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Splinter Cell: Conviction: Difference between revisions
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__TOC__<br clear=all> | __TOC__<br clear=all> | ||
=Pistols= | =Pistols= | ||
''Conviction'' uses a truly unique weapon system, because in this game | ''Conviction'' uses a truly unique weapon system, because in this game pistols acts as primary weapons. All other guns are optional, "alternative weapons". The game also uses a highly realistic health system (1-2 shots from a pistol grants a kill), which really makes the other big guns only secondaries, and not necessary ones. What is not so realistic is that the handguns follow the popular "magic slide" rule of having the slide lock back when a reload is initiated. | ||
In addition to this, ALL pistols have unlimited ammo in any game mode, story mode or co-op. | |||
== FN Five-seveN == | == FN Five-seveN == | ||
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[[Image:SCC-USP-1.jpg|thumb|none|600px|Archer with a fully upgraded USP45.]] | [[Image:SCC-USP-1.jpg|thumb|none|600px|Archer with a fully upgraded USP45.]] | ||
[[Image:CONVICTION-USP45.jpg|thumb|none|600px|A Secret Service Agent fires his USP45 on the main menu background. In real life the Secret Service Agents use the [[SIG-Sauer P229]] in .357 SIG.]] | [[Image:CONVICTION-USP45.jpg|thumb|none|600px|A Secret Service Agent fires his USP45 on the main menu background. In real life the Secret Service Agents use the [[SIG-Sauer P229]] in .357 SIG.]] | ||
[[Image:SCC-USP45menu.jpg|thumb|none|600px|Another Secret Service Agent being executed.]] | |||
[[Image:SCC-USP-2.jpg|thumb|none|600px|Sam Fisher with an USP45. Notice MP7A1 on his back.]] | [[Image:SCC-USP-2.jpg|thumb|none|600px|Sam Fisher with an USP45. Notice MP7A1 on his back.]] | ||
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==Walther P99== | ==Walther P99== | ||
The [[Walther P99]], with an olive drab frame, can be obtained through the Extras menu. Can be upgraded with extended magazine, laser sight, and match grade ammo. It is probably the .40 S&W version because it holds 12 rounds. | The [[Walther P99]], with an olive drab frame, can be obtained through the Extras menu. Can be upgraded with extended magazine (+4 rounds), laser sight, and match grade ammo. It is probably the .40 S&W version because it holds 12 rounds. | ||
[[Image:Walther-P99-Pistol.jpg|thumb|none|400px|Walther P99 - 9x19mm]] | [[Image:Walther-P99-Pistol.jpg|thumb|none|400px|Walther P99 - 9x19mm]] | ||
[[Image:SCC-P99-2.jpg|thumb|none|600px|A two-tone Walther P99 in a weapon stash.]] | [[Image:SCC-P99-2.jpg|thumb|none|600px|A two-tone Walther P99 in a weapon stash.]] | ||
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[[Image:SCC-P99-3.jpg|thumb|none|600px|Archer holds the P99.]] | [[Image:SCC-P99-3.jpg|thumb|none|600px|Archer holds the P99.]] | ||
[[Image:SCC-P99-4.jpg|thumb|none|600px|Archer reloads the Walther.]] | [[Image:SCC-P99-4.jpg|thumb|none|600px|Archer reloads the Walther.]] | ||
[[Image:SCC-P99-5.jpg|thumb|none|600px| | [[Image:SCC-P99-5.jpg|thumb|none|600px|Black Arrow PMC: ''We've got trouble, Fisher is getting creative.'']] | ||
== IMI/Magnum Research Desert Eagle Mark I== | == IMI/Magnum Research Desert Eagle Mark I== | ||
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== SIG-Sauer P226R == | == SIG-Sauer P226R == | ||
