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The [[M67 hand grenade|M67]] is the standard fragmentation grenade for the US Army, and is available to all classes except the grenadier and light anti-tank classes.
The [[M67 hand grenade|M67]] is the standard fragmentation grenade for the US Army, and is available to all classes except the grenadier and light anti-tank classes.
[[file:Baseball.jpg|thumb|none|200px|M67 frag grenade]]  
[[file:Baseball.jpg|thumb|none|200px|M67 frag grenade]]  
[[file:Squad_m67_idle.jpg|thumb|none|600px|The M67 in first person]]
[[file:Squad_m67_idle.jpg|thumb|none|600px|The M67 in first person.]]
[[file:Squad_m67_throw.jpg|thumb|none|600px|Pulling the pin on the M67]]
[[file:Squad_m67_throw.jpg|thumb|none|600px|Pulling the pin on the M67.]]
[[file:Squad m67 throw2.jpg|thumb|none|600px|Throwing the M67 - ''Note the spoon flying off, this detail is also present on the [[Squad#F-1 Frag Grenade|F-1]]'']]
[[file:Squad m67 throw2.jpg|thumb|none|600px|Throwing the M67 - ''Note the spoon flying off, this detail is also present on the [[Squad#F-1 Frag Grenade|F-1]].'']]


== RGD-5 Frag Grenade ==
== RGD-5 Frag Grenade ==
The [[RGD-5 hand grenade|RGD-5]] is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to all classes except the grenadier, light and heavy anti-tank classes. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.
The [[RGD-5 hand grenade|RGD-5]] is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to all classes except the grenadier, light and heavy anti-tank classes. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.
[[file:Rdg5.jpg|thumb|none|200px|RGD-5 frag grenade]]
[[file:Rdg5.jpg|thumb|none|200px|RGD-5 frag grenade.]]
[[file:Squad_militiagd5.jpg|thumb|none|600px|The RGD-5 in first person]]
[[file:Squad_militiagd5.jpg|thumb|none|600px|The RGD-5 in first person.]]
[[file:Squad rdg5 throw.jpg|thumb|none|600px|Pulling the pin on the RDG-5 before throwing]]
[[file:Squad rdg5 throw.jpg|thumb|none|600px|Pulling the pin on the RDG-5 before throwing.]]
[[file:Squad rdg5 hold ru.jpg|thumb|none|600px|The RGD-5 in first person, as the Russian soldier contemplates flattening the poppy field]]
[[file:Squad rdg5 hold ru.jpg|thumb|none|600px|The RGD-5 in first person, as the Russian soldier contemplates flattening the poppy field.]]


== F-1 Frag Grenade ==
== F-1 Frag Grenade ==
The [[F-1 hand grenade|F-1]] is the standard fragmentation grenade for the Insurgents, and is available to all classes except the grenadier, light and heavy anti-tank. The F-1 portrayed in game is the post-war variant with yellow paint.
The [[F-1 hand grenade|F-1]] is the standard fragmentation grenade for the Insurgents, and is available to all classes except the grenadier, light and heavy anti-tank. The F-1 portrayed in game is the post-war variant with yellow paint.
[[Image:Deactivated f1.jpg|thumb|none|350px|F-1 frag grenade]]
[[Image:Deactivated f1.jpg|thumb|none|350px|F-1 frag grenade]]
[[file:Squad_F1_grenade_hand_and_ground.jpg|thumb|none|600px|The F-1 in first person]]
[[file:Squad_F1_grenade_hand_and_ground.jpg|thumb|none|600px|The F-1 in first person.]]
[[file:Squad f1 throw.jpg|thumb|none|600px|Pulling the pin of the F-1]]
[[file:Squad f1 throw.jpg|thumb|none|600px|Pulling the pin of the F-1.]]


== M18 Smoke Grenade ==
== M18 Smoke Grenade ==
The [[M18 smoke grenade|M18]] is the standard smoke grenade for the US Army. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, and blue is only available to the squad leader. It can be used for masking and signaling purposes. Note that M18 Smoke Grenades are not available in white, and a better alternative for white smoke would be the [[AN/M8 smoke grenade|AN/M8]] or [[M83 Smoke Grenade]]. Additionally, M18s come in red, yellow, green or violet but not blue.
The [[M18 smoke grenade|M18]] is the standard smoke grenade for the US Army. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, and blue is only available to the squad leader. It can be used for masking and signaling purposes. Note that M18 Smoke Grenades are not available in white, and a better alternative for white smoke would be the [[AN/M8 smoke grenade|AN/M8]] or [[M83 Smoke Grenade]]. Additionally, M18s come in red, yellow, green or violet but not blue.
[[file:M18red.jpg|thumb|none|150px|A red M18 smoke grenade]]  
[[file:M18red.jpg|thumb|none|150px|A red M18 smoke grenade]]  
[[file:Squad m18 hold.jpg|thumb|none|600px|The M18 in first person]]
[[file:Squad m18 hold.jpg|thumb|none|600px|The M18 in first person.]]
[[file:Squad m18 throw.jpg|thumb|none|600px|Pulling the pin on the M18 prior to throwing]]
[[file:Squad m18 throw.jpg|thumb|none|600px|Pulling the pin on the M18 prior to throwing.]]
[[file:Squad_m18_smoke.jpg|thumb|none|600px|Smoke visual effects - ''The smoke billows out in one direction, and is also blocked by obstacles, as demonstrated with the [[Squad#RDG-2 Smoke Grenade|RDG-2]]'']]
[[file:Squad_m18_smoke.jpg|thumb|none|600px|Smoke visual effects - ''The smoke billows out in one direction, and is also blocked by obstacles, as demonstrated with the [[Squad#RDG-2 Smoke Grenade|RDG-2]].'']]
[[file:Squad m18 freedom.jpg|thumb|none|600px|Holding a white M18 as the player enjoys a moment of patriotic fervor]]
[[file:Squad m18 freedom.jpg|thumb|none|600px|Holding a white M18 as the player enjoys a moment of patriotic fervor.]]


