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Rising Storm 2: Vietnam

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Rising Storm 2: Vietnam
RS2 logo.jpg
Release Date: May 30, 2017
Developer: Antimatter Games
Tripwire Interactive
Publisher: Tripwire Interactive
Platforms: PC
Genre: First-Person Shooter

The direct sequel to Red Orchestra 2: Rising Storm, Rising Storm 2: Vietnam brings the intense tactical realism of Tripwire Interactive's Red Orchestra series into the the Vietnam War, at the height of American involvement, with the notable continuation of asymmetrical faction elements from the previous title (such as the helicopters and air support of the American forces versus the tunnel spawn system of the Vietnamese forces). Both the United States Army and Marine Corps are present in levels based on their respective battles of the war, fighting against either the National Liberation Front (Viet Cong) or the People's Army of Vietnam (North Vietnamese Army). A new feature of this title is the ability for the player to customize the personal appearance of their in-game character, differentiated between the five factions and the additional helicopter pilot class of the US forces.

The 1.05 update introduced the Australian Armed Forces as another faction and accompanying new maps and equipment. ARVN Forces were also added to the game with the 1.08 update. In addition, the communist forces have also been updated with added weapons and equipment. Rising Storm 2 also has DLC themed after the classic green army men toys.

As with the previous game, pressing shift (per the default keybinds) while aiming down sights will slightly zoom in field-of-view and stabilize the sight picture. The cover system is no longer present in Rising Storm 2 (except for bipod-equipped machine guns), but an update introduced a minor contextual weapon-mounting bonus when peeking over or around cover. This offers a similar aiming stabilization bonus.

The following weapons appear in the video game Rising Storm 2: Vietnam.

Weapons of the US Army, USMC, ARVN and the Australian Army


Colt M1911A1

As with the previous title, the Colt M1911A1 is available as a sidearm to most classes in the US forces as well as the ARVN, with the exception of the Grunt, and the Radioman and Combat Engineer on some maps. The Australian Commander class can also use it. It comes with two spare 7-round magazines. Stout and accurate, the M1911A1's a simple and effective sidearm choice.

Colt M1911A1 - .45 ACP
Holding the Colt with one hand.
Like with many weapons in the game, the player character performs a brass check when the reload key is hit if the magazine is full.
Firing the pistol at a VC Machine Gunner.
Reloading the gun after dealing with the VC.
A clear view of the .45's sights.
Removing a spent mag.
Unlike the previous Rising Storm, the character pulls the slide to rechamber the M1911 rather than use its slide release.

M1917 Revolver

Added in the 1.03 update, the M1917 Revolver is an alternative to the 1911 pistol for South Vietnamese forces issued with a sidearm. It is fired in double-action mode with a significantly long trigger pull and poor accuracy, but the hammer can also be cocked manually before each shot to eliminate the delay and the accuracy penalty. The revolver is loaded using two half-moon clips, and comes with 6 spares for a total of the 3 reloads from empty. It cannot be reloaded if less than three rounds have been fired; the player character never ejects a clip if there are still rounds on it, so if 3 to 5 rounds have been fired, he only ejects the half-moon clip with the spent rounds on it by keeping the other one in place with his palm, and one loaded half-moon clip is placed inside the cylinder. If all the rounds have been fired, both clips are ejected and two new ones are put in place.

M1917 Revolver - .45 ACP. This is the S&W model with the ejector rod socket, just like the in-game version.
The M1917 being held.
The reload sequence when 3 to 5 rounds have been fired : the clip with the spent rounds is ejected, while the other is kept in place manually.
The hammer can be cocked manually to fire the revolver in single-action mode, which gives an accuracy boost.
Ammo-checking the M1917's cylinder - the rounds always appear unfired in this state.
Aiming the revolver, with the hammer cocked. Reloading or checking the cylinder with the hammer cocked will have the character correctly pull the trigger while dragging the hammer with his thumb to safely decock the 1917.
Dumping out all spent shells from the M1917.
Loading in the left moon clip...
...and then the right.

Browning Hi-Power

Added in the 1.05 "Bushranger" content update, the Browning Hi-Power is a standard issue pistol of the Australian Army, complete with 13 round magazines and a fully adjustable rear sight. Reliable damage plus relatively low recoil and mags double the size of most of the other handguns on offer make this a popular backup for anyone playing Aussies.

British L9A1 and licensed FN Hi-Power - 9x19mm.
A GI takes some Bogan firepower to the range.
Aiming the Hi-Power with the early pattern adjustable rear sights. And yes, you can adjust it out to 500 meters.
Reloading the Browning Hi-Power.
Chamber-checking the BHP.

Submachine Guns

M1A1 Thompson

The M1A1 Thompson was added as the standard-issue SMG for the ARVN faction in the 1.08 ARVN Update. It comes with 30-round box magazines and can be switched between semi and full-auto fire modes. The M1A1's mostly comparable to the VC's MAT-49, a high rate of fire SMG but still relatively controllable and useful at sweeping through rooms at close quarters. As with the game's other SMGs, it suffers from having few reserve magazines.

M1A1 Thompson with 30-round magazine - .45 ACP
A GI takes some Starvin ARVN toys to the range.
Aiming the Thompson, you can use the top notch sight for 150+ meter shots.
Like all the weapons in the game you can check the remaining ammunition. Unfortunately, the bullets are static and do not visibly deplete unless the magazine is fully empty.
Reloading which looks similar to the brass check. The M1A1's bolt hold open is both depicted in-game and partially to blame.
Working the M1A1's fire selector.
Aiming with the top long range sight, Call of Duty: World at War style.

