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Firearms: Source

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Revision as of 22:04, 3 February 2011 by 24.24.66.243 (talk) (→‎Beretta 92FS: added a clarification)
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Half Life 2 - Firearms: Source.

Firearms: Source is a modification for Half-Life 2, and a direct sequel to the GoldSrc version for Half-Life, Firearms, hence the name. Like the previous, it stars two teams fighting each other with a vast array of fire-power.

The mod emphasizes the accurate depiction of real-life firearms, not only graphical, but also in behaviour. Strangely enough, the mod does not include ironsights, it relies in the use of crosshairs instead. Also, there is no animation for when the player changes the fire rate of a weapon (as there was in Call of Duty), the 3D models being stuck in one of them. Not to mention the finger being kept constantly on the trigger.

Reloading a weapon when the magazine has not been emptied will make the player store it for later use. Inserting a fresh magazine in a weapon already chambered will grant the player one additional round, in the weapons that allow this. Finally, bleeding wounds must be bandaged to stop health loss.

The mod is still very young and many changes are expected in the course of the next updates. For more info, just head to the official website.

The following weapons are used in the online multiplayer game Firearms: Source.

Overview

Here follows an overview of the equipment that can be found in the latest release (1.0f). The player starts with 100 credits that can be invested in a variety of firearms or gear, like body armor and NVG. The list is ordered by credit cost.

The cheapest firearm of the game, the Colt M1911A1, appears selected. In this mod, we are not offered any real information like the manufacturer, caliber, ammo capacity, muzzle velocity or weight. Instead, statistic bars are used, like in fighting games.

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Firearms: Source equipment selection menu.

For an official (but incomplete) listing with images and/or renders, go to this page.

Pistols

Colt M1911A1

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Colt's Manufacturing Company M1911A1 - .45 ACP

An original run Colt 1911A1 pistol with wooden grips is featured as the cheapest handgun in FA: Source. It's the only .45 caliber handgun in the mod for the moment and packs a punch despite its cheap cost (8 credits). It can be fired semi-auto only, and it holds 7 (+1) rounds. It is referred to as "M1911" ingame.

Colt M1911A1 as the player wields it in Firearms: Source.

IWI Desert Eagle

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Israel Weapon Industries Desert Eagle Mark XIX - .50 Action Express

The Desert Eagle is featured in FA:S as the heavy-hitting pistol. Despite its caliber, the recoil is relatively similar to a .44 Magnum or .357 Magnum, but this is likely for balancing and gameplay reasons. It accurately uses 7-round magazines, plus one chambered. It costs 13 credits and fires semi-auto only. Named "Desert Eagle" ingame.

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Desert Eagle as the player wields it in Firearms: Source.
Freshly fired Desert Eagle in Firearms: Source. Shell casing mid-air. (another round chambered?)

Glock 20

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Glock Ges.m.b.H. 20 (third generation) - 10mm Auto

The Glock 20 is featured in FA:S as one of the "middle-of-the-road" handguns costing 10 credits. It is a 10mm Auto handgun, with a magazine of 15 (+1) rounds. It fires in semi-auto and is named just "G20" ingame.

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Glock 20 as the player wields it in Firearms: Source.

It appears to have a flashlight module mounted in the accesories rail under the barrel, but it's not (currently) useable. Also, the tritium sights are not visible in the darkness, whereas the ones used by the H&K USP Match in Half-Life 2 were.

Glock 20 during a reload in Firearms: Source.

Beretta 92FS

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Fabbrica d'Armi Pietro Beretta 92FS - 9x19mm Parabellum

Set to be another of the "middle-of-the-road" handguns at 10 credits. Besides caliber, the 92FS was made to be more accurate compared to the Glock 20 when fired rapidly, however it is still rather weak against most opponents. It uses 15 (+1)-round magazines, fires semi-auto and is named "92FS" in the selection screen. The website states this weapon has a removable suppressor, but it's since been removed.

Beretta 92FS as the player wields it in Firearms: Source, finger on the trigger.

A live round can be seen inside the chamber after firing, as this weapon does not ejects spent shells, probably due to an oversight by the developers (best seen in the second screenshot):

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Beretta 92FS during a reload in Firearms: Source.

