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S.T.A.L.K.E.R.: Clear Sky

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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S.T.A.L.K.E.R.: Clear Sky
Clear Sky.jpg
Offical Cover Art
Release Date: 2008
Developer: GSC Game World
Publisher: THQ; Deep Silver; Koch Media
Series: S.T.A.L.K.E.R.
Platforms: PC
Genre: First-Person Shooter
Role-Playing Game


S.T.A.L.K.E.R.: Clear Sky is a 2008 stand-alone prequel for S.T.A.L.K.E.R.: Shadow of Chernobyl. While the gameplay and engine are essentially the same with some more polish and content cut from the original, it also features some brand new plot, some new characters, and "new" firearms (all of the "new" guns are actually guns cut from SoC).

Clear Sky also introduces a new system: weapon upgrades; upgrades are installed by technicians, who can also repair your weaponry.

Note: As the weapon models are largely identical to Shadow of Chernobyl, please see that page for a more detailed overview on how weapons are depicted throughout the series in general.


The following weapons appear in the video game S.T.A.L.K.E.R.: Clear Sky:


Handguns

Beretta 92FS

The Beretta 92FS appears in-game as the "Martha". Unlike SoC (in which there was only one in the entire game), the weapon is now far more widespread. Its stats have also changed, now being more suited for slow rapid-fire.

Beretta 92FS - 9x19mm Parabellum
Holding the 92FS. Note the ammo count on the HUD; this particular 92FS has had its magazine capacity upgraded.
"Aiming" the pistol; for some reason, aiming handguns in Clear Sky does not actually use the iron sights, instead switching to this odd zoom view.
Reloading; every handgun in Clear Sky uses the exact same reload animation. The slide also does not lock back on an empty reload, unlike SoC.
The Beretta on the ground.

Browning Hi-Power Mark III

Originally cut from SoC, the Browning Hi-Power Mark III appears in-game as the "HPSS-1m". It is fairly common, and is an all-around average pistol, not excelling in any particular niche.

Browning Hi-Power Mark III - 9x19mm Parabellum
Holding the Browning. Note the hammer; it is incorrectly depicted as double-action.
Aiming.
Reloading the Browning after it jams.
A Browning on the ground.

Colt M1911

The Colt M1911 appears in-game as the "Kora-919". It has received a considerable upgrade from its SoC incarnation, now being one of the most accurate pistols in the game.

Colt M1911 - .45 ACP
Holding the M1911; like the Hi-Power, it is incorrectly depicted as double-action.
Aiming.
Reloading.
An M1911 on the ground.

Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears in-game as the "Black Kite". It is used primarily by the Bandits, and can only be bought from them. It is still incorrectly chambered in .45 ACP. A unique variant known as the "Modified shooter" has multiple upgrades pre-installed and is the target of a quest.

IMI Desert Eagle Mark XIX - .50 AE
Holding the hand cannon. As usual, it is incorrectly shown as double-action.
Aiming.
Reloading. Note the weirdly tall slide serrations.
The pistol on the ground.

Fort-12

The Fort-12 returns under the different name of "Fora-12". It is fairly similar to its SoC counterpart, being a decent upgrade to the Makarov PM but being less reliable, noticeably jamming more often.

Fort-12 - 9x18mm Makarov
Holding the Fort-12. Like the Beretta above, this Fort-12 has had its magazine upgraded.
Aiming.
Reloading. Note the markings, which indicate that it is based on the Fort-12R, a less lethal variant.
World model of a Fort-12.

Heckler & Koch USP Compact

The Heckler & Koch USP Compact appears in-game as the "UDP Compact". It has the highest rate of fire out of all of the .45 handguns (and, in fact, of all the handguns).

Heckler & Koch USP Compact - .45 ACP
The USP in idle. Again, this one has had its magazine upgraded.
Aiming.
Reloading will give a great view of the markings.
World model.

Makarov PB

The Makarov PB appears in-game as the "PB1s". Unlike its SoC incarnation, it is very rare, only able to be bought or found in stashes. To make up for it however, it is now the most accurate pistol in the game.

Makarov PB - 9x18mm Makarov
Holding an empty PB.
Aiming.
Making the PB no longer empty.
A PB on the ground.