M3A1 Grease Gun

The M3A1 Grease Gun is available to the Pointman, Combat Engineer, and Commander classes. It is issued with 3 spare magazines, and its wire stock can be collapsed for added maneuvrability in tight spaces which, naturally, also decreases accuracy. The Grease Gun is an entertainingly fun SMG which benefits greatly from its slow rate of fire, making it effective at close to medium range.

M3A1 "Grease Gun" - .45 ACP
Carefully moving onto the objective with the Grease Gun in hand.
The M3's sights, here targeting a VC sapper. A later update would make the rear aperture bigger.
Pulling on the rudimentary 'buttplate' of the stock to extend it.
Pulling the bolt back at the end of a reload. Now you killin'.
The updated Grease Gun iron sights.
Ammo-checking the M3A1.
Smacking in a new magazine on a reload.

Owen Submachine Gun

Introduced in the 1.05 "Bushranger" content update, the Owen Submachine Gun is available to the Australian Scout and Radioman. Like the M1A1, the Owen's mostly comparable to the VC's choice in SMG's. A fast firing, relatively accurate and somewhat controllable gun for sweeping through trench lines.

Owen Mk I Submachine Gun - 9x19mm.
An American soldier gets some trigger time with the Owen.
Aiming the Owen SMG with its unusual right side mounted sights.
Reloading the Owen SMG starts with a swap of the magazines...
Before ending it with a swift tug of the rear-mounted charging handle.

F1 Submachine Gun

Introduced in the 1.05 "Bushranger" content update, the F1 Submachine Gun is available to the Australian Scout, Combat Engineer and Commander. While it seems weird given the Owen's already in-game, the F1's slower rate of fire makes it more controllable and accurate in combat. Plus it comes with a bayonet.

F1 Submachine Gun - 9x19mm.
Backwards Owen Gun, backwards Sterling, it's just how it works.
Aiming, despite the sight being this high, this is still a perfect battle zero.
Reloading by first removing the spent mag.
Before pulling the charging handle.
Affixing the bayonet on the F1.
An Aussie does a brass check in the rain. The game does have rainy textures that renders both wet character clothing and weapons.


Ithaca Model 37

The 12-gauge Ithaca 37 pump-action shotgun, used extensively by South Vietnamese in Vietnam, is available to the Pointman and Combat Engineer classes. It comes in three distinct variants :

- the full-size Trench Gun sports wooden furniture, a heat shield, and a bayonet lug which can mount a standard M7 bayonet. It holds 5 shells. The most controllable and simple of all the Ithaca variants, easy to use and easy to run around with in-general.

- the 'Stakeout' Riot Gun is a handier variant, with a pistol grip and no buttstock, that also recoils a lot harder. Note that it isn't an actual 'Stakeout' model : it has a standard 20-inch barrel instead of the shortened 13-inch barrel. A handy shotgun for close quarters maps like Hue City, the Riot Gun's main problem is the lack of an ability to aim down the barrel which is somewhat compensated by the faster ADS time and better maneuverability.

- the 'Duckbill' Conversion is fitted with an extended magazine tube that holds 8 shells, and a muzzle attachment that spreads out fired pellets in a wide, horizontal pattern. While it seems a tad redundant, the Duckbill does have some utility in that it can funnel your shot into a much easier to gauge spread meaning you're less likely to accidentally hit allies with stray pellets. Useful for close quarters maps and areas with pillboxes where a horizontal spread of shot will wipe out whoever is inside.

Both the Trench and Riot Guns are issued with 35 shells of either 00 Buckshot (8 large pellets) or No.4 Buckshot (16 smaller pellets) : the former packs more punch, while the latter increases hit probability at extended ranges because of the sheer number of projectiles. The 'Duckbill' Conversion on the other hand comes with 32 shells of No.4 Buckshot only, to get the most out of its muzzle attachement. It is worth to note that the reload sequence for all the available Model 37 variants is performed incorrecty. When reloading from empty, the player character always puts one shell too many in the magazine tube (5 when there should be 4 for the Trench and Riot Guns, 8 when there should be 7 in the 'Duckbill' Conversion), and does so while the bolt is back so when he racks the action forward, there should be no round in the chamber. And when topping off the magazine tube, he racks the action backward before filling up the magazine tube, which is not only unnecessary but also counter-productive as it ejects an unfired shell.

Ithaca 37 Trench Gun, as issued to US troops in Vietnam.
A GI checks a regular gas station with his regular Trench Gun.
Filling up the Ithaca with 00 Buckshot.
The sighting system is a simple front bead.
Ithaca 37 Trench Gun with bayonet.
Affixing an M7 bayonet to the Trench Gun. This version of the Ithaca 37 is the only shotgun in the game with this feature.
Ithaca 37 with "Stakeout-style" synthetic pistol grip and forend but a standard 20" barrel. Not unlike the game's Riot Gun.
Ammo checking the Riot Gun gives a good look at the pistol grip and full length 20" barrel.
Firing the Stakeout at a VC soldier. The gun is actually being aimed: its off-center to reflect the lack of a stock to properly brace the gun.
Ithaca 37 with 'Duckbill' Conversion.
Topping off a Duckbill Ithaca 37 while some WP strikes in the distance.
Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance.


