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Into the Radius VR: Difference between revisions

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[[Category:Estonian Produced]]
[[Category:VR]]
[[Category:VR]]
[[Category:Post Apocalyptic]]

Revision as of 07:05, 12 December 2023


Into the Radius VR
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Steam Box Art
Release Date: July 20, 2020
Developer: CM Games
Publisher: CM Games
Platforms: Microsoft Windows

MacOS
Meta Quest 2

Genre: VR Action Survival Shooter


Developed by CM Games and released on July 20th, 2020, Into the Radius VR is a VR action survival game heavily inspired by the Soviet novel Roadside Picnic and the S.T.A.L.K.E.R. video game series. The game takes place in a large, open-world wasteland located in Russia known as the "Pechorsk Exclusion Zone" or "Radius," which was the site of an unexplainable supernatural disaster in 1987. Hired by the United Nations Pechorsk Special Committee, or UNPSC, the player (an "Explorer") ventures across the Radius, gathering information and competing missions, scavenging supplies and equipment, recovering strange, powerful Artifacts, and fending off monstrous Entities.


The following weapons appear in the video game Into the Radius VR:


Overview

Weapons in Into the Radius VR can be obtained (in poor condition) through randomly-spawning loot crates found in the Radius or purchased from a main UNPSC store at the player's home base. Money can be earned from completing missions or by selling unwanted items. To gain access to more powerful firearms, the player must increase their "Security Level" by completing main story missions and passing a training course; the player begins the game with a Security Level of 0 and may reach a maximum level of 5. Firearms, magazines, and some attachments degrade at an unrealistically high pace in Into the Radius VR, requiring the player to either spend money at the shop to have them repaired or utilize their own tools (a toothbrush + cleaning spray and a cleaning rod + toilet paper) to manually clean them. Neglecting to clean one's equipment causes it to appear rusty and smudged, giving it an increased chance to jam, in the case of a firearm, or fail to feed, in the case of a magazine. The player can carry one handgun (in a holster attached to their hip) and one long gun (over their dominant shoulder) at a time and may carry up to four magazines in pouches mounted to their tactical vest. Loot found in the Radius and extra supplies, including cartons of ammunition, extra magazines, food, knives, a gas mask, or one additional long gun, can be stored in the player's backpack, but heavier loads slow the player down and require them to replenish their stamina by eating more often.

Handguns

Best used as a backup weapon or in close-quarters combat, handguns are an Explorer's best friend in Into the Radius VR. All handguns can be upgraded at the store to add an underbarrel rail, threaded suppressor mount (does not apply to the Desert Eagle and MP-412 REX), and red dot sight mount. Common ammunition types for handguns include:

  • Full metal jacket (FMJ) - standard
  • Armor-piercing (AP) - decreased damage, increased armor penetration, more expensive
  • Subsonic (SS) - significantly decreased damage, decreased armor penetration and noise, less expensive
  • Overpressure (+P) - significantly increased damage and armor penetration, much more expensive

Beretta 92FS

A Beretta 92FS (depicted with M9 markings and called the "M9 Beretta") can be purchased for $1500 after reaching Security Level 2. Feeding from a 15-round magazine, tied with the TT-33 for the highest damage-per-shot of the non-magnum pistols, and capable of firing a wide array of powerful 9x19mm ammunition, the Beretta 92FS is considered by many to be the most useful pistol in Into the Radius VR.

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Beretta 92FS - 9x19mm
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The Beretta 92FS as it appears in-game.
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A look at the left side of the 92FS featuring its extensive (if inaccurate) markings.
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Ditto, right side view.
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Inserting a magazine into the Beretta 92FS.
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Pulling back on the slide to chamber a 9x19mm round.
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A view down the 92FS' three-dot iron sights, which are a dead giveaway that this is not a military-issue M9.
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All firearms (except for bolt-actions) in Into the Radius VR can experience malfunctions. Here, the 92FS experiences an unlucky double-feed, which can be remedied by racking the slide to dislodge the errant round.
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Ejecting the empty magazine. To aid in retention reloading, all firearms with a magazine release "hold" the halfway-ejected magazine in place for the player to grab.

Desert Eagle Mark XIX

A Desert Eagle Mark XIX chambered in .357 Magnum can be purchased for $5500 after reaching Security Level 4. The heaviest and second-most powerful handgun in Into the Radius VR, it deals enough damage to kill almost any enemy in the game with a one bullet, but its expensive ammunition, low accuracy, and high recoil encourage precise, single shots. As an added bonus, the "Desert Eagle" comes pre-equipped with a ported barrel and two rail attachment points, one on top of the barrel and one underneath it. It feeds from a 9-round magazine and can fire soft-point (incorrectly called FMJ in-game) or "Surplus" ammunition, which deals less damage but is significantly less expensive.

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Desert Eagle Mark XIX with stainless finish, railed and ported barrel, and railed frame - .50 Action Express
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The Desert Eagle Mark XIX as it appears in-game.
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Although it fires a smaller bullet than usually depicted (.357 Mag vs. 50 AE), the "Desert Eagle" is still an absolutely massive handgun in both size and weight (1.9 kg in-game).
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Inspecting the other side of the infamous "Deagle." The handcannon is absent any markings beside a serial number.
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The player prepares to feed a 9-round magazine into the Desert Eagle.
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Pulling back on the Desert Eagle Mark XIX's massive slide to bring a soft-point round into the chamber.
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Bringing the Desert Eagle's iron sights to bear. Unlike many other guns in Into the Radius, this handgun is not equipped with glow sights.
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The mighty Deagle at full recoil. There's no way to convey power to a player like having a handgun kick like a mule.
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Nine rounds later and the empty magazine is ready to be ejected.

Glock 17

A 4th Generation Glock 17 can be purchased for $700 after reaching Security Level 1. As a high-capacity automatic pistol, it fulfills a similar role to the GSh-18 in-game, although the Glock deals more damage per shot in exchange for having more expensive ammunition. It is the first weapon chambered in 9x19mm available in-game.