KBP OTs-33 "Pernach"

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KBP Instrument Design Bureau OTs-33 "Pernach" - 9x18mm Makarov

Featured as the designated Machine Pistol in FA:S, the OTs-33 "Pernach" ("multi-vaned mace" in Russian) is fully automatic and fires the Russian 9x18mm caliber in 18-round magazines, plus one chambered. It is a favorite of snipers who wish to have an automatic weapon without sacrificing too much on credits (17). Appears as "OTS-33" ingame and fires either semi or full-auto.

OTs-33 "Pernach" as the player wields it in Firearms: Source. The fire selector is always fixed in full-auto mode.

Shotguns

Benelli M3 Super 90

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Benelli Armi SpA M3 Super 90 - 12 Gauge

The Benelli M3 Super 90 appears in FA:S with a two tone colour combination of a tan barrel and receiver with a black synthetic pistol gripped stock and synthetic fore-grip as well a side saddle shell holder. It is correctly depicted as a semi-automatic shotgun and holds 7 (+1) shells of 12 gauge 00 Buckshot.

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Benelli M3 Super 90 as the player wields it in Firearms: Source.

It costs 38 credits and is referred to as "M3-S90" ingame. The shotgun has a (currently useless) Picatinny rail above the main body. The reloading animation is somewhat complex, as the player loads the first round directly through the ejection port if the weapon is empty, and the last 6 rounds are taken from the side holder and consequently loaded faster.

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Benelli M3 Super 90 being reloaded in Firearms: Source.

Remington 870

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Remington Arms Company, Inc. 870 Police Magnum Riot Shotgun - 12 Gauge


The Remington 870 was added in the 1.0e patch. The model was based off the Police Magnum variant with an extended magazine tube that holds 7 + 1 shells.

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Remington 870 as the player wields it in Firearms: Source. The front sight appears to be missing.

The shotgun is pump-action only, firing a new round when the mouse button is depressed, and ejecting it and chambering another when it is released. It costs 32 credits and is named "R870".

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Remington 870 being reloaded in Firearms: Source, finger on the trigger. "Remington 870 EXPRESS MAGNUM" can be clearly seen on the left side of the gun, while the loaded round appears to be made by Lightfield. A M1A1 Abrams tank is seen in the background, as most maps feature (unmovable) military vehicles to enhance the "war" feeling.

Sub-Machine Guns

H&K MP5A4

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Heckler & Koch GmbH MP5A4 - 9x19mm Parabellum

A good submachine gun costing 24 credits, though it lacks the Picatinny-mounted ACOG seen in previous versions. The magazines hold 30 (+1) rounds of 9mm Parabellum and it offers either semi-auto, 3-round burst or full-auto firing modes. Referred to as "MP5-A4" ingame.

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H&K MP5A4 as the player wields it in Firearms: Source.

Chang Feng CF-05

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Chang Feng CF-05 - 9x19mm Parabellum

One of the most obscure firearms added to FA:S. This 24-credit Chinese submachine gun uses 50 (+1)-round helical magazines that are top-loaded on the weapon and fires the 9x19mm Parabellum round. It was added to replace the aging PP-19 Bizon, featured in the GoldSrc version of Firearms. It can fire either in semi or full-auto mode and is named "CF-05".

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Chang Feng as the player wields it in Firearms: Source.
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Chang Feng during a reload in Firearms: Source. The helical magazine is placed above the barrel and not below as in the Bizon

Ingram MAC-11

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RPB Industries Ingram MAC-11 - .380 ACP

The Ingram MAC-11 is featured in FA:S as a cheap submachine gun (20 credits). It carries 32 rounds and fires, semi or full-auto, the .380 ACP round. Named "MAC-11".

Ingram MAC-11 as the player wields it in Firearms: Source.
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The player reload his Ingram MAC-11 in Firearms: Source, with his finger on the trigger.

Assault Rifles

AK-47

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AK-47 - 7.62x39mm

A powerful weapon firing the good, old 7.62x39mm. The AK-47 (named the same way ingame) costs 40 credits and is a good choice for medium to long-range combat, due to its stopping power. The magazines are 30 (+1) rounds and semi or full-auto modes can be selected.

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AK-47 as the player wields it in Firearms: Source.

Also, the rifle is fitted with a bayonet that can be used to stab enemy combatants, through the Weapon Melee command key.

