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Division 2, The
Tom Clancy's The Division 2 is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same "Snowdrop" engine from first game. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things.
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as "The Division"), a top secret government sleeper cell that is "activated" personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to "save" D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the "Dark Zones" for their own gain, due to the lack of surveillance in the area.
As of the new "Warlords of New York" expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.
The following weapons appear in the video game The Division 2:
The Beretta M9 is the starting sidearm in the game. It appears under the name "Military M9".
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an "insubordinate" doctor in a cinematic.
The Beretta M9A1 returns as the "Officer's M9A1". Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.
The Beretta 93R returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.
Beretta Px4 Storm
The Beretta Px4 Storm appears in game as the "Px4 Storm Type F" and the "Px4 Storm Type T". The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.
The Type F variant is used by lower-level Hyena grenadiers.
While not usable in-game, CZ 75 handguns with wooden grips can be occasionally found in static weapon piles around DC.
The classic M1911A1 returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.
Colt M45A1 CQBP
The Colt M45A1 CQBP returns as the "M45A1", and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the "Tactical M1911", is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.
In the Warlords of New York DLC, a High-End named version known as the "Mozambique Special" (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage.
Desert Eagle Mark XIX
A new usable pistol in the game is the Desert Eagle Mark XIX. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the "D50" name. In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.
A unique variant called "Liberty", which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).
The FNP-45 appears as the "X-45". The Tactical version appears as the "Tactical X-45".
The standard X-45 is sometimes used by civilian militia.
SIG-Sauer P320 XCompact
The SIG-Sauer P320 XCompact was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the "P320" and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.
The Glock 18 is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.
Smith & Wesson M&P45
The Smith & Wesson M&P45 returns as the "First Wave PF45". A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the "Custom PF45". A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.
SilencerCo Maxim 9
The SilencerCo Maxim 9 was introduced along with the "Technician" class as their exclusive sidearm, where it is called the "Maxim 9" in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.
Due to the Maxim 9's design, only the magazine can be customized.
The TDI Kard was introduced as of TU11, where it is simply called the "KARD". The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.
The Chiappa Rhino returns in The Division 2, although now under the name "Diceros" (The scientific name for the rhinoceros). The 20DS is known as the "Snubnosed Diceros", the 40DS is known simply as the "Diceros" and the 60DS version is the "Diceros Special". The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.
The snubnosed version is used by Hyena shield carriers.
Smith & Wesson Model 586
The Smith & Wesson Model 586 with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.
Smith & Wesson Model 686
The Smith & Wesson Model 686 with a 6 inch barrel returns as the Magnum 686. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.
CMMG Mk57 Banshee 300
One of the new weapons introduced in the new Warlords of New York expansion is the CMMG Mk57 Banshee 300 submachine gun with a titanium finish. In-game, the weapon's name is shortened to "CMMG Banshee". A named version of the weapon, known as "The Grudge", is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the Steyr AUG Para, which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.
A heavily-modified exotic version named "Lady Death" can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell "grip" and a teal and tan finish meant to represent Lady Liberty's colors
The FN P90 now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.
An exotic version called "The Chatterbox", is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in TD1, it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.
Heckler & Koch MP5A4
The Heckler & Koch MP5A4 appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.
Heckler & Koch MP5A5
The Heckler & Koch MP5A5 appears incorrectly as the "MP5-N" (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the "MP5 ST", which is an MP5-N customized by Tactical Supply Company.
The "MP5-N" is used by higher-level True Sons medics and sometimes by Rogue Division agents. The "MP5 ST" variant is used by higher-level Black Tusk medics and Rikers grenadiers.
Heckler & Koch MP7A2
The Heckler & Koch MP7A2 appears as the "MP7"'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.
Heckler & Koch UMP45
The Heckler & Koch UMP45 returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the "Tactical UMP-45". A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.
Heckler & Koch USC
The Heckler & Koch USC appears as the "USC .45 ACP"; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.