M1/M2 Carbines

The M1 Carbine and its fully-automatic variant the M2 Carbine were added in update 1.07. The M1 Carbine is available to NLF/Viet Cong Sappers and Riflemen on some maps and comes with 15-round magazines and a well-worn appearance, while the M2 is available as an alternative primary for US Grenadiers as well as the ARVN Pointman and Rifleman and comes with 30-round magazines and can be toggled between semi-auto and full-auto. The M1 and M2 Carbines are best utilized at close to medium range. The M2 is also a good weapon for very close quarters as the .30 Carbine cartridge is more powerful than any of the SMGs on offer.

M1 Carbine (Post-War) - .30 Carbine
First, the VC special M1 Carbine, given the wear and tear, it's likely a well used battlefield capture.
And due to said wear and tear, the sights are a tad obscured.
Checking the M1 Carbine's 15-round magazine.
Before rocking it into the gun.
M2 Carbine - .30 Carbine
The US/ARVN special M2 Carbine, free from any repairs.
The M2's unobstructed ironsights.
The M2 comes with 30 rounder magazines. These are an option for the M1 Carbine as well.
Reloading the M2. The bolt being open is partially correct, the 30 rounders do hold the bolt open but only when the mag is in the gun, a later update fixed this.
Charging the carbine from empty.
Affixing a bayonet to the M2 Carbine.
Working the M2's signature fire selector lever.

M1 Garand

The M1 Garand has been added as the main rifle of the ARVN. The M1D variant is also used by the ARVN as their standard issue sniper rifle. The M1 Garand balances itself nicely against the more modern weapons favored by the PAVN and NLF, however the .30-06's power means that you have better overall accuracy, more power and a faster reload than most of their weapons. As for the M1D, it's an adequate sniper rifle with more flexibility as you can easily swap over to irons sights.

M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06
A GI takes an old favorite to the range, an M1 Garand.
The iron sights, set a little high and a bit big but better than most games.
Ammo check reveals that it is in fact, filled with ammo.
Much like the first game, when reloading mid-magazine, the character will pull back the bolt back to eject the en-bloc before inserting a new one.
Pinging out an empty clip and the last casing from the Garand.
Affixing a bayonet to the M1.
M1D Sniper Variant with M84 scope - .30-06
And then there's the M1D, with a paler wood stock.
The M1D's sights, the exact same as its M1 counterpart.
Scoped in to the M84 Scope, a single post and windage line. The M1D definitely trades range for versatility.

M16A1 Assault Rifle

The M16A1 is the assault rifle of the US Rifleman as well as the ARVN Pointman. It comes with either seven spare 20-round magazines that actually hold 18 (a common practice to avoid magazine-related malfunctions) or four 30-round magazine (for late war), accepts a bayonet, and both the short-range and long-range apertures are usable. The M16 is one of the most effective weapons in the game, given its low recoil, good accuracy and decent power.

M16A1 with 20 round magazine - 5.56x45mm
A GI holds his M16 to the sky, happy that the game has animated fire selectors.
Firing wildly at Hill 937 reveals the sights are slightly incorrect. A1 sights have two apertures that are identical in size, with one being slightly higher than the other to account for long-range shooting. This one features a larger aperture like the 0-2 aperture on the M16A2, likely for gameplay reasons, as the small A1 apertures would likely make shooting more difficult.
And yes, you can mount the bayonet. Although in this photo, its a bit late for that.
The Colt M16A1 in the final version of the game, under calmer conditions on Da Nang Airbase.
Aiming - this is the "250m" rear sight...
...and the "400m" long range sight.
Checking the twenty rounder STANAG.
Dropping out an empty mag from the A1 - note the bolt release tab.
Smacking in a new one.
Chambering the M16.
Colt M16A1 with A2 handguards - 5.56x45mm
A green "Mattel-16" in the Army Men DLC - these have A2 style handguards and get 30-round STANAGs.

M14 Rifle

The M14 rifle is a large-caliber alternative to the M16 for US Grunts and Radiomen, and is the only rifle available to the Commander role. It is capable of mounting a bayonet, and is issued with five spare 20-round magazines that can be topped off using 5-round stripper clips. Its rear sight can be adjusted for elevation through five settings, from 91 meters all the way up to 457 meters (100 to 500 yards). Although the real-life M14 is select-fire, the in-game version can only be fired in semi-automatic mode (as was common practice during the Vietnam conflict).

M14 rifle - 7.62x51mm NATO
Overlooking Hill 937 with the M14.
The M14's iron sights, rear aperture, winged front post. Simple.
Brass check reveals some brass.
Locking the bolt back in the "topping-off" animation. Similar to Battlefield 1, the character uses his hand to keep the chambered round from ejecting, unlike other weapons in the game and the previous titles.
Inserting the twenty-round box magazine in the normal reload.
Releasing the bolt by tugging the charging handle.
Affixing the bayonet on the M14.


Introduced in the 1.05 "Bushranger" content update, the XM177E1 is available to the US Army. The player can adjust the length of the stock which makes the iron sight picture larger and makes the weapon more compact at a cost of controllability on full-auto. The XM177 bridges the gap between the full size M16A1 and the Grease Gun in a very good way, allowing the same power and relative accuracy of the M16 in a size thats useful for tight trenches and tunnels as well as cities.

Colt Model 609 aka U.S. Army's XM177E1 - 5.56x45mm.
A GI takes his prototype carbine to the range.
Aiming the XM177E1, using the sights with the stock collapsed brings these to almost fill the screen. Again, note the anachronistic 0-2 diameter A2-style rear aperture.
Reloading the XM177E1, exactly the same as the M16.
Collapsing the carbine's stock.


