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Spec Ops: The Line

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Nice, but where's the trigger?

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Spec Ops: The Line (2012)

Spec Ops: The Line is a 2012 squad-based third-person shooter video game developed by Yager and published by 2K Games, influenced by Joseph Conrad's classic novella Heart of Darkness. Set in the aftermath of a series of devastating sandstorms which have isolated and largely destroyed the city of Dubai, the plot concerns a US Army Division, the fictional 33rd, under the command of Colonel John Konrad. This Division defied orders and attempted to evacuate the civilian population, and was thought completely lost until a mysterious looped broadcast was picked up from Konrad declaring the evacuation attempt to have failed. The player takes on the role of Walker, leader of a three-man Delta Force unit sent to find out what happened to the 33rd.

The following weapons appear in the video game Spec Ops: The Line:

Handguns

Beretta M9

A Beretta M9 with a greyish slide is the starting pistol for Walker and the basic sidearm used by enemy soldiers. The gun is modelled with an uncocked hammer, despite being a DA / SA pistol, and Walker is always shown pulling the slide after reloading. Being the weakest gun in the game, it is only really a placeholder until the player finds something better.

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Beretta M9 - 9x19mm
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Konrad picks up his M9 in the intro of the game.
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A Beretta M9 on the ground.

IMI/Magnum Research Desert Eagle

A Desert Eagle handgun is seen several times during the campaign; per videogame norms it is a supergun, able to kill most regular enemies in a single shot. It features an eight round capacity confirming it is a .50AE caliber.

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Desert Eagle Mark XIX - .50AE

Colt Python

A Colt Python is used by Captain Riggs of the CIA, but can only be used by the player once during the entire campaign. It has similar stats to the Desert Eagle but its recoil is much lower. When reloading Walker appears to use a speedloader.

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Colt Python with 6" Barrel - .357 Magnum

Submachine Guns

Heckler & Koch UMP45

The UMP45 is the first of two SMGs the player encounters in the campaign. The gun is modeled with a 25 straight magazine. It has very low recoil and is very powerful when in close counters. In most chapters involving indoor combat enemies will be armed with this weapon. The weapon icon shows a built in foregrip similar to that seen in Counter-Strike but the in-game model does not.

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H&K UMP45 - .45 ACP
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FN P90

The FN P90 is referred to as the "P90". It has a correct capacity of 50 rounds, though oddly the ammo indicator shows the rounds in a helix-like pattern despite the P90 not using a helical magazine. The secondary function toggles a laser sight which improves accuracy in close quarters and becomes less efficient at distance. Its higher rate of fire and stronger round makes it superior to the UMP45 in every way possible.

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FN P90 - 5.7x28mm
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IMI Micro Uzi

The Micro Uzi is called the "Micro 9mm;" it is treated as a pistol, and is one of the more common weapons early in the game. It has a 32-round capacity, even though it is modeled with a 15-round magazine. The secondary fire key allows Walker to attach a suppressor to the weapon.

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IMI Micro Uzi - 9x19mm
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A Micro Uzi on the ground.
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Walker blindfiring a Micro Uzi.
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Walker screws on the suppressor to the Micro Uzi.

Assault and Battle Rifles

AK-103

The AK-103 (evident by the stamped receiver, AK-74-style flash hider and 90 degree gas block) with wooden stock and handguard appears in the game as the "AK-47". It is the AK-103-2 variant, since it has selectable fire modes (burst and auto) as its secondary function.

AK-103 - 7.62x39mm
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Note the unused side-mounted rail above the trigger guard.
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A soldier fires his AK-103 in a trailer.
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Walker takes cover with an "AK-47".

Colt M4A1 Carbine

The M4A1 is Walker's starting rifle and is used by enemies throughout the game; it is also Walker's designated weapon and he will always be shown carrying one in cutscenes regardless of what the player is actually equipped with. It is possible to attach a suppressor anytime during gameplay using the secondary fire ability. For some reason, the M4 has two rear iron sights, a flip up type and an A2 type. It provides a higher rate of fire than other assault rifles, but does not have fire mode selection and is weaker than the battle rifles. In one cut scene Walker is using a surefire weapon light attachment to light the darkness, but this ability is not seen in game play.

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Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO
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M4A1 on an early release image. The actual M4 in the game looks differently.
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Walker with an M4A1 in one of the cutscenes.
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Walker opens fire with the M4A1.

FAMAS F1

The FAMAS F1 is a mid-to-late game assault rifle first encountered in the chapter "The Road." The secondary fire mode toggles between burst and full-auto fire modes; this means there is no ability to toggle the ACOG sight fitted to the weapon, which is always on.

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FAMAS F1 - 5.56x45mm NATO
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Heckler & Koch HK417

The Heckler & Koch HK417 is called the "417" and is depicted as a semi-automatic rifle with a ten-round magazine and a togglable scope as the secondary function; the screen overlay is an ACOG-style scope, despite that the model shown has a reflex sight and magnifier.

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Heckler & Koch 417 with 20" barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO

FN SCAR-H CQC

The FN SCAR-H appears late in the game as a high-level assault rifle. It is shown with a CQB barrel,M16-style flash hider, and an FN-MK13 grenade launcher. It is full-auto only due to the grenade launcher being the secondary function.

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SCAR-H CQC - 7.62x51mm NATO
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IMI Tavor TAR-21

Lugo's standard assault rifle is a TAR-21. It is shown with standard 30 round magazines, cloth wrapped around the stock and the hand guard, and no optical scope. It is never seen in the hands of the enemy and can only be attained by the player at the end of Chapter 13.