Both the Intratec TEC-9 and TEC-9 Mini return in TD2, and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the "Converted SMG-9 A2" while the mini variant is called the "Converted SMG-9".
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.
The M1928 Thompson returns from the previous game, but now appears as a non-exotic weapon and is simply called the "M1928". The M1928 with a mounted 50-round drum magazine is simply called the "Tommy Gun".
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.
The "Tommy Gun" variant is the unconventional weapon of choice of Cleaner drone operators.
Both versions of the PP-19 Bizon-2 return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.
Like most exotic weapons of the original game, the SIG-Sauer MPX - known as "The House" previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the "Backfire". The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.
SOCIMI Type 821
The SOCIMI Type 821 returns as the T821. It still has the same two variants: the "Police" and "Black Market" versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.
Steyr AUG SMG
The Steyr AUG SMG and its 3 variants from the previous games return here as well. The three variants are the "AUG A3 Para XS", "Enhanced AUG A3P" and the, "Tactical AUG A3P". The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader "Hornet" and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.
The TDI Vector appears in game with 3 different variations. The "9mm Tactical Vector" appears as the SDP stockless version, the "9mm SBR Vector" with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called the "Vector SBR .45 ACP".
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun "gangster style". The SBR variant is used by standard Black Tusk UAV drone operators.
The Chameleon is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16" Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.
Assault Rifles and Carbines
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is "Assault Rifle", which are fully automatic. The second is simply named "Rifle", which are relegated to either single shots or burst. The last is "Sniper Rifles", which are covered in the sniper rifles section.
ADM UIC MOD2
The American Defense Manufacturing Universal Improved Carbine MOD2 was introduced during the Coney Island expansion, where it is simply called the "UIC15 MOD2". The weapon is classified as a "rifle" and so is locked to semi-auto only.
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.
The AKM returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an AK-47. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the "Black Market AKM" is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments.
A unique, exotic version called "Merciless" is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage.
As a pre-order bonus for the Ultimate edition, the weapon is also available as "Ruthless" where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named "Saint" will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The "Black Market" variant is sometimes used by Rogue Division agents and Hunters.
Returning from the previous game, a customized AK-74 misidentified as an AKM, re-appears as the "Tactical AKM". The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.
The M4A1 also makes an appearance in the sequel. The stock version is known as the "Police M4" and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments.
The "Lightweight M4" is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the "Competition LAR-15" in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).
The police variant is used by regular True Sons riflemen and their "immobilizer" troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game ECHO Reconstructions (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.
The M16A2 is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.
CMMG Mk47 Resolute 300
Introdued during the "Warlords of New York" expansion, the CMMG Mk47 Resolute 300 with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the "Resolute Mk47".
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.
The CTAR-21 with an integral top-rail appears as one of the newest assault rifles added in The Division 2. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.
Due to a design oversight, both shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.
The FAMAS Valorisé returns as the "FAMAS 2010". It is now an uncommonly-dropped weapon, rather than exotic.
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.
FN F2000 Tactical
The FN F2000 Tactical is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.
The standard weapon is used by Black Tusk scouts.
The FN SCAR-L variants return from the last game. The weapon comes in 3 variants, the one simply called "MK16", the "SOCOM" variant, and the "Tactical" variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.
The Tactical variant is used by higher-level Black Tusk riflemen.
Heckler & Koch G36C
The Heckler & Koch G36C is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.
Heckler & Koch G36V
The full-size Heckler & Koch G36V with a top rail appears in The Division 2 as the "Military G36".
Heckler & Koch G36KA4
Returning from the previous game, the Heckler & Koch G36KA4 with a STANAG magazine adapter returns as the "G36 Advanced".
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3.
The Magpul PDR-C prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players.
