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There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout (originally called Engineer) class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.
There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout (originally called Engineer) class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.


Each class can equip one primary weapon, one secondary weapon, one grenade, and a melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (primarily made up of intermediate and full-power semi-automatic rifles), LMGs (including GPMGs), PDWs (primarily consisting of submachine guns, but also includes a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all "Other" category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact.  
Each class can equip one primary weapon, one secondary weapon, one grenade, and a melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (primarily made up of intermediate and full-power semi-automatic rifles), LMGs (including GPMGs), PDWs (primarily consisting of submachine guns, but also includes a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all "Other" category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal "rank," which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money.  


Weapons can be unlocked by ranking up, which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money.  
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by killing enemies or by spending credits. Most weapons can use one "optic" attachment (includes iron sights, holographic sights, and scopes), one "barrel" attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one "underbarrel" attachment (grips, flashlights, lasers), one "other" attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one "ammo" attachment (hollow point, armor piercing, overpressure, slugs, flechette). Although many attachments are available to any weapon (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique weapon modifications change the weapon in such a way that it becomes another firearm; for example, the Kel-Tec KSG-12 has access to the unique "KSG-25 barrel" modification, which transforms the shotgun into the KSG-25 both functionally, by extending its magazine tube, and literally, by changing the weapon's name to "KSG-25" in the loadout menu and killfeed. This is true for a number of weapons and will be taken into account when considering if a weapon appears in ''Phantom Forces.''


=Pistols=
=Pistols=
The "Pistols" class
==AMT Automag III==
==AMT Automag III==
The [[AMT Automag III]] is unlocked at rank 109. The second in a series of automatic pistols produced by Arcadia Machine and Tool in the 1990s, the Automag III is chambered in .30 Carbine. In-game, this gives the Automag III a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. As with many of the guns featured in-game, the Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol (both literally and figuratively) into the Automag IV and Automag V respectively.
The [[AMT Automag III]] is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]
[[Image:AMTAutoMagIII.jpg|thumb|none|450px|AMT Automag III - .30 Carbine.]]
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none|The Automag III as it appears in Phantom Forces. ]]
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none|The Automag III as it appears in Phantom Forces. ]]
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[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously "Wick-flicked." ]]
[[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously "Wick-flicked." ]]
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home. ]]
[[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home. ]]
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round. That is, if the magazine wasn't empty. ]]
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]]
===AMT Automag IV===
===AMT Automag IV===
Equipping the ".45 WinMag" ammo conversion mod for the Automag III transforms it into the Automag IV.  
Equipping the ".45 WinMag" ammo conversion mod for the Automag III transforms it into the Automag IV. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier.
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]]
[[File:PhantomForces AMagIV.jpg|600px|thumb|none|The Automag IV as it appears in-game. ]]


===AMT Automag V===
===AMT Automag V===

Revision as of 15:08, 25 October 2023

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Phantom Forces for current discussions. Content is subject to change.

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Phantom Forces (2015)

Phantom Forces is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on 2 June 2015 for consoles and 31 August 2015 for PC. It is a modern shooter heavily inspired by the Battlefield franchise, specifically 3 and 4, with some of the maps and weapons of 4 and the heads-up display of 3 making a near-identical appearance in Phantom Forces. The 4-class system of the Battlefield games is also present, but without the unique gadgets and abilities of those classes.

Phantom Forces sets itself apart with its extremely diverse selection of over 180 firearms and an extensive modification system for tailoring each weapon to suit a player's needs.



The following weapons appear in the video game Phantom Forces:


Overview

There are 4 classes in Phantom Forces, which, due to the lack of Battlefield-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout (originally called Engineer) class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.

Each class can equip one primary weapon, one secondary weapon, one grenade, and a melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (primarily made up of intermediate and full-power semi-automatic rifles), LMGs (including GPMGs), PDWs (primarily consisting of submachine guns, but also includes a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all "Other" category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal "rank," which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money.

Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by killing enemies or by spending credits. Most weapons can use one "optic" attachment (includes iron sights, holographic sights, and scopes), one "barrel" attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one "underbarrel" attachment (grips, flashlights, lasers), one "other" attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one "ammo" attachment (hollow point, armor piercing, overpressure, slugs, flechette). Although many attachments are available to any weapon (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique weapon modifications change the weapon in such a way that it becomes another firearm; for example, the Kel-Tec KSG-12 has access to the unique "KSG-25 barrel" modification, which transforms the shotgun into the KSG-25 both functionally, by extending its magazine tube, and literally, by changing the weapon's name to "KSG-25" in the loadout menu and killfeed. This is true for a number of weapons and will be taken into account when considering if a weapon appears in Phantom Forces.

Pistols

The "Pistols" class

AMT Automag III

The AMT Automag III is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.

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AMT Automag III - .30 Carbine.
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The Automag III as it appears in Phantom Forces.
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The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.
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The view down the Automag III's sights.
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The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.
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The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.
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The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.
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The Automag III's tactical reload animation, in which the magazine is unceremoniously "Wick-flicked."
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The second half of the reload, in which a fresh magazine is rammed home.
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When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.

AMT Automag IV

Equipping the ".45 WinMag" ammo conversion mod for the Automag III transforms it into the Automag IV. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier.

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AMT Automag IV - .45 Win Mag.
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The Automag IV as it appears in-game.

AMT Automag V

Equipping the ".50 AE" ammo conversion mod for the Automag III transforms it into the Automag V.

AMT Javelina Longslide

The AMT Javelina Longslide, a variant of the 1911-pattern AMT Hardballer chambered in 10mm Auto and with a longer barrel, is unlocked at rank 84.

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AMT Javelina Longslide - 10mm Auto

Arsenal Firearms AF2011-A1

The Arsenal Firearms AF2011-A1 is unlocked at rank 201.

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Arsenal Firearms AF2011-A1 - .45 ACP

AWS 1911

The AWS 1911 appears as the "MP1911", unlocked at rank 106 and classed as a machine pistol. It has a 30 round extended magazine, despite this it incorrectly holds 15 rounds. It fires at 1000 RPM in full auto.

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AWS 1911 - .38 Super

Beretta 93R

The Beretta 93R with wood grips is unlocked at rank 26, and it is the only burst-fire secondary in the game. It has a 20 round magazine and is classed as a machine pistol.

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Beretta 93R with wood grips - 9x19mm Parabellum

Beretta M9

A Beretta M9 with brown grips is one of the two sidearms unlocked by default, the other being the Glock 17. It can be fitted with the 93R's stock, called the "Raffica Stock" in-game.

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Beretta M9 - 9x19mm Parabellum
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The Beretta in the loadout menu. Note that the Beretta logo on the grip has been replaced with a Stylis Studios logo.
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The pistol in first-person.
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Inspecting the left side of it...
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...and then the right side.
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Aiming down the iron sights.
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The alternate aiming mode has the player character hold it gangsta-style. This applies to most other pistols in the game.
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Emptying the weapon into the wall.
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Tossing away the empty magazine...
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...loading in a new one...
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...and releasing the slide.

Colt M1911A1

A two-toned Colt M1911A1 is unlocked at rank 8. The hammer is longer than it should be, and it has a full length guide rod. It uses an 8-round magazine.

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Nickel-plated M1911A1 with brown plastic grips - .45 ACP
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The M1911A1 in the loadout menu.
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The pre-5.7.0 model of the M1911A1 in the loadout menu.
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The M1911 in-game.
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Inspecting the left side...
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...and the right side.
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Aiming down the dual-colour glow sights.
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Ignoring those said sights.
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Firing the pistol.
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Flicking away the old magazine...
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...loading in a rather oddly-textured new magazine...
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...and racking the slide.

