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Rising Storm 2: Vietnam: Difference between revisions

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m (→‎M14 Rifle: Not sure what's wrong with making a movie reference on a movie-oriented database.)
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[[File:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm]]
[[File:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm]]
[[File:M16A1 selector that actually works.jpg|thumb|none|600px|A GI holds his M16 to the sky, happy that the game renders its fire selector as movable.]]
[[File:M16A1 selector that actually works.jpg|thumb|none|600px|A GI holds his M16 to the sky, happy that the game renders its fire selector as movable.]]
[[File:M16A1 firing.jpg|thumb|none|600px|Firing wildly at Hill 937 reveals the classic A1 style sights.]]
[[File:M16A1 firing.jpg|thumb|none|600px|Firing wildly at Hill 937 reveals the sights are slightly incorrect. A1 sights have two apertures that are identical in size, with one being slightly higher than the other to account for long-range shooting. This one features a larger aperture like the 0-2 aperture on the M16A2, likely for gameplay reasons, as the small A1 apertures would likely make shooting more difficult.]]
[[File:M16A1 bayonet.jpg|thumb|none|600px|And yes, you can mount the bayonet. Although in this photo, it's a bit late for that.]]
[[File:M16A1 bayonet.jpg|thumb|none|600px|And yes, you can mount the bayonet. Although in this photo, it's a bit late for that.]]


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[[File:Colt 609-XM1771E1.jpg|thumb|none|400px|Colt Model 609 aka U.S. Army's XM177E1 - 5.56x45mm.]]
[[File:Colt 609-XM1771E1.jpg|thumb|none|400px|Colt Model 609 aka U.S. Army's XM177E1 - 5.56x45mm.]]
[[File:RS2V XM177E1 Idle.jpg|thumb|none|600px|A GI takes his prototype carbine to the range.]]
[[File:RS2V XM177E1 Idle.jpg|thumb|none|600px|A GI takes his prototype carbine to the range.]]
[[File:RS2V XM177E1 Aim.jpg|thumb|none|600px|Aiming the XM177E1, using the sights with the stock collapsed brings these to almost fill the screen.]]
[[File:RS2V XM177E1 Aim.jpg|thumb|none|600px|Aiming the XM177E1, using the sights with the stock collapsed brings these to almost fill the screen. Again, note the anachronistic 0-2 diameter A2-style rear aperture.]]
[[File:RS2V XM177E1 Reload.jpg|thumb|none|600px|Reloading the XM177E1, exactly the same as the M16.]]
[[File:RS2V XM177E1 Reload.jpg|thumb|none|600px|Reloading the XM177E1, exactly the same as the M16.]]



Revision as of 00:37, 1 December 2019

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Nice, but where's the trigger?

This article or section is incomplete. You can help IMFDB by expanding it.


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


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

The following weapons appear in the video game Rising Storm 2: Vietnam (2017).


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

Sidearms

Colt M1911A1

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

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Colt M1911A1 - .45 ACP
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Holding the Colt with one hand.
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Like with many weapons in the game, the player character performs a brass check when the reload key is hit if the magazine is full.
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Firing the pistol at a VC Machine Gunner.
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Reloading the gun after dealing with the VC.

M1917 Revolver

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

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M1917 Revolver - .45 ACP. This is the S&W model with the ejector rod socket, just like the in-game version.
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The M1917 being held.
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The reload sequence when 3 to 5 rounds have been fired : the clip with the spent rounds is ejected, while the other is kept in place manually.
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The hammer can be cocked manually to fire the revolver in single-action mode, which gives an accuracy boost.

Browning Hi-Power

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

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

Submachine Guns

M1A1 Thompson

The M1A1 Thompson was added as the standard-issue SMG for the ARVN faction in the 1.08 ARVN Update. It comes with 30-round box magazines and can be switched between semi and full-auto fire modes. The M1A1's mostly comparable to the VC's MAT-49, a high rate of fire SMG but still relatively controllable and useful at sweeping through rooms at close quarters. The only real con I can give this one is that it suffers from the same overall low amount of spare mags that effects every SMG in the game.

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

M3A1 Grease Gun

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

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

Owen Submachine Gun

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

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

F1 Submachine Gun

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

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

Shotguns

Ithaca Model 37

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

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

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

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

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

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Ithaca 37 Trench Gun, as issued to US troops in Vietnam.
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A GI checks a regular gas station with his regular Trench Gun.
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Filling up the Ithaca with 00 Buckshot.
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The sighting system is a simple front bead.
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Affixing an M7 bayonet to the Trench Gun. This version of the Ithaca 37 is the only shotgun in the game with this feature.
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Ithaca 37 with "Stakeout-style" synthetic pistol grip and forend but a standard 20" barrel. Not unlike the game's Riot Gun.
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Ammo checking the Riot Gun gives a good look at the pistol grip and full length 20" barrel.
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Firing the Stakeout at a VC soldier. The gun is actually being aimed: its off-center to reflect the lack of a stock to properly brace the gun.
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Ithaca 37 with 7-round magazine tube, similar to the in-game 'Duckbill' Conversion only without the muzzle attachment.
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Topping off a Duckbill Ithaca 37 while some WP strikes in the distance.
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Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance.