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4th Generation Glock 17 - 9x19mm.
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The 4th generation Glock 17 as it appears in-game.
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Observing the left side of the Glock 17 (or "G17" as the game calls it) and its markings.
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Taking a look at the other side.
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Loading a fresh magazine into the Glock 17.
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Chambering a round.
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Firing a shot while aiming down the Glock 17's u-shaped glow sights.
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Ejecting the empty magazine 17 shots later.

Glock 18C

A Glock 18C (or "G18c" as it is known in-game) can be purchased for $3500 after reaching Security Level 3. This select-fire Glock deals moderate damage per shot and has an extremely high rate of fire, but with a magazine of just 17 rounds it is very easy to blow through all of one's ammunition in a fraction of a second when faced with a stressful situation. It is one of two machine pistols available in-game, the other being the OTs-33 "Pernach."

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Glock 18C (3rd Generation) - 9x19mm.
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The Glock 18C as it appears in-game.
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Taking a look at the left side of the fully-automatic handgun.
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Another view of the 18C showcasing the cuts in the slide.
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Loading a magazine.
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Chambering a round. This view also showcases the cuts made in the top of the barrel, which vent gasses upwards to compensate (hence 18 "C") for the excessive muzzle tilt expected from full-auto.
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Firing the pistol. The Glock 18C's rear sight is slightly thicker than the 17's.
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17 rounds never seemed so few... especially when you're firing them at 20 per second.

GSh-18

A GSh-18 can be purchased for $600 after reaching Security Level 1. The high-capacity pistol is depicted incorrectly as firing 9x18mm Makarov, however. The GSh-18 is a substantial upgrade over the starting Makarov PM pistol because of the former's increased magazine size (18 vs. 8) and higher base damage (despite firing the same cartridge.) When using AP or +P ammunition, the GSh-18 remains a strong choice for players throughout most of the game due to its high capacity, high base damage, and acceptable armor-piercing performance.

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Two-Tone GSh-18 - 9x19mm
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The GSh-18 as it appears in-game.
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The player inspecting the GSh-18's left side. "9x18" can be seen on the pistol's slide, which is incorrect; the GSh-18 (in real life) is actually chambered in 9x19mm.
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Another view of the GSh-18 in the player's hand, showcasing the pistol's somewhat unusual central ejection port.
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The player inserts a magazine containing... wait for it... 18 rounds into the GSh-18. Who would have guessed?
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The GSh-18's loading process is completed by racking the slide, as with any other automatic pistol.
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Firing the GSh-18 in-game. Brass from the previous shot, which was ejected straight up, can be seen hurtling back towards the ground almost vertically.
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The player ejects the now-empty magazine from the pistol.

Makarov PM

A Makarov PM is the player's starting weapon and can also be purchased for $300 starting at Security Level 0. One free PM also respawns every few in-game days just inside the Radius. Featuring low damage, low magazine capacity, and low armor-piercing ability, the PM is serviceable only as an early-game sidearm and is best replaced by any other handgun available in Into the Radius. Its one saving grace is that its ammunition is cheap to purchase and easy to scavenge.

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Makarov PM - 9x18mm Makarov
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The PM as it appears in Into the Radius VR.
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The PM as it appears in the player's hands.
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Ditto.
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The player inserts a fresh magazine into their sparklingly-clean PM.
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All that's left to do is pull the slide to chamber a round of 9x18.
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The PM mid-recoil after firing a round. The pistol features glow sights, much like other firearms in Into the Radius.
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Having shown the barricade what-for, the player ejects the empty magazine from their PM.

MP-412 REX

The MP-412 REX can be purchased for $6000 starting at Security Level 2. Added to the game as part of the 2.7 Update, the REX deals 50% more damage per shot compared to the already powerful Desert Eagle Mark XIX (despite firing the same ammunition), ensuring that anything unlucky enough to catch a round from this six-shooter won't get back up. This extreme power, however, is kept in check by the revolver's small capacity, high recoil, poor iron sights, somewhat poor accuracy, and its inability to mount a suppressor.

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MP-412 REX - .357 Magnum
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The MP-412 REX and six .357 Magnum cartridges as they appear in-game.
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The left side of the REX.
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The right side of the REX.
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Unusual for a modern revolver, the MP-412 REX is a top-break design. A swing-out cylinder is usually chosen instead as it is more durable.
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Loading the final round of .357 Magnum soft-point into the REX, a process which becomes considerably more difficult in combat.
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The MP-412 REX can be fired double or single-action, but the position of the hammer has no effect on the trigger pull and is purely cosmetic.
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The crude iron sights of the REX in-game. Not much use beyond a few dozen feet, but that is to be expected for a sidearm.
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The REX's heavy recoil and massive muzzle flash imply power, which this handgun brings in spades.
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Having expended all 6 rounds, the REX is broken open again and a plume of brass bursts forth from the cylinder. As an anti-frustration feature, unspent rounds are not ejected from the REX when reloading. Note that the ejector does not move.

OTs-33 Pernach

An OTs-33 "Pernach" can be purchased for $2200 after reaching Security Level 2. Feeding from a 27-round magazine and capable of firing at 600 rpm, the Pernach offers extreme firepower in a small package at the cost of potential ammo wastage and high recoil. The select-fire pistol is known in-game as the OC-33, which is an alternate romanization of the its name.

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OTs-33 "Pernach" - 9x18mm Makarov
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The OTs-33 "Pernach" and its extremely long magazine as they appear in-game.
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The left side of the OTs-33, in slightly better light. "ОЦ-33," the pistol's name in Russian, can be seen on the slide.
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The other side of the "OC-33."
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Loading a 27-round magazine into the blocky OTs-33.
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Pulling back on the slide to chamber a round.
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27 rounds may seem like a lot, but that goes fast at 600 rpm.
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After making 27 new dents on the door across the way, the OTs-33's empty magazine is unloaded.

Tokarev TT-33

A Tokarev TT-33 can be purchased for $500 after reaching Security Level 1. The TT-33 has high damage-per-shot and good anti-armor performance compared to other sidearms, especially those chambered in 9x18mm Makarov. The Tokarev's relatively small capacity of 8+1 rounds, however, limits its effectiveness in later parts of the game.