"Bigot" M1911 OSS conversion

The "Dart" attachment converts the weapon into the experimental clandestine OSS "Bigot" M1911 designed by the OSS during World War II. This was a sneaky silent dart-firing conversion of an otherwise unmodified M1911 pistol.

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OSS "Bigot" M1911A1
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Previewing an M1911A1 with the "Dart" ammo conversion.

Colt M45A1

The Colt M45A1 is unlocked at rank 34. The weapon has a 10 round magazine.

The "Dart" conversion from the regular M1911A1 is also availale for the M45.

Before version 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidexterous grip safety, which made it a Colt Rail Gun. The old model also had a tribal engraving on the slide.

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Colt M45A1 - .45 ACP
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The M45 in the loadout menu.

FN Five-seveN

The FN Five-seveN Mk2 with FDE frame is unlocked at rank 57, a nod to the caliber and name of the pistol.

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FN Five-seveN Mark 2 FDE - 5.7x28mm

Glock 17

The Glock 17 with a tan frame is one of the two sidearms unlocked by default, the other being the M9.

The Glock 17 has the option of equipping 33 round Glock magazines and a FAB Defense GLR-440 stock.

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3rd Generation Glock 17 - 9x19mm Parabellum
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The Glock in the loadout menu.
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The pre-5.7.0 model of the Glock in the loadout menu.
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Holding the Glock.
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Taking a look at the left side...
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...and the right side of the pistol.
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Aiming down the Glock factory standard sights.
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Aiming without them.
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Firing into the grill.
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Throwing away the old mag...
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...inserting a fresh one...
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...and releasing the slide.

Glock 18C

The Glock 18C appears in-game. The Glock 18C is the first machine pistol players unlock, at rank 17.

Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.

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3rd Generation Glock 18C - 9x19mm Parabellum
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The Glock 18 in the loadout menu.
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3rd Generation Glock 17 - 9x19mm Parabellum
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The pre-5.7.0 "G18" in the loadout menu.

Glock 21

A Glock 21 with an OD green frame is unlocked at rank 21.

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3rd Generation Glock 21 - .45 ACP
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The Glock 21 in the loadout menu.

Glock 23

A Glock 23 with an FDE frame is unlocked at rank 23.

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3rd Generation Glock 23 - .40 S&W
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The Glock 23 in the loadout menu.

Glock 40

The Glock 40 is unlocked at rank 40.

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4th Generation Glock 40 - 10x25mm Auto

Guncrafter Industries Model 1

The Guncrafter Industries Model 1, a variant of the M1911 pistol series chambered in .50 GI, is unlocked at rank 73.

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Guncrafter Industries Model 1 - .50 GI

IMI/Magnum Research Desert Eagle L5

The Desert Eagle L5 is chambered in .44 Magnum and is unlocked at rank 18. The barrel is slightly longer than the real L5 pictured below, making the in-game weapon roughly the same size as the Mark XIX. This is most likely due to it reusing the same model as the XIX for most parts of the weapon, with the colour changed to black. It has access to the extended Desert Eagle barrel, called "Long Barrel". Most attachments in the game are as descriptive as this example. Some of its reload sounds are from Call of Duty 4: Modern Warfare.

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Magnum Research Desert Eagle L5 - .50 AE
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The L5 in the loadout menu.
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Magnum Research Desert Eagle Mark XIX with 10" barrel - .44 Magnum

IMI/Magnum Research Desert Eagle Mark XIX

The Desert Eagle Mark XIX is chambered in .50 AE and is unlocked at rank 102. It has access to the extended Desert Eagle barrel, called "Long Barrel".

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Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE
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Magnum Research Desert Eagle Mark XIX with 10" barrel - .44 Magnum

Intratec TEC-DC9

The Intratec TEC-DC9 appears as the "TEC-9", converted to full auto. It fires at 1500 RPM, making it one of the highest firerate weapons in the game. It has a 20 round magazine. The machine pistol is unlocked at rank 50. The pistol has an M3 "Grease Gun" stock as the "Full Stock" and an extended barrel, complete with barrel shroud.

The same TEC-9 model is used for the Interdynamic KG-99, despite the KG-99 having different sling mounts and sights. Despite firing the same round as the TEC-9, the KG-99 deals more damage to balance it being semi-auto. The same unique attachments are shared with the TEC-9 and the KG-99, including the "Long" and "Short" barrels and the Grease Gun stock.

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Intratec TEC-DC9 - 9x19mm Parabellum
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Interdynamic KG-99 - 9x19mm Parabellum. For comparison with TEC-DC9.

TEC-9 Mini

The "Short Barrel" converts the weapon into a TEC-9 Mini. The same applies to the "KG-99".

Intratec TEC-9 Mini - 9x19mm Parabellum

LAR Grizzly Mark V

The .50 AE Mark V version of the LAR Grizzly Pistol is unlocked at rank 144.

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LAR Grizzly Mark V - .50 AE

Laugo Alien

The Laugo Alien is unlocked at rank 179.

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Laugo Alien - 9x19mm Parabellum

Makarov PB

The Makarov PB is the first and only integrally-suppressed pistol in the game, unlocked at rank 91. It has 8 round magazines, but can use the 80 round Makarov drum. In game, it is known as the "Izhevsk PB".

Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.

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Makarov PB with secondary suppressor - 9x18mm Makarov

Makarov PM

The Makarov PM is unlocked at rank 92. The in-game weapon has a longer barrel, a feature seen on Canadian import models. Like the other two Makarov pistols, it has access to the default 8 round magazine and the 80 round drum.

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Baikal-442 (Canadian import version) - 9x18mm Makarov

MBA Gyrojet Pistol

The Gyrojet Mark I rocket pistol is unlocked at rank 122. It is unique due to its damage increasing with distance, rather than falling. There is a full-auto conversion available, which is completely fictional. You can also make the rockets smaller and faster by equipping the "12mm Rockets" attachment.

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Gyrojet Pistol Mark 1 Model B - 13mm

RARAN 1130

The super-rare RARAN 1130 is unlocked at rank 126, under the English abbreviation name "RAMA 1130". It is classed as a PDW/SMG instead of a machine pistol. By default, it has the rare 84 round 9x18mm drum (which only holds 80 rounds in-game), but it can be converted to .380 ACP in a 12 round magazine. The one in-game also has a long barrel like the regular PM, which is not a feature of the real weapon. Despite the high rate of fire and short barrel, it has a long range and low recoil.

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RARAN 1130 - 9x18mm Makarov
Makarov PM with 84 round drum magazine - 9x18mm Makarov

Serbu GB-22

The Serbu GB-22 is unlocked at rank 99. It is a bit larger than the real weapon, and features the same breech-loading method of reloading as the real weapon. Like the ZiP .22 below, it is a joke weapon, with little practical usage. It can kill with 1 bullet at any range if the player gets a headshot, even with suppressors equipped, which usually reduce damage at range.

The weapon has 3 ammo conversions: 10mm Auto, .50 AE, and 12 gauge minishells (which are most likely Aguila 12 gauge minishells). Using .50 AE with the short barrel is preferred, as it makes the weapon kill in 1 shot in CQC. 10mm Auto is preferred for longer range shooting. When combined with the long barrel attachment, it gives the weapon a completely ridiculous muzzle velocity of 2625m/s. 12 gauge minishells turn it into a pocket shotgun, albeit with only 1 shell and less than average range.

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Serbu GB-22 with red dot sight and grips - .22 LR

Springfield Armory M1911-A2 SASS

The Springfield Armory M1911-A2 SASS, a single-shot conversion kit for an M1911 pistol, is unlocked at rank 132.