Rifles

M1/M2 Carbines

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

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

M1 Garand

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

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

M16A1 Assault Rifle

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

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M16A1 with 20 round magazine - 5.56x45mm
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A GI holds his M16 to the sky, happy that the game renders its fire selector as movable.
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Firing wildly at Hill 937 reveals the sights are slightly incorrect. A1 sights have two apertures that are identical in size, with one being slightly higher than the other to account for long-range shooting. This one features a larger aperture like the 0-2 aperture on the M16A2, likely for gameplay reasons, as the small A1 apertures would likely make shooting more difficult.
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And yes, you can mount the bayonet. Although in this photo, it's a bit late for that.

M14 Rifle

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

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

XM177E1

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

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

L1A1 SLR

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

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L1A1 SLR - 7.62x51mm NATO.
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A GI takes this Aussie leadslinger to the range.
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Aiming the L1A1 with it's simple winged post and rear aperture set up.
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Reloading by rocking in a mag, revealing that this is a British L1A1 and not an Aussie by the 2 vent hole handguard.
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Pulling back the bolt with the collapsing charging handle.
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Affixing the bayonet on the L1A1.

XM21 Sniper Weapon System

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

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

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

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

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M21 - 7.62x51mm NATO
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A sniper peeks out of a doorway on Cu Chi with his XM21.
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The scope of the AR-TEL optic, here being used to cover an ally.
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The alternate aiming mode, a very small post on the top of the scope, useful in situations like this.
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The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings.

M40 Sniper Rifle

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

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M40 sniper rifle - 7.62x51mm NATO
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A GI watches over the rice paddies with his M40.
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The Redfield Scope at the range, a simple cross hair with a mix of markings mostly related to figuring out target range while scoped.
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Operating the bolt after firing.
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And inserting some 7.62 NATO rounds.

Machine Guns

M1918 Browning Automatic Rifle

The Browning Automatic Rifle has been added as the main light machine gun of the ARVN forces. While it's outdated in comparison to the VC's RPD or DP-28, a lot more classes get access to the BAR for the ARVN to balance it out.

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M1918A2 Browning Automatic Rifle - .30-06.
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A GI takes a BAR to the range, trying to not make the ol' "three guys walk into a BAR" joke.
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The BAR's sights, an open U notch close up and an aperture at range.
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The BAR's rate of fire is selectable between slow and fast ROF's, note the bipod is now deployed.
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Reloading the 20-round box mag.
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Racking the charging handle.

M1919A6 Browning Machine Gun

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

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M1919A6, post-WWII manufacture with conical muzzle booster - .30-06 Springfield
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The M1919A6 in all it's parkerized glory.
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The sights, with the same U notch/Aperture setup as the BAR.
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Reloading by opening the top cover and removing the belt.
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Replacing the belt and racking the charging handle.

M60 GPMG

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

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M60 machine gun with bipod extended - 7.62x51mm NATO
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A GI with the normal M60 fitted with a 100 round box.
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Aiming the M60 through the fixed post and adjustable leaf.
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Like Red Orchestra games prior, firing a sustained burst for too long can damage the barrel, warping it which decreases accuracy drastically.
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Reloading by opening the top cover and replacing the box.

L2A1

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

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

Launchers and Flamethrowers

M79 Grenade Launcher

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

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M79 grenade launcher - 40x46mm
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A GI takes the more explosive approach to paddy guarding with his M79.
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Aiming the M79, the sight is fully adjustable up to 300 meters.
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Reloading the M79 with a 40mm HE grenade.

M9A1-7 Flamethrower

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

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

Grenades and Explosives

M112 Demolition Charge

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

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

M18A1 Claymore

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

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

M18 Smoke Grenade

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

M18 smoke grenade - Red.
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The M18's in-game model, here with a purple painted cap to show off it's a purple smoke grenade.

M34 White Phosphorous Grenade

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

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

M61 Fragmentation Grenade

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

M61 High-Explosive Fragmentation hand grenade
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A GI holds an M61 near a rice paddy.
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Having grown bored of this paddy, he pulls the pin of his M61 for some impromptu digging.

