Alfa: Antiterror is a turn-based/real-time hybrid strategy game, developed by MiST Land South, (who later became GFI Russia, most notable for developing "Hired Guns: New Jagged Edge", which was originally supposed to be Jagged Alliance 3D, the German box art for Alfa even boasts how it's from the developers of Jagged Alliance 3D.), with some members of that team eventually forming CatsWhoPlay.
The player mainly assumes the role of a Russian Counter-Terror unit but multiplayer/single missions allow the player to play as several other military groups, such as GSG-9.
The game's units can be chosen to take an "Assaulter", "Sniper" or "Grenadier" specialiation when starting a mission, essentially selecting which set of weapons. (Only Snipers can take Sniper Rifles, Assaulters have a large selection of general weaponry and only Grenadiers get grenade launchers/the more expensive anti-tank launchers, though Assaulters can take disposable anti-tank launchers.)
Submachine guns/Carbines are generally available as both primary weapons for Assaulters and Grenadiers and secondary weapons for Snipers, as a primary weapon they can have more ammo taken, are used with stocks added/extended and use a suppressor generally, while they are used with no stock/stock folded and less overall ammo as secondary weapons.
For gameplay, the player issues a series of orders to their soldiers with time paused, then initiates a turn, with all of the player's orders being carried out for 20 seconds, after these 20seconds, the game pauses again and the player can issue new orders.
An standalone expansion was created: Alfa: Antiterror: Men's Work, this expansion was never translated for other languages but apparently added new equipment to the game.
The following weapons appear in the video game Alfa: Antiterror:
Appears in-game as the Russian pistol that has zero command points to equip, it's role is replaced by the Colt 1911 for Western Factions and in multiplayer.
The Makarov PM and PMM share both models and icon, the biggest difference is the magazine sizes, with the PM holding 8.
The icon depicts a PM with wooden grips while the in-game model appears with black grips.
Makarov PMM
The Makarov PMM with a 12-round magazine appears as one of the pistols.
A Smith & Wesson 5900 pistol series handgun appears as the "S&W 5906", this is despite the fact that the pistol has a black finish and the 5906 has a stainless steel frame.
The AEK-919K Kashtan appears as one of the submachine guns available, it is used by Assaulters as a primary weapon while Snipers can carry it as their secondary weapon.
Calico M950
The Calico M950 appears as one of the available weapons.
The AK-102 appears as one of the available rifles, it can be equipped with a scope or a Suppressor and scope combo. (Oddly a version with just a supressor is unavailable.)
AK-105
The AK-105 appears as the cheapest Assault Rifle, requring the least amount of Command Points to equip, it has inferior range and stopping power to the rest of the AK family.
It can be equipped with a suppressor and/or scope.
AK-74
The AK-74 appears in-game, with both a wooden furniture version and a synthetic AK-74M version.
The AKS-74U appears as an available carbine, it is equipped with a suppressor for Assaulters and the stock is removed for Snipers like with the submachine guns, it is called "AKC-74U" in-game.
The AN-94 assault rifle appears as one of the available Assault Rifles, it is called the "AH-94" on the equipment menu but properly listed as the AN-94 in it's description.
Calico M960
The Calico M960 appears, oddly in the Scenario Mission "Sad Buddha" set in Afghanistan, this Calico is portrayed as the default "Assault Rifle" of Delta Force.
M4A1
The M4A1 Carbine is available as the "Colt M4A1 Commando", it can be equipped with a grenade launcher, scope or suppressor.
A FAMAS rifle appears as the "FAMAS", it appears to be a different FAMAS in-game and in the inventory menu.
FN FAL
The FN FAL is one of the available rifles, while it appears as a proper FN FAL in the icon, the actual in-game model appears to be an IMI Galil ARM, possibly due to re-texturing one of the AK rifles.
FN FNC
The FN FNC is one of the available rifles.
It can be equipped with an M203 or scope. (They are exclusive attachements for this rifle.)
Groza Hybrid
A fictional hybrid OTs-14 Groza appears as one of the rifles, it is available either with a grenade launcher or a scope or suppressor that can also be taken together.
This Groza doesn't match either version, it uses 7.62mm ammo like the OTs-14-1A version yet loads from 10-20 round magazines like the 9x39mm OTs-14-4A version.
The PGM Ultima Ratio appears with wooden furniture as the "Commando-1" but is identified as an Ultima Ratio in the description.
The barrel has been turned into an integrated suppressor.
SVD Dragunov
The SVD Dragunov appears as one of the Sniper Rifles.
The GM-94 grenade launcher appears as one of the game's launchers. Curiously, while its actual in-game model appears faithful to the real deal, the weapon's inventory icon has the thumbhole stock of a VSK-94.
The RPG-16 appears in-game, in possibly it's only video game appearance.
Sadly, while it has a unique icon, in-game it shares it's model with the RPG-7.
RPG-18
The RPG-18 appears as the default launcher for Assaulters/Grenadiers.
Grenades
RGN Fragmentation Hand Grenade
The RGN hand grenade appears as the Russian grenade with a "Damage Range" as the game calls it of 10 meters.
RGO fragmentation grenade
The RGO appears with a "Damage Range" of 100 meters due to it's sharpnel, it shares model and icon with the RGN and is notably not available in PVP Modes, likely due to it's blast radius.
The LU 213, a precursor to the LU 216 hand grenade is one of the available grenades.
Other
Mortar
An icon of a Mortar (presumably a depiction of the 2B14 Podnos Mortar but the bipod is wrong) is shown for "Fire Support" markers, the player must move a radio man with a Mortar icon to these spots and Mortar fire will will be automatically fired at a different marker showing an explosion with the same number, the Mortar takes 60 seconds before it can fire again.
A similar mechanic is used for friendly armored vehicles such as BMPs, they cannot be directly controlled but a radio man can move to marked locations to radio them.