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Springfield Armory M1911-A2 SASS - .308 Winchester

STI DVC Tactical 2011

A rather garishly-coloured STI DVC Tactical 2011 is unlocked at rank 150.

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STI DVC Tactical 2011 - .45 ACP

USFA ZiP .22

The USFA ZiP .22 is unlocked at rank 61, referred to as ZIP 22. It is a joke weapon, with no practical purpose, with the lowest damage and shortest range on any ranged weapon in the game, requiring 7-9 shots to kill. Headshots reduce this to a 3 shot kill, but the 10 round Ruger 10/22 magazine and short range limits its effectiveness. It is very popular to use the ZiP with an autoclicker, as it has a rate of fire of 1000 RPM.

The weapon has access to the "Pro Mag", unlocked by getting 1337 kills with the weapon. The "Pro Mag" is a Ruger 10/22 50 round drum, which increases the ZiP .22's combat effectiveness. The kill requirement is a reference to "leet". Additionally, a stock is added when using scopes; the stock is of the BattleZiP Survival SBR, an official stock attachment that had compartments for emergency supplies.

Humorously, the weapon's description makes fun of it, calling it a "pistol" in quotation marks and remarking "it was so bad, it killed a million dollar company" which it, indeed, did.

A golden ZiP appears as the final weapon in the Gun Game mode, called "La Rata" and equipped with ratshot/snakeshot ammunition along with the "Pro Mag". You are unable to aim down sights with it.

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USFA ZiP .22 with magazine removed - .22 LR
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The ZiP .22 in the menu.
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Previewing a ZiP .22 customised to death, with a Sagittarius 40x scope, the carbine stock (which comes with every optical attachment), an Opsrey suppressor and a 50 round magazine.

Walther GSP Expert

The Walther GSP Expert is unlocked at rank 131. The weapon features extended magazine options, as well as a conversion to .30 S&W (which changes the name to GSP-C), despite the GSP not having .30 S&W as an option (however it is available in .32 S&W). The Walther logos have been replaced with Stylis Studios logos.

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Walther GSP Expert - .22 LR. This image appears to be the reference photo for the in-game model.

Revolvers

In Phantom Forces, revolvers fill the niche of a high-damage, low-capacity sidearm useful for panic-firing at close range to delete an aggressive enemy. At the same time, many revolvers are capable of scoring a one-shot headshot kill at decent ranges, making them a powerful "second primary" weapon if used by a player with acceptable aim. Many revolvers in-game are reloaded via speedloader, meaning that all of the ammunition in the gun's cylinder (spent or unspent) is ejected. The player, thankfully, keeps the unspent rounds in reserve and does not lose them in this situation.

Mateba Model 6 Unica

A Mateba Model 6 Unica with a 5 inch barrel appears as the "Mateba 6". It is unlocked at rank 29 and it is chambered in .44 Magnum. The casings in the cylinder are white. The "Mateba 6" can, much like many other revolvers in Phantom Forces, be equipped with an extended "cowboy" barrel, which increases accuracy and the time taken to aim, or a shortened snubnosed barrel, which does the opposite. Specialized .44 Special rounds, which significantly reduce recoil at the cost of damage, are also available.

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Mateba Model 6 Unica, 5" barrel - .357 Magnum
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The Mateba Model 6 Unica as it appears in the loadout menu. Unlike other revolvers, the Model 6 Unica fires from the bottom chamber in the cylinder, which can be seen from the position of its barrel in-game.
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The Model 6 Unica features unusually low recoil when firing from the hip and an incredible 600 rpm firerate, making this Italian revolver a potent tool in close-quarters combat.
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The Model 6 Unica's simple glow sights. But it's probably a better idea to fire it from the hip anyways.
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The player brings the "Mateba 6" close to his or her face to admire its unique design.
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Ditto, from the other side.
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The player begins the reloading process as with many other revolvers, by swinging out the cylinder and smacking the ejector to free the empty casings...
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...followed by grabbing hold of an invisible, 6-shot, .44 Magnum speedloader to insert a fresh half-dozen rounds. Don't question it.


MP-412 REX

The MP-412 REX appears as the first revolver players unlock, at rank 4. The in-game model is generally slightly off compared to the real weapon, and it incorrectly has the ability to mount a flash hider attachment; this would not work due to the cylinder gap. Oddly, it can pick up ammo from the .50 AE Desert Eagle XIX, despite it using .357 Magnum. The rounds in the cylinder are yellow.

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MP-412 REX - .357 Magnum
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The MP-412 REX in the loadout menu.

Remington 1858 New Army

A Remington 1858 New Army is unlocked at rank 58 and it incorrectly fires .357 Magnum. The description states the weapon to be a modern reproduction of a "vintage American ball-and-cap revolver", which explains the caliber choice and removable cylinder design. The rounds are missing from the cylinder.

The weapon is depicted as double-action rather than single-action, although the player character does make a motion that resembles cocking the hammer after firing. The weapon can be fan fired to increase the rate of fire.

It can be modified to use snakeshot ammunition.

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Remington 1858 New Army with brass frame - .44

Ruger Redhawk

The Ruger Redhawk appears as the "Redhawk 44", firing .44 Magnum. It can equip a stock, called the "KAC Stock", and the weapon is unlocked at rank 83.

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Ruger Redhawk with stainless steel finish and 5.5" barrel - .44 Magnum

"Toy Gun"

The Redhawk model is also the basis for the "Toy Gun", a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.

Taurus Judge

The Taurus Judge is unlocked at rank 113 and is chambered in .410 bore. It fires half the regular amount of pellets for buckshot in-game, 4 instead of 8. Like all shotguns, it can be modified to use flechette, birdshot or slug ammunition.

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Taurus Judge - .45 Long Colt/.410 Bore

Taurus Raging Judge

The Taurus Raging Judge is unlocked at rank 137 and is called the "Executioner". It has access to a longer barrel and a stock.

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Taurus Raging Judge - .454 Casull

Submachine Guns

ASMI

The ASMI is unlocked at rank 97.

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ASMI - 9x19mm Parabellum

Coharie Arms MP-10

The Coharie Arms MP-10 is unlocked at rank 66. It has an integral flashlight, making it the brightest weapon in the game as it can attach 3 other flashlights (1 in the "Other" category, 1 in the underbarrel category and a Maglite flashlight in the optics category). The "Flashlight Off" attachment disables the flashlight, but it counts as an attachment in the "Other" category, so turning it off means you cannot equip anything else in the "Other" category.

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Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum

Colt Model 633

The Colt Model 633 appears as the "Colt SMG 633". Before the June 4th 2020 update, it was incorrectly called the "Colt SMG 635". It is unlocked at rank 49.

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Colt Model 633 - 9x19mm Parabellum

Colt Model 635

The Colt Model 635 can be made by equipping the Long Barrel attachment to the "Colt SMG 633".

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Colt Model 635 - 9x19mm Parabellum

Daewoo K7

The Daewoo K7 is unlocked at rank 84. It (correctly) fires very fast, at 1100 RPM, and can unusually accept muzzle attachments, unlike other integrally suppressed weapons in-game. The ability to mount a muzzle brake or compensator has real life precedence, as the Barrett M107 has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. However, the use on the 9mm K7 is questionable, as not enough gas would make it through the suppressor in order for the muzzle attachments to function properly, and the 9mm cartridge has very little recoil.

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Daewoo K7 - 9x19mm Parabellum

FN P90 TR

The FN P90 TR is unlocked at rank 24. Its firing sound is taken from Call of Duty 4: Modern Warfare, and its reload sounds are from COD4 and Counter-Strike: Global Offensive.

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FN P90 TR - 5.7x28mm
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The P90 in the loadout menu.

