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Rising Storm 2: Vietnam: Difference between revisions

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- the [[AK-47#Norinco Type 56|Type 56-1]] is the underfolding variant of the Type 56. It doesn't have a bayonet but can have the stock folded to make it more compact and less controllable.  
- the [[AK-47#Norinco Type 56|Type 56-1]] is the underfolding variant of the Type 56. It doesn't have a bayonet but can have the stock folded to make it more compact and less controllable.  


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


[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]
[[File:AKM_holding.jpg|thumb|none|600px|Holding a captured AKM on the training range.]]
[[File:AKM_holding.jpg|thumb|none|600px|Holding an AKM.]]
[[File:AKM affixing bayonet.jpg|thumb|none|600px|Affixing a Type II bayonet on the rifle.]]
[[File:AKM affixing bayonet.jpg|thumb|none|600px|Affixing a Type II bayonet on the rifle.]]
[[File:AKM sights hue city.jpg|thumb|none|600px|Firing at the enemy. Death is peeking around the corner on the left.]]
[[File:AKM sights hue city.jpg|thumb|none|600px|Aiming with the AKM.]]
[[File:RS2 AKM (1).jpg|thumb|none|600px|Reloading a wet AKM with its bayonet attached.]]
[[File:RS2 AKM (1).jpg|thumb|none|600px|Reloading the AKM.]]


[[Image:ChineseType56.jpg|thumb|none|400px|Norinco Type 56 (fixed stock variant) with under-folding bayonet ("pig sticker") which was standard on PLA-issue Type 56s - 7.62x39mm]]
[[Image:ChineseType56.jpg|thumb|none|400px|Norinco Type 56 (fixed stock variant) with under-folding bayonet ("pig sticker") which was standard on PLA-issue Type 56s - 7.62x39mm]]
[[File:RS2VT56I.jpg|thumb|none|600px|A Marine takes a Type 56 for a spin while on patrol.]]
[[File:RS2VT56I.jpg|thumb|none|600px|The Norinco Type 56 in-game.]]
[[File:RS2VT56A.jpg|thumb|none|600px|Aiming the Type 56 reveals the Type 56 special fully hooded front sight.]]
[[File:RS2VT56A.jpg|thumb|none|600px|Aiming the Type 56 reveals the Type 56 special fully hooded front sight.]]
[[File:RS2VT56R.jpg|thumb|none|600px|Reloading the Type 56 by yanking a mag out and rocking a new one in.]]
[[File:RS2VT56R.jpg|thumb|none|600px|Reloading the Type 56 by removing the magazine out and rocking a new one in.]]
[[File:RS2 Type 56 (1).jpg|thumb|none|600px|Back in Hue, a VC does a mag check with his Type 56.]]
[[File:RS2 Type 56 (1).jpg|thumb|none|600px|Checking the magazine of the Type 56.]]


[[Image:Type56S.jpg|thumb|none|400px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]
[[Image:Type56S.jpg|thumb|none|400px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]
[[File:Type 56-1 folding.jpg|thumb|none|600px|A VC runs while folding the stock to his Type 56-1 for close quarters blasting.]]
[[File:Type 56-1 folding.jpg|thumb|none|600px|Folding the stock of the Type 56-1.]]
[[File:Type 56-1 firing.jpg|thumb|none|600px|Which looks like this, presumably so you don't take the receiver cover to the teeth.]]
[[File:Type 56-1 firing.jpg|thumb|none|600px|Aiming with the stock folded.]]
[[File:RS2 Type 56-1 (1).jpg|thumb|none|600px|Charging the Type 56-1 at the end of the reload by yanking it with the right hand.]]
[[File:RS2 Type 56-1 (1).jpg|thumb|none|600px|Pulling back the bolt during a reload.]]


===MAS-49===
===MAS-49===

Revision as of 00:36, 10 October 2019

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Nice, but where's the trigger?

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


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


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

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


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

Sidearms

Colt M1911A1

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

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

M1917 Revolver

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

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

Browning Hi-Power

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

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

Submachine Guns

M1A1 Thompson

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

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

M3A1 Grease Gun

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

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M3A1 "Grease Gun" - .45 ACP
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Carefully moving onto the objective with the Grease Gun in hand.
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The M3's sights are crude, but effective.
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Pulling on the rudimentary 'buttplate' of the stock to extend it.
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Pulling the bolt back at the end of a reload. Now you killin'.