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Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.
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The Tokarev TT-33 as it appears in-game.
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The left side of the TT-33. The markings on the receiver are "ПM783," a star symbol, and "1940."
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The right side view of the TT-33.
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Inserting a fresh magazine into the TT-33.
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Pulling back on the TT-33's slide to chamber a round of 7.62x25mm Tokarev.
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A view down the Tokarev's simple glow sights, which are invaluable inside the Radius' many dark buildings, after firing a shot.
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Ejecting a now-empty mag from the TT-33.

Submachine Guns

Submachine guns (or SMGs) are one of the types of primary weapon available in Into the Radius VR. They fire pistol cartridges at very high rates of fire, which, in a game focused around ammunition conservation and making accurate single shots at long range, results in submachine guns being a second or third choice for most situations. Unlike shotguns, most submachine guns can be suppressed, however, meaning that this weapon class still finds some utility when stealthy close-quarters firepower is required, such as within the confines of Pobeda Factory. Much like pistols, all submachine guns can be modified at the store to add rails for various attachments and many come pre-equipped with a threaded barrel for attaching a pistol suppressor. Most submachine guns also have access to unique, mutually exclusive upgrades to either increase (+20%) or decrease (-20%) their base rate of fire, depending on if ammo conservation or increased firepower is desired.

Heckler & Koch MP5K "Reverse Stretch"

A Heckler & Koch MP5K can be purchased for $3500 after reaching Security Level 2. This is a custom variant of the classic SMG known as a "reverse stretch," meaning that it is a hybrid of the MP5A5 and MP5K. This allows it to feature both the folding stock and trigger group of the former and the forend of the latter. Owing to its Navy three-round burst trigger group, this MP5 can fire in semi-automatic, 3-round burst, or full-auto. It is chambered in 9x19mm Parabellum, feeds from a 30-round magazine, and comes pre-fitted with a threaded barrel for a pistol suppressor.

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MP5K "Reverse Stretch" - 9x19mm
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The "MP5K" as it appears in-game with its stock folded.
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Ditto, with the stock unfolded.
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Inspecting the left side of the strange hybrid SMG.
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Taking a look at the other side.
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Inserting a magazine.
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Chambering a round by cranking back on the cocking handle. Note that the bolt on this "MP5K" only slides back and forth and cannot be locked open.
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Letting loose with a fully-automatic salvo of rounds.
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Firing from the hip.
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Verifying that the magazine is empty.

MP Jelen

An MP Jelen can be purchased for $1850 after reaching Security Level 1. Known in-game simply as the "PPSh," this super-short SMG is the first (and by far the most crude) submachine gun available to the player. Firing 7.62x25mm Tokarev and utilizing the same 35 and 71-round magazines as the full-length PPSh-41 available later in the game, the MP Jelen is questionably effective at best and serves only as a cheap, accessible option for a player who wants to use an SMG during the very early-game at any cost. It may be upgraded to attach an optical sight mount and underbarrel rail.

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MP Jelen - 7.62x25mm Tokarev.
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The MP Jelen as it appears in-game.
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The MP Jelen with a drum magazine.
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Holding the laughably short submachine gun. A red rubber band can be seen holding the barrel assembly and lower receiver together and a hand-painted fire selector indicator is also present, adding to the crude, craft-produced nature of the firearm.
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The other side of the Jelen.
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Preparing to insert a 35-round magazine into the MP Jelen. The 71-round PPSh-41 drum magazine can also be utilized, although it weighs nearly as much (2 kg) as the gun itself (2.1 kg) in-game.
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The MP Jelen, like the PPSh-41 it is derived from, fires from an open bolt.
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Unleashing an inaccurate burst of 7.62x25mm Tokarev on the unsuspecting barricade.
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The Jelen is perhaps the only firearm in the game that is at its most effective when fired from the hip.
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The MP Jelen after firing the last round in the magazine.
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The MP Jelen with a drum magazine.

PP-91 Kedr

A PP-91 Kedr can be purchased for $2000 after reaching Security Level 2. The weapon's stock can be folded or unfolded, but this has no effect on recoil in-game and is purely an aesthetic choice. The PP-91 Kedr can use 20 or 30-round magazines and comes with a threaded barrel to attach a pistol suppressor, if so desired.

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PP-91 Kedr - 9x18mm Makarov
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The PP-91 Kedr as it appears in-game with a 30 round magazine and the stock folded.
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Ditto, with the stock unfolded.
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The left side of the PP-91.
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The right side of the PP-91
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Inserting a fresh 30 round magazine (although 20 round mags are also available) into the Kedr.
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Chambering a 9x18mm round by pulling the PP-91's left side charging handle.
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Letting loose with a burst of rounds. That wooden board never stood a chance.
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Firing the PP-91 again, this time from the hip like a true gangster.
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The fun must come to an end, however, and a visual check confirms that the magazine is empty.

PP-2000

A PP-2000 can be purchased for $3000 starting at Security Level 2. It feeds from a 20-round magazine and comes equipped with a suppressor adaptor and top rail attachment point. The PP-2000 can be fired in semi-automatic or full-auto, but an upgrade can be purchased that (somehow) swaps the full-auto firemode for a three-round burst. In terms of raw damage, the PP-2000 is the most powerful firearm in Into the Radius VR that is chambered in 9x19mm.

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PP-2000 - 9x19mm
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The PP-2000 as it appears in-game with its stock folded.
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Ditto, with the stock unfolded.
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Observing the PP-2000's markings.
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Taking a look at the other side.
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Inserting a 20-round magazine.
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Pulling back on the PP-2000's unusual charging handle to chamber a round.
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A wisp of smoke rises dramatically from the barrel of the PP-2000 after firing a few rounds.
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Hipfiring, as one does.
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Double-checking that the magazine is empty.