Heckler & Koch MP5A2

The Heckler & Koch MP5A2 is unlocked at rank 40 and is simply called "MP5". Weirdly, the weapon has a higher bullet velocity than the MP7, despite it being the other way round in real life. The ironsights are removed when attaching optics. When reloading, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.

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Heckler & Koch MP5A2 - 9x19mm Parabellum

Heckler & Koch MP5K

The Heckler & Koch MP5K is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The weapon has a stock attachment and a 10mm Auto conversion. Underbarrel grips replace the default foregrip, which provides no statistical benefit. Like the other MP5s, the character does not lock the bolt back, which in real life would make inserting the new magazine very difficult.

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Heckler & Koch MP5K - 9x19mm Parabellum
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The MP5K in the loadout menu.

Heckler & Koch MP5SD2

The Heckler & Koch MP5SD is unlocked at rank 60, simply called "MP5SD". It has a long barrel attachment, which is its only barrel/muzzle attachment due to the nature of an integrally suppressed weapon. The suppressor cannot be removed, unlike other integrally suppressed weapons in-game.

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Heckler & Koch MP5SD2 - 9x19mm Parabellum

Heckler & Koch MP5/10

The Heckler & Koch MP5/10 is unlocked at rank 74. The magazine is slightly longer than it should be.

Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 is unlocked at rank 9, simply called "MP7". Despite having a 40 round magazine, it only holds 30. The extended magazine attachment increases it to 40 rounds. With the joke "Loudener" attachment, the sound is similar to the Half-Life 2 MP7.

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Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm
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The MP7 in the loadout menu. The grip is slightly too straight compared to the real weapon.

Heckler & Koch UMP45

The Heckler & Koch UMP45 is unlocked at rank 5, making it the second "PDW" players unlock. The weapon has a sole underbarrel RIS rail, instead of the tri-rail setup seen in the picture below. Its reload sounds are from Call of Duty: Modern Warfare 2 and Counter-Strike: Global Offensive.

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Heckler & Koch UMP45 with RIS rail - .45 ACP
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The UMP in the loadout menu.

Heckler & Koch UMP40

The .40 S&W conversion turns the gun into the Heckler & Koch UMP40.

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Heckler & Koch UMP40 with RIS rail - .40 S&W

IMI Micro Uzi

The IMI Micro Uzi is classed as a machine pistol and is unlocked at rank 68. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. By default, it has no stock, but it can be put on with the "Extended Stock" attachment. Some of its reload sounds are taken from Call of Duty 4: Modern Warfare's Mini Uzi.

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IMI Micro Uzi - 9x19mm Parabellum

IMI Uzi

The IMI Uzi is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the M3A1 "Grease Gun". The M3 magazine is not compatible with the Uzi in real life. It uses the same reload sounds as the Micro Uzi.

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IMI Uzi - 9x19mm Parabellum

IWI X95

The IWI X95 is called the "X95 SMG" and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.

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IWI X95 - 9x19mm Parabellum

KRISS Vector

The Gen I KRISS Vector is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.

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KRISS USA Gen I Vector - .45 ACP

M1928 Thompson

An M1928 Thompson is unlocked at rank 121, referred to as "Tommy Gun", with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to "Thompson"), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the "Annihilator" prototype, which makes the weapon fire at 1500 RPM. This conversion is called the "M1919 Conversion", which is incorrect, as the M1919 did not fire this quickly. The "Typewriter" admin-only M1928 has the 100 round drum.

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M1928 Thompson with 50-round drum magazine - .45 ACP
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Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP

M3A1 "Grease Gun"

A black M3A1 "Grease Gun" is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.

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M3A1 "Grease Gun" - .45 ACP

MAC-10

The MAC-10 is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the TEC-9 extended barrel, which makes the weapon appear as if it has come from BOCW. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, "gangster" style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger.

The reload sounds are the same as the Uzis above, which were partially taken from Call of Duty 4: Modern Warfare.

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Ingram MAC-10 - 9x19mm Parabellum
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The MAC-10 in the loadout menu.
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MAC-10 with Sionics two-stage suppressor - .45 ACP
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MAC-10 with detachable barrel extension - .45 ACP

MP40

The MP40 is unlocked at rank 108.

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MP40 with brown bakelite lower receiver - 9x19mm Parabellum

PP-19 Bizon-2

The PP-19 Bizon-2 chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.

The in-game description contains the quote "Kept ya waiting, huh?" which references a trademark line of the character Snake from the video game series Metal Gear. It is also a nod to the long wait players had before this weapon was finally added to the game.

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PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
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PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.

PP-2000

The PP-2000 is unlocked at rank 42.

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PP-2000 - 9x19mm Parabellum

PPSh-41

The PPSh-41 with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the MW2 and CS:GO UMP-45, with the charging handle sound of the AK-12.

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PPSh-41 with 71-round drum- 7.62x25mm Tokarev

Sa vz. 61 Skorpion

The Sa vz. 61 Skorpion is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the "Other" category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to "vz.61-E". Weirdly, there is also a 50 round rubber pellets conversion.

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Sa vz. 61 Skorpion - .32 ACP

Sa vz. 82 Skorpion

The 9x18mm Makarov conversion turns the weapon into the Sa. Vz. 82 Skorpion, but it still has the wood pistol grip.

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Sa vz. 82 Skorpion - 9x18mm Makarov

Sterling L2A3

The Sterling L2A3 is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.

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Sterling L2A3 (Mk.4) - 9x19mm Parabellum

Steyr AUG A3 9mm XS

The Steyr AUG A3 9mm XS is unlocked at rank 80 and is called the "AUG A3 Para". It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder.

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Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum

Shotguns

All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet "birdshot" (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.

AA-12 CQB

The AA-12 CQB is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.

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MPS AA-12 CQB - 12 gauge

AA-12

The "Long Barrel" attachment turns the CQB into a regular-length AA-12.

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MPS AA-12 - 12 gauge

Beretta DT11

The Beretta DT11 is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2 inch shell, which significantly increases pellet velocity, and a bolo round, which has unique "damage rampup," causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player.

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Beretta DT11 - 12 gauge
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The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...
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Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.
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The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?
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The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.
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The DT11's first alternate ADS mode, which it shares with other shotguns.
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The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.
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Inspecting the DT11 in-game.
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Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.
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Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.
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The DT11, when equipped with the "sporting stock" mod, becomes the DT11 ACS (All-Competition Shotgun)
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What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing "Olympian stock."

Daewoo USAS-12

The Daewoo USAS-12 is unlocked at rank 189.

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Daewoo USAS-12 - 12 gauge

"DBV12"

The "DBV12" (DBV stands for "drobovik", "shotgun" in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype AK-12 and is unlocked at rank 24. The "DBV12" in game is specifically based on the Battlefield 4 weapon of the same name. Like the BF4 weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the "DBV12" in-game.

Aside from the same 4 ammo types all shotguns have access to, the "DBV12" can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.

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Photoshopped mock-up of an AK-12/76 - 12 gauge
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The "DBV12" in the loadout menu.

Double Barrel Shotgun

The "Stevens DB" is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless double barreled shotguns and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the "Sawed Off", and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade "Muffler" attachment. Additionally, all muzzle attachments except the compensator clip through each other.

The stock has the word "BOOM" engraved into it in the same font as the DOOM logo, and the description states "It spells doom for whatever's in front of it". These are both references to the Super Shotgun from DOOM II, which was a sawed-off double barrel shotgun.

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Savage/Stevens 311A - 12 gauge

Franchi SPAS-12

The SPAS-12 is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the "Pump-action" attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the "Extended Stock" attachment is equipped. The "Full Stock" attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.