Owen Submachine Gun

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

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

F1 Submachine Gun

Introduced in the 1.05 "Bushranger" content update, the F1 Submachine Gun is available to the Australian Scout, Combat Engineer and Commander. While it might seem useless in comparison with it's WWII counterpart, the F1's got a much slower rate of fire over the Owen meaning it's easier to control and keep on target in combat. Plus it comes with a bayonet.

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F1 Submachine Gun - 9x19mm.
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Backwards Owen Gun, backwards Sterling, it's just how it works.
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Aiming, despite the sight being this high, this is still a perfect battle zero.
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Reloading by first removing the spent mag.
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Before pulling the charging handle.
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Affixing the bayonet on the F1.
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Like all the other small arms you can use the ammo check feature.

Shotguns

Ithaca Model 37

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

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

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

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

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

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Ithaca 37 Trench Gun, as issued to US troops in Vietnam.
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The Ithaca 37 Trench Gun as seen in first-person.
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Filling up the Ithaca with 00 Buckshot.
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The sighting system is a simple front bead.
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Affixing an M7 bayonet to the Trench Gun. This version of the Ithaca 37 is the only shotgun in the game with this feature.
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Ithaca 37 with "Stakeout-style" synthetic pistol grip and forend but a standard 20" barrel. Not unlike the game's Riot Gun.
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Using the ammo check feature, you get a good view on the underside of the in-game model.
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Firing the Stakeout Riot Gun. The shotgun is actually being aimed here : it's a bit off-centre to reflect the lack of a buttstock to properly brace the gun.
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Ithaca 37 with 7-round magazine tube, similar to the in-game 'Duckbill' Conversion only without the muzzle attachment.
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First-person look at the muzzle attachment
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Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance.

Rifles

M1/M2 Carbines

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

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M1 Carbine (Post-War) - .30 Carbine
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First, the VC special M1 Carbine, given the wear and tear, it's likely a well used battlefield capture.
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Due to the steel repair bands, the sights are somewhat obscured.
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Checking the M1 Carbine's 15-round magazine.
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Rocking in a new magazine.
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M2 Carbine - .30 Carbine
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The US/ARVN special M2 Carbine, without the M1's repairs.
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The M2's unobstructed ironsights.
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The M2 as opposed to the M1 is loaded with 30-round magazines.
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Reloading the M2. The bolt being open is partially correct, the 30 rounders do hold the bolt open but only when the mag is in the gun, a later update fixed this.

M1 Garand

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

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M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06
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M1 Garand as seen in-game.
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The iron sights, slightly too high and big but better than most.
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Ammo check.
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Much like the first game, when reloading mid-magazine, the character will pull back the bolt back to eject the en-bloc before inserting a new one.
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M1D Sniper Variant with M84 scope - .30-06
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Holding the M1D variant with a stock made of paler wood.
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The M1D's sights, the exact same as it's M1 counterpart.
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Scoped in to the M84 Scope, a single post and windage line. The M1D definitely trades range for versatility.

M16A1 Assault Rifle

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

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M16A1 with 20 round magazine - 5.56x45mm
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Holding an M16.
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M16 sights slightly off center right after firing.
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Like most other rifles in the game, you can mount a bayonet.

M14 Rifle

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

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M14 rifle - 7.62x51mm NATO
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Overlooking Hill 937 with the M14.
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M14 iron sights.
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Opening the bolt to check the ammo.
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Locking the bolt back in the "topping-off" animation. Similar to Battlefield 1, the character uses his hand to keep the chambered round from ejecting, unlike other weapons in the game and the previous titles.
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Loading with a 5-round stripper clip.
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Inserting the twenty-round box magazine in the normal reload.
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Releasing the bolt.
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Affixing the bayonet on the M14.

XM177E1

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

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Colt Model 609 aka U.S. Army's XM177E1 - 5.56x45mm.
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In-game first-person model.
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Aiming the XM177E1, using the sights with the stock collapsed brings these to almost fill the screen.
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Reloading the XM177E1.

L1A1 SLR

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

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

XM21 Sniper Weapon System

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

- the Standard variant is a regular M14 fitted with an AR TEL scope.

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

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

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M21 - 7.62x51mm NATO
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First-person view of the Standard variant.
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Aiming the rifle, showing the scope crosshairs.
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The alternate aiming mode.
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The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings.

M40 Sniper Rifle

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

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M40 sniper rifle - 7.62x51mm NATO
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The M40 in first-person.
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The Redfield Scope at the range, a simple cross hair with a mix of markings mostly related to figuring out target range while scoped.
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Operating the bolt after firing.
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Inserting singular rounds since the scope prevents the use of a stripper clip.