The [[SIG-Sauer P226|SIG-Sauer P226R]] is the preferred sidearm of the Russian guards in the game. Is used by Black Arrow mercenaries as well as Tom Reed and Grim. Cannot be suppressed but can be upgraded to hold 20 rounds from it's starting 13. Can also be equipped with a laser sight and match grade ammo. Despite being called a "[[SIG-Sauer P228|P228]]" and having a 13-round magazine it is quite visibly a full size SIG-Sauer P226R, which is evident by how the slide protrudes further out from the frame. | The [[SIG-Sauer P226|SIG-Sauer P226R]] is the preferred sidearm of the Russian guards in the game. Is used by Black Arrow mercenaries as well as Tom Reed, Prentiss and Grim. Cannot be suppressed but can be upgraded to hold 20 rounds from it's starting 13. Can also be equipped with a laser sight and match grade ammo. Despite being called a "[[SIG-Sauer P228|P228]]" and having a 13-round magazine it is quite visibly a full size SIG-Sauer P226R, which is evident by how the slide protrudes further out from the frame. | ||
[[Image:P226R.jpg|thumb|none|400px|SIG-Sauer P226R - 9x19mm]] | [[Image:P226R.jpg|thumb|none|400px|SIG-Sauer P226R - 9x19mm]] | ||
[[Image:SIG-Sauer_P228R.jpg|thumb|none|380px|A SIG-Sauer P228R for comparison - 9x19mm]] | [[Image:SIG-Sauer_P228R.jpg|thumb|none|380px|A SIG-Sauer P228R for comparison - 9x19mm]] | ||
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[[Image:CONVICTION-GLOCK.jpg|thumb|none|600px|The Laser Sight upgrade in Conviction.]] | [[Image:CONVICTION-GLOCK.jpg|thumb|none|600px|The Laser Sight upgrade in Conviction.]] | ||
= | =Submachine Guns= | ||
Submachine Guns offer good accuracy, moderate range and stopping power. Some SMG's are classified as Machine Pistols. MP's have one advantage, that they can be fired when hanging from ledges, windows, pipes or while holding a human shield. | |||
== Ingram MAC-11 == | == Ingram MAC-11 == | ||
The [[MAC-10|Ingram MAC-11]] was seen in the hands of enemies in the early gameplay trailers. Has been removed from the final game. | The [[MAC-10|Ingram MAC-11]] was seen in the hands of enemies in the early gameplay trailers. Has been removed from the final game. | ||
[[Image:Mac_m11_9k.jpg|thumb|none|300px|RPB Industries MAC-11 - .380 ACP]] | [[Image:Mac_m11_9k.jpg|thumb|none|300px|RPB Industries MAC-11 - .380 ACP]] | ||
[[Image:SCC-MAC11-blip.jpg|thumb|none|500px|The on-screen blip for picking up the MAC-11]] | [[Image:SCC-MAC11-blip.jpg|thumb|none|500px|The on-screen blip for picking up the MAC-11]] | ||
== Česká Zbrojovka SA Vz. 61 Skorpion == | |||
Inventory icon of the "Skorpion" is the older [[SA Vz.61 Skorpion|Vz. 61]], noted by the curved magazine. | |||
[[Image:CZ Vz.61.jpg|thumb|350px|none|ČZ Skorpion SA Vz. 61 - .320 ACP]] | |||
[[Image:SCC-Vz61.jpg|thumb|none|600px|Skorpion Vz. 61]] | |||
== Česká Zbrojovka SA Vz. 361 Skorpion == | == Česká Zbrojovka SA Vz. 361 Skorpion == | ||
The | The [[Sa. Vz.61 Skorpion#CZ SA 361 Skorpion|CZ SA 361 Skorpion]] appears in the game as "SKORPION" and is classified as a machine pistol. It can be upgraded with a better stock for improved accuracy, a reflex sight and hollow point ammunition. Is very accurate, but holds less ammo than the majority of the guns. | ||
[[Image:SA 361.jpg|thumb|350px|none|ČZ Skorpion SA Vz. 361 - 9x19mm]] | [[Image:SA 361.jpg|thumb|350px|none|ČZ Skorpion SA Vz. 361 - 9x19mm]] | ||