== RDG-2 Smoke Grenade ==
== RDG-2 Smoke Grenade ==
The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All factions and their classes, except the grenadiers, have access to white smoke. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. However, Russian RGD-2s only come in white or black, the latter being for training purposes.
The [[RDG-2 smoke grenade|RDG-2]] is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All factions and their classes, except the grenadiers, have access to white smoke. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. However, Russian RGD-2s only come in white or black, the latter being for training purposes.
[[Image:rdg2.jpg|thumb|none|350px|RDG-2 smoke grenade]]
[[Image:rdg2.jpg|thumb|none|350px|RDG-2 smoke grenade]]
[[Image:Squad rdg2 hold.jpg|thumb|none|600px|The RDG-2 in first person]]
[[Image:Squad rdg2 hold.jpg|thumb|none|600px|The RDG-2 in first person.]]
[[Image:Squad_rdg2_cap.jpg|thumb|none|600px|Preparing to throw the RDG-2 - ''The player pulls off the cap on one end...'']]
[[Image:Squad_rdg2_cap.jpg|thumb|none|600px|Preparing to throw the RDG-2 - ''The Tracksuit Militiaman pulls off the cap on one end...'']]
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|''Pulls off the cap on the other end'']]
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|''Pulls off the cap on the other end.'']]
[[Image:squad_rdg2_ignition.jpg|thumb|none|600px|''And ignites the grenade'']]
[[Image:squad_rdg2_ignition.jpg|thumb|none|600px|''And ignites the grenade.'']]
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|Smoke visual effect for the RDG-2 - ''The smoke billows out in two ways, and can be blocked by obstacles, like the zinc sheet on the left'']]
[[Image:Squad rdg2 throw2.jpg|thumb|none|600px|Smoke visual effect for the RDG-2 - ''The smoke billows out in two ways, and can be blocked by obstacles, like the zinc sheet on the left.'']]


== AN/M14 Incendiary Grenade ==
== AN/M14 Incendiary Grenade ==
The [[AN/M14 incendiary grenade|AN/M14]] appears in game simply as "ANM14 Incendiary Grenade" and is only available to the US Army squad leader on the Insurgency game mode, where the US Army must hunt down and destroy Insurgent weapon caches.
The [[AN/M14 incendiary grenade|AN/M14]] appears in game simply as "ANM14 Incendiary Grenade" and is only available to the US Army squad leader on the Insurgency game mode, where the US Army must hunt down and destroy Insurgent weapon caches.
[[File:Gh-ANM14-TH3.jpg|thumb|none|350px|AN/M14 Incendiary Grenade]]
[[File:Gh-ANM14-TH3.jpg|thumb|none|350px|AN/M14 Incendiary Grenade]]
[[File:Squad m14 hold.jpg|thumb|none|600px|The AN/M14 in first person]]
[[File:Squad m14 hold.jpg|thumb|none|600px|The AN/M14 in first person.]]
[[File:Squad m14 throw.jpg|thumb|none|600px|Pulling the pin on the AN/M14]]
[[File:Squad m14 throw.jpg|thumb|none|600px|Pulling the pin on the AN/M14.]]
[[File:Squad m14 ignite.jpg|thumb|none|600px|Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - ''Sadly, as the blast radius of the resulting explosion is so great it kills the player most of the time, I have not been able to take a picture of it'']]
[[File:Squad m14 ignite.jpg|thumb|none|600px|Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - ''Sadly, as the blast radius of the resulting explosion is so great it kills the player character most of the time, making it difficult to get a complete image of it.'']]


== Improvised Explosive Device ==
== Improvised Explosive Device ==
The Improvised Explosive Device (IED) is available to the Insurgent and Militia Scout classes, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.
The Improvised Explosive Device (IED) is available to the Insurgent and Militia Scout classes, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.
[[file:Squad ied draw.jpg|thumb|none|600px|Drawing the IED, and turning the flip-phone on]]
[[file:Squad ied draw.jpg|thumb|none|600px|Drawing the IED, and turning the flip-phone on.]]
[[file:Squad ied hold.jpg|thumb|none|600px|The IED in first person]]
[[file:Squad ied hold.jpg|thumb|none|600px|The IED in first person.]]
[[file:Squad ied deto.jpg|thumb|none|600px|Detonating the IED - ''The phone plays a short ringtone'']]
[[file:Squad ied deto.jpg|thumb|none|600px|Detonating the IED - ''The phone plays a short ringtone.'']]
[[file:Squad ied exp1.jpg|thumb|none|600px|First stage of grief as the IED explodes]]
[[file:Squad ied exp1.jpg|thumb|none|600px|First stage of grief as the IED explodes.]]
[[file:Squad ied exp2.jpg|thumb|none|600px|Second stage]]
[[file:Squad ied exp2.jpg|thumb|none|600px|Second stage.]]
[[file:Squad ied exp3.jpg|thumb|none|600px|Third stage]]
[[file:Squad ied exp3.jpg|thumb|none|600px|Third stage.]]
[[file:Squad ied buried2.jpg|thumb|none|600px|A deployed IED when buried fully with a shovel - ''The IED can also conversely be dug up by anyone with a shovel as well'']]
[[file:Squad ied buried2.jpg|thumb|none|600px|A deployed IED when buried fully with a shovel - ''The IED can also conversely be dug up by anyone with a shovel as well.'']]


== TM-62M Anti-tank Mine ==
== TM-62M Anti-tank Mine ==
The [[TM-62 anti-tank mine|TM-62M]] appears in game simply as "TM-62", and is available to the Insurgent and Miltia Scout kits. It can be buried in the ground with a shovel like the [[Squad#IED|IED]] to make it less conspicuous.
The [[TM-62 anti-tank mine|TM-62M]] appears in game simply as "TM-62", and is available to the Insurgent and Miltia Scout kits. It can be buried in the ground with a shovel like the [[Squad#IED|IED]] to make it less conspicuous.
[[File:Mat-TM62M.jpg|thumb|none|350px|TM-62M Anti-tank Mine]]
[[File:Mat-TM62M.jpg|thumb|none|350px|TM-62M Anti-tank Mine]]
[[File:Squad tm62m hold.jpg|thumb|none|600px|The TM-62M in first person]]
[[File:Squad tm62m hold.jpg|thumb|none|600px|The TM-62M in first person.]]
[[File:Squad tm62m draw1.jpg|thumb|none|600px|Setting up the mine - ''The player attaches the pressure fuze, the metal base indicating it's the TM-62M variant'']]
[[File:Squad tm62m draw1.jpg|thumb|none|600px|Setting up the mine - ''The Militia Scout attaches the pressure fuze, the metal base indicating it's the TM-62M variant.'']]
[[File:Squad tm62m draw2.jpg|thumb|none|600px|Arming the TM-62M]]
[[File:Squad tm62m draw2.jpg|thumb|none|600px|Arming the TM-62M.]]
[[File:Squad tm62m bury.jpg|thumb|none|600px|An sloppily placed TM-62M on the left and a buried TM-62M on the right]]
[[File:Squad tm62m bury.jpg|thumb|none|600px|An sloppily placed TM-62M on the left and a buried TM-62M on the right.]]


