Splinter Cell: Blacklist
Tom Clancy's Splinter Cell: Blacklist is the sixth installment in Ubisoft's Splinter Cell series. The game takes place six months after the events of Conviction. Sam Fisher is working for a newly formed clandestine unit called Fourth Echelon, as Third Echelon has been terminated by the US president after its questionable loyalties in Conviction and as part of a public campaign against rogue intel agencies, promising "There is no program, no secret spies, no hidden agenda." The new enemy are the Engineers, an international terrorist organization who announced the titular Blacklist terrorist attacks on US homeland, occuring once per week until US withdraws all its troops stationed abroad.
Features like "Mark & Execute", the ability to swap weapons on the go, and the highly popular Spies vs. Mercs multi-player return in this sequel. New addition to the franchise is tracking the +1 round in the chamber and fire-mode selection for the big guns (excluding multiplayer).
The following weapons appear in the video game Splinter Cell: Blacklist:
As in Conviction, once again pistol are the primary weapons of the game. Available mods for pistols are the following: sound suppressor, red dot sight, holographic sight, laser sight, HP ammo, AP ammo, match grade ammo, match grade trigger, accurized barrel, bolt blueprinting, and balanced weight. There is no unlimited ammo supply for handguns anymore, however in SvM, both factions have unlimited ammo for their sidearms.
Beretta Px4 Storm .45
The starting weapon of the Story mode is the Beretta Px4 Storm chambered in .45 Auto. The game refers to it as "Px4 STORM .45" and has a correct 10-round magazine capacity. Isaac Briggs carries the PX4 in three of the single-player missions, the Special Missions H.Q. mission when extracting Sam, during his playable sections in the Transit Yards, and during his undercover stint in Guantanamo Bay. Grim also carries one in her shoulder holster. It is available to Mercs in SvM.
Beretta Px4 Storm SD (Special Duty) with extended barrel suitable for threading - .45 ACP. Note that the in-game Px4 has no threaded barrel.
Fisher holds a Px4 Storm with a suppressor and red dot sight.
A Merc armed with a Px4 pistol. Note the uncocked hammer.
Briggs reloads his suppressed Px4 Storm during the mission in which the players controls both Fisher and Briggs. Briggs' parts are played in first-person perspective. The reason behind this weird choice is unknown.
A Px4 is visible in Briggs' shoulder holster as he escorts Fisher to his cell during the Guantanamo Bay mission.
The Caracal F is referred to as the F40 in the game, likely referring to the .40 S&W variant of the model. It is the second pistol that can be bought and costs $60,000, way more than its MSRP.
A subway cop holds his Caracal F40 on Fisher and a terrorist.
Fisher, dressed as a USAF general, checks on Briggs before leaving to stop the Blacklist attack for good.
Sadiq holds his F40 at Site F.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX is referred to as "D50" and is a Black Market pistol (Black Market weapons are unlocked for the campaign by upgrading the Paladin at Anna "Grim" Grímsdóttir, specifically arms dealer Andriy Kobin's confinement cell). It is used by Mercs in SvM, and it is the only Merc sidearm in SvM Classic.
Desert Eagle Mark XIX with Picatinny railed barrel - .44 Magnum
The game features the .50 AE version which has a non-fluted barrel.
An enemy Heavy Soldier armed with a Desert Eagle Mark XIX and a riot shield.
Sadiq's men capture Briggs at Site F. It is worth noting that the hammers are correctly in cocked position, well at least in single player mode.
The Desert Eagle in SvM, now working in DAO mode.
Another Desert Eagle pistol, this time with a sound suppressor.
Reloading the Desert Eagle in SvM. This very animation is used also for an empty reload meaning that the slide never locks empty.
Sam's signature handgun, the FN Five-seveN appears with the same compensator-style suppressor as in Conviction, and it also features the olive drab green frame. While it was called the "FIVE-SEVEN" name in early trailers, it is renamed "5.7 USG" in the final release. Certain cutscenes will show Fisher holding a Five-seveN even if he had a different pistol in his loadout.