[[Image:SCC-SAVZ61-4.jpg|thumb|none|600px|The Skorpion in a weapon stash. Note that it has an old Bakelite grip.]] | [[Image:SCC-SAVZ61-4.jpg|thumb|none|600px|The Skorpion in a weapon stash. Note that it has an old Bakelite grip.]] | ||
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[[Image:SCC-Veresk-1.jpg|thumb|none|600px|Machine pistols can be fired while hanging from pipes, but the accuracy is terrible due to the one-handed grip.]] | [[Image:SCC-Veresk-1.jpg|thumb|none|600px|Machine pistols can be fired while hanging from pipes, but the accuracy is terrible due to the one-handed grip.]] | ||
[[Image:SCC-Veresk-2.jpg|thumb|none|600px|Fisher executes a guard with an impressive (but not impossible) move.]] | [[Image:SCC-Veresk-2.jpg|thumb|none|600px|Fisher executes a guard with an impressive (but not impossible) move.]] | ||
==Heckler & Koch MP5N== | ==Heckler & Koch MP5N== | ||
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== Heckler & Koch MP5SD-N1 == | == Heckler & Koch MP5SD-N1 == | ||
The [[Heckler & Koch MP5SD|Heckler & Koch MP5SD-N1]] appears in Conviction as "MP5-SD3". Can be upgraded with a gun stock, a 2x scope and hollow point ammo. The M68 Aimpoint reflex sight appears to be mounted backwards on this and several other submachine guns and rifles. | The [[Heckler & Koch MP5SD|Heckler & Koch MP5SD-N1]] appears in Conviction as "MP5-SD3". Can be upgraded with a gun stock, a 2x scope and hollow point ammo. The M68 Aimpoint reflex sight appears to be mounted backwards on this and several other submachine guns and rifles. The MP5SD-N1 is also used by the Navy SEALs during the Diwaniya, Iraq flashback level. | ||
[[Image:H&KMP5SD6.jpg|thumb|none|400px|Heckler & Koch MP5SD6 - 9x19mm]] | [[Image:H&KMP5SD6.jpg|thumb|none|400px|Heckler & Koch MP5SD6 - 9x19mm]] | ||
[[Image:SC-MP5SD6.jpg|thumb|none|600px|The weapon in an early trailer.]] | [[Image:SC-MP5SD6.jpg|thumb|none|600px|The weapon in an early trailer.]] | ||
[[Image:SCC-MP5SD3-1.jpg|thumb|none|600px|Sam with the MP5SD-N1 at Cobin's mansion.]] | [[Image:SCC-MP5SD3-1.jpg|thumb|none|600px|Sam with the MP5SD-N1 at Cobin's mansion.]] | ||
[[Image:SCC-MP5SD3-2.jpg|thumb|none|600px|Sam reloading the MP5SD-N1.]] | [[Image:SCC-MP5SD3-2.jpg|thumb|none|600px|Sam reloading the MP5SD-N1.]] | ||
[[Image:SCC-MP5SD3-4.jpg|thumb|none|600px| | [[Image:SCC-MP5SD3-4.jpg|thumb|none|600px|Vic: ''My kids never draw anything for me, or write either.''<br>SEAL: ''They don't write 'cause you can't read!''<br>Vic:'' Laugh it up, first thing I'm gonna do when I get back...''<br>Sam: ''What, you're gonna to go to kindergarten?''<br>SEAL: ''I think they have entrance exams now. I don't think Vic is gonna be able to get in, Sam!'']] | ||
[[Image:SCC-MP5SD3-3.jpg|thumb|none|600px|View through the scope of the MP5SD-N1.]] | [[Image:SCC-MP5SD3-3.jpg|thumb|none|600px|View through the scope of the MP5SD-N1.]] | ||
==Heckler & Koch MP7A1== | |||
The [[Heckler & Koch MP7A1]] can be unlocked in the Extras menu. Can be equipped with a reflex sight, match grade ammo and an extended magazine, giving it 40 rounds from the original 20. It is the only suppressed machine pistol in Conviction. | |||
[[Image:H&K MP71A1.jpg|thumb|none|400px|Heckler & Koch MP7A1 - 4.6x30mm]] | |||
[[Image:SCC-MP7A1-2.jpg|thumb|none|600px|An upgraded MP7A1 in the weapon locker.]] | |||
[[Image:SCC-MP7A1-1.jpg|thumb|none|600px|Fisher holding an MP7A1 fitted with suppressor, hi-cap magazine and reflex sight.]] | |||