=Mounted Weapons=
=Mounted Weapons=

Revision as of 16:01, 7 April 2018

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Work In Progress

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


Squad
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Release Date: December 15, 2015 (Early Access)
Developer: Offworld Industries
Publisher: Offworld Industries
Platforms: PC
Genre: First-Person Shooter


Squad is a tactical first-person shooter video game set in a current-day conflict involving US Army, Russian Ground Forces, Insurgents and Irregular Militia Forces (to be referred to as "Militia" later on for brevity), and draws inspiration from the Middle East, Southern Asia and Eastern Europe. It is a spiritual successor to the award-winning Project Reality modification for Battlefield 2. The goal of Squad is to create a "tactical first person shooter built around teamwork and cooperation". The development was announced in October 2014 and it is currently available exclusively on Steam (PC). It is still in development.


The following weapons appear in the video game Squad:


Pistols

SIG-Sauer P320

The SIG-Sauer P320 appears in game disguised as the newly adopted sidearm of the US Army, the "M17 Modular Handgun System". It is available to the US Army squad leader kits, and feeds from 17-round box magazines. Note that the real M17 Modular Handgun System comes in Coyote Brown finish (slide included), has a manual safety, and also has 3 rail-slots in its accessory rail, similar to the compact P320 and M18 pistol fashioned after it. As such, this is really a full length P320 in two-tone Flat Dark Earth (FDE). As the game's variant does not have the manual safety, it is also noticeably the only sidearm in the game that is holstered and drawn without turning on or off the safety.

File:SIGP320.jpg
SIG-Sauer P320 (full size) - 9x19mm
File:M17MHS.jpeg
SIG-Sauer M17(above) and M18(below) - 9x19mm
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Holding the SIG-Sauer P320 - The two-tone finish and lack of a manual safety ominously warns the player that the US Army may have accidentally messed up their Amazon order
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Aiming down the sights as the player coaxes a target into giving him lunch money
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Having brutally killed said target and his two friends, he reloads his empty P320 - Note the tilted barrel, a nice touch that often goes unnoticed in many titles

Beretta M9A1

The Beretta M9A1 is available to the US Army medic, automatic rifleman, machine gunner and marksman as the "M9A1 Beretta" and feeds from 16-round box magazines. The marksman gets an extra magazine. A point to note is that the M9A1 is not adopted by the US Army, and is actually a pistol that is designed to be marketed to the US Marine Corps.

Trivia: Before animations were changed, the magazine markings read MAS CAL 9 PARA / FABRIQUE SOUS LICENSE BERETTA ("manufactured under a Beretta license"), making it a PAMAS G1 magazine (French copy of the Beretta 92FS).

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Beretta M9A1 - 9x19mm
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Aiming down the sights
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Reloading the Beretta M9A1
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The Beretta M9A1 in third-person view

MP-443 Grach

The MP-443 Grach is the available to the Russian Ground Forces squad leader, medic, automatic rifleman, machine gunner and marksman classes, and feeds from 18-round box magazines. As with the M9A1, the marksman gets an extra magazine.

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MP-443 Grach - 9x19mm
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Aiming down the sights
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Reloading the MP-443

Tokarev TT-33

The Tokarev TT-33 appears in game as the "TT33 Tokarev" and is available to the Insurgent and Militia squad leader, medic and marksman, and feeds from 8-round box magazines. Like the PM, it and comes with twice the number of magazines as the P320, M9A1 and MP-443 to make up for its smaller magazine capacity. As with the other factions, the marksman gets more magazines. It packs the biggest punch out of all the pistols in the game. It is textured to have painted grips on both sides.

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Tokarev TT-33 - 7.62x25mm Tokarev
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Aiming down the sights
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Reloading an empty TT-33, showing off the painted star on the grips in the process
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Releasing the slide stop after inserting a fresh magazine

Makarov PM

The Makarov PM is available to all Insurgent and Militia classes less the squad leader, medic, marksman, light and heavy anti-tank kits, and feeds from 8-round box magazines. It appears in game as the "PM Makarov", following OWI's tradition of naming pistols with their manufacturers' names at the back. Like the TT-33, it has twice the number of magazines as the other sidearms to compensate for the smaller magazine capacity.

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Makarov PM - 9x18mm Makarov
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Aiming down the sights
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Inserting a new magazine
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Releasing the slide

Submachine Guns

PPSh-41

The PPSh-41 is available to the Insurgent raider class, and feeds from either 35-round stick magazines or 71-round drum magazines. The player has 4 stick magazines and two drums, and may switch between them at his own discretion.

Switching to the drum magazine (via the scroll wheel) will have the player remove the 35-round stick, and insert the drum. If the previous magazine had been emptied prior, and the bolt is locked forward, the player will pull it back after the switch, and the same applies to the converse. However, if you were to holster your PPSh-41 with stick magazines prior and drew it again by equipping the one with the drum magazine option, the character will already have done the switch magically beforehand.

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PPSh-41 with stick magazine - 7.62x25mm Tokarev
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The PPSh-41 in first person
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Aiming down the sights - The "10" marking signifies the gun is zeroed out to 100m; there is a 200m option available
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Reloading the PPSh-41
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Pulling the bolt back after inserting a fresh magazine
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PPSh-41 with drum magazine - 7.62x25mm Tokarev
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The PPSh-41, with 71-round drum equipped, in first person
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Inserting a drum - As with the stick magazine, after the magazine insertion, the player will check that the magazine catch is secure
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Holstering the PPSh-41 - The player releases the charging handle so that the bolt goes foward; most weapons require their safeties engaged/disengaged when the player draws or holsters them

Assault Rifles and Battle Rifles

Colt M4A1

The Colt M4A1 is available to the US Army squad leader and rifleman, and feeds from 30-round box magazines. It it equipped with a KAC railed handguard, and may come with either an M68 CCO alone, with a carry handle and KAC foregrip, or with an M68 CCO and KAC foregrip. The last configuration is only available to the squad leader class and, like all squad leader primary weapons, is loaded with tracer rounds.