PPSh-41

Heavy, powerful, and capable of firing at an incredible 1000 rpm, a PPSh-41, known as the "PPSh Full" in-game (as it is the "full" version of the much shorter MP Jelen), can be purchased for $3000 after reaching Security Level 2 and can be upgraded to add an optical sight mount and underbarrel rail. Both 35-round stick magazines and 71-round drum magazines are available for the PPSh-41, but drum magazines cannot be purchased from the main store and must be found as loot in the Radius.

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PPSh-41 - 7.62x25mm Tokarev.
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The PPSh-41 as it appears in-game with a 35-round stick magazine.
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Taking a look at the left side of this museum piece perfectly serviceable SMG, comrade!
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Ditto, right side view.
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Loading a 35-round magazine. The 71-round drum offers twice the capacity, but its rarity, weight, and size make it more difficult to use.
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As an open-bolt submachine gun, the PPSh-41 must have its bolt locked to the rear to be fired.
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Letting loose with the "Tokarev typewriter."
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Aiming by "walking" bullet impacts onto the target is effective, if wasteful.
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Checking the magazine, which is empty.

Shotguns

Shotguns in Into the Radius VR generally offer very high single-shot firepower at the expense of low magazine size and a cumbersome reloading process. All shotguns are chambered in 12 gauge and can use one of two ammunition types: buckshot (red shell), which fires a spread of pellets that rip through unarmored enemies at short to mid-range, and slugs (blue shell), which fire a single, accurate projectile that is better against armored enemies and at longer ranges. The choke of each shotgun can be adjusted at the store to drastically increase or decrease the spread of buckshot and, as with other firearms, shotguns may be modified to add rail mounts for optical sights and other attachments. All shotguns (except the Saiga) also feature a side saddle on the left side of the gun that can hold up to 6 spare shells to facilitate rapid reloading.

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The different choke upgrades (tightened -> normal -> widened) and their effects on shot spread pattern.

Baikal IZh-27

A Baikal IZh-27 can be purchased for $1500 after reaching Security Level 1. This Soviet over-under double-barreled shotgun is powerful and accurate, especially in the early-game before armored enemies become commonplace, but the IZh-27 is limited to just two shots before it must be reloaded and kicks heavily. Its length and weight can hinder the user in close-quarters combat and when traveling across the large, open Radius. The IZh-27 may be upgraded to add an optical sight mount and a rail on the side of the gun for attachments.

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IZh-27 O/U double barreled shotgun - 12 gauge
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The IZh-27 as it appears in-game.
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Taking a look at the left side of the hunting shotgun. Which way to the clays?
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The other side, featuring duck engravings.
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Loading in the first 12 gauge shell...
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...followed by the second. The top barrel is always loaded first regardless of where the shell is actually inserted, which is probably a coding limitation.
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Closing the IZh-27's action with an upwards sweep of the hand.
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Taking aim at imaginary waterfowl.
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Ejecting a pair of spent shell casings, which spawn the frame the button is pressed to break open the shotgun and clip through the weapon on their journey to the ground.

Sawed-Off

A sawed-off version of the IZh-27 can be purchased for $500 and lacks a security level requirement. Black electrical tape is wound around what remains of the shotgun's stock, which has been cut down significantly along with the barrels. Compared to the full-length version, the IZh-27 Sawed-Off is slightly less accurate and much louder. It features the same upgrade options as its parent and one is given to the player for free after they complete the first mission.

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The sawed-off IZh-27.
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The IZh-27 Sawed-Off as it appears on the portfolio of the modeler who made the gun.
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Holding the super-short shotgun. Two hands not required!
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The right side of the shortened IZh-27. The weapon is described in-game as "a big hit at gang showdowns."
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Reeeeeloading!
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Resisting the urge to close the shotgun with a snap of the wrist, a decision made all the more alluring by the game's forgiving physics.
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Taking aim at an imaginary rival gang member.
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Two shells once again fling themselves free of the IZh-27 in a desperate bid for freedom.

Baikal IZh-81

A Baikal IZh-81 can be purchased for $3000 after reaching Security Level 2. The IZh-81 can hold up 4+1 rounds in its magazine tube, but this may be extended to 8+1 after purchasing an upgrade. An optical sight mount and two rail attachment points (one underneath the barrel and one on the side of it) can also be added via the game's upgrade system. Powerful and accurate, the IZh-81 is a significant step up over the IZh-27.

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Baikal IZh-81 in typical hunting configuration - 12 gauge
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The IZh-81 as it appears in-game.
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The left side of the IZh-81.
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The right side.
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Loading 12 gauge buckshot shells into the IZh-81. The elevator does not move, unfortunately.
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Bringing a shell into the chamber.
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Looking down the pump-action's sights, which consist solely of a small glow bead at the front of the gun.
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Ejecting a spent shell after firing a shot.

Franchi SPAS-12

A Franchi SPAS-12 with no stock can be purchased for $5500 after reaching Security Level 4. The SPAS-12 compensates for its high price and steep unlock criteria with a high magazine capacity (8+1 shells) and the ability to fire semi-automatically. Upgrades for the SPAS-12 include an extended magazine tube (+4 shells), a rail for mounting optical sights, and two barrel-mounted rails for attachments.

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Franchi SPAS-12 with stock removed – 12 gauge
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The SPAS-12 as it appears in-game. Like other shotguns in Into the Radius VR, it features a 6-shell side saddle.
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The left side of the SPAS-12. The game indicates that it is often "used for hunting exceptionally large creatures."
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The right side.
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Loading the SPAS-12 with buckshot. Unlike in real life, the player can simply feed shells into the shotgun without having to depress the bolt release.
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Pulling back on the bolt handle to bring a shell into the chamber.
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Looking down the SPAS-12's simple ring-and-post iron sights.
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Firing the SPAS-12.

Saiga 12K

A Saiga 12K can be purchased for $8000 after reaching Security Level 5. This Saiga 12K is a mixture of various custom parts, including a conical flash hider, a super-short barrel, a Galil-esque side-folding stock, and an AK-series wooden foregrip. It is chambered in 12 gauge and can use 5-round or 10-round magazines, although the latter are few in number and can only be found within special treasure "Stashes" hidden in the Radius.