[[Image:SCC-MP7A1-3.jpg|thumb|none|600px|Sam reloading the MP7A1 at the Third Echelon HQ.]] | |||
==Heckler & Koch UMP45== | |||
The [[Heckler & Koch UMP|Heckler & Koch UMP45]] is carried by Third Echelon guards and members of the Washington Police. Called "UMP-45" but holds 30 rounds like the .40S&W version (UMP40). Can be upgraded with a suppressor, a laser sight and hollow point ammo. | |||
[[Image:UMP_45.jpg|thumb|none|400px|Heckler & Koch UMP45 - .45 ACP]] | |||
[[Image:SCC-UMP-1.jpg|thumb|none|600px|H&K UMP45 with laser sight and suppressor in the weapon stash.]] | |||
[[Image:SCC-UMP-3.jpg|thumb|none|600px|The UMP45 on Archer's back in a Deniable Ops game.]] | |||
[[Image:SCC-UMP-2.jpg|thumb|none|600px|Sam Fisher reloading the UMP45.]] | |||
[[Image:SCC-UMP45-3.jpg|thumb|none|600px|Sam aims at a corrupt Third Echelon commando with his UMP45.]] | |||
=Assault Rifles & Battle Rifles= | =Assault Rifles & Battle Rifles= | ||
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[[Image:SR3.jpg|thumb|none|400px|SR-3 Vikhr - 9x39mm]] | [[Image:SR3.jpg|thumb|none|400px|SR-3 Vikhr - 9x39mm]] | ||
[[Image:SCC-SR3.jpg|thumb|none|600px|The SR-3 Vikhr in the game.]] | [[Image:SCC-SR3.jpg|thumb|none|600px|The SR-3 Vikhr in the game.]] | ||
[[Image:SCC-VIKHR-1.jpg|thumb|none|600px|Archer | [[Image:SCC-VIKHR-1.jpg|thumb|none|600px|Archer holds the Vikhr in Deniable Ops.]] | ||
[[Image:SCC-VIKHR-2.jpg|thumb|none|600px|Archer | [[Image:SCC-VIKHR-2.jpg|thumb|none|600px|Archer holds the Vikhr.]] | ||
[[Image:SCC-SR3 Vikhr.jpg|thumb|none|600px|Fisher | [[Image:SCC-SR3 Vikhr.jpg|thumb|none|600px|Fisher aims with the Vikhr.]] | ||
== Heckler & Koch G36C == | == Heckler & Koch G36C == | ||
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==FN SCAR-H CQC== | ==FN SCAR-H CQC== | ||
The [[FN SCAR|Fabrique Nationale SCAR-H CQC]] can be obtained through UPlay. It erroneously holds 30 rounds like the "L" variant. Can be upgraded with an ACOG (which appears as "4X scope" in the game), a laser sight and match grade ammo. The trigger unit (pistol grip, trigger guard, and fire selector area) is modeled from a First Generation SCAR-H. | The [[FN SCAR|Fabrique Nationale SCAR-H CQC]] can be obtained through UPlay. It erroneously holds 30 rounds like the "L" variant. Can be upgraded with an ACOG (which appears as "4X scope" in the game), a laser sight and match grade ammo. The SCAR-H has the highest range of all weapons, but only two enemies can be executed with it. The trigger unit (pistol grip, trigger guard, and fire selector area) is modeled from a First Generation SCAR-H. | ||
[[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm]] | [[Image:2fff2537c0.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm]] | ||
[[Image:FN_SCAR_-1-.jpg|thumb|none|400px|First Generation FN SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]] | [[Image:FN_SCAR_-1-.jpg|thumb|none|400px|First Generation FN SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]] |
Revision as of 22:19, 1 October 2011
Tom Clancy's Splinter Cell: Conviction is the fifth installment in the Splinter Cell video game series. It was developed by Ubisoft Montreal with the help of Ubisoft's Rainbow Six: Vegas team. The game takes place three years after Splinter Cell: Double Agent and tells the story of a renegade Third Echelon agent searching for truth and revenge.
The game was released on 13th April 2010 for the PC, Mac, X360, PS3, iOS and Android operation system.
