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Difference between revisions of "Phantom Forces"
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− | + | {{Infobox Video Game|{{PAGENAME}} | |
− | '''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on | + | |name = Phantom Forces |
− | + | |picture = PhantomForces title.jpg | |
− | + | |caption = ''Loading screen art'' | |
− | + | |date= June 2, 2015 | |
+ | |developer=StyLiS Studios | ||
+ | |platforms= | ||
+ | Microsoft Windows<br> | ||
+ | MacOS<br> | ||
+ | Xbox One<br> | ||
+ | PlayStation 4<br> | ||
+ | PlayStation 5<br> | ||
+ | |publisher=Roblox | ||
+ | |genre=First-Person Shooter | ||
+ | }} | ||
+ | '''''Phantom Forces''''' is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and August 31st, 2015 for PC. It is a modern shooter heavily inspired by the ''[[Battlefield]]'' franchise, specifically ''[[Battlefield 3]]'' and ''[[Battlefield 4]]'', with some of the maps and weapons of ''4'' and the heads-up display of ''3'' making a near-identical appearance in ''Phantom Forces''. The 4-class system of the ''Battlefield'' games is also present, but without the unique gadgets and abilities of those classes. | ||
+ | ''Phantom Forces'' sets itself apart with an extremely diverse selection of over 180 firearms ranging from black powder revolvers to the most modern military rifles. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition types, and lengthened/shortened barrels. | ||
{{VG Title}} | {{VG Title}} | ||
Line 11: | Line 23: | ||
=Overview= | =Overview= | ||
− | There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout | + | There are 4 classes in ''Phantom Forces'', which, due to the lack of ''Battlefield''-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines. |
− | Each class can equip one primary weapon, one secondary weapon, one grenade, and | + | Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all "Other" category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal "rank", which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money. |
− | Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by | + | Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one "optic" attachment (includes iron sights, holographic sights, and scopes), one "barrel" attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one "underbarrel" attachment (grips, flashlights, lasers), one "other" attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one "ammo" attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the [[Kel-Tec KSG]] has access to the unique "KSG-25 barrel" modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to "KSG-25" in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in ''Phantom Forces''. |
=Pistols= | =Pistols= | ||
− | Pistols in Phantom Forces are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. | + | Pistols in ''Phantom Forces'' are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes. |
==AMT Automag III== | ==AMT Automag III== | ||
− | The [[AMT Automag III]] is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively. | + | The [[AMT Automag III]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively. |
− | [[Image:AMTAutoMagIII.jpg|thumb|none| | + | [[Image:AMTAutoMagIII.jpg|thumb|none|350px|AMT Automag III - .30 Carbine.]] |
[[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']] | [[File:PhantomForces AutomagIII menu.jpg|600px|thumb|none| ''An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.'']] | ||
− | [[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911. ]] | + | [[File:PhantomForces AutomagIII hip.jpg|600px|thumb|none|The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.]] |
− | [[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights. ]] | + | [[File:PhantomForces AutomagIII ads1.jpg|600px|thumb|none|The view down the Automag III's sights.]] |
− | [[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment. ]] | + | [[File:PhantomForces AutomagIII ads alt.jpg|600px|thumb|none|The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.]] |
− | [[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns. ]] | + | [[File:PhantomForces AutomagIII inspect1.jpg|600px|thumb|none|The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.]] |
− | [[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle. ]] | + | [[File:PhantomForces AutomagIII inspect2.jpg|600px|thumb|none|The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.]] |
− | [[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously "Wick-flicked. | + | [[File:PhantomForces AutomagIII tacreload1.jpg|600px|thumb|none|The Automag III's tactical reload animation, in which the magazine is unceremoniously "Wick-flicked".]] |
− | [[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home. ]] | + | [[File:PhantomForces AutomagIII tacreload2.jpg|600px|thumb|none|The second half of the reload, in which a fresh magazine is rammed home.]] |
[[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]] | [[File:PhantomForces AutomagIII dryreload.jpg|600px|thumb|none|When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.]] | ||
===AMT Automag IV=== | ===AMT Automag IV=== | ||
− | Equipping the ".45 WinMag" ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This | + | Equipping the ".45 WinMag" ammo conversion mod for the Automag III transforms it into the [[AMT Automag IV]]. This greatly increases its headshot multiplier, range and the maximum total ammo the player can carry, but reduces its general damage and firerate. |
[[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]] | [[File:AMTAutoMagIV.jpg|350px|thumb|none|AMT Automag IV - .45 Win Mag.]] | ||
[[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']] | [[File:PhantomForces AMagIV.jpg|600px|thumb|none| ''Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.'']] | ||
− | |||
===AMT Automag V=== | ===AMT Automag V=== | ||
− | Equipping the ".50 AE" ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). | + | Equipping the ".50 AE" ammo conversion mod for the Automag III transforms it into the [[AMT Automag V]]. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly). |
[[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]] | [[File:AMTAutoMagV.jpg|350px|thumb|none|AMT Automag V - .50 AE.]] | ||
[[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']] | [[File:PhantomForces AMagV.jpg|600px|thumb|none|''Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.'']] | ||
==AMT Javelina Longslide== | ==AMT Javelina Longslide== | ||
− | The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, is unlocked at rank 84. The pistol is known as the "Hardballer" in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the "Short Barrel" | + | The AMT Javelina Longslide, a variant of the 1911-pattern [[AMT Hardballer]] chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the "Hardballer" in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the "Short Barrel" mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional "AMT Terminator" optic, which, along with the weapon's in-game description, is an obvious reference to 1984's ''[[The Terminator]]''. |
− | [[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto ]] | + | [[File:AMTJavelinaLongslide.jpg|350px|thumb|none|AMT Javelina Longslide - 10mm Auto]] |
[[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']] | [[File:PhantomForces JavelinaLongslide model.jpg|600px|thumb|none|''Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.'']] | ||
