x19mm 30-round curved magazine of the MP5, the 3-pos navy trigger group of the MP5N, and the receiver is a mish-mash that appears to be what would happen if someone threw the receivers of an MP5 and a G36 into a blender and this was the result.
The XM-2119 is a very versatile weapon, holds 24 rounds by default and can be fired in single shots, 3-round bursts, or full-auto, although as a balancing feature, players have limited ammunition to fire it in full-auto as it appears it must use a custom C-beta drum magazine to fire in this mode. The weapon is reloaded by aiming the gun-controller outside the screen.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 with a Knight's Armament Rail Interface System (R.I.S) with a vertical foregrip, "Navy" trigger group, and a PDW folding stock appears as "M94R" (Presumably a reference to theHK94, a civilian version of MP5). It's unlocked at Level 30. The weapon has a capacity of 26 rounds, but reloads slower.
Heckler & Koch PDW (2nd prototype)
The Heckler & Koch PDW, an prototype of the Heckler & Koch MP7 appears as "CPG7" and is unlocked at Level 50. It holds 20 rounds, has a very high firing rate and slight bullet penetration, but is slightly less accurate due to the fire rate.
Heckler & Koch UMP
The Heckler & Koch UMP with an RIS appears as "MP10" and is unlocked at Level 77. It holds 30 rounds and has a moderately higher fire rate, but it suffers from a regrettably long reload. It is also used by "Indigo Wolves" terrorists alongside the AK-47 Beta-Spetsnaz, which doesn't have a vertical foregrip.
Almost all handguns have smaller hitboxes and low damage output, but have a very quick reload time. An incorrect 2-round burst mode is also available on certain weapons.
Smith & Wesson Model 629 "Performance Center"
The Smith & Wesson Model 629 "Performance Center" fitted with an optic mount appears as the "P44M" (presumably short for "Pistol .44 Magnum") and is unlocked at Level 5. It holds 6 rounds with low bullet penetration and is also able to mount a red dot sight.
Beretta 92G Elite 1A
The Beretta 92G Elite 1A fitted with an Aimpoint Comp M2 appears as "TM9V" (presumably short for "Tactical Master (Beretta) 92 Vertec," an airsoft gun made by Tokyo Marui) and is unlocked at Level 11. This gun holds 15 rounds and comes with a built-in red dot sight by default. Otherwise, stats are fairly average.
Tokyo Marui Hi-Capa 5.1
The Tokyo Marui Hi-Capa 5.1 airsoft pistol appears as "M45R" (presumably short for "Model .45 Racegun") and is unlocked at Level 19. The Hi-Capa 5.1 holds 15 rounds and deals double damage. It is also seen in Ghost Squad soldier's leg holsters.
Single Action Army
The Single Action Army appears as "PM6" (presumably short for "Peace Maker 6-shot") and is unlocked at Level 26. The SAA correctly holds 6 rounds and can't doubled up by the hi-cap magazine item. It also has a long reload and large hitbox.
Fictional Handgun (Guardian II)
The fictional handgun called the "Guardian II" can be unlocked at Level 34. Much like "XM-2119," this gun was designed by Tokyo Marui and SEGA AM2 for 2003's "Virtua Cop 3." The Guardian II holds 9 rounds and has fairly average stats.
Heckler & Koch Mark 23
The Heckler & Koch Mark 23 with accessory rail is appear as "P4512" (presumably short for "Pistol .45 12-rounds") and unlocked at Level 40. The Mark 23 correctly holds 12 rounds and also has double damage output. It's also seen in the holsters of "Indigo Wolves" leaders Alex Havoc and Laccard Zimone, but Alex does not use it.
Fictional Auto Revolver (Guardian I)
A fictional auto revolver called the "Guardian I" can be unlocked at Level 60. This gun was designed by SEGA AM2 for 1994's "Virtua Cop" and also appears in many other light gun games until the early 2000's. The Guardian I holds 6 rounds and can't doubled up by the hi-cap magazine item. Has a fast reload speed but weak stats otherwise.
Beretta 8045 Cougar F
The Beretta 8045 Cougar F with an accessory rail appears as "M209" and is unlocked at Level 61. The 8045 Cougar incorrectly holds 10 rounds and has a large hitbox, but can't be doubled up by the hi-cap magazine item for unknown reason. It is also used by Indigo Wolves terrorists equipped with ballistic shields and US Secret Service Agents.
Unknown Glock Variant
An unknown Glock pistol series is seen holstered on various Indigo Wolves terrorists. It is visually similar to the 1st generation model.
Both Shotguns hold 6 shells of 12 gauge buckshot and fire semi-auto by default. They also have very large hitboxes and higher damage output. Similar to handguns, an incorrect 2-Round Burst mode is available after meeting certain conditions.
Benelli M4 Super 90
A heavily modified Benelli M4 Super 90 fitted with a Knight's Armament vertical foregrip, M4-type stock, pistol grip adapter, and extended picatinny rail system (seen below) appears as "M4E" and is unlocked at Level 2. It shoots relatively inaccurately, which makes avoiding collateral damage while recusing hostages quite difficult.