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AK-47 during a reload in Firearms: Source. Here you can see the bayonet. The player does a good job grabbing a fresh magazine before extracting the previous one, but he keeps his finger on the trigger. Also, both the follower and spring are missing from the empty magazine, and the head of the second round (left mag) looks cut.

FAMAS F1

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FAMAS F1 - 5.56x45mm NATO

Very appreciated by the FA expert players, this assault rifle provides a very high rate of fire for 42 credits. The main drawback is that the magazines hold only 25 (+1) rounds of 5.56x45mm ammunition and it has a high rate of fire, so it will empty magazines in no time.

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FN FAMAS F1 as the player wields it in Firearms: Source.

It's named "FA-MAS" ingame and offers semi-auto, 3-round burst or full-auto firing modes. Interestingly, the trigger guard and old pre-STANAG-4179 mag are those of a F1, but the handguard reminds the more modern G2.

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The player reload his FN FAMAS F1 in Firearms: Source, finger on the trigger.
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The player chambers the first round in his FN FAMAS F1 in Firearms: Source. Nice way of pulling the cocking handle.

H&K G3A3

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Heckler & Koch GmbH G3A3 - 7.62x51mm NATO (slimline handguard)

40 credits does this piece of metal art cost. The 20 (+1) rounds of 7.62x51mm ammunition pack quite a heavy punch. The cycling rate of the full-auto mode is a bit slow, as this weapon was intended for single, well-aimed, semi-auto shots. Named just "G3A3".

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H&K G3A3 as the player wields it in Firearms: Source, finger on the trigger.

There seems to be some kind of glitch with the 3D ingame model, as the parts that compose it move independently if looked carefully.

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H&K G3A3 in Firearms: Source being reloaded, finger on the trigger. What's with his left hand's fingers?

H&K G36C

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Heckler & Koch GmbH G36C - 5.56x45mm NATO

The compact version of the G36 is not a bad option, costing 36 credits. It possess medium stopping power, but has an useful AimPoint red-dot mounted on a Picatinny rail above the carrying handle. It's got options for semi-auto, 2-round (even when the markings indicate 3) burst or full-auto firing modes. Referred to as "G36C".

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H&K G36C as the player wields it in Firearms: Source. The red dot is clearly visible.
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Good shot of the player going for the reload of his H&K G36C in Firearms: Source. Good trigger discipline? Also note the red-dot manufacturer, and the 3-round (not 2) burst option of the fire selector.
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Pulling the cocking handle of an H&K G36C in Firearms: Source.
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Aiming through the red dot sight of an H&K G36C in Firearms: Source.

Colt M16A2

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Colt's Manufacturing Company M16A2 - 5.56x45mm NATO

Another classic weapon from FA that couldn't miss the show. This assault rifle costs 36 credits and offers a good accuraccy and decent power, in either semi-auto or 3-round burst modes. Magazines are standard NATO 30 (+1) rounds, and the weapon is named "M16-A2" in the menus.

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Colt M16A2 as the player wields it in Firearms: Source.
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Colt M16A2 in Firearms: Source being reloaded. The magazine hold lever moves accordingly; nice touch.

SA M14

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Springfield Armory M14 rifle - 7.62x51mm NATO

No game made by firearms enthusiasts could leave this weapon out. It offers the same powerful punch and low mag capacity (20 + 1 rounds) of the G3A3, just the full-auto mode is not only slower, but more uncontrolable. Be sure to stick with the semi-auto and make every bullet count.

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Springfield Armory M14 as the player fires it in Firearms: Source. Hidden behind the ammo counter, the markings are visible. I didn't remember to turn off the HUD, sorry.

It features a woodland camo and no optical sight like in the GoldSrc version. It costs 36 credits and is named "M14".

~Looks like it could be a Crye Precision Multicam finish on the stock there~ Theonemoo

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Springfield Armory M14 in Firearms: Source being reloaded.

Colt M4A1

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Colt's Manufacturing Company M4A1 Carbine - 5.56x45mm NATO
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Colt's Manufacturing Company M4A1 Carbine - 5.56x45mm NATO (with M68 Aimpoint reflex and a vertical forward grip mounted on a Knight's Armament Company RAS railed handguard)

Besides the 3-round burst being replaced by a full-auto firing mode, this rifle shares many properties with the M16A2, including the 30 (+1)-round mags, and costs the same (36 credits). There's nothing specially good or bad to say about it.