Machine Guns

M1918 Browning Automatic Rifle

The Browning Automatic Rifle has been added as the main light machine gun of the ARVN forces. The gun is outdated compared to the VC's DP-28 or RPD.

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M1918A2 Browning Automatic Rifle - .30-06.
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The M1918A2 in-game, with it's bipod collapsed.
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The BAR's sights, an open U notch close up and an aperture at range.
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The BAR's rate of fire is selectable between the slow and fast. Note the bipod is deployed in this picture.
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Reloading the 20-round box mag.
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Racking the charging handle.

M1919A6 Browning Machine Gun

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

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

M60 GPMG

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

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M60 machine gun with bipod extended - 7.62x51mm NATO
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The M60 loaded with a 100-round box.
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Aiming the M60 through the adjustable post and leaf.
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Like Red Orchestra games prior, firing a sustained burst for too long can damage the barrel, warping it which decreases accuracy drastically.
File:RS2VM60R.jpg
Reloading by opening the top cover and replacing the box.

L2A1

Introduced in the 1.05 "Bushranger" content update, the L2A1 machine gun is available to the Australian Machine Gunner and is outfitted with a foregrip/bipod hybrid. With the bipod down and mounted, it's a fairly efficient LMG only hampered by the 30-round magazine size, but has the ability to change between semi-auto and full auto.

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L2A1 with 30-round magazine - 7.62x51mm NATO
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Contrary to the incorrect British issue L1A1, the L2A1 is correctly depicted as an Australian production.
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L2A1 iron sights.
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Reloading the L2A1 is similar to the normal L1A1.
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Unfolding the bipod.

Launchers and Flamethrowers

M79 Grenade Launcher

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

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M79 grenade launcher - 40x46mm
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M79 in-game.
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Aiming the M79, the sight is fully adjustable up to 300 meters.
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Reloading the M79 with a 40mm HE grenade.

M9A1-7 Flamethrower

The US Combat Engineer has the M9A1 flamethrower as an option.

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M9A1-7 Flamethrower
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M9A1 in first-person.
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M9A1 during firing.

Grenades and Explosives

M112 Demolition Charge

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

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M112 C4 demolition charge
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M112 C4 demolition charge in first-person.
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The M112 during the throwing animation.

M18A1 Claymore

The Marksman has one Claymore mine, and the Pointman has two. It can be placed on the ground, and then detonated with a M57 switch, sending dozens of deadly fragments in the direction the front of the mine faces.

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M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch
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Holding the M18A1 Claymore mine.
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Front end of the Claymore.
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Dispersion of projectiles after detonation.

M18 Smoke Grenade

The standard smoke grenade for all South Vietnam aligned factions.

M18 smoke grenade - Red.
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In-game M18 smoke grenade with the painted band that indicates it's purple smoke.

M34 White Phosphorous Grenade

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

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M34 White Phosphorous grenade
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The M34 in-game, note the period correct white grenade casing.
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M34 dispersion of smoke.

M61 Fragmentation Grenade

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

M61 High-Explosive Fragmentation hand grenade
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Holding the M61 grenade.
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Pulling the M61's pin.

Mounted Weapons

M2 Browning

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

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

M60D Machine Gun

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

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

M134 Minigun

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

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

M195 Cannon

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

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

M129 Grenade Launcher

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

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

M158 Rocket Launcher

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

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

Weapons of the NVA/PAVN and the VC/NLF

Sidearms

Tokarev TT-33

The Tokarev TT-33 appears as the main sidearm for the North Vietnamese forces. It holds 8 rounds of 7.62x25mm Tokarev per magazine.

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Tokarev TT-33 - 7.62x25mm Tokarev
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The T-33 in-game.
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Aiming the TT-33 showing the tall, narrow sights.
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Reloading the TT-33.

Makarov PM

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

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Makarov PM - 9x18mm Makarov
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The Makarov in first-person.
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Aiming the PM.
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Performing an ammo check.
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Reloading the PM.

Submachine Guns

MAT-49

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

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MAT-49 Submachine Gun - 9x19mm
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A MAT-49 SMG captured by Communist Forces during the French-Indochina War and converted to 7.62x25mm Tokarev.
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The MAT-49 in-game.
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Aiming the MAT-49, the sight is flippable between 50m and 100m, with a bigger aperture for 100.
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Reloading the MAT-49 by flicking the magazine release.
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Performing an ammo check on the 7.62x25 MAT-49.
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Pulling the MAT's charging handle on an empty reload.
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Collapsing the stock.