The Franchi SPAS-12 fitted with a foregrip appears as "SG112" and is unlocked at Level 93. It shoots buckshot with relatively accuracy.
Assault Rifles, Carbines and Battle Rifles
The Full-Auto Rifles have slightly superior hitboxes and damage output compared to the Submachine guns, but reloading times are slower. Fire modes are Semi/Full Auto (default) only.
Colt M4A1 Carbine
The Colt M4A1 Carbine fitted with RIS, Aimpoint Comp M2 and Surefire M900 weaponlight foregrip appears as "AR4A" and is unlocked at Level 32. It is somewhat under-loaded at 28 rounds per magazine (maybe a reference to the actual tactic of under-loadingM16A1 magazines to avoid malfunctions). Has a moderately high firing rate and slightly slower reload.
ROCK SOPMOD M14
The ROCK SOPMOD M14 fitted with a Surefire M900 weaponlight foregrip appear as "TR14" (presumably short for "Tactical Rifle 14") and is unlocked at Level 38. It holds 20 rounds in a magazine and has high bullet penetration, but is less accurate and slower to fire and reload.
Tokyo Marui AK-Spetsnaz
A stocked version of the Tokyo Marui AK-Spetsnaz, a fictional variant of the AK-47, appears as "TK1B" and is unlocked at Level 46. It holds 30 rounds and has a medium rate of fire and bullet penetration, but is also less accurate. It is also used by Indigo Wolves forces alongside the UMP.
Heckler & Koch G36C
The Heckler & Koch G36C fitted with a Surefire M900 weaponlight foregrip appears as "G50" and is unlocked at Level 54. It holds 30 rounds with a higher fire rate and slower reloads.
Heckler & Koch XM29 Objective Individual Combat Weapon
The Heckler & Koch XM29 OICW fitted with a Surefire M900 weaponlight foregrip appears as "XMW21" and is unlocked at Level 99. It holds 100 rounds for the rifle that deal high damage and penetration at a high rate of fire and 1 grenade launcher round. However, it reloads much slower than average.
All Sniper Rifles fire semi-auto by default, have a large hitbox, higher damage output, and increased bullet penetration. Similar to handguns and shotguns, an incorrect 2-round burst mode is available on certain condition.
The Barrett M82A1 appear as "CAC82" and unlocked at Level 7. It holds 6 rounds and deals double damage. Protagonists also use s single shot variant called the "CAC80" in the in-game sniper missions, which erroneously have the "SPR3"'s weapon model.
Knight's Armament SR-25
The Knight's Armament SR-25 fitted with a Surefire M900 weaponlight foregrip appears as "SPR11" (presumably reference to the SR-25's USMC and US Navy designation, "Mk 11 Mod 0") and is unlocked at Level 23. It holds 10 rounds, and has triple damage output (even though the SR-25 uses a smaller 7.62x51mm NATO round).
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 fitted with a Knight's Armament RIS and vertical foregrip appears as "SPR3" (presumably reference for Heckler & Koch G3, which PSG-1 based from) and is unlocked at Level 69. It holds 10 rounds and deals double damage.
The DSR-Precision DSR-1 fitted with Surefire M900 weaponlight foregrip appear as "SPR308" and unlocked at Level 85. It has 8 rounds, and triple damage output (Even though this DSR-1 uses a smaller 7.62x51mm NATO bullet).
FN M249 Paratrooper SAW
The FN M249 Paratrooper SAW fitted with an unusable Aimpoint Comp M2 and Knight's Armament vertical foregrip appears as "SAW24" and is unlocked at Level 15. The M249 has unlimited ammo, is very accurate, and, of course, a very high fire rate. Unlike other automatic weapons, the SAW is restricted to full-auto only. The barrel can overheat during sustained fire. When overheating occurs, you can't fire for about 2 seconds, which can be fatal for the player. The protagonists also use the "SAW25" in mission 3's boss fight, which has a 50-rounds magazine with no overheating, and a (unseen) grenade launcher.
The M134 Minigun is seen mounted on Indigo Wolves helicopters.
The FIM-92 Stinger appears as "SAN92" and the protagonists use it in mission 1's boss fight. It is also used by Indigo Wolves leader Dingo.
A fictional crossbow called the "ABG1" is unlocked at Level 43. It holds 6 rounds and the fire modes are semi/3-round burst. Fired bolts are subject to gravity- these physics are also applied to the Wii version's hidden "Throwing Star" weapon in Ninja Mode and the Dolphin shaped "Water Gun" in Paradise Mode.
Fictional Hand Grenade
The Indigo Wolves terrorists use a fictional hand grenade based on Mk 2 hand grenade (pattern) and M26 hand grenade (overall shape).
The M18A1 Claymore appears in mission 3 and are incorrectly depicted with a 5 second timer.