FN Five-seveN ODG - 5.7x28mm
Fisher interrogates Jadid, a rogue MI6 agent.
Fisher tries to dodge the terrorists disguised as train yard workers, and get to the bomb unnoticed.
Fisher holds his Five-seveN in the subway. Note the "Ghost blue" light on the goggles, a cosmetic customization option.
Charlie and Kobin checking out a Five-seveN aboard the Paladin.
Heckler & Koch USP
The Heckler & Koch USP is a DLC/Digital Deluxe Edition weapon. It has a capacity of 12+1 rounds and can mount a sound suppressor, unlike the one in Conviction. It is available to Spies in SvM, and can accept up to 5 mods at a time, making it the best pistol available.
Heckler & Koch USP45 - .45 ACP
Fisher holds a suppressed USP.
Fisher sneaks into the van containing the nerve gas bomb while holding an H&K USP. Note how the gun lacks the slightly longer barrel and slide of the .45 version of the USP, indicating that (likely) a 9mm USP was used as a modelling reference. The gun also lacks the extractor for some reason.
The PM appears in the game as the Makarov PM-B. It can be fitted with a sound suppressor, however it is not a Makarov PB. The PM is one of the two Black Market handguns, alongside with the Desert Eagle. In the prologue level, Fisher picks up a suppressed Makarov from a neutralized Engineer terrorist.
Russian Makarov Pistol - 9x18mm Makarov
A Merc armed with a suppressed Makarov pistol.
A Mercenary reloads the PM in SvM.
Sadiq holds his Makarov to Fisher's head. In this scene Briggs notices and correctly identifies Sadiq's gun as a Makarov.
Fisher attempts to shut down the Engineers' jamming tower while holding a suppressed PM. Behind him Vic Coste can be seen, who was reduced to a minor character in this Splinter Cell
SIG Sauer P226R
The Engineer escorting Fisher in the climax is holding a SIG Sauer P226R pistol. When he is neutralized, the pistol changes into an F40.
The Engineer points his P226 at Fisher and shows good trigger discipline.
Heckler & Koch MP5/10
The Heckler & Koch MP5/10 is a DLC/Digital Deluxe Edition weapon. It features a sliding stock, a 1/2/A trigger group, and can accept a sound suppressor. Despite the 30-round capacity in real life, it holds only 20 rounds. Referred to as "MP5-10".
Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto
Fisher's infiltration almost goes south when the the railing breaks... Good thing that Briggs was there covering him. Anyways, this cap shows that the MP5 is correctly modeled with a 1/2/A trigger pack, unlike the UMP and G36C...
However, this image reveals that the gun lacks the magazine release paddle.
Heckler & Koch MP7A1
The starting SMG is the Heckler & Koch MP7A1 with a 20-round magazine. A 40-round mag is also available. Has an incorrect 2-round burst fire mode. The weapon is similar to the MP7 in GR:FS, meaning that it has an under-barrel rail system instead of the folding foregrip (predating the MP7A2 variant that H&K introduced in 2014, about a year after this game's release).
Heckler & Koch MP7A1 - 4.6x30mm
Fisher holds a suppressed MP7A1 with an ACOG scope.
That's right, carrying bodies is back, although it is pretty much useless. Shooting the investigating enemies in the head is faster and always will be.
Heckler & Koch UMP45
The H&K UMP45 is one of the usable SMG's. Unlike in the previous SC game, the UMP45 now has a correct 25+1 round capacity, and also features an additional 2-round burst fire mode, even though that option cannot be seen on the fire-mode selector.
Heckler & Koch UMP45 - .45 ACP
Fisher attempts to complete Grim's final 4E mission with a suppressed UMP.
A Spy reloads his UMP during a Team Deathmatch round.
The TDI Vector appears as the "Vector .45ACP". The starting capacity is only 13 rounds (the number of bullets a standard Glock 21 mag holds), but a 30-round magazine is also unlockable. It has a correct 1/2/A trigger group. It is used by Spies in MP.