Introduced in the 1.05 "Bushranger" content update, the L1A1 SLR is available to the Rifleman, Grenadier, Radioman, and Commander classes of the Australian Army. Besides different animations and fire sounds, the L1A1 is mostly comparable to the American M14 with a few caveats. It has a bigger sight picture, slightly faster reloads and fires faster in semi-auto.

UK L1A1 SLR - 7.62x51mm NATO.
Australian L1A1 - 7.62x51mm NATO, for comparison The Australian version of the L1A1 features unique laminated wood handguards which have a round profile and 3 small circular vent holes.
A GI takes this Aussie leadslinger to the range.
Aiming the L1A1 with its simple winged post and rear aperture set up.
Reloading by rocking in a mag, revealing that this is a British L1A1 and not an Aussie by the 2 vent hole handguard.
Pulling back the bolt with the collapsing charging handle.
Affixing the bayonet on the L1A1.

XM21 Sniper Weapon System

The XM21 rifle is available to the US Army Marksman. It comes in two variants :

- the Standard variant is a regular M14 fitted with an AR TEL scope. A great all-rounder marksman's rifle.

- the Suppressed variant (added as part of the August 2017 1.03 update) which is fitted with a sound suppressor instead of the standard flash hider, and fires subsonic ammunition, which means that it's action has to be manually operated after each shot, since the lower power ammunition can't cycle the bolt. Alternatively the gas system might have been cut off by the user to avoid the action noise and make the rifle as quiet as possible. The lower velocity ammunition also means constantly changing the zero is neccessary.

Both rifles come with an AR TEL scope with six magnification setting from 3x to 9x. Each magnification setting also has its own zero setting (the higher the magnification, the higher the zero distance), and it is different for the two rifles because of the different ammunition they fire. The Standard variant starts off at 100m and can get to 700m in 100m increments, while the Suppressed variant begins at 50m and can get to 200m in 25m increments. They also have an alternate aiming mode for close range where the player looks over the scope and uses the dials as impromptu sights. Both rifles come with 3 spare 20-round magazines.

M21 - 7.62x51mm NATO
A sniper peeks out of a doorway on Cu Chi with his XM21.
The scope of the AR-TEL optic, here being used to cover an ally.
The alternate aiming mode, using one of the adjustment knobs as a sort-of sight.
The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings.

M40 Sniper Rifle

The M40 Sniper Rifle is issued to the USMC Marksman with the equivalent of six stripper clips of spare ammunition, for a total of 30 spare rounds. Its distinctively-finished Redfield scope is elevation-adjustable through 6 settings, from 90 to 550 meters (100 to 600 yards), However, unlike the actual scope, it is not adjustable for magnification but locked to 3x. This means the scope's rangefinder doesn't work even though the necessary reticule markings are correctly featured. The scope also covers up the feeding/ejection port so the M40 must be reloaded with individual rounds. The M40 is mostly comparable to the VC's M91/30, a slower but more precise sniper rifle except this one doesn't have any backup iron sights.

M40 sniper rifle - 7.62x51mm NATO
Looking out upon Khe Sanh airfield with the M40.
Using the Redfield Scope on the practice range, a simple cross hair with a mix of markings mostly related to figuring out target range while scoped.
Chamber-checking the rifle.
Pulling the bolt back at the start of a reload.
Loading in individual rounds.

Machine Guns

M1918A2 Browning Automatic Rifle

The M1918A2 Browning Automatic Rifle has been added as the main light machine gun of the ARVN forces and is available to multiple ARVN kits to offset their limited access to other modern automatic rifles. The NLF Machine Gunner can also be equipped with the M1918A2.

M1918A2 Browning Automatic Rifle - .30-06.
A GI takes a BAR to the range, trying to not make the ol' "three guys walk into a BAR" joke.
The BAR's 100m sights, an open U notch with the rear leaf folded down.
And the aperture in the 200m position.
The BAR's rate of fire is selectable between slow and fast ROFs.
Thumbing the magazine release.
Reloading the 20-round box mag.
Racking the charging handle.
Unfolding the M1918A2's bipod.
Checking the magazine whilst deployed behind a Jeep.

M1919A6 Browning Machine Gun

The Browning M1919A6 has been added as the main medium machine gun for the ARVN forces, as their counterpart to the M60. The M1919A6 is the most appropriate LMG in the game in terms of sheer volume of fire. With two whole 150 round belts plus a relatively controllable rate of fire especially when on the bipod, the M1919 is the gun in the game most suited for sustained fire.

M1919A6, post-WWII manufacture with conical muzzle booster - .30-06 Springfield
The M1919A6 in all its parkerized glory.
Deploying the bipod, identical to the BAR.
The sights, also the same U notch/Aperture setup as the BAR.
Ammo-checking the Browning while deployed. When undeployed, the gunner squats and simply examines the belt.
Reloading with a new disintegrating .30-06 belt.
Racking the charging handle after closing the top cover.


The M60 is the main machine gun of the American forces, and only available to the Machine Gunner. "The Pig" is issued with either three 100-round belt boxes, or a single 200-round belt of 7.62x51mm ammunition, with one in five a tracer. Its rear leaf sight is adjustable for elevation in 100-meter increments, from 400m to 1100m. It also has a bipod usable when prone or behind cover. With a relatively controllable rate of fire, decent stability and easy to read sights, It is flexible enough to be useful for use with either the bipod or off-hand in a more mobile role.

Like the Maschinegewehrs from Red Orchestra games prior, firing a sustained burst for too long can damage the barrel, warping it which decreases accuracy drastically. However RS2 lacks the ability to change barrels, unfortunately.