The following weapons appear in the video game Splinter Cell: Conviction:
Pistols
Conviction uses a truly unique weapon system, because in this game pistols acts as primary weapons. All other guns are optional, "alternative weapons". The game also uses a highly realistic health system (1-2 shots from a pistol grants a kill), which really makes the other big guns only secondaries, and not necessary ones. What is not so realistic is that the handguns follow the popular "magic slide" rule of having the slide lock back when a reload is initiated.
In addition to this, ALL pistols have unlimited ammo in any game mode, story mode or co-op.
FN Five-seveN
Sam's main weapon and sidearm like in the previous games is the FN Five-seveN, although this time it has a two-tone black and flat dark earth frame, a built-in compensator-style suppressor and is appearing as the new USG model. Called "FIVE-SEVEN" in the game. Can be upgraded with a C-More style reflex sight (making it the only weapon to allow four marks to be targeted for "execution" one-hit kills), a laser aiming module and match grade ammo.
Heckler & Koch USP45
The Heckler & Koch USP45 appears in Conviction as a usable pistol, it holds 12 rounds. Can be upgraded with a reflex sight, a laser sight and hollow point ammo. Called "USP.45" in the game. It is the preferred weapon of the Washington PD and the Secret Service.
Heckler & Koch Mark 23 Mod 0
The Heckler & Koch Mark 23 appears as "MK.23" in Conviction. It is Sam's personal defense weapon of choice and is his default pistol unless the player equips another handgun from a weapon stash. Can be upgraded to hold 18 rounds from its starting 12. Can also be equipped with a laser sight and hollow point ammo. It is suppressed by default and is the most powerful pistol in the game. The only drawback is that only two enemies can be "executed" with it at the same time.
Anna: Here. Just make sure to aim it at the right people.
Sam: Oh I will...
Izhmech MP-446 Viking
The Izhmech MP-446 Viking appears as "MP-446" and is always suppressed. Holds 17 rounds in the magazine. Can be equipped with a reflex sight, a laser sight and match grade ammo. It has moderate range, stopping power and accuracy. The Viking is the sidearm of the Third Echelon cleaning squad sent after Fisher during the Lincoln Memorial level.
Walther P99
The Walther P99, with an olive drab frame, can be obtained through the Extras menu. Can be upgraded with extended magazine (+4 rounds), laser sight, and match grade ammo. It is probably the .40 S&W version because it holds 12 rounds.
IMI/Magnum Research Desert Eagle Mark I
The second weapon Fisher can pick up in the game is the Desert Eagle Mark I handgun. Many thugs carry it during the Malta level. It holds 7 rounds implying it is chambered for .50 AE, but the Mark I was never offered in that caliber. Can be upgraded with a reflex sight, laser sight and match grade ammo. It looks to be the exact same model from Rainbow Six: Vegas, although this one is incorrectly DAO.
SIG-Sauer P226R
The SIG-Sauer P226R is the preferred sidearm of the Russian guards in the game. Is used by Black Arrow mercenaries as well as Tom Reed, Prentiss and Grim. Cannot be suppressed but can be upgraded to hold 20 rounds from it's starting 13. Can also be equipped with a laser sight and match grade ammo. Despite being called a "P228" and having a 13-round magazine it is quite visibly a full size SIG-Sauer P226R, which is evident by how the slide protrudes further out from the frame.
SIG-Sauer P228
The inventory icon of the "P228" is a real SIG-Sauer P228. This could indicate that the weapon was planned to be the compact variant, but ended up as the full sized P226. The P228 also appears on the P.E.C. (short for Persistent Elite Creation) Challenge "Advanced Close Combat".
Beretta 92FS
Fisher is seen using a Beretta 92FS during the recapitulation of the events of the previous game. Note that him using a Beretta is a goof, because Fisher was using a Luger P08 in this particular scene in Double Agent.
Glock 17
A Glock 17 can be seen on the Laser Sight upgrade's icon. The developers probably wanted to choose a "neutral" gun for the image of this upgrade, that's why they've selected a unusable pistol.

Submachine Guns
Submachine Guns offer good accuracy, moderate range and stopping power. Some SMG's are classified as Machine Pistols. MP's have one advantage, that they can be fired when hanging from ledges, windows, pipes or while holding a human shield.