Patriot Ordnance Factory P416
The Patriot Ordnance Factory P416 is the starting weapon of the player. The weapon has two variants. One is the "Military" and the other is the "P416 G3". The Military variant uses the standard factory setup, while the G3 is based on the custom "NP3" variant released by POF.
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.
Q Honey Badger SD
The Q Honey Badger makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16" rifle variant.
The suppressor cannot be removed, but grants +20 stability without a range penalty.
The ACR returns from the first game.
The assault rifle variant is simply called the "ACR", and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the "ACR-E", the carbine variant.
The rifle variant is known as the "ACR SS" and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.
The classic SIG-Sauer SIG556 was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.
Silver Shadow Gilboa Snake
Introduced during the "Iron Horse" raid against the True Sons, a heavily customized Gilboa Snake is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.
Steyr AUG A1
A heavily customized Steyr AUG A1 with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named "Bighorn". The weapon first appeared during the "Warlords of New York" expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in "Legendary" difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.
Steyr AUG A3 CQC
In addition to the AUG A3 9mm XS, the Steyr AUG A3 CQC is one of the available primary weapons in the game and is one of the new additions.
The TKB-408 was introduced to the game with the release of Update 15.
War Sport LVOA-S
The War Sport LVOA-S returns as the "LVOA-C". It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.
For some reason, a forward assist is not modeled on the weapon.
Winchester Model 1886
The Winchester Model 1886 Saddle Ring Carbine appears as the "1886" and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.
An exotic variant named the "Diamondback" is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.
Brace Built MC7
The Brace Built Modern Carbine 7 was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply "Carbine 7".
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.
Desert Tech Micro Dynamic Rifle
The Desert Tech Micro Dynamic Rifle appears in The Division 2 as the "Urban MDR". It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.
DSA SA58 Para Tactical Carbine
The DSA SA58 Para Tactical Carbine appears in the game as the "FAL SA-58". Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle.
The weapon is used by higher-level Outcast riflemen and civilian militia.
DSA SA58 OSW
The DSA SA58 OSW appears in the game as the "Tactical SA-58". Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle.
FN FAL G
The FN FAL G returns as the "FAL". This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.
The FN SCAR-H appears in game as the "Police Mk17" and "Military Mk17". The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.
SIG Sauer SIG716
The SIG Sauer SIG716 returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the "Devil" and "Heel" were in the original game. It is classified as a rifle.
The weapon has two variants, first is the standard "SIG 716", which is the 716 Patrol variant with 16 inch barrel. The second is the "SIG 716 CQB", which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.
Springfield Armory M1A
The Springfield Armory M1A returns in the game as the "Classic M1A". It holds 10 shots in 20-round magazines by default.
Springfield Armory M1A SOCOM 16
The Springfield Armory M1A SOCOM 16 appears in the game as the "SOCOM M1A". A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the "M1A CQB" An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the "Rifle" category.
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.
The AA-12 returns from the first game in form of a common weapon drop as the "ACS-12," the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.
The Benelli M4 returns from the last game and appears in-game as the "Super 90". A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the "Marine Super 90". A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the "Tactical Super 90 SBS".
The standard Benelli M4 is used by True Sons scouts, while the "Marine Super 90" is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by gangster-firing a full-sized shotgun.
Crye Precision SIX12
The Crye Precision SIX12 was introduced as of update TU11, where it is simply called the "SIX12". The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.
A unique exotic variant called the "Scorpio" was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the Hottentotta scorpions.
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a "one in the chamber" load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.
The SPAS-12 is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use. The other exotic variants are the "Lullaby" and "Sweet Dreams".
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and "stunner" under barrel attachment. The "Lullaby" (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.
The Kel-Tec KSG was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.
The Saiga 12 returns, and retains the Ubisoft "SASG-12" moniker, which is becoming better known now as the "Sausage-12" shotgun among the communities of Ubisoft shooters. It has another variant called the "Tactical SASG-12" variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend. The last is the "Black Market SASG-12", which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock. Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents.