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Franchi SPAS-12 with stock folded - 12 gauge
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Franchi SPAS-12 with fixed stock - 12 gauge

Kel-Tec KSG

A green Kel-Tec KSG is unlocked at rank 1, called "KSG-12". Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube.

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Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge
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The KSG in the loadout menu.

Kel-Tec KSG-25

The KSG can be converted to the KSG-25 with the "KSG-25 Conversion", giving the weapon a 24+1 capacity and a longer barrel.

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Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge

KS-23M

The KS-23M is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical Phantom Forces fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including

  • Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage
  • Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off
  • Barrikada, a dense metal slug with high velocity and penetration
  • A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot
  • A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123)

The pumping sound used in-game is the same as Black Mesa's SPAS-12.

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KS-23M - 23x75mmR
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The KS-23M as it appears in the game's loadout menu.
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The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.
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The simple, if unobtrusive, iron sights of the KS-23M.
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The first alternate ADS view for the KS-23M.
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The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.
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Inspecting the KS-23M in-game.
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Ditto, followed by a celebratory pump of the fore.
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The player feeds a massive 23x75mmR shell into the KS-23M.
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After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.

KS-23

The "Full Stock" attachment turns the weapon into a KS-23.

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KS-23 - 23x75mmR
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Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.
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The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.

Remington Model 870 Express Tactical Magpul

The Remington 870 is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.

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Remington 870 Express Tactical Magpul - 12 gauge
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The 870 in the menu.

Saiga-12K

The Saiga-12K, simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:

  • Saiga-223 (.223 Remington), fires in full-auto,
  • Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,
  • Saiga-762 (7.62x39mm), fires in full-auto,
  • Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,
  • Saiga-9 (9x19mm Parabellum), fires in full-auto.
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Saiga-12K - 12 gauge

"Saiga-12U"

The "Saiga-12U" is a custom secondary shotgun in the "Other" category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.

The Saiga-12U greatly resembles the modified Saiga-12K seen in Gamer, The Expendables, and Drive Angry, though with a 2-round box magazine instead of a 20-round drum for obvious reasons.

Sawed-Off Double Barrel Shotgun

Unlocked at rank 90 is the "Sawed Off", a traditional side-by-side Sawed-Off Double Barrel Shotgun. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the "Other" secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first. All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade "Muffler" attachment. Additionally, all muzzle attachments except the compensator clip through each other.

The "Boom Stock" attachment gives the weapon a stock, which, like the Stevens, has the word "BOOM" written in the same from as the DOOM logo. This is another reference to the Super Shotgun from DOOM II.

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Photoshopped Sawed-off Savage/Stevens 311A - 12 gauge
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Stevens SBS shotgun with sawn-off barrels - 12 gauge

Serbu Super Shorty

The Serbu Super Shorty is unlocked at rank 36 as the first "Other" category sidearm, referred to as the "Super Shorty"; however, it was originally referred to as the "Serbu Shotgun". It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.

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Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge

Assault Rifles

AK-12

The 2012 prototype AK-12 is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.

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AK-12, 2012 prototype - 5.45x39mm
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The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.

AK-74N

The AK-74N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.

The "Collapsible Stock" attachment gives it the stock of the East German MPi-KM-72.

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AK-74 - 5.45x39mm
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MPi-KMS-72 - 7.62x39mm

AK-103

The AK-103 is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M.

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AK-103 - 7.62x39mm

AK-101

The 5.56 Conversion converts the weapon and changes its name to the AK-101.

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AK-101 - 5.56x45mm NATO

AK-109

The "BARS Barrel" converts the weapon and changes its name to the AK-109.

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AK-109 - 7.62x39mm

AK-108

The combination of the "BARS Barrel" and the 5.56 Conversion converts the weapon and changes its name to the AK-108.

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AK-108 - 5.56x45mm NATO

AKM

The AKM is unlocked at rank 94. The "Collapsible Stock" uses the same stock as the East German MPi-KM-72.

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AKM - 7.62x39mm
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MPi-KMS-72 - 7.62x39mm

"AK47"

The "AK47" is unlocked at rank 47. It is not an actual AK-47, as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the AK-74N's dovetail mount, as opposed to the earlier style used with the AKN.

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AKM - 7.62x39mm
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Type 3 AK-47 - 7.62x39mm

AKMS

Equipping the "Collapsible Stock" attachment on the "AK47" turns it into an AKMS, although still retaining the various AK-47 elements.

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AKMS - 7.62x39mm
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Type 3 AKS-47 - 7.62x39mm

VPO-209

Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and "AK47". This allows usage of slugs and birdshot ammo types.

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VPO-209 - .366 TKM

AN-94

The AN-94 is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.

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AN-94 - 5.45x39mm
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The AN-94 in the loadout menu.

AS Val

The AS Val is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.

The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the "Suppressor.. ?" attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.

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AS Val - 9x39mm
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The AS Val in the menu.
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The rifle in first-person.
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Inspecting the left side...
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...and the right.
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Aiming using the glow sights.
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Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.
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Firing.
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Knocking out the empty magazine with another empty magazine...
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...loading it in...
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...and chambering a round.

Daewoo K2

The Daewoo K2 is unlocked at rank 42.

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Daewoo K2 - 5.56x45mm NATO
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The K2 in the menu.
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Previewing a K2 with the stock folded.

Diemaco/Colt Canada C7A2

The Diemaco/Colt Canada C7A2 is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this ("This gun reminds you of a simpler time"), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.

Two ammo conversions are available, the "CNC .45 Conversion" and the "AR 7.62x39mm Conversion", the latter of which reduces ammo capacity to 20+1.

When using the "Long Barrel" attachment, it uses the handguard and barrel from the Diemaco/Colt Canada C7/C7A1 LSW, though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.

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Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO

FAMAS G1

The FAMAS G1 is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.

The bipod is functionally useless, however it deploys when the "Long Barrel (AR)" attachment is used.

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FAMAS G1 - 5.56x45mm NATO

FAMAS G2

The weapon can be turned into a FAMAS G2 with the "G2 Conversion", which gives the rifle the ability to use STANAG magazines.

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FAMAS G2 - 5.56x45mm NATO

FAMAS Valorisé

Attaching any scope turns the model into a FAMAS Valorisé, apart from the trigger guard of the G-series rifles.

FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO
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The Valorisé as seen in the menus with an EOTech XPS2.

FN SCAR-L

The FN SCAR-L is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.

Like every SCAR variant, it has the PM II scope unlocked by default.

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Third Generation FN SCAR-L - 5.56x45mm NATO
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The SCAR-L in the menu.
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Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.
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Previewing a short-barrelled SCAR-L with a folded stock.

Heckler & Koch G11 K2

The German wonder weapon, the Heckler & Koch G11, is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the AAC Honey Badger. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.

The description ("Wait a minute, this is the future. Where are all the phaser guns?") references the movie Demolition Man.

The weapon uses the same reload sounds as the P90 above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.

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Heckler & Koch G11 K2 - 4.73x33mm

Heckler & Koch G36

The Heckler & Koch G36 is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The "Hendsoldt 3x Optic" adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.

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Heckler & Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO
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Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.
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The G36 in the loadout menu.

"MG36"

The G36 makes another appearance, masquerading as the Heckler & Koch MG36. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.

As a LSW, it is in the LMG section.

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Heckler & Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO
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Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle
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The faux MG36 in the menu.

Heckler & Koch G36K

The Heckler & Koch G36K is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.

It has access to a .300 Blackout conversion, which is fictional.

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Heckler & Koch G36KV with export optical sight - 5.56x45mm NATO
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Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle
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The G36K in the loadout menu.

Heckler & Koch HK416A5

The Heckler & Koch HK416A5 is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right.