Ingram MAC-11
The Ingram MAC-11 was seen in the hands of enemies in the early gameplay trailers. Has been removed from the final game.

Česká Zbrojovka SA Vz. 61 Skorpion
Inventory icon of the "Skorpion" is the older Vz. 61, noted by the curved magazine.

Česká Zbrojovka SA Vz. 361 Skorpion
The CZ SA 361 Skorpion appears in the game as "SKORPION" and is classified as a machine pistol. It can be upgraded with a better stock for improved accuracy, a reflex sight and hollow point ammunition. Is very accurate, but holds less ammo than the majority of the guns.

TsNIITochMash SR-2M Veresk
The TsNIITochMash SR-2M Veresk appears correctly as "SR-2M" in the game with the fore-grip removed. Can be upgraded with a gun stock, a laser sight and a reflex sight.
Heckler & Koch MP5N
The Heckler & Koch MP5N appears as "MP5-N" in Conviction. Black Arrow soldiers use it as their primary weapon in the early levels of the game. Can be upgraded with a laser sight, reflex sight and hollow point ammo.
Heckler & Koch MP5SD-N1
The Heckler & Koch MP5SD-N1 appears in Conviction as "MP5-SD3". Can be upgraded with a gun stock, a 2x scope and hollow point ammo. The M68 Aimpoint reflex sight appears to be mounted backwards on this and several other submachine guns and rifles. The MP5SD-N1 is also used by the Navy SEALs during the Diwaniya, Iraq flashback level.
SEAL: They don't write 'cause you can't read!
Vic: Laugh it up, first thing I'm gonna do when I get back...
Sam: What, you're gonna to go to kindergarten?
SEAL: I think they have entrance exams now. I don't think Vic is gonna be able to get in, Sam!
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 can be unlocked in the Extras menu. Can be equipped with a reflex sight, match grade ammo and an extended magazine, giving it 40 rounds from the original 20. It is the only suppressed machine pistol in Conviction.
Heckler & Koch UMP45
The Heckler & Koch UMP45 is carried by Third Echelon guards and members of the Washington Police. Called "UMP-45" but holds 30 rounds like the .40S&W version (UMP40). Can be upgraded with a suppressor, a laser sight and hollow point ammo.
Assault Rifles & Battle Rifles
SC3000
The SC3000 (an improved version of the SC-20K seen in the previous Splinter Cell games) is a heavily modified FN F2000 Tactical. The biggest difference can be seen in the weapon's magazine; instead of the F2000's STANAG mags the SC3000 uses new, horizontal magazines. The round control on the side and magazine design could suggest that the modifications were inspired by the Crye MR-C caseless bullpup assault rifle (a mock-up of a never-produced rifle seen in two other Tom Clancy titles, namely G.R.A.W. and G.R.A.W. 2), which had a similarly extremely high rate of fire, magazine design, and a rotary cocking handle. The high stopping power remains even if it's suppressed. It also lacks any sort of ejection port, including the F2000's patented forward ejection port system, suggesting that this weapon uses caseless ammunition, but is not.
The SC3000 is carried by several Third Echelon Splinter Cells. Can be upgraded with a better gun stock, suppressor and hollow point ammo.
Barrett M468
The Barrett M468 is another usable assault rifle in the game. It is correctly referred to as the earlier M468 direct impingement model as noted by the fully shrouded HK style front post and its distinctive ARMS SIR bi-level free floating handguard. Carried by Third Echelon agents and Black Arrow mercenaries. Can be upgraded with a reflex sight, a suppressor and hollow point ammo.
TsNIITochMash SR-3 Vikhr
Referred to as "Vikhr", the SR-3 Vikhr is an assault rifle that can be unlocked in the Extras menu. Also seen in CO-OP in Kobin's hands when he's getting in the cargo plane. The Vikhr can be upgraded with 2X scope, gun stock and match grade ammo. Incorrectly appears as a submachine gun in the game.
Heckler & Koch G36C
The Heckler & Koch G36C is used by Black Arrow mercenaries, Third Echelon guards during the climax and also by Kobin in the single player campaign. Can be upgraded with a 2X scope, a laser sight and match grade ammo.