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Saiga-410K-04 - .410 Magnum. This Saiga version resembles an AKS-74U.
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The custom Saiga 12K as it appears in-game with its stock folded.
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Ditto, with the stock unfolded.
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The left side of the Saiga 12K.
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The right side.
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Inserting a 5-round magazine into the Saiga.
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Chambering a 12 gauge shell.
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Aiming down the Saiga 12K's AK-style iron sights.
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Firing the Saiga 12K.

Side-By-Side Double Barreled Shotgun

A generic hammerless side-by-side double barreled shotgun known as the "Hunting Shotgun" was available for purchase from the store in the 1.0 version of Into the Radius VR. When the 2.0 version of the game was released in December 2021, however, the Hunting Shotgun was removed from the store and replaced by the IZh-27. The side-by-side was not removed entirely, though, as it is still possible to find the Hunting Shotgun inside loot crates in certain parts of the Radius. Gameplay-wise, it is statistically indistinguishable from the IZh-27 that replaced it.

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1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge
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The tremendously long "Hunting Shotgun" as it appears in-game.
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Taking a look at the left side of the side-by-side.
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The right side. Note the unusually elongated wooden grip and Picatinny rail segment near the end of it (courtesy of the upgrade station).
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Breaking the shotgun open.
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Loading a pair of 12 gauge shells (which are slightly out-of-scale compared to the bore of the barrels)
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Closing the shotgun with a raised hand.
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Taking aim down the Hunting Shotgun's iron sights.

Sawed-Off

A sawed-off version of the Hunting Shotgun known simply as the "Sawed-Off Shotgun" was also once available for purchase, but it has since been replaced by the identically-performing IZh-27 Sawed-Off. It can be found in the Radius in the same areas as the full-length Hunting Shotgun.

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Screen-used Zabala short barreled shotgun.
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The Sawed-Off Shotgun as it appears in-game.
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Admiring the left side of the sawed-off. The shotgun features a rather beat-up dual-trigger system.
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The right side of the shotgun.
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Loading a 12 gauge shell.
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Closing the shotgun with an ill-advised flick of the wrist.
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Aiming down the shotgun's "sights."
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Using the Super Sawed-Off Shotgun as it's meant to be used.
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Kaboom!

Assault Rifles

Assault rifles are generally the most useful class of primary weapon for a mid-game Explorer. Possessing good damage characteristics, serviceable armor-piercing ability, sizeable magazines, decent accuracy, and the ability to fire in full-auto or semi-automatic, assault rifles can be extremely useful in both close and medium-range combat when equipped with a decent optic and a laser attachment. They begin to struggle at longer ranges, however, and their pricey ammunition makes full-auto much more costly compared to submachine guns. Common ammunition types include FMJ, AP, SS, and CHP (copper hollow point)/Surplus, which is directly inferior to other ammo types but by far the cheapest.

AK-74

An AK-74 can be purchased for $5000 after reaching Security Level 3. It has exceptionally average characteristics compared to other available assault rifles and feeds from a 30-round magazine. The AK-74 can be equipped with a PSO-1 scope or Kobra optical sight (via a dovetail mount on the left side of the receiver, indicating that the rifle is an AK-74N) as well as a PBS-1 silencer and underbarrel GP-30 grenade launcher. Upgrades for the AK-74 include reducing the recoil (-20%), increasing the firerate (+20%) and swapping the dovetail mount for a Picatinny rail.

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AK-74, early version with 62 degree gas block - 5.45x39mm
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The AK-74 as it appears in-game.
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The left side of the AK-74.
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The right side of the rifle.
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Inserting a magazine.
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Bringing a round of 5.45x39mm FMJ into the chamber.
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Aiming down the AK-74's (surprisingly clear) iron sights. This is the only AK-series rifle in the game to feature glow sights.
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Performing the age-old "mag-flick" AK reload. Magazines are expensive, however, so this is of questionable utility compared to a retention reload.

"AK-74M"

A variant with synthetic furniture and an aftermarket muzzle brake, referred to as the "AK-74M", can be purchased for $6500 after reaching Security Level 3; despite its name, it lacks the actual AK-74M's folding stock hardware and has a ribbed receiver cover, meaning that it's simply a regular AK-74N with synthetic furniture. It justifies its increased price tag compared to the base AK-74 with a series of small improvements to its controllability, accuracy, durability, and stealthiness. It features the same upgrades and attachment options as the AK-74.

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Bulgarian-manufactured AK-74 with synthetic furniture - 5.45x39mm
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An actual AK-74M, for comparison - 5.45x39mm
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The "AK-74M" as it appears in-game.
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Taking a look at the left side of the polymer-furnished rifle.
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The other side of the rifle.
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Inserting a black polymer magazine, which are lighter and more durable (but more expensive) than the Bakelite magazines. Both magazine types are compatible with any of the 5.45mm AKs in-game.
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Chambering a round. Nothing special here.
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Looking down the rifle's non-luminous iron sights.
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As a 5.45mm AK, the pseudo-AK-74M has rather controllable recoil (at the expense of less per-shot damage).
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Removing the now-empty magazine.

AKM

An AKM can be purchased for $4500 after reaching Security Level 3. The AKM's stats are very similar to the AK-74M's, but the AKM deals more damage per shot at the cost of a lower muzzle velocity and a much louder report. It can equip the same attachments and upgrades as the AK-74s.

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AKM - 7.62x39mm
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The AKM as it appears in-game with a 30-round magazine. 10-round magazines, which are much lighter and cheaper, are also available.
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The left side of the AKM.
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The right side.
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If only there were a way to automatically feed 30 rounds of 7.62x39mm into this firearm...
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Ah yes, a magazine! The player pulls back on the bolt handle to grab the topmost round off the magazine and insert it into the chamber.
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Aiming down the AKM's iron sights.
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Switching the AKM to full-auto.
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One of the AKM's disadvantages is its heavy recoil. Thankfully, it's still capable of killing counter-terrorists with a single headshot.
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When a gun goes "click" instead of "bang," one of many things could have happened. Here, for better or for worse, the magazine simply ran out of bullets.