M60 machine gun with bipod extended - 7.62x51mm NATO
A GI with the normal M60 fitted with a 100 round box.
Aiming the M60 through the fixed post and adjustable leaf.
Ammo-checking an almost depleted belt.
Working the charging handle at the start of a reload.
Opening the top cover and removing the box.
Loading in a new 7.62 NATO belt.
Looking at a piece of unexploded ordnance with the 200-round belt M60.
Inspecting the extended belt while posted up.
Reloading with another loose belt.


Introduced in the 1.05 "Bushranger" content update, the L2A1 machine gun is available to the Australian Machine Gunner and is outfitted with a bipod. What it lacks in suppressive firepower, the L2A1 makes up for it in flexibility by being lighter, carrying more ammo and having a semi auto switch.

L2A1 with 30-round magazine - 7.62x51mm NATO
Contrary to the incorrect British issue L1A1, the L2A1 is correctly depicted as an Australian production.
The L2A1's iron sights, like the L1A1 but just a bit larger.
Reloading the L2A1 is similar to the normal L1A1.
Unfolding the bipod.

Launchers and Flamethrowers

M79 Grenade Launcher

The M79 "Thumper" Grenade Launcher is the only explosive launcher available to the US forces. A variety of 40x46mm ammunition is available for different situations : 6 rounds of High-Explosive and 2 rounds of masking smoke, 6 rounds of HE and another 6 rounds of Buckshot, or simply 9 HE grenades. The HE rounds have a realistic arming distance of about 15 meters : within this range, they won't explode if they hit their target, or a barrier. Unexploded 40mm rounds still so damage, and can kill with a well-placed shot : managing this will earn the player the 'Thumper' achievement. Finally, the M79's rear sight is adjustable for elevation from 50 to 300 meters, in 25 meters increments.

M79 grenade launcher - 40x46mm
Overlooking An Lao Valley with the M79.
Aiming with the folded down battle sight.
The leaf sight as set to 150 meters.
Loading in a 40mm HE round.
Handling a 40mm buckshot shell.
Unloading a smoke round from the Thumper.

M9A1-7 Flamethrower

The US Combat Engineer has the M9A1 flamethrower as an optional main weapon, a destructive force in close quarters combat.

M9A1-7 Flamethrower
The M9A1 in-game, a rare sight since most games tend to use the earlier M2 model instead.
"Aiming" the wick.
Boiling the water with the M9A1, the splash damage from fire is accurate and incredibly dangerous.

Grenades and Explosives

M112 Demolition Charge

The Combat Engineer can equip a M112 C4 charge. It can either be stuck on a surface or thrown a short distances and is detonated using a M57 firing device.

M112 C4 demolition charge
A US Engineer decides to deal with a bunker on Cu Chi with some good ol' C4.
As stated before, you can either throw the C4 or stick it, and in this case we're throwing it.

M18A1 Claymore

The Claymore mine appears in-game for the US Army, one's given to the Marksman class and the Pointman has two. It can be placed on the ground, and then detonated with a M57 switch, sending dozens of deadly fragments in the direction the front of the mine faces.

M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch
A Pointman sneaks around with his M18A1 Claymore.
The front end of a deployed Claymore, thankfully this game doesn't fall for the classic trick of making a fictional motion detected Claymore.
Detonating it, a shower of pellets one way and the Claymore itself disintegrates.

M18 Smoke Grenade

The M18 smoke grenade appears as the primary smoke grenade of the South Vietnamese aligned troops, coming in red, white and purple.

M18 smoke grenade - Red
Inspecting a F-4 Phantom with the purple M18 in Khe Sanh.

M34 White Phosphorous Grenade

The M34 White Phosphorous grenade is an incendiary smoke grenade available for South Vietnamese and US forces.

M34 White Phosphorous grenade
The M34 in-game, note the period correct white grenade casing.
And also its smoke dispersion, it's best advised to not be in that area when it goes off.

M61 Fragmentation Grenade

The main hand grenade for the South Vietnamese aligned forces is the M61 fragmentation grenade, which was the updated version of the M26.

M61 High-Explosive Fragmentation hand grenade
Looking at some posters, including one for the previous game, with the M61 in hand.
About to toss a frag over the wire.

Mounted Weapons

M2 Browning

The Browning M2HB appears in-game as counterpart to the DSHk, both as a tripod mounted HMG in fixed locations as well as a portable version for deploying in the field. The M2HB uses 100-round .50 BMG boxes of ammunition.

Browning M2HB on M3 tripod - .50 BMG.
A GI gets behind a deployed M2 Browning.
The sights on the M2. adjustable between 200m to 1500m.
Aiming with the aperture in the 500m position.
Reloading the M2 by opening the feed tray and lifting the pawl.
Swapping ammo cans.
Seating the belt, closing the tray and pulling the charging handle.

M60D Machine Gun

Two M60D Machine Guns are mounted on the UH-1 'Huey' transport helicopter, one on each side used by passengers.

M60D machine gun - 7.62x51mm NATO
In-game look at the M60D.
Manning the M60D.

M134 Minigun

The M134 Minigun is mounted on the side of the OH-6 'Loach' light scout/attack helicopter, and on the chin turret of the AH-1 Cobra attack helicopter. The RVN/US-aligned forces can also call in air support from an AC-47 "Spooky" - parked AC-47s can be found on the airbase levels.

General Electric M134 - 7.62x51mm NATO
The M134 mount on the side of the OH-6.
The Minigun on the Cobra's chin turret mount.
A trio of Miniguns in an AC-47 at Khe Sanh.