Makarov PM

The Makarov PM appears in-game as the "PMm". It is given to Scar by Docent Suslov as the starting secondary weapon, and has also been given a noticeable upgrade since SoC, as its damage has been given a slight boost; its accuracy, however, is still not very good. A unique one known as the "Inscribed pistol" is the target of a quest; this variant is identical to the standard PM, aside from its name and description.

Makarov PM - 9x18mm Makarov
Holding the PM.
Aiming.
Reloading and showing off the weirdly shiny finish.
A PM on the ground.

SIG-Sauer P220

The SIG-Sauer P220 appears in-game as the "SIP-t M200". It is somewhat rare, only being used by Mercenaries. Performance-wise, it is fairly similar to the USP Compact, but has a lower rate of fire and a slightly too large 10-round capacity.

Early Model SIG-Sauer P220 - .45 ACP
The P220 in idle.
Aiming.
Reloading. Note the small SIG logo on the slide.
The P220's world model.

Walther P99

The Walther P99 appears in-game as the "Walker P9m". It is slightly less common than in SoC, as it is no longer the only common 9x19mm pistol.

Walther P99 (stainless steel) - 9x19mm Parabellum
Holding the P99.
Aiming.
Reloading.
A P99 on the ground.

Submachine Guns

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 appears in-game as the "Viper 5", and returns as the sole submachine gun. The player will most likely first encounter it in the hands of a Renegade in the swamps, and will likely find it again later on as a low-level primary weapon.

Heckler & Koch MP5A3 with slimline handguard and early-pattern magazine - 9x19mm Parabellum
Holding the MP5.
Looking down the iron sights.
Slamming in a new magazine.
The submachine gun on the ground.

Assault Rifles

AKMSU

The AKMSU appears in-game as the "Akm-74/2U". It is considerably less accurate than in Shadow of Chernobyl, and is the weakest assault rifle available. It is still depected as using 5.45x39mm ammunition rather than the correct 7.62x39mm.

AKMSU - 7.62x39mm
Holding the AKMSU.
Iron sights.
Reloading.
The AK on the ground.

AKS-74

The AKS-74 appears in-game as the "Akm-74/2". Oddly, one will be in Scar's inventory by default, even though 5.45 ammunition is unlikely to be encountered until the player reaches the Cordon. It can mount a GP-25 grenade launcher, but only after an upgrade; it is somewhat strange that it and the AN-94 require upgrades to mount one, as they should be able to by default. A unique version called the "Trophy AKM-47/2" can be found hidden in a building in the Cordon, and rather implausibly fires 7.62x54mmR; while conversions of AK variants to 7.62x54mm are possible, the in-game model is completely unmodified, and most notably, still uses a standard 5.45 AK-74 magazine, which wouldn't even fit a 7.62x54mm round inside of it.

AKS-74 with synthetic furniture - 5.45x39mm
The AKS-74 in idle.
Aiming.
Loading in a new magazine.
World model.

AN-94

The AN-94 appears in-game as the "AC96/2". It is used mostly by Duty, the military, and the Monolith; the second of those in the list will likely be the player's first encounter with the weapon, as it used by the soldiers near the entrance to the Cordon from the swamps. Like the AKS-74, it can only mount a GP-25 after an upgrade. A unique variant called the "Duty member's assault rifle" is the target of a quest.

AN-94 - 5.45x39mm
Holding the AN-94.
Aiming.
Loading in a magazine.
The rifle in the ground.

AS Val

The AS Val appears in-game as the "SA Avalanche". The earliest one may be able to acquire it is through buying it from the Bandits' trader, Tooth, but later on it will become more common.

AS Val - 9x39mm
The AS Val in idle.
Iron sights.
Reloading the weapon at a somewhat awkward angle.
The AS Val on the ground.

Enfield L85A1

The Enfield L85A1 appears in-game as the "IL 86". It appears as a common weapon amongst Freedomers and veteran stalkers.

Enfield L85A1 with SUSAT scope - 5.56x45mm NATO
Holding the L85.
Aiming using the SUSAT scope.
Reloading.
World model.

FN F2000

An FN F2000 with an attached FN GL-1 reappears in the game as the "FT 200M", and as the highest-tier asssault rifle.

FN F2000 with FN GL-1 - 5.56x45mm NATO and 40x46mm grenade
The F2000 in idle.
Aiming through the scope.
Reloading the F2000 is now far more onscreen.
The F2000's world model.