Heckler & Koch G36K
Inventory icon of the G36C is a G36K with Export scope.

FN SCAR-H CQC
The Fabrique Nationale SCAR-H CQC can be obtained through UPlay. It erroneously holds 30 rounds like the "L" variant. Can be upgraded with an ACOG (which appears as "4X scope" in the game), a laser sight and match grade ammo. The SCAR-H has the highest range of all weapons, but only two enemies can be executed with it. The trigger unit (pistol grip, trigger guard, and fire selector area) is modeled from a First Generation SCAR-H.
GIAT FAMAS G2
The GIAT FAMAS G2 is another unlockable weapon in the game. It is one of the best assault rifles in the game due to it's high rate of fire and superb accuracy. The only disadvantage is that the FAMAS G2 cannot be suppressed. It can be upgraded with a 2X scope, laser sight and match grade ammo.
Izhmash AKS-74U
The AKS-74U appears in the flashback level and in CO-OP. Carried by several Iraqi insurgents and mercenaries. Can be upgraded with a laser sight, extended mags, and hollow point ammo. It is also incorrectly a submachine gun in the game.
Izhmash AK-47
The AK-47 appears in the flashback level as Vic's primary weapon. Can be upgraded with an extended magazine (55 rounds), a 4X ACOG (which is anachronistic to the Desert Storm period), and match grade ammo. During the flashback level, it has unlimited ammunition. The model itself appears to be the same AK-47 from Rainbow Six: Vegas.
Shotguns
Benelli M3 Super 90
The Benelli M3 Super 90 shotgun appears as "M3" in the game and can be unlocked in the Extras menu for free. Holds 8 shells, is very effective in close quarters but is limited to pump-action fire-mode. Not very common among Black Arrow soldiers, because they prefer the automatic weapons, mainly the M468 and MP5N.
Mossberg 500 Cruiser
The Mossberg 500 Cruiser appears in the game as a usable shotgun. It is the only shotgun available in the standard edition of the game. Holds 8 shells like the Benelli M3 Super 90 even though it only has an 5-round mag-tube. Referred as the "M-500". Can be upgraded with a laser sight, a reflex sight and match grade ammo.
Franchi SPAS-12
The suppressed Franchi SPAS-12 can only be obtained if someone pre-orders the game. Can be upgraded with a gun stock, a 2X scope and match grade ammo. Appears in semi-automatic mode only.
Other Weapons
FN M240D
The FN M240D machine gun makes an appearance in the game as a mounted turret. It is seen equipped with a heat-shield. The M240D is the stationary version of the M240 General Purpose Machine Gun.

M134 Minigun
Miniguns can be seen as parts of turrets the Black Arrow teams use. One is set up at the EMP bombsite, the second one is seen at the White House. A Minigun is also seen on the helicopter during the chopper battle at Michigan Ave Reservoir, but it is strangely mounted as a nose turret.
Gadgets
Fisher, Archer and Kestrel can use various equipment in the game to surprise the enemy or escape from a hot situation. The EMP grenade can be used to temporarily disable cameras, lights and the flashlights of the enemy guards. It can also stun the enemies just like a flashbang. The remote and proximity mine can stick to any surface and kill any enemy that comes near. The sticky camera can be used to observe areas and tag enemies, or lure guards into their death using its ability to play loud music. When an enemy hears the music, he will start to investigate and can be blown up when he moves close to the camera.
Trivia
The firing technique Sam Fisher and the other Third Echelon agents use is called C.A.R. (Center Axis Relock). This system allows the operator to engage and disengage very quickly, while maintaining maneuverability and stability, and negating most of the recoil. The system works well with all kinds of weapons, small arms or longer guns.
The close-quarters takedowns seen in the game (only the ones that involve using guns as melee weapons, the rest are Krav Maga moves) are also parts of the C.A.R. system.
The C.A.R. technique was invented by Paul Castle, Chief Instructor of Sabre Tactical Training and Research, Inc. Paul Castle (born 1959) passed away on September 14th, 2011 after a long battle with cancer. Rest In Peace, Paul.