MP40

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

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MP40 - 9x19mm
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The MP40 in-game.
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The sights, adjustable out to 200 meters.
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Replacing the magazine.
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Charging the bolt.

PPSh-41

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

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PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev
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PPSh-41 in-game.
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Aiming the PPSh-41.
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Reloading the PPSh-41 by inserting a stick mag.

Shotguns

IZH-58

A double-barreled IZH-58 shotgun is usable for the North Vietnamese forces in both full-length, Coach Gun and sawed-off versions. The sawn-off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and full-length versions are able to use 1oz Slugs in addition to Buckshot.

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

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Baikal IZH-43, similar to the IZH-58 - 12 Gauge
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The IZH-58 as seen in game.
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Aiming the IZH-58.
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Reloading the IZH after only firing one shot.
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For comparision: Stevens 1960s SBS with the barrels sawed-off - 12 Gauge (Photoshopped).
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Sawed-off counterpart to the IZH.
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Aiming the sawed-off.
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Reloading the sawed-off by inserting two shells into the breech.

Rifles

AKM / Type 56 / Type 56-1

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

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

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

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

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

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AKM - 7.62x39mm
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Holding an AKM.
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Affixing a Type II bayonet on the rifle.
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Aiming with the AKM.
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Reloading the AKM.
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Norinco Type 56 (fixed stock variant) with under-folding bayonet ("pig sticker") which was standard on PLA-issue Type 56s - 7.62x39mm
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The Norinco Type 56 in-game.
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Aiming the Type 56 reveals the Type 56 special fully hooded front sight.
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Reloading the Type 56 by removing the magazine out and rocking a new one in.
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Checking the magazine of the Type 56.
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Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm
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Folding the stock of the Type 56-1.
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Aiming with the stock folded.
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Pulling back the bolt during a reload.

MAS-49

The MAS-49 was added to the game in Update 1.3 in 3 basic flavors. All in all, a punchy battle rifle with good accuracy, power and a fun mix of options such as...

- The standard variant with iron sights, available to scouts and many Early War classes.

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

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

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MAS-49 - 7.5x54mm French
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First, it's the humble normal version of the MAS49 rifle.
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The iron sights, good if a tad cramped by eating most of the screen.
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Like the M14, the MAS has a different reload animation for when the gun isn't empty. If so, then a stripper clip will be used to top the gun off.
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If it's properly empty, then the soldier will instead swap mags...
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Before giving the charging handle a good ol tug.
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The Marksman's special scoped variant complete with period correct APX scope.
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The scope's reticle, very similar to the M91/30.
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And finally, the grenade launching version. First a grenade is mounted...
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A blank is inserted into the magazine...
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Before the gun is put to the ground and ready to rumble. The range is dialed in by adjusting the grenade up and down on the spigot.
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With predictable results.

Mosin Nagant M91/30

The Mosin-Nagant M91/30 is the oldest gun in the game, available to the North Vietnamese factions in both the standard and sniper rifle variants. Rather hilariously, there is an achievement for getting kills with the non-scoped Mosin, fittingly dubbed "It belongs in a museum!". Both Mosin variants are entertainingly powerful in the same "twomp" way that makes the shotguns fun. While the scoped version is a very adequate sniper rifle, the un-scoped one is a slightly less useful rifle that has good accuracy and power and nothing else outside of massive entertainment when you finally kill a guy.

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Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R
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A Marine channels his inner Papa-San with his M91/30, note the correct straight bolt handle.
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The irons, a round globe and post out front, a sight leaf and notch in the rear, simple.
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Operating the unscoped Mosin-Nagant's bolt and putting the fear of God and 7.62x54R in the trees.
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Having scared the foliage with boolet, the Marine treats his Mosin to a fresh stripper clip.
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Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope
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Not to be stopped from stealing guns from the cache, the Marine takes out a sniper variant with correct turned down bolt handle.
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The scope view, a post with two lines next to the point. The rather high placement of the reticle is accurate, although a later update allowed for a selectable option to have the reticle in the center of the scope like RO2.
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Giving the bolt a yank.
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And reloading it.

SKS-45

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

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Russian SKS - 7.62x39mm
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The fun doesn't stop from the stockpile, so the Marine takes his SKS to do the original version of "going innawoods".
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Aiming the SKS reveals the most familiar sight picture on the planet..
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Reloading the SKS by stuffing a fresh clip in. The non-dry reload will differ by having the soldier dump the spare rounds out, then lock the bolt back and feed in a new clip.
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A wayward PAVN soldier brass checks his SKS after hearing the sound of distant surf rock.