AKS-74U

An AKS-74U can be purchased for $4000 after reaching Security Level 3. As a shortened AK-74 with a folding stock, the 74U is easier to use in close-quarters than the full-length AKs and boasts a slightly faster fire rate (650 rpm vs. 600) to boot. Compared to the other AK-series rifles, however, it has the poorest accuracy in-class and the the second-worst muzzle velocity, which severely limit its effectiveness at range. It mostly shares an attachment and upgrade pool with the other AKs, with a few differences; the AKS-74U cannot equip the GP-30 grenade launcher and it features a unique upgrade to improve its accuracy by 20%, which reduces shot dispersion and allows the 74U to reclaim some performance at range.

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AKS-74U with earlier handguard - 5.45x39mm
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The AKS-74U as it appears in-game with a 30-round Bakelite magazine and with its stock folded.
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Ditto, with the stock unfolded.
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Taking a look at the left side of the worn, short-barreled AK.
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The other side.
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Inserting a magazine. Both types of AK-74 magazine are compatible with the AKS-74U.
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Chambering a round.
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Aiming down the AKS-74U's iron sights...
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...before deciding to forego them entirely.
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Removing the empty magazine.

AS Val

An AS Val can be purchased for $8000 after reaching Security Level 4. The AS Val differs from the VSS Vintorez also unlocked at Security Level 4 with its ability to fire in full-auto and its lighter weight. It comes pre-equipped with a dovetail mount (although this can be replaced with a Picatinny rail for a price) and can be upgraded to add an additional rail on the side of the gun. Compared to the AK-series rifles, the AS Val deals significantly more damage per shot and is much quieter, which is invaluable for preventing swarms of enemies from being drawn to the player's location during combat. It loses out to the AKs when muzzle velocity and magazine size are considered, however, meaning that a player equipped with the AS Val must become comfortable with its exaggerated bullet drop and have to make single shots count.

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AS Val - 9x39mm
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The AS Val as it appears in-game with a 20-round magazine and with its stock folded.
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Ditto, with the stock unfolded.
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Observing the left side of the curious integrally-suppressed assault rifle.
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Right side view of the AS Val.
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Inserting a 20-round magazine into the Val. 10-round magazines from the VSS Vintorez are also compatible.
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Chambering a round of 9x39mm FMJ.
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An AS ADS view.
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Switching to full-auto.
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Inspecting the empty magazine.

Colt M4A1

A Colt M4A1 can be purchased for $6500 after reaching Security Level 3. One of the first Western long arms available to the player, the M4A1 performs similarly to the AK-74s in terms of damage and magazine size, although the M4 fires much faster and is slightly quieter while the AKs have higher muzzle velocities. The M4A1 is notable for having the most out-of-the-box rail attachment points of any weapon in the game, allowing it to mount optics, flashlights, and lasers without having to spend money on expensive upgrades. It can be upgraded to increase the accuracy of the weapon by 10% and to swap the automatic fire mode for a three-round burst, transforming the gun into an M4.

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Colt M4A1 with 6 position collapsible stock - 5.56x45mm
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The M4A1 as it appears in-game equipped with a holographic reflex sight.
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Inspecting the left side of the Western rifle. Orange'ya glad it's not another AK?
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The right side of the M4A1.
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Inserting a 30-round magazine.
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Pulling back on the charging handle to chamber a round of 5.56. Finally, the left hand gets some use!
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Firing the rifle.
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Removing the empty magazine, with speed lines!

Steyr AUG A3

A Steyr AUG A3 can be purchased for $5000 after reaching Security Level 3. The AUG has the highest muzzle velocity in-class and an average firerate, but the weapon's stats are otherwise identical to the M4A1. Its bullpup design and unique progressive trigger system (half-pulling the trigger fires a single bullet while depressing it all the way fires fully-automatic) can be hard to get used to, but a player who has mastered the AUG can use it just as effectively as, if not more so, any other assault rifle. The AUG can be upgraded to increase its accuracy by 10% and to swap the fully-automatic firemode for a three-round burst.

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Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm
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The Steyr AUG A3 as it appears in-game.
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Inspecting the left side of the olive-colored bullpup. Note the rail attachment points on top of the weapon as well as under the barrel.
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The right side.
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Inserting a 30-round magazine, taking care not to punch yourself in the arm with a VR controller.
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Observing a round being brought into the chamber, something easier said than done when the ejection port of the gun is so far back.
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Firing the AUG.

OTs-14-4A Groza

An OTs-14-4A Groza can be purchased for $7500 after reaching Security Level 4. Its most defining feature is a permanently-affixed GP-30 grenade launcher, which can be used to launch caseless 40 mm VOG-25 grenades and is operated with the trigger on the forward hand; care should be taken to avoid blowing oneself up! It is otherwise similar to the other 9x39mm rifles in the sense that it has high damage per shot and very pronounced bullet drop. The Groza is tied with the AKS-74U for the worst accuracy of the assault rifles, however, and is not integrally suppressed (although a PBS-1 suppressor may be attached). As with submachine guns, the firerate of the Groza may be tweaked (+20% or -20%) through upgrades and its poor accuracy can be somewhat curbed with a +15% boost at the upgrade station. Various rail mounting points can also be added.

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OTs-14-4A Groza with 40mm GP-30 grenade launcher - 9x39mm
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The OTs-14-4A Groza as it appears in-game.
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Looking at the left side of the OTs-14... Groza. Groza is fine.
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Right side view.
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Inserting a 20-round magazine of 9x39mm.
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Chambering a round.
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Aiming down the Groza's iron sights.
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Loading a VOG-25 grenade into the Groza's underbarrel grenade launcher.
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Attempting to aim the grenade with the Groza's leaf sights.
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Close only counts in Hot Dogs, Horseshoes, and Hand Grenades. Wait, that's not right...

Rifles

Into the Radius VR features two weapons that do not fit cleanly within other rifle weapon categories.