A quick glance at the lower receiver of the M4A1 when reloading (while using free-look) reveals a three-round burst selector and the marking "M4 Carbine" on the lower receiver.

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Colt M4A1 with KAC railed handguard, as used by the US Army in the game - 5.56x45mm
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The M4A1 in first-person
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Aiming down the sights
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Aiming through an over-sized CompM4
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Reloading the M4A1 - The player first checks the chamber...
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Switches magazines...
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And finishing by slapping the bolt release - The bolt release juts out when a magazine is emptied, just like the M110 SASS
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Reloading the squad leader's M4A1 - Note the M4 Carbine markings

Colt M4 Carbine

The Colt M4 Carbine is available to the US Army squad leader, rifleman, medic, grenadier and light anti-tank, and the Militia squad leader and rifleman. It feeds from 30-round box magazines like the M4A1. The US Army's M4 Carbine is equipped with a KAC railed handguard, and comes with a M150 RCO (for the squad leader and rifleman, the latter being a limited kit), an M68 CCO (for the medic) or a M203A1 (for the grenadier).

The M4 Carbine used by the Militia comes with a round handguard, and is only available in that configuration. The rifleman class with the M4 Carbine is a limited kit.

Like every other squad leader primary weapon, the respective squad leaders' M4 Carbine is loaded with tracer rounds.

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Colt M4 Carbine with KAC railed handguard, as used by the US Army in the game - 5.56x45mm
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Colt M4 Carbine with a round handguard, as used by the Militia forces in the game - 5.56x45mm
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The Militia's M4 Carbine in first person
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The US Army's M4 Carbine, with a TA31RCO equipped
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Aiming with the TA31RCO - Note the honeycomb of the killflash as well as the blurred front sight (faded to simulate focus)

AK-74

The AK-74 is available to the Insurgent rifleman, as a limited kit, and the Militia squad leader, rifleman and grenadier classes. It feeds from 30-round box magazines. This is to mimic the prevalence of 5.45x39mm weapons in the Eastern Europe theater over the Middle East and Southwest Asian theater. It may be fitted with a GP-25 for use by the grenadier class, which also comes with a recoil pad. Like every other squad leader primary weapon, the Militia squad leader's AK-74 is loaded with tracers.

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AK-74 - 5.45x39mm
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The AK-74 in first person
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Aiming down the adjustable sights
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Reloading the AK-74 - rocking the magazine in.
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The Militia SL racks the charging handle with his dominant arm. This reload pattern is shared among all the 5.45mm AK rifles.

AKS-74

The AKS-74 is available to the Militia medic and light anti-tank classes, and feeds from 30-round box magazines. Like the AKMS, it was originally planned to be a random spawn for Riflemen using the AK-74, in order to increase aesthetic variety in the arsenal of the irregular forces.

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AKS-74 - 5.45x39mm
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The AKS-74 in first person - One may faintly make out the lack of a wooden stock
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Reloading the AKS-74 - The skeletal folding stock is particularly prominent in this frame

AKS-74N

The AKS-74N is available to the Militia and Insurgent rifleman classes as limited kits, and comes mounted with a 1P78 Kashtan. While the dovetail rail for mounting night-vision optics is not visible from any angle, there would be no other way you would be able to mount such an optic, unless you were to use superglue. It goes by "AKS-74 + 1P78" in game.

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The AKS-74N with NSPU mounted - 5.45x39mm
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The AKS-74N, with 1P78 Kashtan mounted, in first person
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Choosing to ignore the target right in front of him, the player aims for the one behind it.

AK-74M

The AK-74M is the available to all Russian Ground Forces classes except the marksman, automatic rifleman and machine gunner. It holds 30 rounds in its magazine, and may come as a stock rifle, with a 1P78 Kashtan mounted (for the squad leader and rifleman, the latter being a limited kit), or with a GP-25 and recoil pad (for the grenadier). Like every other squad leader primary weapon, the squad leader's AK-74M is loaded with tracers. Quite unlike the other AK rifles in the game, the player grips it by the magazine rather than the handguard, a trait shared with the RPK-74M.

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AK-74M - 5.45x39mm
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The AK-74M in first person - Note the grip of the left hand on the magazine
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Aiming down the sights
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Reloading the AK-74M - The polymer furniture, folding stock (indicated by the trunnion at the end of the receiver), smooth upper receiver and dovetail rail, all features that many titles leave out, are all visible here
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The AK-74M, with 1P78 Kashtan mounted, in first person
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Aiming down the Kashtan - Obviously, the reticle and view is the same as that for the AKS-74N earlier

AKS-74U

The AKS-74U is available to the Insurgent and Militia heavy anti-tank classes, and holds 30 rounds in its magazine. It has the highest rate of fire among the AK rifles in the game.

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AKS-74U - 5.45x39mm
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The AKS-74U in first person.
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Aiming down the sights.
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Reloading the AKS-74U - as with many of the weapons in-game, the player character checks the magazine first prior to inserting it.
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Rocking the magazine into place.

AKM

The AKM is available to the Insurgent rifleman and grenadier, and the Militia rifleman as a limited kit. It feeds from 30-round box magazines, and like the other 7.62mm AK rifles, is capable of knocking out a target at close range with 2 shots to the chest. It come with a GP-25 and recoil pad for the grenadier.

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AKM - 7.62x39mm
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The AKM in first person, as he threatens yet another target
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Aiming down the sights
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Reloading the AKM
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Pulling the charging handle
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Engaging the safety

AKMS

The AKMS is available to the Insurgent light anti-tank, just as the AKS-74 is to the Militia counterpart. It feeds from 30-round box magazines, and like the AKS-74, was originally planned to be a random spawn for Riflemen using the AKM in order to increase the aesthetic variety in the arsenal of the irregular forces.

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AKMS - 7.62x39mm
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From the crouched position, one can faintly make out the lack of a wooden stock
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Reloading the AKMS - A part of folding stock is only visible with the help of freelook

PM md. 63

The PM.md.63 (AIM) is the one of two weapons available to the Insurgent squad leader, with the other being the G3A4. It feeds from 30-round box magazines. Like all squad leader primary weapons, it is loaded with tracer rounds.