It has access to a .300 Blackout conversion, along with a "Full Stock" and "Long Barrel (AR)" attachment.

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Heckler & Koch HK416A5 with 14.5 inch barrel - 5.56x45mm NATO

Howa Type 20

The Howa Type 20 is unlocked at rank 37.

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Howa Type 20 - 5.56x45mm NATO

L85A2

The L85A2 is unlocked at rank 55. It has access to the L123A2 grenade launcher, which is a unique trait of this rifle.

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L85A2 - 5.56x45mm NATO
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L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO & 40x46mm grenade

M16A4

The M16A4 is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.

A 7.62x39mm conversion is available, along with various barrel and stock attachments.

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M16A4 - 5.56x45mm NATO
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M16A4 MWS with ACOG and grippod - 5.56x45mm NATO
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The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.
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Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.
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Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.

"M16A3"

The "M16A3" is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The "M16A3" uses all the same attachments and modelling errors as the A4.

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The M16A3 in the menu.
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Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.

Steyr AUG A1

The Steyr AUG A1 is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the Clawgear AUG Modular Scope Mount). Underbarrel grips replace the folding grip with a tri-rail setup.

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Steyr AUG A1 - 5.56x45mm NATO
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The AUG A1 in the loadout menu.

Steyr AUG Para

Equipping the 9mm conversion renames the weapon to "AUG A1 Para" and makes it resemble the weapon of the same name, minus the shorter barrel, which can be approximated in appearance with the "Short Barrel" attachment.

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Steyr AUG Para - 9x19mm Parabellum

Steyr AUG A2

The Steyr AUG A2 is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.

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Steyr AUG A2 - 5.56x45mm NATO
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Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.

Steyr AUG A3

The Steyr AUG A3, with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.

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Steyr AUG A3 - 5.56x45mm NATO

Sturmgewehr 44

The StG-44 is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached.

The weapon has an odd 5.56x45mm conversion.

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Sturmgewehr 44 - 7.92x33mm Kurz

Tavor TAR-21

The TAR-21 is unlocked at rank 111. It can be modified to fire "Duplex" rounds, which shoot two bullets in one casing.

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IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO

Tavor CTAR-21

The "CTAR Barrel" attachment renames the weapon to the CTAR-21.

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IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO

Type 88-2

The super-rare North Korean Type 88-2 is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the "Regular Mag" attachment.

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Type 88-2 - 5.45x39mm

Type 88

The combination of the "Regular Mag" and "Full Stock" attachment turns the weapon into the Type 88.

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Type 88 - 5.45x39mm

Type 58

Equipping the 7.62x39mm conversion turns the weapon into the Type 58.

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Type 58 - 7.62x39mm

Battle Rifles

AG-3F2

The AG-3F2, a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.

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AG-3F2 - 7.62x51mm NATO

"AK12BR"

The fictional "AK12BR" is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the AEK-971 and other weapons, which is what the "BR" in the name stands for (not "Battle Rifle" as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular AK-12, which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.

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AK-12 - 7.62x51mm NATO (photoshopped)
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AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system

Alexander Arms .50 Beowulf EBR

The Alexander Arms .50 Beowulf Entry Complete Rifle (abbreviated as "Beowulf ECR") is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5 inch (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.

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Alexander Arms .50 Beowulf - .50 Beowulf
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The ECR in the loadout menu.

Alexander Arms .50 Beowulf TCR

The Alexander Arms .50 Beowulf Tactical Complete Rifle (abbreviated to "Beowulf TCR" in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5" (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the Serbu BFG-50. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.

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Alexander Arms .50 Beowulf Tactical - .50 Beowulf

DSA SA58 SPR

A heavily customised FAL rifle most closely resembling the SA58 SPR is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip, a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.

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DSA SA58 Special Purpose Rifle - 7.62x51mm NATO

FN FAL 50.00

The FN FAL 50.00 is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.

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FN FAL 50.00 - 7.62x51mm NATO

"FAL Para Shorty"

A custom short FAL rifle called the "FAL Para Shorty" is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an MP5K grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie The Wild Geese, which might have been the inspiration for this weapon. It is select-fire in-game.

The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.

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Photoshopped Custom shortened L1A1 SLR (Self Loading Rifle) as used in The Wild Geese - 7.62x51mm NATO
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Heckler & Koch MP5K with Navy trigger group - 9x19mm Parabellum

FN SCAR-H

A grey SCAR-H is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.

Like every SCAR variant, it has the PM II scope unlocked by default.

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FN SCAR-H STD - 7.62x51mm NATO
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The SCAR-H in the loadout ment.

Heckler & Koch G3A3

The G3A3 is unlocked at rank 59, simply called the "G3".

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Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO

Heckler & Koch HK417

The HK417 is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.

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Heckler & Koch HK417 with 16" barrel - 7.62x51mm NATO

IMBEL M964 A1 ParaFAL

The IMBEL M964 A1 ParaFAL is unlocked at rank 89, incorrectly referred to as the "FAL 50.63 Para"; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the "PARA FAL". It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the FN FNC, albeit with a standard FAL handguard.

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IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO

M14

The M14 is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.

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M14 - 7.62x51mm NATO
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The M14 in the menu.

MC51SD

An integrally suppressed version of the HK51, the MC51SD is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the Heckler & Koch G3KA4. The stock can be used with the "Retractable Stock" attachment, which, confusingly, extends the stock.

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MC51SD - 7.62x51mm NATO

Springfield Armory M1A

The Springfield Armory M1A is unlocked at rank 68 and is incorrectly referred to as the "M21"; it is not a real M21 as it lacks the fire selector.

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Springfield Armory M1A - 7.62x51mm NATO

Rifles & Carbines

AAC Honey Badger

The AAC Honey Badger is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the Barrett M107 has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6 inch barrel.

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AAC Honey Badger - .300 AAC Blackout

AK-12 Carbine

The AK-12 Carbine, an originally planned variant of the 2012 prototype of the AK-12, appears as the "AK-12C", and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the AK-15K (which has various differences from the planned prototype).

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AK-12 Carbine - 7.62x39mm (photoshopped)

AK-12 (7.62x39mm)

The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.

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Prototype AK-12 - 7.62x39mm (photoshopped)

AK-105

The AK-105 carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.

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AK-105 - 5.45x39mm

AK-102

The 5.56 Conversion converts the weapon and changes its name to the AK-102.

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AK-102 - 5.56x45mm NATO

AK-107

The "BARS Barrel" converts the weapon into the AK-107.

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AK-107 with experimental 60-round magazine - 5.45x39mm

AK-108

The combination of the "BARS Barrel" and the 5.56 Conversion converts the weapon and changes its name to the AK-108. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.

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AK-108 - 5.56x45mm NATO

AK-101

The 5.56 Conversion and the Long Barrel make the weapon the AK-101. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.

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AK-101 - 5.56x45mm NATO

AK-74M

The Long Barrel attachment converts the weapon into the AK-74M.

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AK-74M - 5.45x39mm

AKS-74U

The AKS-74U is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the "Krinkov". It has a 9x19mm conversion, along with the other conversions listed below.

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AKS-74U - 5.45x39mm

AKS-74UB

Equpping the PBS-4 Suppressor effectively makes the weapon an AKS-74UB.

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AKS-74UB - 5.45x39mm

AKMSU

The 7.62x39mm ammo conversion turns the weapon into the AKMSU.

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AKMSU (converted AKM pistol) - 7.62x39mm

AK-12U

The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype AK-12, appears under the misnomer "AKU12". It is unlocked at rank 35.

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Photoshopped mock-up of the AK-12U - 5.45x39mm

"PPK-12"

The 9mm Conversion converts the weapon into the "PPK-12" (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the "AKU-12". The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an "Other" sidearm.