− | [[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, shoulder stock, and "AMT Terminator" laser sight.]] | + | [[File:M1911 Marines stock.jpg|350px|thumb|none|M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]] |
− | [[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide. ]] | + | [[File:PhantomForces JavelinaLongslide modelmods.jpg|600px|thumb|none| The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and "AMT Terminator" laser sight.]] |
− | [[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide. ]] | + | [[File:PhantomForces JavelinaLongslide hip.jpg|600px|thumb|none|Holding the Javelina Longslide.]] |
− | [[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto. ]] | + | [[File:PhantomForces JavelinaLongslide inspect1.jpg|600px|thumb|none|Inspecting the Javelina Longslide.]] |
− | [[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights. ]] | + | [[File:PhantomForces JavelinaLongslide inspect2.jpg|600px|thumb|none|Ditto.]] |
− | [[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view. ]] | + | [[File:PhantomForces JavelinaLongslide ADS1.jpg|600px|thumb|none|Looking down the Javelina's iron sights.]] |
− | [[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol. ]] | + | [[File:PhantomForces JavelinaLongslide ADS2.jpg|600px|thumb|none|Alternate ADS view.]] |
+ | [[File:PhantomForces JavelinaLongslide firing.jpg|600px|thumb|none|Firing the pistol.]] | ||
[[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]] | [[File:PhantomForces JavelinaLongslide reload1.jpg|600px|thumb|none|Removing an empty magazine by jerking the handgun downwards...]] | ||
[[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]] | [[File:PhantomForces JavelinaLongslide reload2.jpg|600px|thumb|none|...and inserting a fresh one. The player then presses the slide release to finish the process.]] | ||
==Arsenal Firearms AF2011-A1== | ==Arsenal Firearms AF2011-A1== | ||
− | The [[Arsenal Firearms AF2011-A1]] is unlocked at rank 201. | + | The [[Arsenal Firearms AF2011-A1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to ''Phantom Forces.'' It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms "Rifle-ette" stock and a "Double Dart" conversion which turns it into a dart gun like the [[OSS "Bigot" M1911]] mentioned below. |
[[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]] | [[File:AF2011.jpg|thumb|none|350px|Arsenal Firearms AF2011-A1 - .45 ACP]] | ||
+ | [[File:PhantomForces AF2011A1 model.jpg|600px|thumb|none|''A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.'']] | ||
+ | [[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms "Rifle-ette" stock and extended magazine - .45 ACP]] | ||
+ | [[File:PhantomForces AF2011A1 modelmods.jpg|600px|thumb|none|The AF2011-A1 with the Monarch Arms "Rifle-ette" stock attached.]] | ||
+ | [[File:PhantomForces AF2011A1 hiphold.jpg|600px|thumb|none|Wide load coming through! Holding the AF2011-A1.]] | ||
+ | [[File:PhantomForces AF2011A1 leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol.]] | ||
+ | [[File:PhantomForces AF2011A1 rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces AF2011A1 ADS1.jpg|600px|thumb|none|Aiming down the AF2011-A1's sights.]] | ||
+ | [[File:PhantomForces AF2011A1 ADS2.jpg|600px|thumb|none|Gangsta-"aiming" the wide-bodied pistol.]] | ||
+ | [[File:PhantomForces AF2011A1 firing.jpg|600px|thumb|none|Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.]] | ||
+ | [[File:PhantomForces AF2011A1 reload1.jpg|600px|thumb|none|Reloading the big-boned pistol by flicking away the empty... magazine... magazines?]] | ||
+ | [[File:PhantomForces AF2011A1 reload2.jpg|600px|thumb|none|Inserting a... feed device. Sure, that works.]] | ||
+ | [[File:PhantomForces AF2011A1 reload3.jpg|600px|thumb|none|Pulling back and releasing the slides.]] | ||
==AWS 1911== | ==AWS 1911== | ||
− | The [[ | + | The [[AWS 1911]] was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the "MP1911" and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later "AWS Model-2" prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 > 15 rounds) and firerate (1300 > 1000 RPM) while decreasing its damage. |
[[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]] | [[Image:aws191138super.jpg|thumb|none|350px|AWS 1911 - .38 Super]] | ||
+ | [[File:M1911 .38 Machine Pistol.jpg|350px|thumb|none|Colt M1911A1 machine pistol conversion - .38 Super. The stock of the "MP1911" appears to be modeled after this machine pistol's stock.]] | ||
+ | [[File:PhantomForces MP1911 model.jpg|600px|thumb|none|''A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.'']] | ||
+ | [[File:PhantomForces MP1911 modelmods.jpg|600px|thumb|none|The AWS 1911 made extra-short with the "Remove Stock" and "Short Barrel" attachments and converted to fire 9x19mm.]] | ||
+ | [[File:PhantomForces MP1911 hiphold.jpg|600px|thumb|none|Holding the unusual fully-automatic 1911 at the hip.]] | ||
+ | [[File:PhantomForces MP1911 leftside.jpg|600px|thumb|none|The left side of the AWS 1911.]] | ||
+ | [[File:PhantomForces MP1911 rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces MP1911 ADS1.jpg|600px|thumb|none|Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.]] | ||
+ | [[File:PhantomForces MP1911 ADS2.jpg|600px|thumb|none|The "MP1911's" alternate aim view, which is essentially a zoomed-in hipfire view.]] | ||
+ | [[File:PhantomForces MP1911 firing.jpg|600px|thumb|none|Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!]] | ||
+ | [[File:PhantomForces MP1911 reload1.jpg|600px|thumb|none|Performing an AWS 1911 fan's favorite task: reloading.]] | ||
+ | [[File:PhantomForces MP1911 reload2.jpg|600px|thumb|none|Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!]] | ||
==Beretta 93R== | ==Beretta 93R== | ||
− | + | A [[Beretta 93R]] with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the "Raffica Stock". | |
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]] | [[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces 93R model.jpg|600px|thumb|none|''An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.'']] | ||
+ | [[File:Beretta 93R with unfolded stock.jpg|thumb|none|350px|Beretta 93R with optional unfolded shoulder stock - 9x19mm]] | ||
+ | [[File:PhantomForces 93R modelmods.jpg|600px|thumb|none|The Beretta 93R equipped with the "Raffica Stock" mod.]] | ||
+ | [[File:PhantomForces 93R hiphold.jpg|600px|thumb|none|First-person view with the 93R equipped.]] | ||
+ | [[File:PhantomForces 93R leftside.jpg|600px|thumb|none|Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.]] | ||
+ | [[File:PhantomForces 93R rightside.jpg|600px|thumb|none|The right side of the 93R.]] | ||
+ | [[File:PhantomForces 93R ADS1.jpg|600px|thumb|none|Aiming down the 93R's simplistic three-dot iron sights.]] | ||
+ | [[File:PhantomForces 93R ADS2.jpg|600px|thumb|none|The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).]] | ||
+ | [[File:PhantomForces 93R firing.jpg|600px|thumb|none|Unleashing a three-round burst; note the high vertical recoil.]] | ||
+ | [[File:PhantomForces 93R reload1.jpg|600px|thumb|none|What sick freak made a three-round burst pistol with a magazine size not divisible by 3???]] | ||
+ | [[File:PhantomForces 93R reload2.jpg|600px|thumb|none|The world is truly an unfair place.]] | ||
==Beretta M9== | ==Beretta M9== | ||
− | A [[Beretta M9]] with brown grips is one of the two sidearms unlocked by default | + | A [[Beretta M9]] with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a "jack-of-all-trades" pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's "Raffica Stock" in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the "Osprey Suppressor" is equipped, which is a reference to the "Luison" pistol from ''[[Rainbow Six Siege]]''. |