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PM md. 63 - 7.62x39mm
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The PM md. 63 in first person
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Aiming down the sights
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Reloading the PM md. 63 - With the "donkey dong" foregrip in the way, the Insurgent inserts the magazine in at an angle instead
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Pulling the charging handle with the strong hand

AMD-65

The AMD-65 is available to the Insurgent Medic kit, and feeds from 30-round box magazines. It is likely to be the shortest 7.62mm AK rifle, and coupled with the recoil reduction from the foregrip, makes it a comfortable rifle for close combat.

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AMD-65 with wood furniture - 7.62x39mm
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The AMD-65 in first person
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Aiming down the sights
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Reloading the AMD-65 - It has a similar animation to the md. 63

Heckler & Koch G3A3

The Heckler & Koch G3A3 is available to the Insurgent rifleman as a limited kit, and feeds from 20-round box magazines. It comes with slimline handguards.

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Heckler & Koch G3A3 with "slimline" handguard - 7.62x51mm
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The G3A3 in first person
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Aiming down the sights
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Reloading the G3A3 - Pulling the charging handle back to lock it...
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...Inserting a fresh magazine after the obligatory magazine check...
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...And ends it with the HK slap.

Heckler & Koch G3A4

The Heckler & Koch G3A4 is one of two weapons available to the Insurgent squad leader, with the other being the PM md. 63. It feeds from 20-round box magazines and comes with wide handguards. Like all other squad leader primary weapons, it comes loaded with tracer rounds.

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Heckler & Koch G3A4 with "wide" handguard - 7.62x51mm
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The G3A4 in first person - The only distinguishing factor from the G3A3 from this screen is the lack of the green solid stock, and wider profile of the handguard
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Turning off the G3A4's safety - The sliding stock is now partially visible

SKS-45

The SKS-45 is available to the Insurgent and Militia scout classes and feeds from its 10-round internal magazine. Its folding bayonet is currently unusable. It is reloaded with stripper clips and, bizarrely, can be reloaded mid-clip by pulling the bolt back first to lock it and partially loading the rounds into the magazine.

Note that while it is possible to reload an SKS mid-clip, one needs to manually hold as the bolt only locks back on an empty magazine. The other alternative would be to flip open the magazine floor by engaging a latch so as to drop all loose rounds, then pull the bolt back to lock it. The way it works in game was a deliberate decision allegedly for balance purposes. Additionally, a point worth noting is that the SKS in game can hold an extra round in the chamber when reloading mid-clip, despite a single round having been ejected when the bolt is first pulled back.

Finally, while it looks like the player character is topping off the partially-filled magazine with a clip, in game, it is programmed to be switching of magazines rather than topping off. Topping off a SKS with 5 rounds in its magazine with a stripper clip holding 5 rounds will only leave you with a rifle with 5 rounds in the magazine again.

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Simonov Type 45 - 7.62x39mm
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Turning off the safety as the player prepares to exert dominance over a group of targets.
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The SKS in first person.
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Leaning to the right to get a sight picture on a pair of metal delinquents that need punishing.
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Reloading the SKS mid-clip - Note that the magazine is already full.
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Loading a stripper clip - On an empty reload, the player character doesn't need to open the bolt beforehand, and empties the stripper clip into the magazine.
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Removing a half-used stripper clip that has used-up 4 rounds - No matter how many rounds you fire beforehand, the player character will always load 4 rounds into the magazine. The half-used clip will be retained, and will always come back later on as a fully loaded clip, but will still hold the same number of rounds as earlier left off.

Machine Guns

Light machine guns are usable by the automatic rifleman classes, medium machine guns are usable by the machine gunner class. All machine guns are loaded with tracer rounds.

The automatic rifleman has access to two different kits, with the more powerful kit being unlocked later than the other when enough people join the squad. Additionally, the more powerful kit is considered a Fire Support Role, while the less powerful is considered a Squad Role. As such, taking the more powerful automatic rifleman kit comes at the cost of using up one of a maximum of three fire support roles.

Light and medium machine guns are lowered fairly quickly when undeployed due to their weight, with medium machine guns being lowered immediately upon equipping. Their iron sights are still usable, but it is strongly encouraged that their bipods be deployed on a surface first.

M249 SAW

The M249 SAW is one of two light machine guns available to the Militia automatic rifleman, with the other being the RPK-74. It comes equipped with a full length barrel, heat shield and synthetic stock, and feeds from 200-round ammo boxes. It is unlocked later than the kit with the RPK-74.

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M249-E2 SAW - 5.56x45mm
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The M249 in first person.
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Deploying bipods, the next best thing since sliced bread - Note the full length barrel and heat shield.
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Reloading the M249 SAW - The Militia machine gunner first racks the charging handle before reloading...
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Flips the feed tray up and down for a chamber inspection...
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Loads a new belt onto the feed tray...
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And closes the feed cover when done.
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Note the old 200-round box, the M249 Paratrooper below uses a 100-round box instead.

M249 Paratrooper

The M249 Paratrooper is available to the US Army automatic rifleman as the "M249 PIP", and feeds from 100-round cloth ammo bags. It comes with the distinct short barrel of the Paratrooper variant, and contains parts from the Product Improvement Package (PIP) kit, including a upgraded heat shield, RIS handguard and telescoping buttstock. It can either be equipped with an M68 CCO or M145 MGO, with the latter unlocking later than the former.

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M249 Paratrooper - 5.56x45mm
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The M249 Paratrooper in first person
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Deploying the M249 Paratrooper reveals the heat shield and short barrel
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Aiming with the CompM4
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Note the smaller 100-round box
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The M249 Paratrooper, with M145 MGO, in first person
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Aiming with the M145

RPK

The RPK is available to the Insurgent automatic rifleman, and feeds from either 40-round box magazines or 75-round drum magazines. The former replaces the RPK-74 from the Insurgent arsenal, and unlocks earlier than the latter.

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RPK 40 round magazine - 7.62x39mm
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The RPK in first person.
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Aiming down the sights.
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Reloading the RPK while deployed.
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Finishing the reload with an overhand charging technique.
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RPK with 75-round drum - 7.62x39mm
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The RPK, with a 75-round drum, in first person.
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Reloading the RPK while deployed.
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Reloading the RPK undeployed - The Insurgent wrestles with the weight of the drum and RPK, and eventually finishes by tugging on the charging handle while still gripping the drum magazine.