Visually the weapon resembled the PP-19-01 Vityaz SMG, but with 2012 prototype AK-12 externals.

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PP-19-01 "Vityaz" SB-20 - 9x19mm
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Prototype AK-12 - 5.45x39mm

Daewoo K1A

The Daewoo K1A is unlocked at rank 63.

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Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO

Diemaco/Colt Canada C8A3

A Colt Canada C8A3 with the barrel of a C8A2 is unlocked at rank 128.

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Colt Canada C8A3 - 5.56x45mm NATO

FN SCAR PDW

The FN SCAR PDW is unlocked at rank 32.

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FN SCAR PDW (old version) - 5.56x45mm NATO
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The SCAR PDW in the loadout menu.

Gwinn/Bushmaster Arm Pistol

The Gwinn/Bushmaster Arm Pistol, which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the "Arm Pistol". It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the M231 listed below.

The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the "Ballistics Tracker" attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.

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Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO

Heckler & Koch G36C

The Heckler & Koch G36C is unlocked at rank 7.

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Heckler & Koch G36C - 5.56x45mm NATO
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The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.

Heckler & Koch SL8-1

The Heckler & Koch SL8-1 is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.

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Heckler & Koch SL8-1 - 5.56x45mm NATO
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The SL8 in the menu.

Henry 45-70 All-Weather Lever Action

The Henry 45-70 All-Weather is a modern (2016) reproduction of the original Henry 1860 lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.

The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to "Henry 410" and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the "Malcolm 3x Scope". It can also use the same scope as the PGM Hecate II sniper rifle, the "Sidewinder ED", which makes it the only non-sniper rifle to have access to this scope.

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Henry 45-70 All-Weather Lever Action - .45-70 Government

IWI X95R

The IWI X95R is unlocked at rank 130.

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IWI X95R with 13-inch barrel and tan body - 5.45x39mm

Knight's Armament Company Revolver Rifle

A slightly visually altered Knight's Armament Revolver Rifle appears as the "KAC SRR" (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.

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Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.

L22 Hybrid

A hybrid between the L22A2 and the SA80 AFV prototype (referred to as just the "L22" in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.

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SA80 AFV prototype - 5.56x45mm NATO
L22A2 - 5.56x45mm NATO
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The L22 in the loadout menu.

M4

The M4 carbine is unlocked at rank 14.

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M4 - 5.56x45mm NATO
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The M4 in the menu.

M4A1

The M4A1 is unlocked by default, making it the first carbine players have access to.

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M4A1 - 5.56x45mm NATO
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The M4A1 in the loadout menu.

M231 Firing Port Weapon

The M231 Firing Port Weapon is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no ironsights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 "Grease Gun" and is not the correct stock for the M231.

In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in real life. The game reflects this with the description stating "the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything..."

The weapon's description ("... You're going to use it anyways, Boss?") has a reference to Metal Gear Solid 3, where "The Boss" uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the "Short Barrel" attachment and the "M855 Specialty Conversion", the latter replaces the 30 round magazine with a C-Mag.

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M231 Firing Port Weapon - 5.56x45mm NATO

MBA Gyrojet Carbine

The carbine variant of the Gyrojet is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.

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Gyrojet Mark 1 Model B Military Carbine - 13mm

OTs-126

The OTs-126, a semi-auto carbine variant of the PP-2000, is unlocked at rank 48. It is depicted as select-fire in-game.

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OTs-126 - 9x19mm Parabellum

OTs-14-1A-01 Groza

The OTs-14-1A-01 Groza appears as the "Groza-1", unlocked at rank 42.

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OTs-14-1A-01 Groza - 7.62x39mm

OTs-14-4A-03 Groza

The OTs-14-4A-03 Groza is unlocked at rank 79, referred to as the "Groza-4".

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OTs-14-4A-03 Groza - 9x39mm

Remington 1858 "Cattleman's Carbine"

The Remington 1858 "Cattleman's Carbine" is unlocked at rank 93.

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Remington 1858 "Cattleman's Carbine" - .44

Rossi Circuit Judge

The Rossi Circuit Judge is unlocked at rank 114 and is referred to as the "Jury".

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Rossi Circuit Judge - .410 bore/.45 Long Colt

SKS

The SKS in a Tapco Intrafuse stock is unlocked at rank 13.

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SKS with Tapco Intrafuse stock - 7.62x39mm
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The SKS in the menu.

SR-3M

The SR-3M is unlocked at rank 69.

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SR-3M with 30 round magazine - 9x39mm

Sniper Rifles

Accuracy International Arctic Warfare Suppressed

The Accuracy International Arctic Warfare Suppressed is unlocked at rank 41 and is known as the "AWS". It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.

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Accuracy International AWS - 7.62x51mm NATO

Accuracy International Arctic Warfare Magnum

The Accuracy International Arctic Warfare Magnum is unlocked at rank 82 and is known as the "AWM". Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.

The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.

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Accuracy International AWSM without scope - .338 Lapua Magnum
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Accuracy International AWM-F - .300 Winchester Magnum

Barrett M107A1

The Barrett M107A1 is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.

Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.

Like the game's other .50 BMG weapons, it has access to .416 Barrett and "Dust Shot" conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.

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Barrett M107A1 - .50 BMG

Cheyenne Tactical M200 Intervention

The Cheyenne Tactical M200 Intervention is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.

It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.

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Cheyenne Tactical M200 Intervention - .408 CheyTac
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The Intervention in the loadout menu.

Daewoo K14

The Daewoo K14 is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.

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Daewoo K14 - 7.62x51mm NATO

Denel NTW-20

The Denel NTW-20 is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.

The description incorrectly states that the weapon was designed to take down tanks.

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Denel NTW-20 - 20x82mm MG151

Dragunov SVDS

The SVDS Dragunov is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a Gewehr 43 rather than the Mosin Nagant-style sights of the SVDS in reality.

Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.

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SVDS - 7.62x54mmR

Dragunov SVD

Equipping the "Full Stock" converts the weapon into a Dragunov SVD, with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.

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SVD Dragunov - 7.62x54mmR

Dragunov SVU

A green SVU Dragunov is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.

Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.

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SVU modernized with black furniture and a bipod - 7.62x54mmR
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SVU-A - 7.62x54mmR. Image used to show back-up iron sights.

FN SSR

The FN SSR, called the "SCAR SSR", is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round SCAR-H magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.

Like every SCAR variant, it has the PM II scope unlocked by default.

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FN SSR (Sniper Support Rifle) - 7.62x51mm NATO

Grünig & Elmiger FT300

The Grünig & Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a "Marksman Kit", adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the "Olympian Target Sight" and "Olympian Grip" and finally, the Wood Furniture modification, which has very little stat changes.

The G&E logo is replaced with the Stylis Studios logo.

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Grünig & Elmiger FT300 - 6mm BR

Heckler & Koch MSG90

The Heckler & Koch MSG90 is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.

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Heckler & Koch MSG90 - 7.62x51mm NATO

Knight's Armament SR-25

The Knight's Armament SR-25 is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.

It has a conversion to .500 Phantom rounds.

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Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO
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The SR-25 in the loadout menu.

M1903 Springfield

The M1903 Springfield is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.

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M1903 Springfield - .30-06 Springfield
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M1903 Springfield Air Service - .30-06 Springfield
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M1903 Springfield with Pedersen Device - .30-18 Auto

Mosin Nagant M1891/30

The Mosin Nagant M1891/30, known simply as the "Mosin Nagant", is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.

The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the "clip" part of the stripper clip is removed incorrectly.

The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an "8mm" conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.