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]] | [[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm Parabellum]] | ||
− | [[File: | + | [[File:PhantomForces M9 model.jpg|600px|thumb|none|''A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.'']] |
− | [[File: | + | [[File:PhantomForces M9 modelmods.jpg|600px|thumb|none|The M9 equipped with an extended magazine and a long slide.]] |
− | [[File: | + | [[File:PhantomForces M9 hiphold.jpg|600px|thumb|none|The first-person viewmodel of the ubiquitous M9.]] |
− | [[File: | + | [[File:PhantomForces M9 leftside.jpg|600px|thumb|none|The left side of the pistol.]] |
− | [[File: | + | [[File:PhantomForces M9 rightside.jpg|600px|thumb|none|The right side. Nothing much to say here, really.]] |
− | [[File: | + | [[File:PhantomForces M9 ADS1.jpg|600px|thumb|none|Yep, just your average Beretta M9.]] |
− | [[File: | + | [[File:PhantomForces M9 ADS2.jpg|600px|thumb|none|Aiming the M9 as any US serviceman would, of course.]] |
− | [[File: | + | [[File:PhantomForces M9 reload1.jpg|600px|thumb|none|Removing an empty magazine...]] |
− | [[File: | + | [[File:PhantomForces M9 reload2.jpg|600px|thumb|none|...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.]] |
− | [[File: | + | [[File:PhantomForces M9Luison model.jpg|600px|thumb|none|The M9 with the "Osprey" suppressor equipped. [[:File:R6S-luison.jpg|Hey, I've seen this one before...]]]] |
+ | [[File:PhantomForces M9Luison viewmodel.jpg|600px|thumb|none|The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however.]] | ||
==Colt M1911A1== | ==Colt M1911A1== | ||
− | A two-toned [[Colt M1911A1]] is unlocked at rank 8. The | + | A two-toned [[Colt M1911A1]] was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic "Engravings" attachment. |
[[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]] | [[Image:NickelPlatedM1911A1.jpg|thumb|350px|none|Nickel-plated M1911A1 with brown plastic grips - .45 ACP]] | ||
− | [[File: | + | [[File:PhantomForces M1911A1 model.jpg|600px|thumb|none|''A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.'']] |
− | [[File: | + | [[File:PhantomForces M1911A1 modelengravings.jpg|600px|thumb|none|''[[Metal_Gear_Solid_3:_Snake_Eater|It's a nice gun, I'll give you that. But the engraving gives you no tactical advantage whatsoever]].'']] |
− | [[File: | + | [[File:M1911 Marines stock.jpg|350px|thumb|none|Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP]] |
− | [[File: | + | [[File:PhantomForces M1911A1 modelstock.jpg|600px|thumb|none|The M1911A1 with a folding shoulder stock attached.]] |
− | [[File: | + | [[File:PhantomForces M1911A1 hiphold.jpg|600px|thumb|none|Holding the custom M1911A1 at the hip.]] |
− | [[File: | + | [[File:PhantomForces M1911A1 leftside.jpg|600px|thumb|none|The left side of the pistol.]] |
− | [[File: | + | [[File:PhantomForces M1911A1 rightside.jpg|600px|thumb|none|The right side.]] |
− | [[File: | + | [[File:PhantomForces M1911A1 ADS1.jpg|600px|thumb|none|The view down the M1911A1's custom red-and-green glow sights.]] |
− | [[File: | + | [[File:PhantomForces M1911A1 ADS2.jpg|600px|thumb|none|Alternate ADS view.]] |
− | [[File: | + | [[File:PhantomForces M1911A1 reload.jpg|600px|thumb|none|Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.]] |
− | [[File: | + | ===M1911 .22 LR=== |
− | + | Equipping the M1911A1 with the "Ratshot" ammo conversion transforms it into the "M1911 .22LR". This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1. | |
− | ==="Bigot" | + | [[File:Colt1911A1 22.jpg|350px|thumb|none|M1911A1 produced by Walther Arms - .22 LR]] |
− | + | [[File:PhantomForces M1911A1 22 model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...'']] | |
+ | [[File:PhantomForces M1911A1 22 firing.jpg|600px|thumb|none|The M1911 .22's shot pattern. Note the black tracers.]] | ||
+ | ===OSS "Bigot" M1911A1=== | ||
+ | Equipping the "Dart" ammo conversion transforms the weapon into the experimental clandestine [[OSS "Bigot" M1911]]. A high-risk, high-reward weapon, the "Bigot" launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the "Bigot" is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured. | ||
[[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS "Bigot" M1911A1]] | [[File:Bigot_1911_pistol.jpg|thumb|none|350px|OSS "Bigot" M1911A1]] | ||
− | [[File: | + | [[File:PhantomForces M1911A1dart model.jpg|600px|thumb|none|''Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.'']] |
+ | [[File:PhantomForces M1911A1dart hiphold.jpg|600px|thumb|none|The first-person viewmodel of the M1911 "Bigot".]] | ||
+ | [[File:PhantomForces M1911A1dart firing.jpg|600px|thumb|none|Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.]] | ||
+ | [[File:PhantomForces M1911A1dart reloading.jpg|600px|thumb|none|Loading in a new dart.]] | ||
==Colt M45A1== | ==Colt M45A1== | ||
− | The [[ | + | The [[Colt M45A1 CQBP]] was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a [[Colt Rail Gun]]. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same "Dart" conversion as the M1911A1. |
− | |||
− | |||
− | |||
− | Before | ||
[[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]] | [[File:M45A1.jpg|thumb|none|350px|Colt M45A1 - .45 ACP]] | ||
− | [[File: | + | [[File:PhantomForces M45A1 model.jpg|600px|thumb|none|''A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.'']] |
+ | [[File:PhantomForces M45A1 modelmods.jpg|600px|thumb|none|The M45A1 with an extended magazine and shoulder stock.]] | ||
+ | [[File:PhantomForces M45A1 hiphold.jpg|600px|thumb|none|First-person view of the aggressively beige M45A1.]] | ||
+ | [[File:PhantomForces M45A1 leftside.jpg|600px|thumb|none|The first part of the inspect animation, in which the magazine is shown to the player.]] | ||
+ | [[File:PhantomForces M45A1 rightside .jpg|600px|thumb|none|Performing a brass check in the second part of the inspect animation.]] | ||
+ | [[File:PhantomForces M45A1 ADS1.jpg|600px|thumb|none|Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.]] | ||
+ | [[File:PhantomForces M45A1 ADS2.jpg|600px|thumb|none|A decidedly less professional way of aiming the M45A1.]] | ||
+ | [[File:PhantomForces M45A1 reload1.jpg|600px|thumb|none|The M45A1's reload begins with disposing of the empty magazine.]] | ||
+ | [[File:PhantomForces M45A1 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]] | ||
+ | [[File:PhantomForces M45A1 reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide to finish the reloading process off.]] | ||
==FN Five-seveN== | ==FN Five-seveN== | ||
− | + | An [[FN Five-seveN]] Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed. | |
[[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]] | [[File:FN Five-seveN Mark 2 FDE.jpg|thumb|none|350px|FN Five-seveN Mark 2 FDE - 5.7x28mm]] | ||
+ | [[File:PhantomForces FiveSeven model.jpg|600px|thumb|none|''A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.'']] | ||
+ | [[File:PhantomForces FiveSeven modelmods.jpg|600px|thumb|none|The Five-seveN equipped with an extended 30-round magazine.]] | ||
+ | [[File:PhantomForces FiveSeven hiphold.jpg|600px|thumb|none|First-person view of the unique pistol.]] | ||
+ | [[File:PhantomForces FiveSeven leftside.jpg|600px|thumb|none|Inspecting the pistol, part 1.]] | ||
+ | [[File:PhantomForces FiveSeven rightside.jpg|600px|thumb|none|Inspecting the pistol, part 2; this time, it's personal.]] | ||