RPK-74

The RPK-74 is one of the two light machine guns available to the Militia automatic rifleman, the other being the M249 SAW. It has 45 rounds in its bakelite magazine and unlocks earlier than the M249 SAW.

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RPK-74 with 45-round magazine - 5.45x39mm
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The RPK-74 in first person.
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"CURSE THE SUN" he screams, as he points his machine gun threateningly at the sun.
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Reloading the RPK-74 while deployed - The animation is similar to that of the RPK and the RPK-74M below.
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Charging the light machine gun.
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The Militiaman performs an overhand charging technique if reloading while undeployed.

RPK-74M

The RPK-74M is available to the Russian Ground Forces automatic rifleman, and feeds from 45-round polymer magazines. The Russian automatic rifleman may choose between iron sights or a mounted 1P78 Kashtan, with the latter only being unlocked when the enough players join the squad. Like the AK-74M above, the player holds the weapon by the magazine rather than by the handguard.

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RPK-74M with 45-round magazine - 5.45x39mm
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The RPK-74M in first person - Note the grip of the left hand on the magazine
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Aiming down the sights
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Reloading the RPK-74M while undeployed
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The RPK-74M, with a mounted 1P78 Kashtan and bipods deployed, in first person
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Aiming with the Kashtan - Naturally, the reticle would be the same

M240B

The M240B is available to the US Army's machine gunner class, and feeds from 50-round cloth ammo bags that erroneously hold 75 rounds, although that could possibly be another balance consideration.

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M240B - 7.62x51mm NATO
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The M240B in-game.
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Aiming down the sights.
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Reloading the M240B - The Soldier first racks the charging handle...
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Lifts the feed cover and feed tray for a quick inspection...
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Attach a new ammo bag that has received a "+50% capacity" blessing...
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Closing the tray and loading the new belt on top...
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And closing the feed cover at last.

PKM

The PKM is available to the Insurgents, Militia and Russian Ground Forces and their respective machine gunners, and feeds from 100-round ammo boxes with non-disintegrating links. The PKM in game seems to be built from a mix of both polymer and wooden furniture. Note that the PKM in the Russian Ground Forces arsenal is just a placeholder, and will be replaced by the PKP Pecheneg in a later build.

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PKM - 7.62x54mm R
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Drawing the PKM - As with the M240B (and probably PKP Pecheneg and L7A2 to come), the weapon is lowered immediately upon drawing.
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Aiming down the sights.
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Reloading the PKM - The Insurgent gunner opens the feed cover...
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Flips the feed tray up and down...
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Tilts the PKM to the right to load a new 100-round box.
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Loads the new belt onto the feed tray...
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And pulls the charging handle after closing the feed cover.

Sniper Rifles

M110 SASS

The M110 SASS is available to the US Army marksman, and feeds from 20-round box magazines. It comes equipped with a Leupold Mk 4 scope, though it originally reused the ACOG scope from the M4A1 in earlier versions of the game.

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M110 SASS with Leupold Mk4 scope - 7.62x51mm
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The M110 SASS in first person.
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Aiming with the Leupold Mk 4.
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As with the M4A1, the player character checks the chamber before reloading.
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Inserting a new magazine - Note the KAC logo and the protruding bolt catch, indicating that the bolt is locked open.
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Hitting the bolt release to chamber a round.

SVD Dragunov

The SVD Dragunov is the available to the Russian Ground Forces, Insurgents and Militia marksman classes, and feeds from 10-round box magazines. It comes with a PSO-1 mounted on it, and its backup iron sights are unusable. It comes with 4 more spare magazines than the M110 SASS to compensate for the smaller magazine capacity.

The Russian Ground Forces marksman uses a SVD kitted out with what seems to be wood furniture that has been painted black to be disguised as polymer, and does not use the correct stock, receiver and handguard model. It goes by "SVDM" in game, even though it does not look remotely like its namesake.

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SVD Dragunov - 7.62x54mmR
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The SVD in first person.
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Aiming with the PSO-1.
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Reloading the SVD - Note the bolt accurately locks back on an empty magazine.
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Releasing the bolt to chamber a round.
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The Russian Marksman's SVD, in first person.
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A quick glance at the right of the Russian Marksman's SVD reveals that it was but a prank, it was really just recoloured wood instead of polymer.

Launchers

GP-25

The GP-25 is the available to the Russian Ground Forces, Insurgent and Militia grenadier classes, and is mounted on their AK-74M, AKM and AK-74 respectively. The grenadier's primary weapon also has a recoil pad mounted to the stock, which can be seen using freelook, and is also present on the inventory icon. It has the option to choose between VOG-25 frag rounds, or red, blue and white smoke rounds. Upon equipping the GP-25, the player character sets his primary weapon to safe, loads a round and turns off the safety on his launcher. When switching back to his rifle, he tilts the barrel down and catches the falling round before turning off the safety on his rifle.

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GP-25 - 40mm
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The GP-25, mounted to a AK-74, in first person.
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The GP-25, mounted to an AKM, in first person.
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The GP-25, mounted to an AK-74M, in first person.
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Aiming down the GP-25's sights.
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Loading a VOG-25 frag grenade.
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Loading a white smoke grenade.
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Loading a blue smoke grenade.
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Loading a red smoke grenade.

Knight's Armament M203A1

The KAC M203A1 is available to the US Army grenadier, mounted to his M4 Carbine. It is able to fire M433 HEDP rounds or, similar to the GP-25, red, blue and white smoke rounds. Upon selecting the M203A1, the Soldier flips the leaf sight up and loads a round, and when switching back to his rifle, he empties the launcher of any shells and flips the sight down.

Note that the M203 does not fire blue smoke rounds; it only fires M714 white smoke rounds, M713 red smoke rounds, M715 green smoke rounds and M716 yellow smoke rounds.

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KAC M203A1 mounted on an M4A1- 40mm
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The M203A1, mounted on the M4 Carbine, in first person view.
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Aiming with the leaf sight.
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Loading a M433 HEDP round.
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Loading a white smoke round.
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Loading a blue smoke round.
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Loading a red smoke round.

M72A7 LAW

The M72A7 LAW is available to the US Army light anti-tank as a disposable launcher.