Mounted Weapons

M2 Browning

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

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

M60D Machine Gun

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

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

M134 Minigun

The M134 Minigun is mounted on the side of the OH-6 'Loach' light scout/attack helicopter, and on the chin turret of the AH-1 Cobra attack helicopter.

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General Electric M134 - 7.62x51mm NATO
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The M134 mount on the side of the OH-6.
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The Minigun on the Cobra's chin turret mount.

M195 Cannon

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

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

M129 Grenade Launcher

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

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

M158 Rocket Launcher

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

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

Weapons of the NVA/PAVN and the VC/NLF

Sidearms

Tokarev TT-33

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

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Tokarev TT-33 - 7.62x25mm Tokarev
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A GI takes a stroll with his newly found TT-33.
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Aiming the TT-33 showing the tall, narrow sights.
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Reloading the TT-33, it shares the same basic animation as the M1911A1 and Hi-Power.

Makarov PM

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

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Makarov PM - 9x18mm Makarov
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A VC soldier runs around Cu Chi with his Makarov pistol.
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Aiming the PM reveals it's tiny sights.
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Performing an ammo check reveals that it has a properly rendered magazine.
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Reloading the PM, thankfully not sharing the same animations as the other pistols.

Submachine Guns

MAT-49

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

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MAT-49 Submachine Gun - 9x19mm
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A MAT-49 SMG captured by Communist Forces during the French-Indochina War and converted to 7.62x25mm Tokarev.
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After a long day's work, a GI unwinds with a captured MAT-49.
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Aiming the MAT-49, the sight is flippable between 50m and 100m, with a bigger aperture for 100.
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Reloading the MAT-49 by flicking the magazine release.
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Performing an ammo check on the 7.62x25 MAT-49, note the longer barrel.
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Pulling the MAT's charging handle on an empty reload.
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Collapsing the stock to get down and dirty with some Aussies.

MP40

The MP40 was added to the game in Update 1.2 as a submachine gun for the NLF. This serves as a far more controllable but lower rate of fire counter part to the MAT-49 and PPSH.

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MP40 - 9x19mm
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The MP40 in-game, with a nice new model like the PPSh seen below.
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The sights, adjustable out to 200 meters.
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And in a change of pace, the reload animation is different. The soldier simply just removes the mag.
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And yanks the bolt open.

PPSh-41

The PPSh-41 is another usable submachine gun for the North Vietnamese forces, having a much higher fire rate than the MAT-49. Like in Red Orchestra 2, the PPSh starts off with 35-round magazines, though the original 71-round drum magazines are also available in the loadout screen. The fire selector is also usable on the base weapon. The PPSh is decent with the only problem of the high rate of fire clashing with the small magazine size.

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PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev
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The "papasha" in-game, with a nice new model.
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Aiming the PPSh-41 through the rear notch and front post.
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Reloading the PPSh-41 by inserting a stick mag into the gun.

Shotguns

IZH-58

A double-barreled IZH-58 shotgun is usable for the North Vietnamese forces in both full-length, Coach Gun and sawed-off versions. The sawn-off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and full-length versions are able to use 1oz Slugs in addition to Buckshot. What they lack in repeat firepower like the Ithaca's, the Izh's make up for in accuracy. The full-length and coach gun versions are very accurate to some extended ranges.

Weirdly enough, it was called the "IZH-43" in the beta, which was the replacement to the IZH-58 introduced in 1986, then it was renamed the period accurate "IZH-58". However, in a recent update the IZh-58 was painted gloss black and simply dubbed the "SxS shotgun" likely to address the question of how a Soviet double barreled shotgun ends up in the fields of Vietnam.

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Baikal IZH-43, similar to the IZH-58 - 12 Gauge
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A GI holds an IZH, grumbling about how many times the gun has been renamed in-game.
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Aiming the IZH-58 reveals a bead sight.
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Reloading the shotgun after firing one shot reveals a different animation of swapping just one shell.
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For comparision: Stevens 1960s SBS with the barrels sawed-off - 12 Gauge (Photoshopped).
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And the sawn off for good measure.
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"Aiming" the sawn off, can't exactly use the sights with no stock.
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Reloading the stubby shotgun by stuffing it with 2 fresh shells.

Rifles

AKM / Type 56 / Type 56-1

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

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

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

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

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

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AKM - 7.62x39mm
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A PAVN recruit takes his AKM out to the range.
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Affixing a Type II bayonet on the rifle.
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Aiming and firing an AKM, while a GI peeks out of a leftside corner.
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Reloading a wet AKM by rocking in a fresh mag.
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Norinco Type 56 (fixed stock variant) with under-folding bayonet ("pig sticker") which was standard on PLA-issue Type 56s - 7.62x39mm
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A GI takes a Type 56 for a spin.
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Aiming the Type 56 reveals the Type 56's fully hooded front sight.
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Reloading the Type 56 by removing the magazine out and rocking a new one in.
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A VC soldier brass checks his Type 56 in Hue City.
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Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm
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Another VC soldier goes to work folding the stock on his 56-1.
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Aiming and firing at GI's with the stock folded, aiming is relative in this case.
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Pulling back the bolt during a reload.