+ | [[File:PhantomForces FiveSeven ADS1.jpg|600px|thumb|none|Aiming down the Five-seveN's unobtrusive Glow sightS.]] | ||
+ | [[File:PhantomForces FiveSeven ADS2.jpg|600px|thumb|none|Canting the pistol at a jolly angle in the general direction of the opps.]] | ||
+ | [[File:PhantomForces FiveSeven firing.jpg|600px|thumb|none|Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in ''Phantom Forces'' have their own unique spent casing model.]] | ||
+ | [[File:PhantomForces FiveSeven reload1.jpg|600px|thumb|none|Removing an Empty magazinE.]] | ||
+ | [[File:PhantomForces FiveSeven reload2.jpg|600px|thumb|none|Inserting a new one and releasing the slide.]] | ||
==Glock 17== | ==Glock 17== | ||
− | + | A 3rd Generation [[Glock 17]] with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, "Long Barrel" (which transforms the pistol into the Glock 17L), and a "G Switch" attachment that converts it to full auto but dumps the entire magazine when firing. | |
− | |||
− | The Glock 17 | ||
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]] | [[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]] | ||
− | [[File: | + | [[File:PhantomForces Glock17 model.jpg|600px|thumb|none|''A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.'']] |
− | [[File: | + | [[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]] |
− | [[File: | + | [[File:PhantomForces Glock17 modelmods.jpg|600px|thumb|none|The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.]] |
− | [[File: | + | [[File:PhantomForces Glock17 hiphold.jpg|600px|thumb|none|First-person view of the Glock 17.]] |
− | [[File: | + | [[File:PhantomForces Glock17 leftside.jpg|600px|thumb|none|Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.]] |
− | [[File: | + | [[File:PhantomForces Glock17 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]] |
− | [[File: | + | [[File:PhantomForces Glock17 ADS1.jpg|600px|thumb|none|Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.]] |
− | [[File: | + | [[File:PhantomForces Glock17 ADS2.jpg|600px|thumb|none|Not aiming down the Glock 17's sights.]] |
− | [[File: | + | [[File:PhantomForces Glock17 firing.jpg|600px|thumb|none|Firing the Glock.]] |
− | [[File: | + | [[File:PhantomForces Glock17 reload1.jpg|600px|thumb|none|Removing an empty magazine.]] |
− | [[File: | + | [[File:PhantomForces Glock17 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]] |
+ | [[File:PhantomForces Glock17 reload3.jpg|600px|thumb|none|Pressing the slide release.]] | ||
+ | [[File:Glock 17 with GLK18 Full Auto Conversion Device C.jpg|thumb|none|350px|Glock 17 with select-fire conversion device - 9x19mm Parabellum. "Glock switches" come in many models and forms, and are regulated as NFA firearms.]] | ||
+ | ===Glock 17L=== | ||
+ | Equipping the "Long Barrel" attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights. | ||
+ | [[File:G17L Gen3.jpg|350px|thumb|none|Glock 17L (3rd Generation) - 9x19mm]] | ||
+ | [[File:PhantomForces Glock17L model.jpg|600px|thumb|none|The Glock 17L as it appears in-game.]] | ||
+ | [[File:PhantomForces Glock17L hiphold.jpg|600px|thumb|none|First-person view of the long Glock.]] | ||
+ | [[File:PhantomForces Glock17L inspect.jpg|600px|thumb|none|Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.]] | ||
==Glock 18C== | ==Glock 18C== | ||
− | + | A 4th Generation [[Glock 18C]] was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C. | |
− | + | [[File:Glock 18C.jpg|thumb|none|350px|3rd Generation Glock 18C - 9x19mm Parabellum]] | |
− | Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C. | + | [[File:PhantomForces Glock18C modelview.jpg|600px|thumb|none|''A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.'']] |
− | [[ | + | [[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]] |
− | [[File: | + | [[File:PhantomForces Glock18C modelmods.jpg|600px|thumb|none|The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.]] |
− | [[ | + | [[File:PhantomForces Glock18C modelstockfolded.jpg|600px|thumb|none|The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip.]] |
− | [[File: | + | [[File:PhantomForces Glock18C hiphold.jpg|600px|thumb|none|Holding the select-fire Glock at the hip.]] |
+ | [[File:PhantomForces Glock18C leftside.jpg|600px|thumb|none|Inspecting the left side of the pistol, which provides a clearer view of the fire selector.]] | ||
+ | [[File:PhantomForces Glock18C rightside.jpg|600px|thumb|none|Checking the top of the Glock 18C.]] | ||
+ | [[File:PhantomForces Glock18C brasscheck.jpg|600px|thumb|none|Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen.]] | ||
+ | [[File:PhantomForces Glock18C ADS.jpg|600px|thumb|none|Aiming down the Glock 18C's iron sights.]] | ||
+ | [[File:PhantomForces Glock18C ADS2.jpg|600px|thumb|none|Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this!]] | ||
+ | [[File:PhantomForces Glock18C firing.jpg|600px|thumb|none|''Why, yes, I do enjoy wasting ammunition. Why do you ask?'']] | ||
+ | [[File:PhantomForces Glock18C reload.jpg|600px|thumb|none|Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here.]] | ||
+ | [[File:PhantomForces Glock18C changefiremode.jpg|600px|thumb|none|Switching fire modes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation.]] | ||
+ | ==="G18L"=== | ||
+ | Equipping the Glock 18C with the "Long Barrel" attachment transforms it into the fictional "G18L". A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector. | ||
+ | [[File:Glock 40.jpg|350px|thumb|none|Glock 40, for comparison - 10x25mm Auto]] | ||
+ | [[File:PhantomForces Glock18L.jpg|600px|thumb|none|The fictional "Glock 18L" as it appears in-game.]] | ||
==Glock 21== | ==Glock 21== | ||
− | A [[Glock 21]] | + | A [[Glock 21]] was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in ''Phantom Forces,'' was once available only through an ammunition conversion for the Glock 17. With 2022's "Return to Spring" update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine, a FAB Defense GLR-440 Tactical Stock and a G Switch. |
[[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]] | [[File:Glock21.jpg|thumb|none|350px|3rd Generation Glock 21 - .45 ACP]] | ||
− | [[File: | + | [[File:PhantomForces Glock21 model.jpg|600px|thumb|none|''A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols'']] |
+ | [[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces Glock21 modelmods.jpg|600px|thumb|none|The Glock 21 with a shoulder stock and extended magazine.]] | ||
+ | [[File:PhantomForces Glock21 hiphold.jpg|600px|thumb|none|Holding the Glock 21.]] | ||
+ | [[File:PhantomForces Glock21 leftside.jpg|600px|thumb|none|The left side of the .45 ACP Glock.]] | ||
+ | [[File:PhantomForces Glock21 rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces Glock21 ADS1.jpg|600px|thumb|none|Aiming down the Glock 21's iron sights.]] | ||
+ | [[File:PhantomForces Glock21 ADS2.jpg|600px|thumb|none|The gangsta-Glock has arrived.]] | ||
+ | [[File:PhantomForces Glock21 reload.jpg|600px|thumb|none|Reloading the Glock 21.]] | ||
+ | |||
+ | ==="G21L"=== | ||
+ | Equipping the Glock 21 with the "Long Barrel" attachment transforms it into the fictional "G21L". The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP. | ||
+ | [[File:Glock41.jpg|350px|thumb|none|Glock 41 - .45 ACP]] | ||
+ | [[File:PhantomForces Glock21L model.jpg|600px|thumb|none|The "G21L" as it appears in-game.]] | ||
+ | [[File:PhantomForces Glock21L hiphold.jpg|600px|thumb|none|Holding the strange longslide Glock.]] | ||
+ | [[File:PhantomForces Glock21L inspect.jpg|600px|thumb|none|Inspecting the pistol.]] | ||
+ | |||