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Colt M4A1 as the player wields it in Firearms: Source using the forward grip.

It's named "M4-A1", and looks like it had its default handguard replaced by a custom one, that allowed the player to install a forward grip to assist the aiming and firing. But the carrying handle was not changed for an ACOG, oddly.

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As with many of the weapons in Firearms: Source, the player checks the empty chamber after firing the whole magazine of his Colt M4A1.
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Colt M4A1 in Firearms: Source being reloaded. The bolt catch is also operated by the player, good detail.

SAKO Rk 95

SAKO, Limited Rk 95 Tp - 7.62x39mm

This Finnish version of the AK-47 assault rifle is very similar in behaviour to the aforementioned, as it fires the same ammo, and even looks like it. But the cost is a bit higher (42 credits versus 40). Anyway, it's a good choice that can fire 30 (+1) deadly rounds of 7.62x39mm in semi or full-auto.

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SAKO Rk 95 as the player wields it in Firearms: Source using the forward grip.

The name ingame is "Sako 95" and, as with the M4A1, a custom handguard with 3 sets of Picatinny rails (below and to the sides) was installed to allow the use of a forward grip.

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Player reloading his SAKO Rk 95 in Firearms: Source. The cocking lever looks big enough to be comfortably operated with those gloves. Also, notice the muzzle attachment, that servers both as flash suppressor and muzzle break, while also letting the user fire grenades (not in the game).

SIG SG 550

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SIG Sauer GmbH SG 550 - 5.56x45mm NATO

While not having any long-range sight, this Swiss rifle is capable of hitting enemies at a good distance. It uses magazines of 30 (+1) rounds and lets you shoot in semi or full-auto. It costs 36 credits (same league as the M4A1 and M16A2) and is named "SG550".

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SIG SG 550 as the player wields it in Firearms: Source. The gun looks sober from here.
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Player inserting an official SIG (look closely) fresh magazine into his SG 550 in Firearms: Source. There's a security lock visible on the selector that locks out the full-auto mode, but the burst mode can't be used. Also, the gun has the safety on.

Sniper Rifles

Remington M24

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Remington Arms Company, Inc. M24 sniper rifle - 7.62x51mm NATO

The Remington M24 Sniper Weapon System (SWS) is the military version of the model 700. It is an accurate, bolt-action, long-range sniper rifle. It is depicted in FA:S with woodland camo and a folding bipod, to make the gun more stable, that can be used if you prone or move near some places (like barrels, sandbags or... corpses).

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Remington M24 as the player wields it in Firearms: Source, bipod folded.

The cost is as high as 54 credits and is referred to as "M24". The official website lists it as a M24A2, but this is erroneous, as no detachable external 10-round magazine is seen. Instead, the rifle uses an internal 5-round magazine.

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Player operating the bolt of his Remington M24 in Firearms: Source. Note that the player's hand does not get reflected in the telescopic sight, while part of the background does.
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The internal magazine of a Remington M24 in Firearms: Source being filled, round by round. The bipod is now better distinguished.

Barrett M82A1

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Barrett Firearms Manufacturing M82A1 - .50 BMG

This 70-credit beast is the most expensive weapon in FA:S's arsenal, no doubt why. The "light fifty" can deliver an instant and gruesome death to anyone being so infortunate as to be shot by this. The 10 (+1)-round magazine can maim equal number of foes, provided that the player is able to handle the enormous kickback of this long-range rifle.

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Barrett M82A1 as the player wields it in Firearms: Source, bipod folded.

It fires semi-auto and is called "M82A1" ingame. It's the only weapon whose sight offers two different levels of zoom, and it's got a folding bipod, too.

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Better view of a Barrett M82A1 while the player runs carrying one in Firearms: Source. This is the only weapon that is handled differently when moving.
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The player racks the charging handle of his 13.5-Kg Barrett M82A1 in Firearms: Source... while holding it one-handed!