Mosin Nagant Model 1938 Carbine

A Mosin Nagant Model 1938 Carbine can be purchased for $5500 after reaching Security Level 3. The Mosin is the first truly high-powered long-ranged rifle available to the player and has both extremely high damage per shot and good armor-piercing abilities. There are no clips in the Radius, however, meaning that the Mosin must be reloaded one bullet at a time. With a base capacity of only 5 rounds, the Mosin is a powerful rifle with heavy drawbacks, meaning that it is best suited for a player with steady hands and nerves of steel. The Mosin can equip a PU scope without any modifications, but two rails (one for optical sights and the other for lasers or flashlights) can be added at the upgrade station.

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Mosin Nagant M38 Carbine - 7.62x54mm R
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The Mosin Nagant Model 1938 as it appears in-game.
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Admiring the left side of the classic short-barreled bolt-action rifle.
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The other side of the rifle.
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Looking back at the Mosin's stock, which is fitted with a side saddle (not unlike the game's shotguns) to hold up to 6 spare 7.62x54mmR rounds.
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The Mosin's loading process begins by opening the bolt.
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Rounds are then inserted one at a time, to a maximum of 5.
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Reloading concludes by pushing the bolt forwards.
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Aiming down the Mosin's glow sights.
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Cycling the bolt. Few things are as satisfying in VR as operating a gun that requires lots of hand movements.
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Equipping a PU scope for some long-ranged sniping.
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Taking aim at a streetlight through the scope.
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Take that, Soviet utility workers!

SKS-D

An SKS-D can be purchased for $3200 after reaching Security Level 2. Utilizing the same 10 and 30-round magazines as the AKM, the semi-automatic SKS is inferior to any of the game's assault rifles as a primary weapon. Its only benefits compared to the AKs are its good accuracy, low price, and low security level requirement. The SKS can be fitted with a PU scope, and its pool of available modifications includes various rail attachment points, a 30% recoil reduction, and a DTK suppressor adaptor. A bayonet was available for the rifle in the 1.0 version of Into the Radius VR, but it was removed when the game was updated to version 2.0.

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SKS-D (Norinco-branded) - 7.62x39mm
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The SKS-D as it appears in-game.
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The left side of the SKS.
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The right side.
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Inserting a short 10-round AKM magazine into the SKS.
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Chambering a round of 7.62x39mm.
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Aiming down the SKS' iron sights.
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Firing the rifle.

Battle Rifles

A step above the intermediate-caliber assault rifles, battle rifles offer a mid/late-game Explorer a full-powered punch of damage. Hard-hitting, accurate, and possessing incredible armor penetration, battle rifles are adept at any range, but their weight, heavy recoil, and expensive ammunition can be difficult to manage. All battle rifles in Into the Radius VR are chambered in 7.62x51mm and feed from a 20-round magazine, meaning that it mostly comes down to personal preference and playstyle as to which rifle one uses.

FN FAL 50.00

An early FN FAL 50.00 with wooden furniture can be purchased for $6500 after reaching Security Level 4. The FAL has the fastest firerate of the three available battle rifles, but it also deals the least damage per shot and is the most inaccurate. The FN FAL is compatible with the so-called NATO Suppressor and can be modified to adjust the firerate (±20%), add additional rails for attachments, and increase the accuracy by 10%.

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FN FAL "G Series" - 7.62x51mm NATO
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The FN FAL 50.00 as it appears in-game.
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The left side of the FAL.
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The right side.
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Inserting a magazine containing 20 rounds of 7.62x51mm.
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Chambering a round.
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Aiming down the FAL's iron sights.
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Firing a round.
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A jam!
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Clearing the jam with a stroke of the bolt handle. This also serves as an opportunity to practice the old "catch-the-flying-bullet-in-the-mouth" technique.

FN SCAR-H

An FN SCAR-H (known as the "FN-17" in-game) can be purchased for $12000 after reaching Security Level 5. This extremely expensive battle rifle serves as the "jack-of-all-trades" of its class, featuring middling firerate, damage, accuracy, and muzzle velocity. It is select-fire, comes with lots of attachment points, and can be suppressed. The stock can also be folded, although this is of questionable utility. It can be upgraded to reduce its recoil by 20% and its ability to fire in full-auto can be swapped for a three-round burst.

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Third Generation FN SCAR-H - 7.62x51mm NATO
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The FN SCAR-H as it appears in-game with the stock folded.
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Ditto, with the stock unfolded.
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Holding the rather chunky rifle.
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Looking at the other side of the SCAR-H.
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Inserting a magazine.
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Chambering a round of 7.62 NATO.
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Aiming...
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...and firing.
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Dropping an empty magazine.

M14

An M14 can be purchased for $7500 after reaching Security Level 4. The battle rifle of choice for those who prefer single, devastating shots, the M14 deals the highest damage per shot and is the most accurate of its peers. Unlike the FN FAL and the SCAR-H, the M14 is semi-automatic only, which can limit its effectiveness in higher-pressure close-quarters situations. The M14 can be upgraded to reduce its recoil by 20% and to add rails for attachments. It cannot be suppressed.

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M14 semi-automatic rifle - 7.62x51mm NATO
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The M14 as it appears in-game.
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"This is my rifle. There are many like it, but this one is mine."
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The right side of the M14.
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Inserting a 20-round magazine of 7.62mm full metal jacket.
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Chambering a round.
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Aiming down the M14's surprisingly clear iron sights
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Firing the M14 at an imaginary drill sergeant.

Sniper Rifles

Sniper rifles are, to absolutely no surprise, rifles tooled for long-range combat. They feature very high damage per shot, great accuracy, and a low firerate. Sniper rifles do not come with optics beyond iron sights, so a scope must be purchased or found to put them to full effectiveness at range.

Lobaev Arms DVL-10 M1 "SABOTEUR"

A Lobaev Arms DVL-10 "SABOTEUR" in M1 configuration can be purchased for $10000 after reaching Security Level 5. Chambered in 7.62x51mm NATO, the DVL-10 justifies its hefty price tag and steep unlock requirements by offering the highest single-shot damage of any firearm in the game. It feeds from a detachable 10-round magazine and is integrally suppressed, meaning that the rifle needs no extra attachments or costly maintenance to provide a stealthy one-hit kill at any range. The DVL-10's greatest drawback is its low rate of fire, owing to the fact that it is a bolt-action rifle. It can be upgraded to increase its reliability by 15% and to reduce its weight by 1kg.