+ | ==Glock 21 (with .50 GI conversion)== | ||
+ | A [[Glock 21]] with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the "G50" in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR. | ||
+ | |||
+ | It can be modified to add an FAB Defense Cobra folding stock and an extended "Heavy Barrel", which changes the pistol's name to "G50L", a fictional designation. | ||
+ | [[File:Glock50 GI conversion.jpg|350px|thumb|none|Glock 21 with Guncrafter Industries conversion kit - .50 GI]] | ||
+ | [[File:PhantomForces Glock50 model.jpg|600px|thumb|none|''An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.'']] | ||
+ | [[File:Glock Cobra stock.jpg|350px|thumb|none|5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces Glock50 modelmods.jpg|600px|thumb|none|The "G50" with the extended "Heavy Barrel" and folding stock.]] | ||
+ | [[File:PhantomForces Glock50 hiphold.jpg|600px|thumb|none|First-person view of the high-caliber Glock.]] | ||
+ | [[File:PhantomForces Glock50 leftside.jpg|600px|thumb|none|Inspecting the handgun. Note that the slide reads "STYLIS STUDIOS" as opposed to "GUNCRAFTER INDUSTRIES".]] | ||
+ | [[File:PhantomForces Glock50 rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces Glock50 ADS1.jpg|600px|thumb|none|Custom slide, factory sights.]] | ||
+ | [[File:PhantomForces Glock50 ADS2.jpg|600px|thumb|none|One-handing the "G50". While never a great idea, this is not ''as'' disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.]] | ||
+ | [[File:PhantomForces Glock50 firing.jpg|600px|thumb|none|Firing a round.]] | ||
+ | [[File:PhantomForces Glock50 reload.jpg|600px|thumb|none|Reloading.]] | ||
+ | [[File:PhantomForces Glock50switch firing.jpg|600px|thumb|none|Firing a G50 equipped with the "G-switch" mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.]] | ||
==Glock 23== | ==Glock 23== | ||
− | A [[Glock 23]] with an FDE frame is unlocked at rank 23. | + | A [[Glock 23]] with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A "jack-of-all-trades, master of none" pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, a G Switch and aftermarket extended barrel (which inexplicably changes the weapon's name to "G23L"). |
[[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&W]] | [[File:Glock23.jpg|thumb|none|350px|3rd Generation Glock 23 - .40 S&W]] | ||
− | [[File: | + | [[File:PhantomForces Glock23 model.jpg|600px|thumb|none|''A .40 S&W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.'']] |
+ | [[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces Glock23 modelmods.jpg|600px|thumb|none|The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.]] | ||
+ | [[File:PhantomForces Glock23 hiphold.jpg|600px|thumb|none|Holding the Glock 23.]] | ||
+ | [[File:PhantomForces Glock23 leftside.jpg|600px|thumb|none|Inspecting the handgun.]] | ||
+ | [[File:PhantomForces Glock23 rightside.jpg|600px|thumb|none|Ditto, followed by a brass check.]] | ||
+ | [[File:PhantomForces Glock23 ADS1.jpg|600px|thumb|none|Surprise! More Glock sights! Bet you didn't see this one coming.]] | ||
+ | [[File:PhantomForces Glock23 ADS2.jpg|600px|thumb|none|Isn't this schtick getting a little old? ''You ain't seen nothing yet...'']] | ||
+ | [[File:PhantomForces Glock23 reload.jpg|600px|thumb|none|Reloading.]] | ||
==Glock 40== | ==Glock 40== | ||
− | + | A [[Glock 40]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock, G Switch and a 30-round extended magazine. It also has access to the "Short Barrel" attachment, which transforms the pistol into the [[Glock 20]]. | |
[[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]] | [[File:Glock_40.jpg|thumb|none|350px|4th Generation Glock 40 - 10x25mm Auto]] | ||
+ | [[File:PhantomForces Glock40 model.jpg|600px|thumb|none|''A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.'']] | ||
+ | [[File:Glock GRL440 stock.jpg|350px|thumb|none|3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces Glock40 modelmods.jpg|600px|thumb|none|The Glock 40 with an extended magazine, shoulder stock, and "Short Barrel". I suppose it isn't much of a Glock 40 anymore...]] | ||
+ | [[File:PhantomForces Glock40 hiphold.jpg|600px|thumb|none|Holding the Glock 40.]] | ||
+ | [[File:PhantomForces Glock40 leftside .jpg|600px|thumb|none|The left side of the Glock 40.]] | ||
+ | [[File:PhantomForces Glock40 rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces Glock40 ADS1.jpg|600px|thumb|none|Does the Tetris effect apply to Glock sights?]] | ||
+ | [[File:PhantomForces Glock40 ADS2.jpg|600px|thumb|none|No more Glocks... please.]] | ||
+ | [[File:PhantomForces Glock40 reload.jpg|600px|thumb|none|ReGlocking the Glock 40.]] | ||
+ | ===Glock 20=== | ||
+ | A [[Glock 20]] can be created by equipping the "Short Barrel" attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the "Short Barrel" attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical). | ||
+ | [[File:Glock20.jpg|350px|thumb|none|Glock 20 (3rd Generation) - 10x25mm Auto]] | ||
+ | [[File:PhantomForces Glock20 model.jpg|600px|thumb|none|The Glock 20 as it appears in-game.]] | ||
+ | [[File:PhantomForces Glock20 hiphold.jpg|600px|thumb|none|Equipping the Glock 20.]] | ||
+ | [[File:PhantomForces Glock20 inspect.jpg|600px|thumb|none|Inspecting the handgun.]] | ||
==Guncrafter Industries Model 1== | ==Guncrafter Industries Model 1== | ||
− | The Guncrafter Industries Model 1 | + | The [[Guncrafter Industries Model 1]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the "GI M1" (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock. |
[[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]] | [[File:GIM1.jpg|thumb|none|350px|Guncrafter Industries Model 1 - .50 GI]] | ||
+ | [[File:PhantomForces GI M1 model.jpg|600px|thumb|none|''A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.'']] | ||
+ | [[File:M1911 Sarco Lightweight Stock.jpg|350px|thumb|none|M1911 with Sarco Inc. lightweight stock - .45 ACP]] | ||
+ | [[File:PhantomForces GI M1 modelmods.jpg|600px|thumb|none|The Model 1 with the "Heavy Barrel" longslide conversion and Sarco Inc. lightweight stock mods.]] | ||
+ | [[File:PhantomForces GI M1 hip.jpg|600px|thumb|none|Holding the "GI M1" at the hip.]] | ||
+ | [[File:PhantomForces GI M1 leftside.jpg|600px|thumb|none|Inspecting the Model 1, which first shows the player checking the left side of the handgun...]] | ||
+ | [[File:PhantomForces GI M1 rightside.jpg|600px|thumb|none|...followed by the right side. Nothing too crazy here.]] | ||
+ | [[File:PhantomForces GI M1 ADS.jpg|600px|thumb|none|Aiming down the Model 1's red (and rather harsh) three-dot iron sights.]] | ||
+ | [[File:PhantomForces GI M1 ADS2.jpg|600px|thumb|none|Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.]] | ||
+ | [[File:PhantomForces GI M1 firing.jpg|600px|thumb|none|Firing the beefy 1911 derivative.]] | ||
+ | [[File:PhantomForces GI M1 reload.jpg|600px|thumb|none|Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.]] | ||
==IMI/Magnum Research Desert Eagle L5== | ==IMI/Magnum Research Desert Eagle L5== | ||
− | A [[Desert Eagle]] | + | A [[Desert Eagle L5]] chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique "Extended Barrel" mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from ''[[Call of Duty 4: Modern Warfare]]''. |
[[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]] | [[File:Desert Eagle L5.jpg|thumb|none|350px|Magnum Research Desert Eagle L5 - .50 AE]] | ||
[[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']] | [[File:PhantomForces DesertEagleL5 model.jpg|600px|thumb|none|''A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.'']] | ||