M195 Cannon

The M195 20mm Gatling Gun, a short-barrelled variant of the M61 Vulcan, is mounted on the side of the AH-1 Cobra attack helicopter.

M195 Cannon in M35 Armament System - 20x102mm Vulcan
The cannon on the Cobra's left side.

M129 Grenade Launcher

The M129 40mm Grenade Launcher is mounted on the chin turret of the AH-1 Cobra, next to the M134 Minigun.

M129 Grenade Launcher, 40x46mm or 40x53mm
The M129 to the right of the Minigun on the chin turret mount.

M158 Rocket Launcher

The M158 Rocket Launcher, or Rocket Pod, holds seven 70mm rockets. Three are mounted on the sides of the AH-1 Cobra attack helicopter.

M158 Rocket Pod
The front of the rocket launcher pod
Rear side of the rocket launcher pod.

Weapons of the NVA/PAVN and the VC/NLF


Tokarev TT-33

The Tokarev TT-33 appears as the main sidearm for the North Vietnamese forces. What it lacks in raw power, the TT-33 makes up for in repeat shots with fairly lower recoil allowing you to easily put 2-3 shots on target in comparison to the M1911.

Tokarev TT-33 - 7.62x25mm Tokarev
A guerilla armed with the Tokarev on "Highway 14."
Aiming the TT-33 showing the tall, narrow sights.
Brass-checking reveals a bottle-necked 7.62x25mm cartridge.
Inserting a full magazine into the TT - it shares the same basic animation as the M1911A1 and Hi-Power.
Chambering the pistol.

Makarov PM

Introduced in the 1.03 update on August 2017, the Makarov PM was made available for Communist forces as an alternative to the TT-33, with similar stats all-around to the TT.

Makarov PM - 9x18mm Makarov
A PAVN/NVA soldier armed with a Makarov pistol.
Aiming the PM reveals its tiny sights.
Performing an ammo check reveals the correct Makarov magazine with a depletable-stack of 9x18mm rounds.
Pulling an empty mag out of the PM.
Setting in a new magazine.
Thumbing the Makarov's slide release.

Submachine Guns


The MAT-49 is a usable submachine gun for the North Vietnamese forces. Players can choose between the original French 9mm version or the Vietnamese 7.62x25mm Tokarev conversion, the latter of which has an increased fire rate. The MAT is a very useful SMG for close quarters combat in either version with a potent high rate of fire, relative accuracy and some stability.

MAT-49 Submachine Gun - 9x19mm
A MAT-49 SMG captured by Communist Forces during the French-Indochina War and converted to 7.62x25mm Tokarev.
A PAVN soldier armed with the MAT-49.
The MAT's low-lying 50m default iron sights.
Aiming down the slightly more useful 100m sight.
Inspecting the 9mm magazine.
Reloading the SMG, though it can't be easily seen due to the unique magwell.
Pulling the MAT's charging handle on an empty reload.
Performing an ammo check on the 7.62x25 MAT-49, note the longer barrel.
Reloading the converted MAT.
Extending the stock - note the "1949MAT" inscription on the rear plate.


The MP40 was added to the game in Update 1.2 as a submachine gun for the NLF, usable with the Sapper class. It's a more low ROF and controllable SMG in comparison to the other NLF offerings, allowing a bit of sense when you begin pulling the trigger.

MP40 - 9x19mm
The MP40 in-game, with a nice new model like the PPSh seen below.
Unfolding the stock before letting out a burst.
Aiming with base 100m sight.
And with the long range 200m rear blade.
Checking the MP40's magazine.
The empty reload is performed differently from the Wehrmacht style in RO2; the empty mag is replaced without locking the bolt back into the safety notch first.
Yanking the bolt back to the firing position.


The PPSh-41 is another usable submachine gun for the North Vietnamese forces, having a much higher fire rate than the MAT-49. Like in Red Orchestra 2, the PPSh starts off with 35-round magazines, though the original 71-round drum magazines are also available in the loadout screen. The fire selector is also usable on the base weapon. The PPSh serves as a high ROF hose in close quarters maps, entertaining to use and annoying to play with once you start pushing it past 100 meters.

PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev
The "papasha" in-game, with a nice new model.
Aiming the PPSh-41 through the 100m rear notch and front post.
The 200m rear sight.
Setting the PPSh to full-auto.
Reloading a 35 round stick magazine.
Another NLF fighter equipped with the drummed PPSh-41.
Ammo-checking the drum.
Reloading another drum mag.
Pulling the PPSh's bolt back.


The K-50M was added as another primary option for the North Vietnamese sapper. It's a fire hose of 7.62 Tokarev that splits the gap between the folding stock SMGs and fixed stock guns, offering all the fun with the option of sliding the stock in for more compact fun. Due to the collapsing stock functionality, it cannot be equipped with the 71-round drum magazines as these would block the stock in the collapsed position.

K-50M - 7.62x25mm Tokarev
An NVA sapper with his K-50M in-game.
Aiming down the 100-meter sight. In reality the K-50M uses a flip aperture rather than the PPSh notch.
Setting the selector switch to semi-auto.
Checking the magazine after letting out a burst.
Reloading with another PPSh stick magazine.
Pulling the bolt back from empty.
Handling the K-50M's stock.



A double-barreled IZH-58 shotgun is usable for the North Vietnamese forces in both full-length, Coach Gun and sawed-off versions. The sawn-off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and full-length versions are able to use 1oz Slugs in addition to Buckshot. What it lacks in repeat firepower, the DB makes up for in accuracy, especially with the long barreled model. The range this thing has even with 00 buckshot is both hilarious, and aggravating.