SVD Dragunov

The SVD Dragunov appears as another sniper rifle for the North Vietnamese forces; its semi-automatic operation and box magazines are key advantages over the scoped Mosin-Nagant.

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SVD Dragunov sniper rifle - 7.62x54mm R
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A Marine has fun with the fanciest gun in the VC Arsenal.
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Aiming down the PSO-1 scope, a fairly accurate render of the reticle, and one of the only guns with a sealed off sight picture, accounting for the rubber eyepiece.
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Reloading the Dragunov by yanking the mag out, the oft forgotten hold open is correctly rendered in-game.

Machine Guns

Degtyaryov DP-28

The DP-28 from Red Orchestra 2 returns as an available machine gun for the North Vietnamese forces. While it might seem useless in comparison to the sheer firepower of the RPD, the DP has the advantage of being relatively controllable straight from the shoulder and coming with more than just 1-2 drums.

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Degtyaryov DP-28 - 7.62x54mm R
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The Marine takes the hero of the Great Patriotic War for a spin.
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The DP's sights, a notch and wings in front, and a leaf in the rear.
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Reloading by opening the bolt, swapping pans and smacking the fresh one on.

Degtyaryov RP-46

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

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RP-46 - 7.62x54mm R
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The RP-46 in-game, the red headed step child between the DP and RPD rarely seen in games.
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The sights, fittingly similar to the parent DP, here misaligned due to the photo being taken mid mag dump.
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The reload animation for this gun is pretty seldom seen since it's issued with one belt. But the magic of supply boxes means we get to watch Charlie open the belt feed tray and swap belts...
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Before closing the cover and charging the gun.

Degtyaryov RPD

The RPD appears as the main light machine gun for the North Vietnamese forces, serving as a direct counterpart to the M60 with relatively controllable rate of fire, stability and sheer entertainment at folding the bipod up and running straight into battle like a madman. It uses the 100-round drum by default, but a 200-round belt variant was added in Update 1.2.

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RPD - 7.62x39mm
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A Marine holds a disused RPD and wonders why SOG likes these so much.
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Aiming the RPD with it's big sights, similar to the AK.
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Like the M60 and the other MG's in game, firing too long will cause the barrel to warp.
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Reloading the still toasty RPD, a bad idea as this might lead to cook offs.

Launchers

RPG-7

The iconic RPG-7 appears as the main launcher for the North Vietnamese forces, coming with the launcher plus 3 rounds. While it must be aimed before you actually fire, it's impressively decimating against both ground targets and helicopters. In a rare sight seldom seen in video games, there is a rendered backblast upon firing. The entire rear of the launcher becomes deadly for 10m back and can easily kill allies, enemies and yourself if you aren't careful.

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RPG-7 - 40mm
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Like in Tripwire's other game Killing Floor 2, the player cocks the hammer on the RPG off before firing.
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Having eaten too many RPG's while playing Pilot, a Marine gets to play with the bane of his existence.
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Aiming the RPG-7, sights so simple you can use it against anything.
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Reloading the RPG-7 by stuffing a fresh rocket down the tube.

Grenades and Explosives

MD-82 Mine

The North Vietnamese Sapper class comes armed with the MD-82 mine, a copy of the American M14 anti-personnel mine. Carrying 5 of these little bundles of fun, the MD-82 is really only useful for rigging up entryways as it's famed "toe popping" is rendered in underwhelming detail.

M14 anti-personnel mine with safety clip attached.
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A PAVN Sapper holds a tiny MD-82 in his hand.
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Prepping the MD-82 requires to first bury the grenade in the dirt...
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Before pulling the pin, rendering it live.

RGD-1 Smoke Grenade

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

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RDG-1 smoke grenade diagram
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A PAVN Squad Leader prepares to cover the range with his RGD-1.
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Like the later pattern RGD-2, the RGD-1 is set off by removing the top cover and striking the top casing.

Type 67 Grenade

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

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

Mounted Weapons

DShK Heavy Machine Gun

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

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DShKM on tripod - 12.7x108mm
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A PAVN recruit gets some trigger time behind the DSHk.
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The recruit lets loose, allowing us to see the large sights as well as terrifically big muzzle flash.
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The reload begins as usual by lifting the top cover...
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Swapping ammo boxes...
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Before fixing the belt, closing the top cover and racking the charging handle with help of a spent case.