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10" barrel - .44 Magnum]] | [[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10" barrel - .44 Magnum]] | ||
− | [[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the "Extended Barrel" mod. ]] | + | [[File:PhantomForces DesertEagleL5 model longbarrel.jpg|600px|thumb|none|The Desert Eagle L5 as it appears in-game with the "Extended Barrel" mod. The pistol's integral muzzle brake can be seen haphazardly grafted to the end of the barrel extension.]] |
− | [[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5. ]] | + | [[File:PhantomForces DesertEagleL5 hip.jpg|600px|thumb|none|Holding the mighty Desert Eagle L5.]] |
[[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]] | [[File:PhantomForces DesertEagleL5 inspect1.jpg|600px|thumb|none|The L5's inspect animation begins with a look at the left side of the handcannon...]] | ||
− | [[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine... ]] | + | [[File:PhantomForces DesertEagleL5 inspect2.jpg|600px|thumb|none|...continues with a cursory check of the magazine...]] |
− | [[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check. ]] | + | [[File:PhantomForces DesertEagleL5 inspect3.jpg|600px|thumb|none|...and concludes with a brass check.]] |
− | [[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights. ]] | + | [[File:PhantomForces DesertEagleL5 ADS1.jpg|600px|thumb|none|Aiming down the sights.]] |
− | [[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights | + | [[File:PhantomForces DesertEagleL5 ADS2.jpg|600px|thumb|none|The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.]] |
− | [[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle. ]] | + | [[File:PhantomForces DesertEagleL5 firing.jpg|600px|thumb|none|Firing the Deagle.]] |
− | [[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine. ]] | + | [[File:PhantomForces DesertEagleL5 reload1.jpg|600px|thumb|none|Reloading the Desert Eagle begins with a hearty fling of the offending magazine.]] |
− | [[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine. ]] | + | [[File:PhantomForces DesertEagleL5 reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]] |
==IMI/Magnum Research Desert Eagle Mark XIX== | ==IMI/Magnum Research Desert Eagle Mark XIX== | ||
− | The [[Desert Eagle Mark XIX]] | + | The [[Desert Eagle Mark XIX]] chambered in .50 AE was added in December 2019 as part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback "teardrop" safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a "second primary" of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10" extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition. |
[[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | [[Image:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | ||
+ | [[File:PhantomForces DEagleXIX model.jpg|600px|thumb|none|''Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. [[Death_Sentence#Magnum_Research_Inc._Desert_Eagle_Mark_VII|And you've got the king of mayhem...]]'']] | ||
[[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10" barrel - .44 Magnum]] | [[File:Desert Eagle 10 inch.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with 10" barrel - .44 Magnum]] | ||
+ | [[File:PhantomForces DEagleXIX modelxtendbarrel.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the "Extended Barrel" mod equipped.]] | ||
+ | [[File:440cbdeserteagleIWI.jpg|350px|thumb|none|Desert Eagle Mark XIX - .440 Cor-Bon]] | ||
+ | [[File:PhantomForces DEagleXIX CorBon.jpg|600px|thumb|none|The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage.]] | ||
+ | [[File:PhantomForces DEagleXIX hiphold.jpg|600px|thumb|none|Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.]] | ||
+ | [[File:PhantomForces DEagleXIX inspect1.jpg|600px|thumb|none|Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.]] | ||
+ | [[File:PhantomForces DEagleXIX inspect2.jpg|600px|thumb|none|Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.]] | ||
+ | [[File:PhantomForces DEagleXIX inspect3.jpg|600px|thumb|none|A new magazine is then inserted...]] | ||
+ | [[File:PhantomForces DEagleXIX inspect4.jpg|600px|thumb|none|...and a brass check is performed. Although the handgun is ostensibly "reloaded", no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.]] | ||
+ | [[File:PhantomForces DEagleXIX ADS.jpg|600px|thumb|none|Aiming down the Desert Eagle Mark XIX's sights.]] | ||
+ | [[File:PhantomForces DEagleXIX ADS2.jpg|600px|thumb|none|The alternate, most certainly not one-handed aim mode.]] | ||
+ | [[File:PhantomForces DEagleXIX firing.jpg|600px|thumb|none|Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both "body" recoil (which moves the point of aim) and "head" recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.]] | ||
+ | [[File:PhantomForces DEagleXIX reload.jpg|600px|thumb|none|Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.]] | ||
+ | |||
+ | ===Desert Eagle Police Carbine=== | ||
+ | Equipping the Desert Eagle Mark XIX with the "Police Barrel" and "Police Stock" mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly "what-if" affair. | ||
+ | [[File:DesertEaglePoliceCarbine.jpg|thumb|none|450px|Desert Eagle Mark I Police Carbine - .357 Magnum]] | ||
+ | [[File:PhantomForces DEagleXIX PoliceCarbine.jpg|600px|thumb|none|The Desert Eagle Mark XIX Police Carbine as it appears in-game.]] | ||
==Intratec TEC-DC9== | ==Intratec TEC-DC9== | ||
− | The [[Intratec TEC-DC9]] appears as the "TEC-9", | + | The [[Intratec TEC-DC9]] appears both as the fully-automatic "TEC-9", which was added during the game's Alpha, and as the semi-auto only "KG-99", which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver. |
− | The | + | The "TEC-9" holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the "TEC-9" has very high recoil, with the weapon's point of aim "walking" uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the [[Interdynamic KG-9]]. |
− | [[File:Tec-DC9.jpg|thumb|none | + | [[File:Tec-DC9.jpg|350px|thumb|none|Intratec TEC-DC9 - 9x19mm Parabellum]] |
− | [[File: | + | [[File:PhantomForces TEC9 modelview.jpg|600px|thumb|none|''A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.'']] |
− | + | [[File:Interdynamic MP-9.jpg|350px|thumb|none|Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm]] | |
− | ===TEC-9 Mini=== | + | [[File:PhantomForces TEC9 modelmods.jpg|600px|thumb|none|The TEC-DC9 (as the "TEC-9") fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine.]] |
− | The "Short Barrel" | + | [[File:PhantomForces TEC9 hipfire.jpg|600px|thumb|none|Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map.]] |
− | [[File: | + | [[File:PhantomForces TEC9 leftside.jpg|600px|thumb|none|Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market.]] |
+ | [[File:PhantomForces TEC9 rightside.jpg|600px|thumb|none|The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes.]] | ||
+ | [[File:PhantomForces TEC9 ADS.jpg|600px|thumb|none|Aiming down the DC9's simple iron sights.]] | ||
+ | [[File:PhantomForces TEC9 ADS2.jpg|600px|thumb|none|The alternate aim mode of the "TEC-9".]] | ||
+ | [[File:PhantomForces TEC9 firing.jpg|600px|thumb|none|Firing the fully-automatic machine pistol. As one could expect, the recoil is intense.]] | ||
+ | ===Intratec TEC-9 Mini=== | ||
+ | The TEC-9 can be turned into an [[Intratec TEC-9 Mini]] via the "Short Barrel" attachment. | ||