Weirdly enough, it was called the "IZH-43" in the beta, which was the replacement to the IZH-58 introduced in 1986, then it was renamed the period accurate "IZH-58". However, in a recent update the IZh-58 was painted gloss black and simply dubbed the "SxS shotgun" likely to address the question of how a Soviet double barreled shotgun ends up in the fields of Vietnam (the USSR did not send double barreled shotguns as aid to the Northern forces).

Baikal IZH-43, similar to the IZH-58 - 12 Gauge
The full length double barrel in the hands of a NVA rocketeer.
Aiming reveals a bead sight.
Brass checking, not really all that handy for such a simple gun.
Reloading the shotgun after firing one shot reveals a different animation of swapping just one shell.
A guerilla patrols with the coach gun configuration.
It can be aimed, but the bead is gone.
Loading the coach gun with slugs.
For comparison: Stevens 1960s SBS with the barrels sawed-off - 12 Gauge (Photoshopped).
And the sawn off for good measure.
"Aiming" the sawn off, can't exactly use the sights with no stock.


AKM / Type 56 / Type 56-1

Several AK-pattern rifles grouped under the "AK-47" classification are available to the Rifleman on the North Vietnamese side :

- the AKM, with its fixed wood stock, 'bakelite' pistol grip, ribbed dust cover and open front sight ring. It accepts a Type II bayonet and is the most average of all the AK variants with relatively accurate fire, controllable full auto fire and overall good performance.

- the Type 56, that differs with its wood pistol grip, smooth dust cover, higher full auto fire rate and fully enclosed front sight ring. It also has integrated spike bayonet which can be unfolded.

- the Type 56-1 is the underfolding variant of the Type 56. It doesn't have a bayonet but can have the stock folded to make it more compact and less controllable.

All three rifles come with three spare 30-round steel magazines. They can be fired in semi or fully-automatic, and while the fire selector is not animated and stays in the 'Safe' position, for some reason, the hand of the character actually moves down when switching to semi, and moves up when switching to fully-automatic. The rear sight of all the rifles are adjustable for elevation from 100m to 800m in 100-meters increments, which is correct for the Type 56 guns, but not for the AKM which should be able to go up to 1000m.

AKM - 7.62x39mm
A PAVN recruit takes his AKM out to the range.
Affixing a Type II bayonet on the rifle.
Aiming and firing an AKM, while a GI peeks out of a leftside corner.
Reloading a wet AKM by rocking in a fresh mag.
Norinco Type 56 (fixed stock variant) with under-folding bayonet ("pig sticker") which was standard on PLA-issue Type 56s - 7.62x39mm
A North Vietnamese Army soldier with his Chicom Type 56 in-game.
Aiming the Type 56 reveals the Type 56's fully hooded front sight.
Setting the selector lever to automatic.
Ammo-checking the rifle.
Reloading the Type 56 by removing the magazine out and rocking a new one in.
Giving the T56's action a swift charge.
Unfolding the pig-sticker bayonet.
Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm
Another VC soldier goes to work folding the stock on his 56-1.
Aiming and firing at GI's with the stock folded, aiming is relative in this case.
Pulling back the bolt during a reload.


The MAS-49 was added to the game in Update 1.3 in 3 basic variants.

- The standard variant with iron sights, available to scouts and many Early War classes. A solid, powerful rifle, good for all purposes.

- The grenade launcher version, available to the Sapper which allows for the use of 6 HE Rifle Grenades.

- And the Marksman version, which is fitted with an APX scope and is used by the Marksman.

MAS-49 - 7.5x54mm French
MAS-49 with APX L806 scope - 7.5x54mm French
The standard version of the MAS-49 rifle.
The iron sights, very big and yet still cramped..
Brass-checking the MAS reveals a 7.5mm cartridge.
Like the M14, the MAS has a different reload animation for when the gun isn't empty. If so, then a stripper clip will be used to top the gun off.
If the ammunition is depleted, then you change out the magazine.
Pulling back the bolt.
The Marksman's special scoped variant complete with period correct APX scope.
The scope's reticle, a simple post with wings.
And the Grenade launching version, here with a grenade fitted.
Putting a 7.5 French blank in the magazine.
The launcher's sights, range is adjusted by moving the grenade up and down the spigot.
And boom goes the dynamite.

Mosin Nagant M91/30

The Mosin-Nagant M91/30 is available to the North Vietnamese factions in both the standard and sniper rifle variants. While old in comparison to other weapons, the Mosin's accuracy and power give it a niche. It does have an achievement tied for getting kills with it, fittingly named "It Belongs In A Museum!".

Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R
First up, the original M91/30 with the correct straight bolt handle.
The irons, a globe and post in front, and a notch in back. Simple.
Performing an ammo check with the Mosin.
Equipping the spike bayonet.
Operating the Mosin-Nagant's bolt. The spent round can be just barely seen above the right hand.
Reloading the Mosin with a 5-round stripper clip - the user's thumb is a little dug into the top round.
Topping off with loose ammo.
Removing the Mosin's bayonet.
Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope
The scoped variant of the M91/30, note the curved bolt handle to accommodate the scope and the lighter shade of wood stock.
The scope view, a post with two lines next to the point. The rather high placement of the reticle is accurate, although a later update allowed for a selectable option to have the reticle in the center of the scope like in RO2.
Said view through the PU with the RO2 style enabled.
Using the Mosin's irons underneath the optic.
Operating the curved bolt.
Reloading with loose 7.62x54mmR rounds.