Side by Side Double Barreled Shotgun
A side by side double barreled shotgun based on a L.C. Smith Double Barreled Shotgun is available in the game as the "Double Barrel Shotgun". A sawed-off variant appears as the "Double Barrel Sawed Off", but is classified as a sidearm.
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.
The Remington 870 appears in 3 variants: the "Military M870", "Custom M870", and the "M870 Express", which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.
In pre-release footage and the Beta, it was referred to as the "M133" ("Military M133, Express M133" variants), presumably a holdover from Ubisoft's naming scheme for the Baikal MP-133 that has 'appeared' in the publisher's other games.
The L86A2 returns and appears in game as the "Military L86 LSW". Another variant, called the "Custom L86 A2", sports the Daniel Defense railed forend and loads from Magpul EMags.
A heavily modified Custom variant is sometimes used by rogue Division agents.
FN M249-E2 SAW
The M249-E2 appears in game as the "M249 B".
A custom Outcast variant called "Pestilence" is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.
The weapon is occasionally used by civilian militia.
FN M249 Para
The M249 Paratrooper appears as the "Tactical M249 Para". The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's.
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.
FN Mk 46 Mod 0
The Mk 46 Mod 0 returns as the "Military Mk 46". It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.
Heckler & Koch GR9S
The Heckler & Koch GR9S was introduced to the game with the release of Update 15. Despite being depicted with its "sand" finish, it appears simply as the "GR9."
Heckler & Koch MG5
The Heckler & Koch MG5 appears as the "MG5" and "Infantry MG5". The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.
A heavily customized Infantry variant is sometimes used by Rogue agents.
The IMI Negev was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.
An exotic variant of the weapon exists called the "Bullet King". The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.
Knight's Armament LAMG
The KAC LAMG appears as the "Stoner LAMG". It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.
M60 Machine Gun
An original M60 Machine Gun appears in the game as the "Classic M60". The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.
The weapon is used by True Sons gunners and civilian militia.
The M60E4 returns as the "Military M60 E4" and the improved M60E6 variant as the "Black Market M60 E6". An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the "Machine Gun" category.
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.
The RPK-74 is available in game as the "Classic RPK-74". Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.
The RPK-74 with polymer furniture, intended to pass for the military-spec RPK-74M, returns as the "Military RPK-74M". Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the "Black Market RPK-74M"
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK one-handed while holding a heavy ballistic shield.
Accuracy International AX338
A heavily customized Accuracy International AX338 appears as the "Nemesis", a unique exotic-tier sniper rifle made by a Black Tusk sniper named "Puck" (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter "charges" the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.
Cadex Defence CDX-MC KRAKEN
Introduced in Manhunt Season 4, the Cadex Defence CDX-MC KRAKEN makes an appearance in the game as an obtainable marksman rifle, where it is called the "Tactical .308". The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.
The gun uses 7.62mm marksman rifle mods.
Desert Tactical Arms Stealth Recon Scout
Both the covert and the standard A1 variant of the DTA Stealth Recon Scout return.
The A1 variant is used by Black Tusk snipers.
An exotic-tier variant named the "Mantis" is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's "decoy" skill (if it is equipped).
The DSR-1 is a new addition to the SHD's arsenal. Referred to as the "SR-1".
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.
The FN SSR appears under the name "MK20 SSR," its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.
Heckler & Koch G28
The Heckler & Koch G28 was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.
One of the new "Signature Weapons" introduced in the sequel, the McMillan TAC-50 is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to Ghost Recon: Wildlands.
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances.
Mosin-Nagant M44 Carbine
The Mosin-Nagant M44 Carbine returns as the "Classic M44 Carbine". A sporterized version with an ATI Monte Carlo stock appears as the "Hunting M44 Carbine", while a further-modified version fitted in an Archangel stock makes an appearance as the "Custom M44 Carbine".
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.