+ | [[File:TEC-9Mini.jpg|350px|thumb|none|Intratec TEC-9 Mini - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces TEC9 mini.jpg|600px|thumb|none|The "TEC-9" with the "Short Barrel" attachment, which resembles the TEC-9 Mini.]] | ||
+ | ==="KG-99"=== | ||
+ | The "KG-99" is a semi-automatic version of the "TEC-9". Although considered a separate weapon from the TEC-9, the model is identical, except for using a different texture and the TEC-9 Mini "Short Barrel" being default. It deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The "KG-99" is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the "TEC-9", it can be fitted with a "Long Barrel" mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock. | ||
+ | [[File:PhantomForces KG99 model.jpg|600px|thumb|none|''A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.'']] | ||
+ | [[File:PhantomForces KG99 modelmods.jpg|600px|thumb|none|The "KG-99" as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock.]] | ||
+ | [[File:PhantomForces KG99 hipfire.jpg|600px|thumb|none|Holding the "KG-99" at the hip.]] | ||
+ | [[File:PhantomForces KG99 leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]] | ||
+ | [[File:PhantomForces KG99 rightside.jpg|600px|thumb|none|The other side.]] | ||
+ | [[File:PhantomForces KG99 ADS2.jpg|600px|thumb|none|The KG-99 in its natural habitat.]] | ||
+ | [[File:PhantomForces KG99 reload1.jpg|600px|thumb|none|Removing an empty magazine from the KG-99.]] | ||
+ | [[File:PhantomForces KG99 reload2.jpg|600px|thumb|none|Inserting a new magazine.]] | ||
+ | [[File:PhantomForces KG99 reload3.jpg|600px|thumb|none|Releasing the bolt.]] | ||
==LAR Grizzly Mark V== | ==LAR Grizzly Mark V== | ||
− | The | + | The [[LAR Grizzly Pistol|LAR Grizzly Mark V Pistol]] in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the "Grizzly", this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon "LAR" slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions. |
[[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]] | [[File:Grizzly_MkV.jpg|thumb|none|350px|LAR Grizzly Mark V - .50 AE]] | ||
+ | [[File:PhantomForces Grizzly model.jpg|600px|thumb|none|''A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.''']] | ||
+ | [[File:LARGrizzly Mk1ls.jpg|350px|thumb|none|LAR Grizzly Mark I Long Slide - .45 Win Mag]] | ||
+ | [[File:PhantomForces Grizzly modelmods.jpg|600px|thumb|none|The Grizzly Mark V with the Mark I's extended slide and barrel.]] | ||
+ | [[File:PhantomForces Grizzly hiphold.jpg|600px|thumb|none|Holding the Grizzly at the hip and looking out towards the horizon.]] | ||
+ | [[File:PhantomForces Grizzly leftside.jpg|600px|thumb|none|Inspecting the left side of the handgun.]] | ||
+ | [[File:PhantomForces Grizzly rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces Grizzly ADS.jpg|600px|thumb|none|Aiming down the Grizzly's unique yellow luminous sights.]] | ||
+ | [[File:PhantomForces Grizzly ADS2.jpg|600px|thumb|none|The alternate ADS view.]] | ||
+ | [[File:PhantomForces Grizzly firing.jpg|600px|thumb|none|Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.]] | ||
+ | [[File:PhantomForces Grizzly reload1.jpg|600px|thumb|none|Removing an empty magazine.]] | ||
+ | [[File:PhantomForces Grizzly reload2.jpg|600px|thumb|none|Inserting a fresh 7-round magazine.]] | ||
+ | [[File:PhantomForces Grizzly reload3.jpg|600px|thumb|none|Pulling back (and releasing) the slide.]] | ||
==Laugo Alien== | ==Laugo Alien== | ||
− | The [[Laugo Alien]] is unlocked at rank 179. | + | The [[Laugo Alien]] was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with "RIPLEY" supplanting the "ALIEN" writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's ''[[Alien]]''. As with other competition or target-shooting weapons in ''Phantom Forces'', the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique "Olympic Target Sight" low-magnification optic as a free modification. |
[[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]] | [[File:Laugo_Alien_Pistol.jpg|thumb|none|350px|Laugo Alien - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces Alien model.jpg|600px|thumb|none|''A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.'']] | ||
+ | [[File:PhantomForces Alien modelmods.jpg|600px|thumb|none|The Laugo Alien with the unique "Olympian Target Sight" mod.]] | ||
+ | [[File:PhantomForces Alien hiphold.jpg|600px|thumb|none|Holding the Laugo Alien.]] | ||
+ | [[File:PhantomForces Alien leftside.jpg|600px|thumb|none|The left side of the strange Czech handgun.]] | ||
+ | [[File:PhantomForces Alien rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces Alien ADS.jpg|600px|thumb|none|Aiming down the Alien's sights.]] | ||
+ | [[File:PhantomForces Alien ADS2.jpg|600px|thumb|none|Not aiming down the sights.]] | ||
+ | [[File:PhantomForces Alien firing.jpg|600px|thumb|none|Firing the Alien. The reciprocating slide and stationary top strap can be seen.]] | ||
+ | [[File:PhantomForces Alien reload1.jpg|600px|thumb|none|Removing an empty 17-round magazine from the Alien.]] | ||
+ | [[File:PhantomForces Alien reload2.jpg|600px|thumb|none|Inserting a fresh magazine.]] | ||
+ | [[File:PhantomForces Alien reload3.jpg|600px|thumb|none|Releasing the slide.]] | ||
+ | [[File:PhantomForces Alien hipholdmods.jpg|600px|thumb|none|First-person view of the Laugo Alien with its bespoke "Olympic Target Sight".]] | ||
+ | [[File:PhantomForces Alien ADSscope.jpg|600px|thumb|none|Looking through the sight.]] | ||
==Makarov PB== | ==Makarov PB== | ||
− | The [[Makarov PB]] is the first and only integrally-suppressed pistol in the | + | The [[Makarov PB]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or "Izhevsk PB", as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in ''Phantom Forces''. The PB's safety is always in the "safe" position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters. |
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed. | Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed. | ||
[[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]] | [[Image:Pb-1.jpg|thumb|none|350px|Makarov PB with secondary suppressor - 9x18mm Makarov]] | ||
+ | [[File:PhantomForces PB model.jpg|600px|thumb|none|''A small Soviet-era integrally suppressed variant of the Makarov PM made by the [[Izhevsk Mechanical Plant]]. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.'']] | ||
+ | [[File:PhantomForces PB model12round.jpg|600px|thumb|none|The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.]] | ||
+ | [[File:PhantomForces PB drum.jpg|600px|thumb|none|The PB with an 84-round drum magazine, which only holds 80 rounds in-game.]] | ||
+ | [[File:PhantomForces PB hiphold.jpg|600px|thumb|none|Irresponsibly standing on top of a shipping crate, the player holds the PB.]] | ||
+ | [[File:PhantomForces PB leftside.jpg|600px|thumb|none|The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.]] | ||
+ | [[File:PhantomForces PB rightside.jpg|600px|thumb|none|The other side.]] | ||
+ | [[File:PhantomForces PB ADS.jpg|600px|thumb|none|Aiming down the PB's iron sights, which feature a luminous front post for dark environments.]] | ||
+ | [[File:PhantomForces PB ADS2.jpg|600px|thumb|none|The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.]] | ||
+ | [[File:PhantomForces PB firing.jpg|600px|thumb|none|Firing the whisper-quiet pistol.]] | ||
+ | [[File:PhantomForces PB reload1.jpg|600px|thumb|none|Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.]] | ||
+ | [[File:PhantomForces PB reload2.jpg|600px|thumb|none|Inserting a fresh (seemingly empty) magazine.]] | ||
+ | [[File:PhantomForces PB reload3.jpg|600px|thumb|none|Pressing the slide release to cap off the reloading process.]] | ||