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M72 LAW - 66mm
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The M72A7 LAW in first person.
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Deploying the M72 LAW.
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Aiming down the sights.

RPG-7V2

The RPG-7V2 is the rocket launcher available to the Insurgent and Militia light and heavy anti-tank classes, and Russian Ground Forces heavy anti-tank. The Heavy Anti-Tank kits are armed with 2 PG-7VM high-explosive anti-tank (HEAT) warheads, and a PG-7VR tandem charge warhead. The Insurgent and Militia Light Anti-Tank kits on the other hand are equipped with 2 OG-7V fragmentation warheads and a PG-7VM HEAT warhead. When switching between rockets, the player character removes the existing warhead and loads the warhead of choice.

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RPG-7 - 40mm
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Aiming down the sights.
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Loading an PG-7VM warhead.
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Loading an OG-7V warhead.
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Loading an PG-7VR warhead.
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The Militia fighter cocks the launcher after each reload, a nice detail.

RPG-26

The RPG-26 is available to the Russian Ground Forces light anti-tank as a disposable launcher, and replacing the RPG-7V2 with OG-7V and PG-7VM warheads. Similar to the M72A7 LAW for the US Army, the player is issued with 2 tubes, that are thrown away upon use.

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RPG-26 - 72.5mm
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Deploying the RPG-26 - The Russian soldier flips up the folded sights...
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And pulls out the safety pin.
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Aiming the RPG-26.

Hand Grenades

M67 Frag Grenade

The M67 is the standard fragmentation grenade for the US Army, and is available to all classes except the grenadier and light anti-tank classes.

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M67 frag grenade
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The M67 in first person.
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Pulling the pin on the M67.
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Throwing the M67 - Note the spoon flying off, this detail is also present on the F-1.

RGD-5 Frag Grenade

The RGD-5 is the standard fragmentation grenade for the Russian Ground Forces and Militia, and is available to all classes except the grenadier, light and heavy anti-tank classes. The Militia's RGD-5 is brown whereas the Russians' RGD-5 is green.

RGD-5 frag grenade.
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The RGD-5 in first person.
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Pulling the pin on the RDG-5 before throwing.
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The RGD-5 in first person, as the Russian soldier contemplates flattening the poppy field.

F-1 Frag Grenade

The F-1 is the standard fragmentation grenade for the Insurgents, and is available to all classes except the grenadier, light and heavy anti-tank. The F-1 portrayed in game is the post-war variant with yellow paint.

F-1 frag grenade
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The F-1 in first person.
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Pulling the pin of the F-1.

M18 Smoke Grenade

The M18 is the standard smoke grenade for the US Army. All classes less the grenadier has access to the white smoke variant, but red smoke is only available to the medic and squad leader, and blue is only available to the squad leader. It can be used for masking and signaling purposes. Note that M18 Smoke Grenades are not available in white, and a better alternative for white smoke would be the AN/M8 or M83 Smoke Grenade. Additionally, M18s come in red, yellow, green or violet but not blue.

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A red M18 smoke grenade
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The M18 in first person.
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Pulling the pin on the M18 prior to throwing.
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Smoke visual effects - The smoke billows out in one direction, and is also blocked by obstacles, as demonstrated with the RDG-2.
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Holding a white M18 as the player enjoys a moment of patriotic fervor.

RDG-2 Smoke Grenade

The RDG-2 is the smoke grenade of choice for the Russian Ground Forces, Insurgents and Militia. All factions and their classes, except the grenadiers, have access to white smoke. However, only the Russian medic and squad leader have access to orange, the latter having exclusive access to purple; only the Insurgent medic and squad leader have access to yellow, the latter having exclusive access to black; and only the Militia medic and squad leader have access to green, the latter having exclusive access to yellow. However, Russian RGD-2s only come in white or black, the latter being for training purposes.

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RDG-2 smoke grenade
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The RDG-2 in first person.
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Preparing to throw the RDG-2 - The Tracksuit Militiaman pulls off the cap on one end...
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Pulls off the cap on the other end.
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And ignites the grenade.
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Smoke visual effect for the RDG-2 - The smoke billows out in two ways, and can be blocked by obstacles, like the zinc sheet on the left.

AN/M14 Incendiary Grenade

The AN/M14 appears in game simply as "ANM14 Incendiary Grenade" and is only available to the US Army squad leader on the Insurgency game mode, where the US Army must hunt down and destroy Insurgent weapon caches.

AN/M14 Incendiary Grenade
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The AN/M14 in first person.
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Pulling the pin on the AN/M14.
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Destroying a weapon cache with the AN/M14, and watching the spectacular visual display of flames and sparks - Sadly, as the blast radius of the resulting explosion is so great it kills the player character most of the time, making it difficult to get a complete image of it.

Improvised Explosive Device

The Improvised Explosive Device (IED) is available to the Insurgent and Militia Scout classes, and appears to be a mortar-based explosive device. It is remotely detonated by phone and has an impressive explosion.

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Drawing the IED, and turning the flip-phone on.
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The IED in first person.
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Detonating the IED - The phone plays a short ringtone.
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First stage of grief as the IED explodes.
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Second stage.
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Third stage.
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A deployed IED when buried fully with a shovel - The IED can also conversely be dug up by anyone with a shovel as well.

TM-62M Anti-tank Mine

The TM-62M appears in game simply as "TM-62", and is available to the Insurgent and Miltia Scout kits. It can be buried in the ground with a shovel like the IED to make it less conspicuous.

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TM-62M Anti-tank Mine
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The TM-62M in first person.
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Setting up the mine - The Militia Scout attaches the pressure fuze, the metal base indicating it's the TM-62M variant.
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Arming the TM-62M.
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An sloppily placed TM-62M on the left and a buried TM-62M on the right.

Mounted Weapons

Browning M2A1

The Browning M2A1 is available to the US Army as both a deployable and a vehicle mounted weapon. Like the DShKM and NSV, its high-caliber rounds are capable of incapacitating hostiles instantly. On tripods it may either come alone or built within a machine gun bunker, while on vehicles, it may either be mounted in a Gunner Protection Kit (GPK) on a MAT-V or as a Common Remotely Operated Weapon Station (CROWS) on a MAT-V or M1126 Stryker ICV.