KAC SR-25

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Knight's Armament Company SR-25 - 7.62x51mm NATO (with a suppressor and Harris bipod)
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Knight's Armament Company M110 Semi-Automatic Sniper System (SASS) - 7.62x51mm NATO (with Harris bipod and tan paintwork)

Multi-purpose sniper rifle that is able to fire semi-auto, It looks similar to a M16 (in fact, many parts are interchangeable between both), but fires a completely different cartridge. It costs 48 credits, has a 10 (+1)-round magazine and is named just "SR25". The tan paint remembers that of the M110 SASS.

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KAC SR-25 as the player wields it in Firearms: Source, bipod folded.

It comes with a folding bipod (as with the other two sniper rifles), and an useful suppressor that manages to reduce the firing sound a bit.

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Player checking the chamber after emptying his KAC SR-25 in Firearms: Source.
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KAC SR-25 in Firearms: Source being reloaded. The level of detail is quite high... but the safety is engaged

Machine guns

FN M249-E2 SAW

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Fabrique Nationale d'Herstal M249-E2 Squad Automatic Weapon (SAW) - 5.56x45mm NATO

The heat shield tells us this is the improved, E2 version of the SAW. The 200-round detachable box and the bipod makes this 50-credit machine gun perfect for covering fire. Of course, continuous fire while standing or running will get you nowhere.

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FN M249-E2 SAW as the player wields it in Firearms: Source. Note that there is 1 tracer bullet for each 5. This is clearly seen when firing ingame.

Called "M249 SAW" ingame, fires only full-auto. The Picatinny rail is never used.

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Player inserting a fresh ammo belt into his FN M249-E2 SAW in Firearms: Source. Tracer bullets are the ones with red tip and primer. If only all games had this level of detail.

SD M60E3

Saco Defense M60E3 - 7.62x51mm NATO

"The Hog" is a bulky, heavy machine gun with a lot of kickback unless fired on a deployed bipod. It feeds with 100-round ammo boxes and fires full-auto.

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M60E3 as the player wields it in Firearms: Source. The background looks blurry due to camera motion, as it helps seeing a bigger portion of the gun.

Called "M60-E3", costs 56 credits. As with the SAW, the Picatinny rail is never used.

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Player about to reload his M60E3 in Firearms: Source. Like the SAW, it fires 1 tracer bullet (depicted with red tip) each 5 shots. Another M1A1 Abrams tank is in the background.

HK51B "Vollmer"

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HK51B "Vollmer" - 7.62x51mm NATO

According to the official website, this weapon is "a standard HK51, but with a converted upper receiver that can accept belts in 7.62x51mm NATO. Such power compacted into the size of what essentially amounts to an MP5 frame results in terrible kick and poor accuracy". Little else is there to say. Ever tried to tame a horse in the middle of a firefight? Oh, an HK51 is a cut down and modified G3A3, NOT made officially by H&K.

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HK51B "Vollmer" as the player wields it in Firearms: Source. A graphical artifact known as "Z-fighting" can be seen on the bullets, as the engine is trying to render them with both the normal and tracer textures at the same time. This only happened when the model was not still.

The weapon is referred as to "MC51B Vollmer" ingame and costs 44 credits. Contrary to the other machine guns, a single-auto firing mode is available. Its ammo boxes carry 50 rounds, plus one chambered.

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The player places a new ammo box inside the container of his HK51B "Vollmer" in Firearms: Source after removing the cover. The inscription reads "PATRONEN FÜR HANDFEUERWAFFEN" ("cartridges for portable firearms").

The reloading animation is quite curious:

Explosives & Launchers

SA M79

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Springfield Armory M79 grenade launcher - 40mm HE

Once again, another classy. This single-shot (rechargeable) grenade launcher grants you average power when dealing with groups of opponents. The 40mm High Explosive grenades need to travel a minimum distance before arming themselves, to avoid misusage. If this requirement is not met, a time-delayed fuse detonates the projectile after some seconds.

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M79 as the player wields it in Firearms: Source. The front sight is up, but since there are no ironsights in the mod, it's useless and just eats up screen space.

It costs 45 credits and is named "M79" ingame.

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Player about to remove a fired grenade shell from his M79 in order to load another, in Firearms: Source.

M67

M67 fragmentation grenade

There is no much to say about FA:S's official hand grenade. You can get a couple of these for just 6 credits, but its destructive power is not as high as it should be in real life, because throwing one and stepping onto it as it explodes will only take away less than the 70% of your life. Referred to as "M67 Frag Grenade" ingame.