The SKS appears as the "SKS-45" to the PAVN/VC forces. A decent all-arounder rifle, the SKS is mostly used by classes who get either this or the shotgun; the SKS is the obvious choice for those who don't want to be an angry Papa-san running around with a hunting shotgun. The MAS-49 was later added for many of the same kits.

Russian SKS - 7.62x39mm
The SKS as seen in-game.
Aiming the SKS, a post and a notch as usual.
Dumping out loose rounds when reloading from non-empty. The character manages to retain the loose rounds for later use (see below).
Pulling the bolt back manually.
Reloading the SKS by using a 10-round stripper clip. This is where the empty reload starts.
Loading loose rounds into the magazine. This only occurs after using all 11 issued stripper clips.
Unfolding the bayonet.
An NVA on Hill 937 does a brass check at the start of the map.

SVD Dragunov

The SVD Dragunov appears as another sniper rifle for the North Vietnamese Army. It operates as the North Vietnamese's equivalent to the XM21, a semi auto and more flexible sniper rifle.

SVD Dragunov sniper rifle - 7.62x54mm R
The Dragunov on the water.
The view through the PSO-1 scope. It has a sealed off sight picture due to the rubber eyepiece; the later added MAS-49 sniper has a similar picture.
Using the SVD's iron sights under the PSO.
Ammo checks are done with the left hand.
Reloading the SVD with the dominant arm.
Releasing the bolt.
Affixing the Dragunov's bayonet.

Machine Guns

Degtyaryov DP-28

The DP-28 from Red Orchestra 2 returns as an available machine gun for the North Vietnamese forces.

Degtyaryov DP-28 - 7.62x54mm R
The DP-28 in-game model, all nice and clean akin to the high level model in RO2.
The DP's sights, a notch and wings in front, and a leaf in the rear.
Inspecting the pan magazine after expending about half of it.
Removing an empty pan mag.
Setting in a new one.
Charging the DP.

Degtyaryov RP-46

The RP-46, the belt-fed version of the DP-28 was added in Update 1.3 as an alternative to either the RPD or DP-28. What it lacks in total ammo capacity and spare rounds is made up for by allowing high power belt fed covering fire.

RP-46 - 7.62x54mm R
The RP-46 in-game, the red headed step child between the DP and RPD rarely seen in media.
Ammo checking the loose belt.
Deploying the bipod.
The sights are the same as the DP-28, other than the replacement of the pan magazine with the belt + its feeding system and the carry handle.
Reloading the RP-46 - opening the top cover.
Placing in a new belt.
Racking the bolt after closing the cover.

Degtyaryov RPD

The RPD appears as the main light machine gun for the North Vietnamese forces, serving as a direct counterpart to the M60 with relatively controllable rate of fire and stability. It uses the 100-round drum by default, but a 200-round belt variant was added in Update 1.2.

RPD - 7.62x39mm
The RPD as seen in-game.
Aiming the RPD, with its sights similar to the AK.
Checking the belt drum. Unfortunately, the non-disintegrating belt is not portrayed.
Reloading the RPD by swapping drums and fitting the belt. Perspective issues show the deployed RPD as floating halfway off the sampan's cargo.
Pulling the charging handle on empty reloads.
Patrolling an encampment with the drum-less RPD. Note the portrait of Uncle Ho to the left.
Placing in another 200-round belt.



The iconic RPG-7 appears as the main launcher for the North Vietnamese forces, coming with the launcher plus 3 rounds. While it must be aimed before you fire, it's effective against both ground targets and helicopters. In a bit of rarely-seen realism, the RPG-7 does have a backblast when fired, so you can accidentally kill yourself or allies with that if you're not careful.

RPG-7 - 40mm
The RPG-7 in idle on the firebase in An Lao.
The sights can be adjusted up to 500 meters.
Reloading another rocket after blasting the cliffside.
Like in Tripwire's other game Killing Floor 2, the character cocks the hammer on the RPG off before firing.

Grenades and Explosives

MD-82 Mine

The North Vietnamese Sapper class comes armed with 5 MD-82 antipersonnel mines which are a copy of the American M14 anti-personnel mine.

M14 anti-personnel mine with safety clip attached.
MD-82 in-game.
The placement icon for the MD-82.
Deploying the device; pulling the pin to arm the mine.

RGD-1 Smoke Grenade

The Soviet RDG-1 smoke grenade appears as the North Vietnamese smoke grenade of choice, albeit only in white.

RDG-1 smoke grenade diagram
The RGD-1 in-game.
Like the later pattern RGD-2, the RGD-1 is set off by removing the top cover and striking the top casing.

Type 67 Grenade

The North Vietnamese forces use the Type 67 as their standard grenade, functioning around the same as the M61.

Type 67 High-Explosive Fragmentation stick grenade
Unscrewing the cap off the bottom of the Type 67 - this animation is from the last game's Stielhandgranates.
A PAVN soldier stands in Saigon with his handy Chinese potato masher.
Pulling the fuse.

Mounted Weapons

DShK Heavy Machine Gun

Several maps have DShK heavy machine gun mounted on tripod mounts for the North Vietnamese. Feeding from standard 50-round boxes, the DShK is used both for firing on infantry but especially for anti-air and anti-helicopter roles. A player-deployable version was added in Update 1.2.

DShKM on tripod - 12.7x108mm
The DShk as seen in-game.
Looking through the sights.
Blindfiring the DShK while crouched behind it.
Opening the top cover.
Setting up a new belt box.
Interestingly, the character grabs a spent cartridge and uses it to recharge the DShK, ignoring the bottom charging handle.

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