Fisher kills an armored enemy with a suppressed Vector.
A Spy armed with a Vector. If no sight attachment is selected, the Vector has no iron sights.
The MAC-11 is a full-auto only Black Market SMG. It can use 12 or 28-round magazines - both of these are incorrect for this weapon. The multiplayer version holds only 16 rounds, which is also incorrect. The MAC-11 can mount a suppressor, but only in SvM. Strangely, it always features a scope mount, which blocks the charging handle from pulling. Interesting fact is that the MAC-11 was supposed to appear in Conviction, but was removed from the final build eventually. It is available now, even though it is pretty much useless in all game modes.
RPB Industries M11A1 - .380 ACP
Fisher executes a guard using the CAR (Center Axis Relock) firing technique. Several changes have been made to the Mark & Execute feature since Conviction
: Now all weapons have three marks, and depending on the difficulty, sometimes it is not enough to perform one CQC takedown to earn the M&E ability.
The PP-19 Bizon-2 in 9x19mm is a DLC / Digital Deluxe Editon weapon. Judging by the 53-round magazine capacity, it is chambered in 9x19mm. It cannot accept a sound suppressor, nor an angled foregrip. The Bizon-2 is a Spy weapon in SvM.
PP-19 Bizon-2 with side-folding stock in folded position - 9x18mm Makarov
Fisher holds a PP-19 Bizon-2 submachine gun.
An Infiltrator Spy opens fire with the Bizon-2 because cloaking and cutting people's necks from behind is lame!
The PP-2000 is a Black Market SMG. Holds 20 rounds by default and a suppressor can be purchased for it. The hi-cap magazine holds only 42 rounds instead of the correct 44. Due to the built-in foregrip, the PP-2000 cannot be fitted with a Magpul AFG.
PP-2000 with stock folded and ATN Ultra Sight DC red dot sight - 9x19mm
A PP-2000 with a 20-round magazine, Micro T-1 red dot sight, and compensator.
Fisher reloads his suppressed PP-2000 equipped with a holographic sight.
The PFS-12 is a fictional weapon which seems to be a hybrid of the Czech CZ Scorpion Evo 3 A1 submachine gun and the Swiss Brügger & Thomet APC9 submachine gun. It has a 30-round capacity and a 1/3/A trigger group.
CZ Scorpion Evo 3 A1 - 9x19mm
Brügger & Thomet APC9 - 9x19mm
Fisher armed with a PFS-12 equipped with a holographic sight and compensator. The fire-mode selector switch is the same as on the real-life Scorpion Evo 3 A1.
AAC Honey Badger
The Honey Badger is the third unlockable assault rifle and features an integral suppressor.
AAC Honey Badger with magazine removed - .300 Blackout (7.62x35mm)
Fisher holds a Honey Badger equipped with an AFG and Micro T-1 red dot sight.
Fisher kills a guard with the Honey Badger.
The SvM version of the Honey Badger with a holographic sight. It holds only 20 rounds in SvM.
Some of the enemy guards are armed with AK-47 rifles. When these enemies are killed or knocked out, they will drop an AKM instead of the AK-47. The model of the AK is directly from Conviction, evident by the curvate of the magazine.
Fisher examines a minor armsdeal taking place in Benghazi, Libya.
A disassembled AK sitting on a wooden box. It should be noted that this is not even remotely close to how an actual AK disassembles; the barrel and gas tube (or rather, the sections of the barrel and gas tube that are visible when the weapon is fully assembled, seeing as both are far too short here) are detached, and the handguard has been removed (in one piece, rather than correctly being split into top and bottom sections), despite the receiver cover and bolt still being in place. The pistol grip has also been removed, for whatever reason.
Insurgents armed with AKs arrive at a safehouse.
A customized AKM fitted with a RIS handguard and rail on top of the receiver appears in the game as the "AK-47". It is commonly used by enemy guards. The AKM can use 30 or 40-round magazines.