MAS-49

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

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

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

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

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MAS-49 - 7.5x54mm French
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The standard version of the MAS49 rifle.
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The iron sights, very big and yet still cramped..
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Like the M14, the MAS has a different reload animation for when the gun isn't empty. If so, then a stripper clip will be used to top the gun off.
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If the ammunition is depleted, then you change out the magazine.
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Pulling back the bolt.
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The Marksman's special scoped variant complete with period correct APX scope.
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The scope's reticle, a simple post with wings.
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And the Grenade launching version, here with a grenade fitted.
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Putting a 7.5 French blank in the magazine.
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The launcher's sights, range is adjusted by moving the grenade up and down the spigot.
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And boom goes the dynamite.

Mosin Nagant M91/30

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

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Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R
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First up, the original M91/30 with the correct straight bolt handle.
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The irons, a globe and post in front, a notch in back. Simple.
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Operating the Mosin-Nagant's bolt.
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Reloading the Mosin Nagant with a 5-round stripper clip.
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Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope
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The scoped variant of the M91/30, note the curved bolt handle to accommodate the scope.
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The scope view, a post with two lines next to the point. The rather high placement of the reticle is accurate, although a later update allowed for a selectable option to have the reticle in the center of the scope like RO2.
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Operating the curved bolt.
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And stuffing in fresh rounds.

SKS-45

The SKS appears as a usable rifle to the PAVN/VC forces. A decent all-arounder rifle, the SKS is mostly used by classes who get either this or a shotgun so if you don't want to be angry Papa-san running around with his hunting gun, here you go.

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Russian SKS - 7.62x39mm
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The SKS as seen in-game.
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Aiming the SKS, a post and a notch as usual..
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Reloading the SKS by using a 10-round stripper clip. The non-dry reload will differ by having the soldier dump the spare rounds out, then lock the bolt back and feed in a new clip.
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A VC on Hill 937 does a brass check at the start of the map.

SVD Dragunov

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

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SVD Dragunov sniper rifle - 7.62x54mm R
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A GI takes the newest rifle in the VC's arsenal for a spin, an SVD.
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Aiming down the PSO-1 scope, a fairly accurate render of the reticle, and one of the only guns with a sealed off sight picture, accounting for the rubber eyepiece.
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Reloading the Dragunov by removing the empty mag and replacing it, the bolt accurately being locked open.

Machine Guns

Degtyaryov DP-28

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

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Degtyaryov DP-28 - 7.62x54mm R
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The DP-28 in-game model, all nice and clean in comparison to RO2.
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The DP's sights, a notch and wings in front, and a leaf in the rear.
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Reloading by opening the bolt, swapping the empty pan and inserting the fresh one.

Degtyaryov RP-46

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

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RP-46 - 7.62x54mm R
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The RP-46 in-game, the red headed step child between the DP and RPD rarely seen in games.
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The sights are the same as the DP-28, here misaligned given this photo was taken mid-belt dump.
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Reloading the RP-46 by opening the belt feed try and inserting a new belt.
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Racking the bolt after closing the cover.

Degtyaryov RPD

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

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RPD - 7.62x39mm
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The RPD as seen in-game.
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Aiming the RPD, with it's similar sights to the AK.
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Like the M60 and the other MG's in game, firing too long will cause the barrel to warp.
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Reloading the RPD by swapping drums and fitting the belt.

Launchers

RPG-7

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

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RPG-7 - 40mm
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Like in Tripwire's other game Killing Floor 2, the player cocks the hammer on the RPG off before firing.
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Aiming the RPG-7.
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Reloading the RPG-7 by inserting a rocket.

Grenades and Explosives

MD-82 Mine

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

M14 anti-personnel mine with safety clip attached.
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MD-82 in-game.
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Deploying the MD-82.
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Pulling the pin to arm the mine.

RGD-1 Smoke Grenade

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

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

Type 67 Grenade

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

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Type 67 High-Explosive Fragmentation stick grenade
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A Vietcong soldier shows us his handy Chinese potato masher.

Mounted Weapons

DShK Heavy Machine Gun

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

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DShKM on tripod - 12.7x108mm
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The DShk as seen in-game.
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The sights of the DShk as it's firing.
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Opened top cover.
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Operating the bolt after closing the top cover.