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Splinter Cell: Conviction

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Splinter Cell: Conviction (2010)

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.

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FN Five-seveN USG - 5.7x28mm
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A fully upgraded FN Five-seveN in a weapon stash. Note oddly shaped trigger guard.
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Kestrel with his Five-seveN.
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Sam Fisher with his signature handgun.
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Fisher executes a mercenary with the Five-seveN.
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Kestrel surprises an enemy guard from behind. Only suppressed weapons are being fired during close-quarters takedowns. This is one of the reasons the pistols have unlimited ammunition.
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Fisher holds a Five-seveN on a promotional image.

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.

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Heckler & Koch USP - .45 ACP
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An USP45 in a weapon stash. It appears to be the DAO variant due to the sparred hammer.
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Archer with a fully upgraded USP45.
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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.
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Another Secret Service Agent releases his USP after a bullet to his chest.
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Sam Fisher with an USP45. Notice MP7A1 on his back.
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Archer holds a guard as a human shield.

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.

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Heckler & Koch Mark 23 Mod 0 - .45 ACP
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A fully upgraded MK.23 in a weapon stash. Note the oddly short suppressor compared to the real one in the above picture.
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Anna gives Sam the suppressed MK.23 at the beginning of the airfield level.
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Sam: I don't get the gun?
Anna: Here. Just make sure to aim it at the right people.
Sam: Oh I will...
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Sam with the Mark 23 pistol during the Price Airfield level.
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A Third Echelon Agent fires his Mark 23 pistol. This pistol fires a tranquilizer dart. It is unknown why is it equipped with a suppressor, though.

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.

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Izhmech MP-446 Viking - 9x19mm
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The MP-446 Viking in the weapon stash.
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Kestrel holds an upgraded MP-446 pistol.
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Archer reloads the MP-446.

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.

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Walther P99 - 9x19mm
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A two-tone Walther P99 in a weapon stash.
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Fisher about to reload his P99.
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Archer holds the P99.
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Archer reloads the Walther.
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Black Arrow PMC: We've got trouble, Fisher is getting creative.

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.

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A matte stainless Desert Eagle MK I - .357 Magnum
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The Desert Eagle Mark I in a weapon stash.
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Sam Fisher with his silver Desert Eagle.
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Fisher defends Gramkos's attempt to kill him with a point-blank shot.
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Fisher releases the Desert Eagle's magazine.
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Sam: Andriy Kobin. You say something about my daughter?
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Fisher holds Kobin as a human shield when the Third Echelon Splinter Cells storm the mansion. Note excellent trigger discipline.
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Fisher reloads the Desert Eagle.
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Three Black Arrow mercenaries about to be executed by Fisher.

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, Grim, Colonel Jeremy Prentiss and Major Shawn Robertson, two high-ranking Black Arrow Officers. 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.

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SIG-Sauer P226R - 9x19mm
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A SIG-Sauer P228R for comparison - 9x19mm
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The P226R in a weapon crate. The rail can be clearly seen.
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Kestrel holds an upgraded P226R pistol.
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The P226R with flashlight and extended magazine on the ground. Weapons are equipped with flashlights when the enemies use them, however they disappear (or change into a laser sight if available) if the player picks them up.
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Fisher retrieves his confiscated P226R after his partner rescues him.
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Fisher fires his P226R in Iraq after the enemy assault.
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Anna aims her P266R.

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".

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SIG-Sauer P228 - 9x19mm
Only the icon of the pistol is a real P228.
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"Advanced Close Combat" Challenge.

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.

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Beretta 92FS - 9x19mm
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Fisher holds the 92FS. Note how the safety is on.
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And then fires the gun and kills his former boss and friend.

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.

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3rd Gen Glock 17 - 9x19mm
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

The Ingram MAC-11 was seen in the hands of enemies in the early gameplay trailers. Has been removed from the final game.

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RPB Industries MAC-11 - .380 ACP
The on-screen blip for picking up the MAC-11

Česká Zbrojovka SA Vz. 61 Skorpion

Inventory icon of the "SKORPION" is the older Vz. 61, noted by the curved magazine.

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ČZ Skorpion SA Vz. 61 - .320 ACP
Skorpion Vz. 61

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.

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ČZ Skorpion SA Vz. 361 - 9x19mm
The Skorpion in a weapon stash. Note that it has an old Bakelite grip.
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Sam with a Skorpion fitted with a reflex scope.
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Close view on the SA 361 Skorpion.
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Kestrel executes a guard with the Scorpion.
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Kestrel performs a "Pistol Punch" with the Vz. 361.

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.

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SR-2M - 9x21mm
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SR-2M Veresk with reflex scope.
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The SR-2M is seen in a trailer as the "SMG-2", although the name has been changed to SR-2M in the final game.
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Archer with an SR-2M. Notice the reflex sight on the gun.
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Machine pistols can be fired while hanging from pipes, but the accuracy is terrible due to the one-handed grip.
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Fisher executes a guard with an impressive (but not impossible) move.

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.