Fisher holds a customized AKM during the ambush on Paladin. Note the flip-up sights.
An AKM with a suppressor and holo-sight. The multiplayer version of the gun has a synthetic furniture and lacks the rails compared to the story mode version.
A Merc reloads his AKM. Note the stamped receiver and strengthened receiver cover.
The AKMSU appears as the "AKS-74U" and is a Black Market assault rifle. A 45-round extended magazine is unlockable in Story Mode. This weapon is not usable in SvM.
AKMSU with RIS handguard - 7.62x39mm
Fisher holds an AKMSU carbine. This weapon cannot accept a sound suppressor so it is good only for Assault-type players.
Fisher quickly swaps magazines.
The Beretta ARX-160 assault rifle appears in Story mode and is used by Mercs in SvM. Can accept a 60-round magazine, but no suppressor.
Beretta ARX-160 - 5.56x45mm
A Merc armed with a Beretta ARX-160 assault rifle.
Briggs holds an ARX fitted with a mini holo-sight and extended magazine in CO-OP.
DS Arms SA58 OSW
The DS Arms SA58 OSW is a Black Market assault rifle. It cannot mount a sound suppressor in single player or CO-OP, only in SvM. The latter version manages to hold 30 rounds in a 20-round magazine.
DS Arms SA58 OSW with 30-round magazine - 7.62x51mm NATO
Fisher holds an SA58 OSW during the London mission. The rifle is fitted with a unique compensator and high-power scope. The latter is an exclusive attachment for this weapon. If it only could mount a sound suppressor in single player too...
A Merc holds an SA58 OSW with a sound suppressor and red dot sight.
Reloading another SA58 OSW with a holographic sight.
The FAMAS G2 returns from Conviction, this time called simply "FAMAS". It is the first assault rifle in Story mode. For sneaky players it is completely useless as it cannot mount a sound suppressor. It features a correct 1/3/A trigger group and 30-round capacity.
FAMAS G2 with proprietary bipod deployed - 5.56x45mm
Fisher holds a scoped FAMAS G2 with the STANAG magazine clipping through his arm.
A Merc holds a FAMAS G2 rifle with flip-up iron sights. Does the gun look familiar
Galil ACE 53
The Galil ACE 53, simply called the "ACE," is one of the Merc's assault rifles in SvM. Holds 30 rounds instead of the correct 20. The model is borrowed directly from Far Cry 3. This weapon does not appear in Story mode.
A Merc armed with an unmodified Galil ACE 53.
Reloading the ACE during Uplink Control.
Heckler & Koch G36C
The G36C is a DLC weapon with a purchasable suppressor and 1/2/A trigger pack. A fictional 60-round magazine is also unlockable for this weapon.
Heckler & Koch G36C - 5.56x45mm
Fisher holds a suppressed G36C fitted with a holo-sight and 60-round AR-15 magazine. It really looks like an airsoft weapon, where it's common for G36C's to use STANAG magazines.
A Merc holds a G36C carbine with a red dot sight. The iron sights are still in place, unlike in Story Mode where the iron sights disappear once an optic is attached to the rail.
Reloading a suppressed G36C also equipped with an ACOG.
Heckler & Koch HK416
The Heckler & Koch HK416 appears as the "416". A suppressor can be purchased for it, and can also use 60-round quad-stack magazines like the "Goblin". The gun features an incorrect burst fire mode. The HK416 is also used by Mercs in SvM and SvM Classic. The gun's model has the slanted magazine well of the HK416 A5, rather than the nearly horizontal magazine well of the original version.
Heckler & Koch HK416 with 14.5 inch barrel - 5.56x45mm
Heckler & Koch HK416 A5 - 5.56x45mm
During the level in Bratislava, Slovakia, Fisher takes cover behind a police car. It is worth noting that the actual police cars in Slovakia look completely different. The only correct feature is the license plate. Note the 60-round magazine and the aforementioned slanted magazine well of the HK416 A5.