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Mosin Nagant M91/30 - 7.62x54mmR
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Mosin Nagant M91/30 with PU scope - 7.62x54mmR

Mosin Nagant "Obrez"

The Mosin Nagant "Obrez" version, a sawn-off Mosin, is available in the "Other" secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.

By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called "Front Post" remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The "Obrez Stock" and "Long Barrel" make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way.

The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.

As a bit of trivia, the appearance of the Obrez in Phantom Forces predates the appearance of the Obrez in Battlefield 1 by a few months, making Phantom Forces the first game to feature one as a standalone weapon (though one could be created in DayZ by sawing down a full-length Mosin prior to this).

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Mosin Nagant M91/30 "Obrez" - 7.62x54mmR

PGM Hecate II

The PGM Hecate II is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.

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PGM Hecate II - .50 BMG

Remington Model 700 Magpul

The Remington Model 700, fitted with a Magpul chassis, is unlocked at rank 14 and is known as the "Remington 700". It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.

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Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO
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The Remington 700 in the menu.

Sako TRG-42

The Sako TRG-42 is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.

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Sako TRG-42 - .300 Winchester Magnum

Serbu BFG-50

The Serbu BFG-50 makes its inaugural appearance in a form of media, identified as "BFG 50", being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.

The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.

All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.

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Serbu BFG-50 - .50 BMG

"SFG 50"

A fictional super short-barrelled version of the Serbu BFG-50, known as the "SFG 50", is unlocked at rank 75 and it is part of the "Other" secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.

Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to "Dust Shot", which turns the weapon into a bolt-action, single-shot shotgun.

The name "SFG 50" is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as "Big Fucking Gun", along the same line as the BFG 9000 from the DOOM franchise. This would make SFG stand for "Small Fucking Gun", which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.

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The "SFG 50" in the menu.
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The "SFG 50" with the default suppressor (with a unique model) and the "Ballistics Tracker" attachment (which is just an iPhone with a Stylis Studios logo).

Steyr Scout

An early-model Steyr Scout is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.

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Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO

VSS Vintorez

The VSS Vintorez is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.

Like the AS Val, the Vintorez has access to the "Suppressor.. ?" attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.

The AS Val can also be made into a VSS with the "Full Stock" attachment.

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VSS Vintorez with PSO-1 scope - 9x39mm

Walther WA 2000

The Walther WA 2000 is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the "Long Barrel" attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.

The description of the rifle states "Section 26, paragraph 5 - need to know. I'm sure you understand," which is a reference to The Living Daylights, a Bond film in which Timothy Dalton uses the WA2000.

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Walther WA 2000 - .300 Winchester Magnum

Machine Guns

Diemaco C7 LSW/Colt Model 750 LMG

The Diemaco/Colt Canada C7 LSW appears as the first LMG players unlock, under the name "Colt LMG". It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the M16A2), the carry handle is removed when used with optics.

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Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO
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The C7 LSW/M750 in the loadout menu.

FN HAMR IAR

The FN HAMR IAR is unlocked at rank 72, loaded with a 50 round X-Products drum. It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It is called the "SCAR HAMR" in-game. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the "Short Barrel" increases the effective range of the weapon.

Like every SCAR variant, it has the PM II scope unlocked by default.

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FN HAMR IAR - 5.56x45mm NATO

Heckler & Koch HK21E

The Heckler & Koch HK21E is unlocked at rank 67. Like the Vollmer HK51-B, it has a unique belt box that only G3 LMG variants use.

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Heckler & Koch HK21E - 7.62x51mm NATO

L86A2

The L86A2 LSW is unlocked at rank 43, under the name "L86 LSW".

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L86A2 with SUSAT scope - 5.56x45mm NATO

M60E6

The M60E6, under the generic "M60" name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the Mk 43 Mod 1.

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M60E6 with ELCAN scope - 7.62x51mm NATO
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The M60 in the loadout menu.

MG3KWS

The MG3KWS is the improved version of the MG3, unlocked at rank 101. It can be modified with the "Light Bolt" and "Heavy Bolt" attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.

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MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO

MG42

The MG42 is unlocked at rank 142. It can be modified with the "Light Bolt" and "Heavy Bolt" attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the MG3 has heavy bolt versions so it can be more easily fired from the shoulder.

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MG42 - 7.92x57mm Mauser

RPK

The RPK with a 40-round magazine is unlocked at rank 54.

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RPK with 40 round magazine - 7.62x39mm

RPK-12

The RPK-12, an early LMG concept of the AK-12 prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in Battlefield 4.

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Photoshopped mock-up of the RPK-12 - 7.62x39mm

RPK-74

The RPK-74 is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.

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RPK-74 - 5.45x39mm

Steyr AUG HBAR

The Steyr AUG HBAR is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.

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Steyr AUG HBAR - 5.56x45mm NATO
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Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.
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The AUG HBAR in the loadout menu.

Vollmer HK51-B

The super-rare Vollmer HK51-B, a short-barrelled HK21 conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the M60. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the MP5A5.

Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.

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Vollmer HK51-B without ammunition belt - 7.62x51mm NATO

Launchers

M79

The M79 appears as the "M79 Thumper", one of the grenade launcher's nicknames from the Vietnam War. It is classified as an "Other" secondary, alongside the Obrez, the "SFG 50", the "Saiga-12U", the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke "Loudener" muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.

The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.

The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. ".410 Beehive" converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the "SFG 50".

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M79 grenade launcher - 40x46mm

X Products Can Cannon

The X Products Can Cannon is rather bizarrely the last firearm unlocked, at rank 222.

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X Products Can Cannon - 12 oz. can

Explosives

For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.

M26 Hand Grenade

The M26 hand grenade is unlocked at rank 26.

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M26 hand grenade
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The M26 in the loadout menu.

M560 Mini Grenade

The M560 mini grenade is unlocked at rank 56.

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M560 mini grenade

M67 Hand Grenade

The M67 hand grenade is the default grenade in Phantom Forces.

M67 hand grenade
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The M67 in the loadout menu.
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The pre-5.7.0 model for the grenade.

Mk. 2 Hand Grenade

The Mk 2 hand grenade is unlocked at rank 2.

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Mk. 2 hand grenade
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The Mk. 2 in the menu.

Model 24 Stielhandgranate

Three versions of the Model 24 Stielhandgranate appear in-game. The first is the basic "M24 Stick", which is unlocked at rank 24. The second is the Geballte Ladung variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.

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Model 24 Stielhandgranate
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The Stielhandgranate in the menu. The marking on the grenade's head reads "Kartoffel" (potato in German), in reference to its "potato masher" nickname.
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Model 24 Stielhandgranate Geballte Ladung

RGD-5 Hand Grenade

The RGD-5 hand grenade is unlocked at rank 54.

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RGD-5 hand grenade

RGN Hand Grenade

The RGN is unlocked at rank 113.

RGN hand grenade

RGO Hand Grenade

The RGO hand grenade is unlocked at rank 114.

RGO hand grenade

T13 Beano Grenade

The T13 Beano grenade is unlocked at rank 80.

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T13 Beano grenade

V40 Mini Grenade

The V40 Mini Grenade is unlocked at rank 140.

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V40 Mini Grenade

Other

e-Shotgun

The "E Gun" is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls "Angry Pancakes". A caliber conversion is available to the equally silly-sounding "Pennies" ammo type. Using the "Pennies" doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and "shotgun" (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.

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e-Shotgun PD90

"Coilgun"

The "Coilgun" is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an "Other" secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.

Unusable Weapons

Heckler & Koch XM29 OICW

The 1999 prototype of the Heckler & Koch XM29 OICW is featured on a poster in the map "Metro".

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Heckler & Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO & 20x28mm grenade
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If only it was usable...