The Remington 700 returns in the sequel with 3 versions. The "M700" has a wooden walnut stock, the "M700 Tactical" variant has a McMillan A5 stock, and the "M700 Carbon" variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the "Marksman rifle" category.
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.
The SVD appears in The Division 2 and has two versions. The first one is the "Surplus" variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the "paratrooper" variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped SVUs than actual SVDs, an artifact of the Far Cry 3/4 SVD model.
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style. In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.
Carl Gustav M3
The Carl Gustav M3 rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.
"Chem Launcher" (H&K GLM)
The "Chem Launcher" is a compact, single-shot grenade launcher heavily based on the Heckler & Koch GLM, although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with a firing pin at the bottom would have been much more practical to use. It's arguably more like an FGM-148 Javelin, in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it.
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the AT4 and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.
The FIM-92 Stinger appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.
Heckler & Koch P2A1
The Heckler & Koch P2A1 Flare Pistol returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the "Dark Zones", which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.
Milkor Mark 14
The Milkor Mark 14 MGL returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of "Wyvern", an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.
The True Sons make use of M224 Mortars during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.
UGV Grenade Launcher
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments.
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.
Its design is partially based on the M202 FLASH, but its overall operation and use is different.
The M26 frag grenade appears as the "Concussion Grenade". It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.
An odd-looking grenade that appears to be a mix of the Mk 2 hand grenade and the Mills Bomb appears as the "Fragmentation Grenade" and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.
M84 stun grenade
The M84 stun grenade is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.
The Model 7290 flashbang grenade is seen on the belts of certain True Sons soldiers.
M18 Smoke Grenade
M18 smoke grenades of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.
Rikers Nail bomb
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.
Heavy weapon specialists of the Rikers have the ability to deploy an Browning M2 HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.
Dillon Aero M134 Minigun
The Dillon Aero M134 Minigun is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in Ghost Recon Wildlands, the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.
A "portable version" similar to the one used in Terminator 2: Judgment Day by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.
A later patch included a portable M134 Minigun, simply called "Minigun", that could be used by players under the "Gunner" specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.
As of the "Warlords of New York" expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC.
Drone Machine Gun
One of the new skills available in the game is the "Drone", which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.
The default variant is the "Assault Drone" (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.
General Electric GAU-8/A Avenger
The True Sons have a salvaged a GAU-8/A Avenger autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.
Black Tusk Rocket Artillery
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with 6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.
General Dynamics M197 Vulcan
The General Dynamics M197 Vulcan is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed "Crusader" and "Destroyer" are encountered.
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.
SHD Sentry Gun
What appears to be a cross between the Mk 19 Grenade Launcher and Browning M2A2 is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce "checkpoint camping" in the DZ that was prevalent in the first game.
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During "Occupied Dark Zone" events however, the guns are disabled by the Black Tusks.
True Sons Sentry Gun
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a PK Machine Gun, the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.
SHD Artillery Turret
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.
SHD Sniper Turret
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).
The gun barrel appears to be based on the Barrett M82.
Warhound Grenade Launcher
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the "shock" status when hit, along with heavy damage.
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the "shock" status.
The Black Tusks deploy quadrupedal military drones called "Warhounds", which are armed with a fictional railgun mounted on its back. The drone "charges" the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).
Visually, the exposed portion of the gun appears to be the front end of the Gepard GM6 Lynx model from Far Cry 4, with a Barrett M82A1-styled muzzle brake on the end.
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.
M112 C4 Demolition Pack
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&W 686 revolvers.
The Division also has their own flamethrowers in the form of the "Flame Turret" skill.
As of the "Warlords of New York" expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy "tank" cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom "Striker" crusader shield that's also exclusive to the Firewall specialization.
M16A1 rifles are present on several statues found in the game, particularly in the fictitious museum exhibits.
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.
Sticky Bomb Launcher
Re-introduced during the "Warlords of New York" expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers.
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.