Briggs armed with a suppressed HK416 during the Philadelphia mission. It's hard to decide what is more annoying; the first-person perspective this part is played in, or the fact that Briggs comments everything he sees or does.
Briggs reloads the HK416. The selector is set to semi even though the HK416 is limited to automatic fire in this section of the game. Also note that the bolt catch release button is missing completely.
Fisher examines the hybrid HK416 at the Paladin's armory. This image shows that the gun lacks most features of the A5 version, including the ambi selector, enlarged trigger guard, and redesigned gas block. Additionally, it lacks a dust cover or magazine release.
The HK416 uses original version PMags by default.
In the first trailer, Fisher fires the under-barrel harpoon gun of the "M416". This gun is not an HK416 because it lacks three unique, identifying characteristics; the raised top rail (to accommodate the HK416's piston), the shape of the handguard, and the unique gas block. The actual in-game weapon is much closer to the real HK416.
The POF P416 is identified in-game as the "Goblin", however the weapon's model appears to be taken from Far Cry 3 and not from Future Soldier. The gun supports all standard assault rifle mods, including a 60-round extended magazine. It features an incorrect four-position fire-mode selector with S/1/3/A options.
Briggs armed with a suppressed "Goblin". Notice the 60-round quad-stack magazine.
Briggs reloads the P416 and shows good trigger discipline.
Multiplayer version of the P416 with a holographic sight and back-up front iron sight.
An enemy soldier holds a P416 carbine.
Mk 14 Mod 0
Mk 14 Mod 0 battle rifles can be seen disassembled in some levels.
Mk 14 Mod 0 EBR - 7.62x51mm NATO
A disassembled Mk 14 Mod 0 EBR and an AK-47.
The AA-12 is known as the "ACS-12" and is a DLC/Digital Deluxe Edition weapon. It uses 8-round box magazines and is limited to fully automatic fire. It cannot mount any optics.
Fisher holds an AA-12 shotgun.
A Merc armed with an "ACS-12". ACS probably stands for "Automatic Combat Shotgun".
Reloading the AA-12 with an empty magazine.
The Benelli M4 appears as the M1014. It has an 8+1 round capacity.
A good view of the M4 as Fisher takes care of an HVT (High Value Target).
A Mercenary holds an M4 shotgun.
The RMB-93 is usable in Story Mode and by Mercs in SvM. It features an LE stock with a recoil pad, and has a capacity of 8 rounds in both modes.
Fisher holds the customized RMB-93 shotgun.
A Merc reloads the RMB-93 shotgun.
After clearing the second bombsite, Briggs looks at an RMB-93 shotgun. During this part the player cannot pick up new weapons, use the fire-mode selector, take cover, or perform takedowns.
The Saiga 12K shotgun with RIS handguard and collapsing stock appears in the game and is referred to as "SASG-12".
Knight's Armament SR-25 Enhanced Match Rifle
The SR-25 Enhanced Match Rifle is a suppressed sniper rifle available in both single-player and the co-op missions, called simply "SR-25" in-game. Briggs uses an SR-25 during a couple of single-player missions, namely the Safehouse mission in Benghazi, the abandoned mill in London, and the Philadelphia Transit Yards, while Sam uses an SR-25 during the introducing cutscene of the last aforementioned mission. It holds only 10 rounds, despite being modeled with a 20-round magazine. This weapon is always suppressed.
Knight's Armament SR-25 Enhanced Match Rifle - 7.62x51mm
Briggs uses the SR-25 to provide overwatch for Fisher in London.
Fisher takes cover with an SR-25 in his hands. The 20-round magazine is pretty evident here.
Briggs scouts the area with an SR-25 sniper rifle.
Victor Coste with the suppressed SR-25 World Premiere Trailer. This scene does not appear in the final version of the game.
The SVU is a Black Market sniper rifle. It is semi-auto only - correctly, as the auto fire-mode would make it an SVU-A.
Fisher about to kill an enemy sniper with a Px4 Storm pistol. Enemy snipers always use sniper rifles with lasers.