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Heckler & Koch MP5A3 with Navy trigger group - 9x19mm
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H&K MP5N with laser and reflex scope.
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The MP5N on Sam's back.
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Sam Fisher with a fully upgraded MP5N.
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Kestrel reloads the MP5N.
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Kestrel kills a guard from behind with the MP5N.

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.

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Heckler & Koch MP5SD6 - 9x19mm
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The weapon in an early trailer.
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Sam with the MP5SD-N1 at Kobin's mansion.
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Sam reloads the MP5SD-N1.
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Vic: My kids never draw me pictures or write or anything.
SEAL: They don't write 'cause you can't read, man.
Vic: Laugh it up. But when I get out of here-
Sam: You're going to kindergarten?
SEAL: You know I hear that they've got entrance exams in kindergarten now, Sam... I dunno if Vic's gonna make it in.
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View through the 2X Scope of the MP5SD-N1. The characters always fire short (3 rounds) burst when using a gun while aiming down a scope. This enables to maintain accuracy with practically no recoil at all. This also applies to guns equipped with ACOG's.

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. (NOTE: Because this weapon is suppressed and can be fired one-handed, it will be used during hand-to-hand takedowns, but because it does not have infinite ammo, no ammo will be lost from the magazine.)

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Heckler & Koch MP7A1 - 4.6x30mm
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An upgraded MP7A1 in the weapon locker.
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Fisher holds an MP7A1 fitted with suppressor, hi-cap magazine and reflex sight.
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Sam reloads the MP7A1 at the Third Echelon HQ.
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Archer with an MP7A1 during a Deniable Ops game.
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Kestrel aims the MP7A1 while holding a guard as human shield.

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.

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Heckler & Koch UMP45 - .45 ACP
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H&K UMP45 with laser sight and suppressor in the weapon stash.
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The UMP45 on Archer's back in a Deniable Ops game.
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Fisher punches a Black Arrow PMC with the UMP45.
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Sam Fisher pulls the charging handle of the UMP45.
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Sam aims at a corrupt Third Echelon commando with his UMP45.
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Kestrel reloads the UMP while disguised as a Black Arrow PMC. Note the falling magazine. During reloads, the characters always use their trigger fingers to press the magazine release paddle/button, and reach for the fresh magazine even before that.
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Fisher reloads the UMP45 while taking cover. During reloads while taking cover the characters always change mags with the hand that is on the trigger. All the playable characters are ambidextrous shooters.

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 Associates 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.

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FN F2000 Tactical - 5.56x45mm
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Crye Precision MR-C (Modular Rifle - Caseless) - Mockup
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The SC3000 in the game.
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Archer with a suppressed SC3000 in Deniable Ops mode.
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A 3E (Third Echelon) operative holds the SC3000.
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Splinter Cells surround Fisher at Kobin's mansion.
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One of the deployed Splinter Cells fires his SC3000 at the Secret Service agents. This image shows, that the SC3000 is not using caseless ammunition.
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Another Splinter Cell opens fire with the SC3000 rifle.

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.

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Barret M468 - 6.8x43mm Rem SPC
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A fully upgraded M468 in the weapon stash.
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The M468 with reflex sight and sound suppressor in Deniable Ops.
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Kestrel with the Barrett M468.
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Fisher holds the M468.
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Fisher aims at an unlucky goon with his rifle.

TsNIITochMash SR-3 Vikhr

Referred to as "VIKHR", the SR-3 Vikhr is a compact 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.

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SR-3 Vikhr - 9x39mm
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The SR-3 Vikhr in the game.
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Archer holds the Vikhr in Deniable Ops.
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Archer holds the Vikhr.
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Fisher aims with the Vikhr.
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Ouch...

Heckler & Koch G36C

The Heckler & Koch G36C is often 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.

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Heckler & Koch G36C - 5.56x45mm
The G36C in Conviction.
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The G36C in Deniable Ops.
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Kestrel with the G36C.
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Kestrel pulls the charging handle of the G36C fitted with an M2 Aimpoint scope.
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Archer punches the laryngeal prominence of a guard with his G36C neutralizing him instantly and silently.

Heckler & Koch G36K

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

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Heckler & Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm
Inventory icon of the G36C which is erroneously a G36K.

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.

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Third Generation FN SCAR-H CQC - 7.62x51mm
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First Generation FN SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm
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The SCAR-H CQC in a weapon stash. Note first gen trigger unit.
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The SCAR-H on Sam's back during the mansion level.
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Fisher pulls the charging handle of the SCAR-H CQC. All the assault rifles and submachine guns use the same generic reload animation, where the characters imitate the pulling of a charging handle, which is always on the front parts of the gun. In this and some other cases, it would be much more easier and practical to hit the bolt-catch release button.
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Kestrel holds a SCAR-H CQC fitted with a "4X Scope".
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Round One. FIGHT!
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Fisher clears a room with the SCAR.

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.