Heckler & Koch G36

The Heckler & Koch G36 appears in-game as the "GP 37". It is one of the highest-tier weapons in the game, but is beaten out by the F2000 above. It can only be acquired by completing the Bandits' faction war.

Heckler & Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO
Holding the G36.
Aiming; like SoC, only the magnified sight is usable.
Reloading; note that it is now loaded with actual rounds.
World model of a G36. As in the previous game, the G36 features a K-length barrel sticking out of a full-length handguard.

OTs-14-4A Groza

The OTs-14-4A Groza appears in-game as the "Tunder S14". It is rarer than in Shadow of Chernobyl, with Duty being the only user of the weapon for most of the early game; appropriately, one will be given for free if the player decides to join Duty.

OTs-14-4A Groza - 9x39mm and 40mm VOG-25
Holding the Groza.
Iron sights.
Loading in a new magazine.
The OTs-14 on the ground.

SIG SG 550

The SIG SG 550 appears in-game as the "SGI 5k". It is essentially Freedom's equivalent to the OTs-14 Groza, being used almost exclusively by them and will be given for free to the player if one decides to join Freedom.

SIG SG 550 - 5.56x45mm NATO
The SG 550 in idle.
Iron sights view.
Reloading.
The world model of the SG 550.

Z-M LR 300ML

The Z-M LR 300 appears in-game as the "TRs 301". It remains the most common 5.56 rifle, and is frequently used by a variety of factions.

Z-M LR 300ML-A, similar to the in-game weapon but with a wire stock - 5.56x45mm NATO
Holding the LR 300.
Aiming; the sights are still misaligned.
Reloading.
World model of the LR 300.

Sniper Rifles

SVD Dragunov

The SVD Dragunov appears as the "SVDm 2". It can only be acquired by buying it from Ashot (Freedom's trader) until the Red Forest is reached, where the Renegades will use the weapon.

SVD Dragunov - 7.62x54mmR
Holding the SVD.
Aiming through the PSO-1.
Reloading. Note the odd-looking textures; this is due to it using the SVU's bump maps rather than its own.
The rifle in third-person.

SVU Dragunov

The SVU Dragunov appears in-game as the "SVUmk2". The SVU is used exclusively by Freedom. The player can now sprint with it equipped.

SVU Dragunov - 7.62x54mmR
Holding the SVU.
Aiming using the not-reversed PSO-1 scope.
Slamming in a new magazine.
World model; note that the flash hider is only present here, and not in first-person.

VSS Vintorez

The VSS Vintorez appears in-game as the "Vintar BC". It is prominently featured in the game's opening, and that same VSS can be found in the swamps near the entrance to the Agroprom. The VSS is also used by a few stalkers in Agroprom.

VSS Vintorez with PSO-1 scope - 9x39mm
Holding the VSS
Aiming through the scope.
Loading in a magazine.
World model.

Machine Guns

PKM

The PKM appears in the game as the "RP-74", a name eerily similar to the RPK-74. It is used primarily by Duty, but a bandit and a soldier also use it. The player can only hipfire the weapon, with the iron sights being completely inaccessible; it can also only use one type of 7.62x54mm ammo. Mounted variants are sometimes also encountered; the one encountered when entering the Cordon for the first time is especially infamous, as Scar will be very underequipped for this occasion. A unique variant known as the "Tank machine gun" can be found in a T-64 in the Red Forest; this variant somehow holds a whopping 2000 rounds in its standard 100-round belt box. The description of the "Tank machine gun" and where it's found also implies that it is meant to be a PKT, but its model is still of a PKM.

PKM - 7.62x54mmR
Holding the PKM.
Reloading; the belt feed cover is not opened, and Scar simply shoves the belt through the feed chute. The belt also appears to be held together by some sort of video game magic, as the rounds are not actually connected to each other.
The PKM on the ground.

Shotguns

Mossberg Maverick 88

The Maverick Model 88 appears in-game as the "Chaser 13". It is somewhat more common than in the previous game, but is otherwise fairly similar to its previous incarnation. A unique (but functionally identical) variant called "A bandit's Chaser 13" is the target of a quest.

Mossberg Maverick 88 - 12 gauge
Holding the Maverick.
Looking down the iron sights.
Loading in a shell.
World model of the Maverick.