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M67 hand grenade as the player wields it in Firearms: Source.
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The player pulls the pin of a M67 hand grenade prior to throwing it, in Firearms: Source. He uses his mere psychic powers, as his hand does never touch it.

M18A1 Claymore

M18A1 Claymore anti-personnel mine

A remotely-detonated, directional, anti-personnel explosive device that can be used for setting some good ambushes. It costs 13 credits as is named plainly "Claymore" ingame. There are a couple of ways to control how it goes off. The first one is just to wait near the spot and hit the clacker when an enemy comes in front of it. The second one is the trip mode, in which the Claymore will be detonated when someone walks over it. By crouching or proning, you can get close to the mine and deactivate it.

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M18A1 Claymore mine as the player wields it in Firearms: Source, wisely keeping its front side pointed away from him.

M224

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M224 lightweight mortar - 60mm HE

This mortar does not appear in the loadout screen, as it is issued (unassembled) to the player when he or she earns the "Level 2 Artillery" skill. Then, the player will be able to assemble it anyplace, and fire to designated targets (see "Artillery Marker"). The player can carry up to 5 mortar shells.

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M224 mortar as the player carries it in Firearms: Source, ready for deployment.
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M224 mortar deployed in Firearms: Source, mortar round ready at hand. It's funny to see how the shot will reach the marked objective even if the mortar is pointing to the opposite direction.

Knives

Kizlyar DV-2

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Kizlyar Knives Dalnya-Vostorchny Spetsnaz (DV-2) combat knife

An ordinary combat knife that is issued to every player by default, in case he or she does not buy the Machete. Has two types of attack: slashing or stabbing. Save it for unaware snipers. Named "DV-2".

Best shot I could get of the DV-2 knife in Firearms: Source, sorry.

Gerber Gator

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Gerber Gator Machete

The website incorrectly lists this as a Becker Patrol (as it is currently outdated), but the "Machete" is in fact a Gerber Gator. It can be optionally bought for 6 credits, replacing then the default KV-2 knife. Its slashes are more powerful, but in a game named "Firearms" there usually aren't (understandably) many opportunities to engage in hand-to-hand combat.

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Player wielding a Gerber Gator machete in Firearms: Source. The Gerber logo can be glimpsed in the blade. A Claymore mine lies in the background,

Miscellaneous

M18

M18 smoke grenade

A good way of covering your advance, and an excellent countermeasure against snipers, you can get two M18 "Smoke Grenade" for 6 credits. They produce a thick, green (not red as the one in the above picture) smoke screen for some seconds. Use them wisely.

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M18 smoke grenade as the player wields it in Firearms: Source. The markings are big and clear enough.

M84

M84 stun grenade

Where there is a smoke grenade, there is a "Flashbang". It even costs the same (6 credits). Throwing one will produce a blinding flash and a deafening sound that will render enemies defenceless for some seconds, enough to finish them. Just be careful not to look towards it as it goes off.

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M84 stun grenade as the player wields it in Firearms: Source.

Artillery Marker

Externally and in behaviour, this looks like a common smoke grenade that lets you mark targets to direct mortar fire. They don't seem to "disappear" with time, you need to place another in a different location instead. The smoke is red in color to allow you to distinguish between these ones and the smoke grenades. There is no associated credit cost, as one marker is issued to the player on respawn if he or she has chosen the "Level 1 Artillery" skill.

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Artillery Marker as the player wields it in Firearms: Source.

Ammo Cache

One of the highest gunnery skills lets you place this anywhere in the map, to allow teammates replenish their ammo. It's supposed to contain all kinds of ammunition.

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Ammo cache as the player carries it in Firearms: Source.

Medkit

The "Individual First Aid Kit" appears in the player's inventory after buying the 3-credit "Bandages", or picking some from the field. It allows the player to bandage his or her wounds up to 4 times. This is critical, as a bleeding wound will make you lose some health each second. Also, the skin of the medkit changes between teams.

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Medkit as a Blue Force player carries it in Firearms: Source.
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Medkit as a Red Force player carries it in Firearms: Source. Both teams buy them to the same contractor!