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GIAT FAMAS G2 - 5.56x45mm
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A FAMAS G2 with laser sight in the game.
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The FAMAS G2 on Sam's back.
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Close view on the FAMAS G2.
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Guard: Come out. You're hiding like a little girl!
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Fisher interrogates the Black Arrow Officer with his FAMAS on his back.
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Fisher hides in the darkness and aims the FAMAS at a Black Arrow merc.

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.

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Type I AK-47, hybrid stamped/milled receiver with prototype slab sided magazine - 7.62x39mm
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The AK-47 on the ground.
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Vic with the AK during the Diwanya, Iraq flashback level.
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Iraqi soldiers standing with AKs.
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Fisher holds an AK-47 fitted with a high-capacity magazine.
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Archer wonders why does Black Arrow keep crates of AK-47's at their secret base in Salt Lake City, UT. The AK never appears in the hands of Black Arrow PMC's in story mode, or Deniable Ops.

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.

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AKS-74U - 5.45x39mm
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The AKS-74U in the weapon stash. Note steel ribbed magazine. This appears to be another Rainbow Six: Vegas series model.
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Sam Fisher with a fully upgraded AKS-74U.
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Reloading the AKS-74U.
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Vic jumps over some boxes with an AKS-74U in his hands.
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Fisher interrogates the PMC Officer at the Michigan Ave Reservoir.

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.

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Benelli M3 Super 90 - 12 gauge
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The M3 Super 90 in a weapon stash.
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The M3 Super 90 on Archer's back.
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Archer reloading the M3 Super 90.
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Archer holds an M3 with an M2 Aimpoint scope.

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.

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Mossberg 500 Cruiser with heat shield - 12 gauge
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Mossberg 500 Cruiser with reflex scope in the game.
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Sam Fisher holding the Mossberg in Washington.
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Sam with the 500 Cruiser after the EMP attack.
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Archer blows away a goon with his 500 Cruiser.
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Archer insert some shell into his Mossberg 500 Cruiser. Unlike in many games, the characters pump the shotguns only after reloading from empty.

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.

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Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge
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The Suppressed Franchi SPAS-12 during weapon selection.
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Fisher fires the SPAS-12 in the "Pre-order Now" trailer.

Machine Guns

FN M240D

The FN M240D machine gun makes an appearance in the game as a mounted turret with auto-tracking capability. It is seen equipped with a heat-shield. The M240D is the stationary version of the M240 General Purpose Machine Gun.

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FN M240D - 7.62x51mm NATO (vehicle and aircraft-mount version with spade grips)
M240D - In this picture it can be clearly seen that is equipped with a heat-shield.
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A view through the built-in camera of the M240D.
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Firing the turret. It has unlimited ammunition and cannot overheat.

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.

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Dillon Aero M134 Minigun with flash suppressor - 7.62x51mm
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Fisher takes cover as the turret scans the area for intruders.
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Fisher examines the Minigun from up close after neutralizing the operator with a well-placed shot.
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A disabled M134 Minigun.
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Archer about to operate the turret via the control panel. The wall-mounted automated turrets were originally planned to be Miniguns, however the developers changed them to M240D machine guns. Still, on the turret's control panel, the Minigun icon remains.

NSVT Heavy Machine Gun

The NSVT Heavy MG appears on Russian T-80 tanks in the CO-OP/Deniable Ops level "Mozdok Grounds".

Tripod-mounted NSV HMG with ammo box and belt - 12.7x107mm
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Archer in a hangar full of T-80 tanks and BTR-90 vehicles.
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A closer image of the NSVT machine gun. It is one of the lesser detailed weapons in the game.

Shipunov 2A42 30mm Cannon

Shipunov 2A42 automatic cannons can be seen on BTR-90's in the same "Mozdok Grounds" level.

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Shipunov 2A42 30mm automatic cannon - 30x165mm
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Shipunov 2A42 cannon mounted on a BTR-90.
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The same vehicle from the other side.

Other Weapons

Mosin Nagant Rifle

A possible Mosin Nagant rifle with bayonet can be seen on several communist posters at the Yastreb Complex and at the Russian printing press.

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Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR
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Archer stops for a second to examine this vintage commie poster.

Toy Gun

Several Toy guns can be seen at the carnival at the Washington Monument used to shoot at targets. The guns resemble the M1928 Thompson submachine gun.

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M1928 "Tommy Gun" or "Chicago typewriter" - .45 ACP
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Fisher looks at the toy gun. He could kill some dudes with that toy gun too, probably.

Lever-action Rifle

A man is seen holding a lever-action rifle at the carnival when Sam meets Victor Coste. The rifle is probably a toy gun, maybe a prize he's won in a carnival game.

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The man holds the rifle.

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.

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The available equipment in the game. From left to right: EMP grenade, frag grenade, flashbang, remote mine, sticky camera and proximity mine.

Trivia

The firing technique Sam Fisher and the other playable characters 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 was invented mainly for handguns, but works well with all kinds of weapons, small arms, longer guns or even melee weapons and OC sprays.

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. Due to the unique, bladed stance the C.A.R. shooting system enables extremely fast reloads, which are also seen in the game.

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.

SEE ALSO