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Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG - This is more or less the same as the US military's M2A1, but lacks the slotted flash hider. The M2A2 pictured here is manufactured by FN Herstal
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The M2A1 mounted on an M3 tripod, as a deployable
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The M2A1 in a machine gun bunker
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The M2A1 in first person
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Aiming down the sights
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Aiming with the CROWS
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The M2A1 as mounted on MAT-Vs - The one on the left is in a GPK, the other is a CROWS variant
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The M2A1 CROWS mounted on a M1126 Stryker ICV
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The M2A1 in a GPK, in first person - When performing an empty reload on a MAT-V mounted M2A1, the player reaches out and flings the empty box out of the turret
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Reloading the M2A1

NSV

The NSV heavy machine gun is available to the Russian Ground Forces as a deployable, mounted on tripods. It may or may not come with a bunker, with the bunker costing more construction points.

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NSV machine gun - 12.7x108mm
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The NSV as a deployable
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The NSV in a machine gun bunker
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The NSV in first person
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Aiming down the sights - Unlike the infantry-carried small arms, heavy machine gun sights cannot be zeroed yet
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Reloading the NSV

DShKM

The DShKM is available to Militia and Insurgent forces as deployables or vehicle-mounted weapons. It may come with or without shields to protect its gunner.

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DShKM machine gun - 12.7x108mm
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A DShKM mounted on a tripod
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A DShKM, with shield mounted on a tripod, at the same time showing off its right side
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From right to left - an Insurgent technical with a DShKM, an Insurgent technical with a shielded DShKM, and their respective Militia counterparts
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The DShKM in first person
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Aiming down the sights
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Reloading the DShKM

M252

The M252 Mortar is available to the US Army as a deployable.

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M252 - 81mm
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The M252 as a deployable
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The M252 in first person
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Aiming the M252 - The developers are nice enough to add a range guide

2B14 Podnos

The 2B14 Podnos is available to the Russian Ground Forces as a deployable.

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2B14 Podnos - 82mm
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The 2B14 Podnos as a deployable
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The 2B14 Podnos in first person
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Aiming the 2B14 Podnos

BM-37

The BM-37 appears in game as the "M1937" and is available to the Insurgent and Militia forces as a deployable.

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BM-37 - 82mm
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The BM-37 as a deployable
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The BM-37 in first person
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Aiming the BM-37 - It shares the same reticle and range guide as the other mortars

PKT

The PKT can be found on multiple vehicles, mostly as coaxial machine guns. It can be found on the turret of the Insurgent MT-LB, and found as a coaxial machine gun on the BRDM-2, BTR-80, BTR-82A, MT-LBM (6MA), MT-LBM (6MB) and MT-LB with ZU-23-2.

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PKT - 7.62x54mmR
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The PKT mounted on an Insurgent MT-LB - Insurgent vehicles tend to have tan paint jobs for desert camouflage
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Aiming the PKT

NSVT

The NSVT can be found mounted on the turrets of MT-LBM belonging to the Russian Ground Forces and Militia.

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NSVT mounted on a T-84 - 12.7x108mm
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From right to left - a Russian MT-LBM with a mounted NSVT, its Militia counterpart, and a Russian version with desert camouflage - Militia vehicles have camouflage paint jobs, while Russian vehicles have flat green paint and tan for desert maps
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A closer look at the NSVT
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Aiming the NSVT

KPVT

The KPVT can be found mounted on the turrets of the BRDM-2, BTR-80 and MT-LBM (6MA), and fires BZT armour-piercing incendiary tracer (API-T) rounds. The turret also has a visible PKT coaxial machine gun and 81mm smoke grenade launchers.

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KPVT - 14.5x114mm
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The KPVT mounted on a Russian Ground Forces MT-LBM (6MA) - Note the PKT on the left and the 6 smoke grenade launchers
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The KPVT mounted on a Militia BTR-80
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The KPVT mounted on an Insurgent BRDM-2
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Aiming the KPVT

2A72

The 2A72 autocannon can be found mounted on the turrets of the BTR-82A and MT-LBM 6MB, and fires either 3UBR6 armour-piercing ballistic cap tracer (APBC-T) rounds or 3UOR6 high explosive tracer (HE-T) fragmentation rounds. Like the KPVT above, it comes with a PKT coaxial machine gun and 81mm smoke grenade launchers.

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The 2A72 mounted on a Russian Ground Forces BTR-82A - Note the PKT on the left and the 6 smoke grenade launchers
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The 2A72 mounted on a Militia MT-LBM (6MB)
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Aiming the 2A72

SPG-9

The SPG-9 recoilless rifle is available to Insurgents and Militia forces as deployables or vehicle-mounted weapons. It may choose between OG-9V high-explosive fragmentation (HE-FRAG) rounds or PG-9V high-explosve anti-tank fin-stabilizing (HEAT-FS) rounds, and must be reloaded after every shot.

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SPG-9 - 73mm
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The SPG-9 as a deployable
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The SPG-9 in first person
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Aiming down the sights
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SPG-9 recoilless rifle jeep mount - 73mm
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From right to left - an Insurgent technical with a mounted SPG-9 and its Militia counterpart

UB-32

The UB-32 rocket pod, usually seen on Soviet jets and helicopters, is here mounted on pickup trucks as improvised mobile artillery platforms for the Insurgents and Militia. This is a fairly common modification that has been observed on recently built technicals, primarily in Syria. It holds 32 rockets and is inaccurate, best used for raining down widespread explosive ordnance from a hilltop.

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From right to left - a Militia technical with a mounted UB-32 rocket pod and its Insurgent counterpart

ZU-23-2

The ZU-23-2 anti-aircraft cannon is available to Insurgents and Militia forces as deployables or vehicle-mounted weapons. It fires OFZT high-explosive incendiary tracer (HEI-T) fragmentation rounds, and feeds from 2 50-round boxes. Both the Militia and Insurgents have access to a MT-LB with a mounted ZU-23-2, but only the Insurgents have access to a Ural 375D with a mounted ZU-23-2.

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ZU-23-2 - 23x152mm
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Front view of the ZU-23-2
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Rear view of the ZU-23-2
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The ZU-23-2 in first person
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A ZU-23-2 turret mounted on an Insurgent Ural 375D
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A closer look at the truck-mounted ZU-23-2 turret
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From right to left - An Insurgent MT-LB with a ZU-23-2 turret and its Militia counterpart - Note the PKT turrets mounted at the front