Then he picks up the SVU to do some long range killing. The franchise has changed a lot since the very first Splinter Cell
game that is for sure.
The VSS with a side-folding stock of the AS Val is a usable sniper rifle. Can use 10 or 20-round magazines but is limited to semi-automatic fire, unlike the real VSS which is select-fire.
VSS Vintorez with PSO-1 scope - 9x39mm
Fisher poses with a VSS sniper rifle.
Heckler & Koch MG4
The Heckler & Koch MG4 is a light machine gun used exclusively by the Mercs in SvM. This weapon does not appear in the Story mode.
H&K MG4KE - 5.56x45mm NATO
A Merc holds an unmodified MG4 machine gun.
A better shot of the MG4 from the weapon customization menu. This pic also shows the available attachments / mods for the weapon. The Ultimax 100 can use the exact same attachments.
Ultimax 100 Mark 3
The Ultimax 100 Mark 3 light machine gun is used exclusively by the Mercenaries in SvM, and is not making an appearance in Story mode. It has a 100-round capacity like the MG4, but because of the drum magazine, it can be reloaded much faster. The Ultimax 100 (not just the Mk 3 but all the other variants) is a very popular weapon in the Tom Clancy universe, including games like R6 or GR.
Ultimax 100 Mark 3 with stock - 5.56x45mm NATO
A Merc examines an English poster in a Lebanese hospital while holding a Singaporean machine gun.
Melee attack with the U100 shows the unused bipod and the drum magazine.
A Merc fires his Ultimax in one of the earliest trailers for the new SvM Blacklist mode.
The Browning M2 machine gun is seen emplaced in various levels.
A Browning M2 machine gun with gun shield on a monopod.
A Browning M2 on a Technical. This image is from an early gameplay trailer; this scene cannot be seen in the final game.
The ZU-23 anti-aircraft machine gun is seen emplaced in various levels.
A ZU-23 set up on a roof during one of Kobin's 4E missions.
Another ZU-23 emplaced atop a lighthouse.
Landmines can be found in multiple missions. These mines seems to be based on the M15 anti-tank mines.
Sam comes across a landmine in a mission in Philadelphia. These mines are visible in sonar vision and blink with red lights with a beep. They only explode when Sam steps on them, and don't trigger when AI steps on them.
Some SA-18 Grouse are hidden in the Luisiana level.
A real SA-18 Grouse along with missile.
Upgrading Charlie's workstation gives the player access to various prototype weapons. These weapons are completely fictional.
A suppressed semi-automatic pistol seemingly based on the Walther P99, with an 18-round capacity and well balanced stats. It can be used by Spies in SvM.
Walther P99 with QPQ finished (stainless steel) slide - 9x19mm
Concept art of the SC-IS Pistol.
Fisher with the SC-IS Pistol. The Walther P99/P22 looks to have been Charlie's inspiration for this pistol.
SC4000 Assault Rifle
The SC4000 is the successor of the SC3000 assault rifle, which was introduced in Conviction. This updated model retains the bullpup configuration and features an integrated sound suppressor. It can take 30 or 60-round magazines. Like most of the guns in the game, the SC4000 has a 1/2/A trigger group.
Concept art of the SC4000. Note the odd and not quite reachable position of the fire selector.
Briggs holds the SC4000 assault rifle.
SC400S Submachine Gun
The SC400S is a compact SMG with a 40-round capacity and 1/3/A trigger group. It is available to Spies in SvM.
Concept art of the SC400S.
Fisher holds the SC400S submachine gun.
SC-IS Sniper Rifle
A semi-automatic sniper rifle with an 8-round capacity. It appears to use caseless ammunition.
Concept art of the SC-IS Sniper Rifle.
Fisher holds the SC-IS sniper rifle.
A magazine-fed semi-automatic shotgun with an integrated suppressor. Can use 8 or 12-round magazines.
Concept art of the SC-IS Shotgun.
Fisher holds the SC-IS shotgun.