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IMI Tavor TAR-21 with Kimber Mepro red dot sight - 5.56x45mm NATO
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Shotguns

AA-12

The AA-12 is seen towards the end of the game, often in the hands of heavy troops. It is the third shotgun the player can have and is superior to both shotguns in every way. It is equipped with a 20 round magazine and its accuracy allows it be effective at far greater distances than the other two shotguns. Its main downside is that it does not share shotgun ammunition with the other shotguns, and its rate of fire will drain its magazine extremely quickly.

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MPS AA-12 - 12 Gauge
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Benelli M4 Super 90

The Benelli M4 Super 90 is the second shotgun available. It holds more shells than the W1200 and has greater range, making it a superior weapon, and is correctly shown firing in semi-auto mode rather than pump-action.

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Benelli M4 Super 90 with 4-shot tube - 12 gauge
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Winchester Model 1200

The Winchest Model 1200 is called the "W1200," and is shown with a sawed-off barrel and stock and cloth wrapped around the gris. When firing, the breach can be seen cycling. Its power is amazingly strong in close quarters, and its fire speed makes it useful during blind fire. It is the most commonly found shotgun in the game.

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Winchester Model 1200 Police Model - 12 Gauge

Sniper Rifles

Steyr Elite

The Steyr Elite appears in the game as a usable sniper rifle. It is incorrectly listed as and referred to by Lugo as the "Scout Tactical". The main sniper rifle in the campaign, its secondary fire toggles between 8x and 16x magnification. For greater control Walker can crouch, reducing the amount of drift.

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Steyr Elite - 7.62x51mm NATO
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Steyr Scout Tactical - 7.62x51mm NATO
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Walker with a Steyr Elite in one of the first trailers.
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Lugo with a Steyr Elite. The adjustable cheek rest and full-length picatinny rail on top (the key differences between the newer Elite and the older Scout) are clearly visible. Also note the aftermarket flash suppressor.
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View through the scope of the Elite. The secondary fire key toggles between 8x and 16x zoom.

Barrett M99

The Barrett M99 is called the "M-99 Sniper." Appearing only once in the chapter "Adams," it is an incredibly powerful weapon able to down a Heavy soldier in just two shots, but being single-shot must be reloaded each time it is fired. Like the Steyr Elite, its secondary fire toggles between 8x and 16x scope magnification.

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Barret M99 - .50 BMG / .416 Barrett

Machine Guns

Browning M2A2

The Browning M2A2 Heavy Machine Gun is seen at fixed points throughout the game, always fitted with a metal gunshield. It has an unlimited amount of ammunition and is governed by a heat gauge, with the barrel glowing red hot and steaming from the muzzle if the weapon is fired for too long. Walker is able to crouch while using the turret, "blind firing" the weapon by leaning up with one hand for better protection but decreased accuracy.

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Browning M2A2 Heavy Machine Gun - .50 BMG
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An M2A2 MG as seen in the trailer.
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Walker mans the mounted M2A2.

FN M249E2 SAW

The FN M249E2 Squad Automatic Weapon is Adams' main weapon throughout the campaign, and is used by most of the blast suit clad heavy enemies. Unlike the other weapons, its ammunition capacity is shown as two solid white bars, each representing 50 rounds.

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FN M249E2 SAW - 5.56x45mm NATO
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Adams holds an M249E2 SAW.
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Adams holding an M249E2 SAW while looking at a dead soldier.

General Dynamics GAU-17/A

The General Dynamics GAU-17/A Minigun can be seen mounted on Black Hawk helicopters, and is used by Walker in the flash-foward introduction.

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General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
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Walker mans the helicopter-mounted GAU-17/A.

Launchers

FN MK 13

The FN Mk. 13 is mounted on the SCAR-H CQC. It has a limit of three rounds and switches the crosshair to a leaf sight style reticle when selected.

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Late Model FN MK 13 mounted on a Gen3 FN SCAR-H CQC - 40mm
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M224 Mortar

An M224 Mortar is used by Walker, Lugo and Adams to launch white phosphorous rounds at a large group of soldiers. Walker first launches a fictional "camera" round to provide the satellite-style overhead view used to aim the weapon, viewing the output on a laptop and giving orders for shots to his squadmates.

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M224 Mortar with M7 baseplate - 60mm

Milkor MGL Mk 1L

The Milkor MGL Mk 1L is seen throughout the campaign, though it is rarely used by enemies. Rounds are loaded one at a time, meaning it is slow to use, but due to reasonably realistic blast radius it is one of the most powerful weapons available.

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MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
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RPG-7

The RPG-7 is found throughout the campaign but rarely used against mechanized enemies. Its range and blast radius allows it to be used against groups of enemies from a distance. Unfortunately its strength and ammunition capacity proves it to be less effective against heavy units.

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RPG-7 - 40mm

Explosives

M67 Hand Grenade

The frag grenades seen in game are M67 hand grenades.

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M67 Hand Grenade

M84 Stun Grenade

The M84 stun grenade is simply called the "stun grenade." Walker can pick up and use stun grenades himself, or if the AI detects the player is suppressed Adams will offer a prompt to throw one at nearby enemies.

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M84 stun grenade

"Sticky Grenade"

The third grenade type is a "Sticky Grenade". Once thrown, the surrounding frame of the grenade splits a part, revealing the sticky explosive underneath. Unlike the fragmentation grenade which has a smaller fuse, the sticky grenade has a longer fuse. Once an enemy is stuck, he will proceed to attempt to remove the grenade where ever it is placed, but will run towards the nearest group of enemies taking not only him out but anyone around him as well.