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DVL-10 M1 "SABOTEUR" - 7.62x51mm NATO.
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The DVL-10 M1 "SABOTEUR" as it appears in-game with the stock folded.
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Ditto, with the stock unfolded. (Why would you ever fold it in the first place?)
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Inspecting the left side of the pipe-like bolt-action.
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The right side, featuring a chromed bolt assembly.
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The DVL-10 doesn't even have iron sights, so a high-powered adjustable scope is all but required.
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Not pictured: inserting the magazine. The player takes aim at a distant target: a malicious teacup.
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Boom. Headshot.
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Cycling the bolt.

SVD Tiger

An SVD Tiger can be purchased for $8000 after reaching Security Level 4. A civilian version of the SVD, the Tiger rifle is considered by many to be the most overpowered weapon in Into the Radius VR. It is chambered in 7.62x54mmR, fires semi-automatically, and feeds from a 10-round detachable magazine, a combination that makes the Tiger an easy-to-use "point-and-click" weapon with very high accuracy, high damage (albeit less than the DVL), and incredible armor penetration. It comes with a dovetail rail to attach a PSO-1 scope or Kobra holographic sight, but this can be swapped for a standard Picatinny rail if a Western optical sight is desired. Available upgrades include a suppressor adaptor, an additional rail, and a 30% recoil decrease for faster follow-up shots.

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SVD Dragunov - 7.62x54mm R
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The Tiger as it appears in-game.
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Holding the ferocious Tiger, which is the longest rifle in the game.
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The right side of the rifle.
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Loading the Tiger.
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Bringing a round of 7.62x54mmR into the chamber.
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Aiming down the Tiger's iron sights...
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...but who needs those?
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Taking aim at another target; a tin can. The aftermath was too gory to show here (and not because the Tiger's recoil obscured the flying can).

VSS Vintorez

A VSS Vintorez can be purchased for $7500 after reaching Security Level 4. The Vintorez has much more in common with the AS Val assault rifle than it does the other two sniper rifles, making it somewhat of an oddball. It deals the least damage per shot and has by far the worst muzzle velocity of the snipers, making it a bit of a chore to use at long range. This is balanced by the Vintorez's very high firerate (900 rpm semi-auto only), large magazine size (20 rounds, with AS Val magazine), and exceptionally quiet nature (joint best in the game). The Vintorez is compatible with Russian dovetail optics and can be upgraded to increase its reliability by 15% and to add additional Picatinny rails.

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VSS Vintorez with PSO-1 scope - 9x39mm
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The VSS Vintorez as it appears in-game.
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The left side of the Vintorez.
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The right side.
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Inserting a 10-round magazine. 20-round magazines from the AS Val are also compatible, but are less reliable and weigh more.
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Chambering a round of 9x39mm.
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Aiming down the iron sights of the VSS Vintorez.

Grenade Launchers

GP-30 Grenade Launcher

A GP-30 grenade launcher (known in-game as the "GP32") can be purchased for $1500 after reaching Security Level 3. The OTs-14-4A Groza features an integrated GP-30 as well. It can be mounted underneath the barrel of the AKM, AK-74, and AK-74M or used by itself. VOG-25 40mm grenades, which can be found somewhat rarely in the Radius or purchased for $75 apiece after reaching Security Level 3, can be brought to the muzzle of the launcher to load it and the trigger on the hand holding the rifle's foregrip can be used to fire it. The GP-30 has adjustable sights that can be set to 100m graduations up to 400m, and the sights can be configured for either direct or indirect fire.

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GP-30 - 40mm
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The standalone GP-30 as it appears in-game alongside a VOG-25 40mm grenade.
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The GP-30 mounted to an AKM.
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Ditto.
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Loading a VOG-25 into the launcher.
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Trying to use the adjustable sights.
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Playing with adjusting the sights.
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The resulting (poorly-aimed) explosion. "Close enough" does indeed count when grenades are concerned.

Grenades

Grenades can be found in the Radius or purchased at the store and serve as a useful utility for taking care of enemies behind cover or inside buildings. They require some practice to use, as the player must physically throw them. Fragmentation is modeled, so an Explorer must take care not to blow themselves up with a poorly-thrown grenade.

F-1

F-1 hand grenades can be purchased for $75 after reaching Security Level 3 or found rarely in the Radius. They are the more powerful type of lethal grenade, having a large blast radius and releasing lots of fragmentation. F-1 grenades, however, are quite heavy and their potential for self-damage is high.

F-1 High-Explosive Fragmentation hand grenade
The F-1 hand grenade as it appears in-game.
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Holding the World War 2-vintage grenade.
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Ditto.
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Pulling the pin to arm the grenade.
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Grenade out!
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Kaboom. Small, glowing pieces of fragmentation can be seen flying away from the blast zone.

RDG-2

RDG-2 smoke grenades can be purchased for $25 after reaching Security Level 2. Cheap and simple, these smoke grenades emit a large cloud of white smoke that can be used to break line of sight with enemies, allowing the player to advance to cover or make a hasty retreat. They can be found commonly across the Radius as low-tier loot.

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RDG-2 smoke grenade
An RDG-2 smoke grenade as it appears in-game.
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Holding an RDG-2 smoke grenade.
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Pulling the tab to arm the grenade.
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The resulting cloud of smoke.

RGD-5

RGD-5 hand grenades can be purchased for $50 after reaching Security Level 2. They have a smaller blast radius and release less fragmentation than F-1 grenades, but this can be beneficial as it greatly reduces potential self-damage. RGD-5 grenades can be found uncommonly across the Radius.

RGD-5 High-Explosive Fragmentation hand grenade
An RGD-5 hand grenade as it appears in-game.
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Holding the somewhat egg-shaped 'nade.
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Ditto.
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Removing the pin from the grenade.
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Throwing the RGD-5.
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The resulting explosion, which is somewhat less powerful than the F-1's.