Franchi SPAS-12

The Franchi SPAS-12 appears in-game as the "SPSA14". Unlike Shadow of Chernobyl, its primary difference to the Mossberg is not rate of fire (its ROF is actually slower than the Mossberg), but rather its higher capacity and faster reload. A funtionally-identical unique version called the "Ripper shotgun" is the target of a quest given by a Duty member; according to its description, this variant comes from a (seemingly fictional) limited-edition batch noted for its better finish.

Franchi SPAS-12 without stock – 12 gauge
Holding the SPAS-12.
Aiming; unlike Shadow of Chernobyl, the iron sights are now misaligned.
Reloading the SPAS as a curious bystander watches.
World model.

TOZ-34

The TOZ-34 was originally cut from SoC, but has now been reappeared as the "Hunting rifle". It is a very common weapon, being used by rookies of various factions.

TOZ-34 - 12 gauge
Holding the TOZ-34.
Aiming using the bead sight.
Loading in a shell.
The "rifle" on the ground.

Sawn-off TOZ-66

A sawn-off TOZ-66 appears in the game as the "Shotgun". It is given by Suslov as a primary weapon, and can still be found very frequently later.

TOZ-66 - 12 gauge
Holding the sawn-off.
Aiming.
Loading in some weirdly large shells.
The TOZ-66 on the ground.

Grenade Launchers

FN GL-1

The FN GL-1 is permanently affixed to the FN F2000.

FN GL-1 mounted on FN F2000 - 40x46mm grenade and 5.56x45mm NATO
Using the GL-1 on an F2000.
Loading in a grenade.

GP-25

The GP-25 appears in the game as the "GP-25 "Koster"". It can be mounted to the AKS-74 and AN-94 after the appropriate upgrade is installed.

GP-25 grenade launcher - 40mm VOG-25
The GP-25 mounted on an AKS-74.
Loading in a VOG-25 grenade.
A GP-25 mounted on nothing.

GP-30

The GP-30 is mounted as part of the OTs-14-4A Groza.

GP-30 mounted on OTs-14-4A Groza - 40mm VOG-25 and 9x39mm
GP-30 in game.

RG-6

The RG-6 grenade launcher appears in the game as the "Bulldog 6". Like the previous game, it is incredibly rare, with only four existing in the game.

RG-6 Grenade Launcher - 40mm VOG-25
Holding the RG-6.
Aiming; for some reason, the front sight is missing, which would make aiming something of a challenge.
Loading in a grenade.
An RG-6 on the ground.

RPG-7

The RPG-7 appears in the game as the "RPG-7u". Like the RG-6 above, it is very rare, with its ammunition being even rarer; as before, its ammunition is misnamed, as it is a PG-7L rocket labelled as an OG-7V.

RPG-7 - 40mm
The RPG in idle.
Aiming through the scope.
Shoving in a PG-7VL rocket; the hammer is not cocked, which would render it unable to fire in reality.
World model.

SIG GL 5040

The SIG GL 5040 appears in the game as the "M203". Like the GP-25, it can only be installed after an upgrade, with compatible rifles being the Heckler & Koch G36, L85A1, SIG SG 550, Z-M LR 300.

SIG GL 5040 mounted on SIG SG 550 - 40x46mm grenade and 5.56x45mm NATO
The SG 550 with its grenade launcher attached.
Loading in a grenade.
A GL 5040 on its own.

Grenades

F-1

The F-1 hand grenade appears in the game as the "F1 grenade". It is rarer than the RGD-5 below, but deals more damage, and has a larger blast radius.

F-1 hand grenade
Holding an F-1.

RGD-5

The RGD-5 hand grenade appears in the game as the "RGD-5 grenade". It is the most common grenade, and has a smaller blast radius and damage output than the F-1.

RGD-5 hand grenade
Holding an RGD-5.

Others

"EM1 Rifle"

The "EM1 Rifle" (unrelated to the actual EM-1) is a prototype version of the "Gauss Rifle" that would be seen in the other games. Unlike the Gauss Rifle, it does not fire bullets, but rather extremely strong electromagnetic bursts powered by fragments of the Flash artifact; as such, it does very little damage to live targets, and was more intended to damage electrical devices.

Holding the EM1.
Reloading.
The EM1 on the ground.

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