==Makarov PM== | ==Makarov PM== | ||
− | The [[Makarov PM]] is unlocked at rank 92. The in-game weapon has a longer barrel, a feature seen on Canadian import models. Like the | + | The [[Makarov PM]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long "Extended Barrel" modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range. |
[[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]] | [[File:Baikal-442.jpg|thumb|none|350px|Baikal-442 (Canadian import version) - 9x18mm Makarov]] | ||
+ | [[File:PhantomForces PM model.jpg|600px|thumb|none|''A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.'']] | ||
+ | [[File:PhantomForces PM model12round.jpg|600px|thumb|none|The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.]] | ||
+ | [[File:Makarovdrum.jpg|350px|thumb|none|Makarov PM with 84-round drum magazine - 9x18mm Makarov]] | ||
+ | [[File:PhantomForces PM modeldrum.jpg|600px|thumb|none|The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.]] | ||
+ | [[File:PhantomForces PM hiphold.jpg|600px|thumb|none|First-person view of the PM at the player's hip.]] | ||
+ | [[File:PhantomForces PM leftside.jpg|600px|thumb|none|Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the "safe" position.]] | ||
+ | [[File:PhantomForces PM rightside.jpg|600px|thumb|none|The other side.]] | ||
+ | [[File:PhantomForces PM ADS.jpg|600px|thumb|none|Aiming down the PM's iron sights.]] | ||
+ | [[File:PhantomForces PM ADS2.jpg|600px|thumb|none|Aiming the pistol sideways, the player channels their inner Russian gangster.]] | ||
+ | [[File:PhantomForces PM firing.jpg|600px|thumb|none|Firing the Makarov.]] | ||
+ | [[File:PhantomForces PM reload1.jpg|600px|thumb|none|Inserting a fresh Makarov magazine after tossing away the old one.]] | ||
+ | [[File:PhantomForces PM reload2.jpg|600px|thumb|none|Releasing the slide.]] | ||
− | ==MBA Gyrojet Pistol== | + | ==MBA Gyrojet Pistol Mark I== |
− | The [[Gyrojet]] Mark I rocket pistol is unlocked at rank 122. It | + | The [[MBA Gyrojet]] Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification. |
[[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]] | [[File:Gyrojetpistol.jpg|thumb|none|350px|Gyrojet Pistol Mark 1 Model B - 13mm]] | ||
+ | [[File:PhantomForces GyrojetPistol model.jpg|600px|thumb|none|''A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.'']] | ||
+ | [[File:PhantomForces GyrojetPistol modellong.jpg|600px|thumb|none|The Gyrojet Mark I with the "long barrel" modification installed, which improves accuracy and ranged performance.]] | ||
+ | [[File:Gyrojet Snub Nosed.jpg|350px|thumb|none|Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm]] | ||
+ | [[File:PhantomForces GyrojetPistol modelshort.jpg|600px|thumb|none|The Gyrojet Mark I with the "short barrel" modification.]] | ||
+ | [[File:PhantomForces GyrojetPistol hiphold.jpg|600px|thumb|none|Holding the curious rocket-firing pistol at the hip.]] | ||
+ | [[File:PhantomForces GyrojetPistol leftside.jpg|600px|thumb|none|The left side of the Gyrojet pistol.]] | ||
+ | [[File:PhantomForces GyrojetPistol rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces GyrojetPistol ADS.jpg|600px|thumb|none|Aiming down the pistol's rather barebones iron sights.]] | ||
+ | [[File:PhantomForces GyrojetPistol ADS2.jpg|600px|thumb|none|The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.]] | ||
+ | [[File:PhantomForces GyrojetPistol firing.jpg|600px|thumb|none|Firing the pistol.]] | ||
+ | [[File:PhantomForces GyrojetPistol reload1.jpg|600px|thumb|none|Reloading the Gyrojet begins by pulling the top of the weapon.]] | ||
+ | [[File:PhantomForces GyrojetPistol reload2.jpg|600px|thumb|none|Inserting new rockets into the gun, one at a time.]] | ||
+ | [[File:PhantomForces GyrojetPistol reload3.jpg|600px|thumb|none|Pushing the weapon's slide closed completes the reloading process.]] | ||
+ | |||
+ | ===MBA Gyrojet Pistol Mark II=== | ||
+ | Equipping the Gyrojet Mark I pistol with the "12mm Rockets" attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets but deal less damage. | ||
+ | [[File:MBAGyrojetMarkII.jpg|350px|thumb|none|Gyrojet Pistol Mark II - 12mm]] | ||
+ | [[File:PhantomForces GyrojetPistol markII.jpg|600px|thumb|none|The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).]] | ||
==RARAN 1130== | ==RARAN 1130== | ||
− | The | + | The one-off [[RARAN 1130]] was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the "RAMA 1130", a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds. |
[[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]] | [[File:Makarov1130.jpg|thumb|none|350px|RARAN 1130 - 9x18mm Makarov]] | ||
[[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]] | [[File:Makarovdrum.jpg|thumb|none|350px|Makarov PM with 84 round drum magazine - 9x18mm Makarov]] | ||
+ | [[File:PhantomForces RARAN model.jpg|600px|thumb|none|''A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.'']] | ||
+ | [[File:PhantomForces RARAN modelmods.jpg|600px|thumb|none|The RARAN 1130 with a ''very'' long extended barrel and converted to fire .380 ACP.]] | ||
+ | [[File:PhantomForces RARAN hiphold.jpg|600px|thumb|none|Holding the RARAN 1130 on Ravod 911.]] | ||
+ | [[File:PhantomForces RARAN leftside.jpg|600px|thumb|none|Inspecting the left side of the brick-shaped Makarov.]] | ||
+ | [[File:PhantomForces RARAN rightside.jpg|600px|thumb|none|The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.]] | ||
+ | [[File:PhantomForces RARAN ADS.jpg|600px|thumb|none|Aiming down the RARAN's iron sights, which are simple yet functional.]] | ||
+ | [[File:PhantomForces RARAN ADS2.jpg|600px|thumb|none|One-handing the one-off prototype.]] | ||
+ | [[File:PhantomForces RARAN firing.jpg|600px|thumb|none|Firing a spray of 9x18mm Makarov.]] | ||
+ | [[File:PhantomForces RARAN reload1.jpg|600px|thumb|none|Removing an empty drum magazine.]] | ||
+ | [[File:PhantomForces RARAN reload2.jpg|600px|thumb|none|Inserting a fresh drum.]] | ||
+ | [[File:PhantomForces RARAN reload3.jpg|600px|thumb|none|Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM.]] | ||
==Serbu GB-22== | ==Serbu GB-22== | ||
− | The [[Serbu GB-22]] is unlocked at rank 99. | + | The [[Serbu GB-22]] was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's ''other'' .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon. |
− | The | + | The GB-22's unique modifications include a "Cut-down Barrel" and lengthened "Sporting Barrel" as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the "blaster" in "ghetto blaster" by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge "minishells", which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon. |
[[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]] | [[File:Serbugb22.jpg|thumb|none|350px|Serbu GB-22 with red dot sight and grips - .22 LR]] | ||
+ | [[File:PhantomForces GB-22 model.jpg|600px|thumb|none|''A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.'']] | ||
+ | [[File:PhantomForces GB-22 modelcutdown.jpg|600px|thumb|none|The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.]] | ||
+ | [[File:PhantomForces GB-22 modellongbarrel.jpg|600px|thumb|none|The GB-22 with the extremely long "Sporting Barrel". Needless to say, a homemade gun is the exact opposite of a sporting weapon.]] | ||
+ | [[File:PhantomForces GB-22 hiphold.jpg|600px|thumb|none|Holding the handmade gun at the hip.]] | ||
+ | [[File:PhantomForces GB-22 leftside.jpg|600px|thumb|none|Inspecting the left side of the GB-22.]] | ||
+ | [[File:PhantomForces GB-22 rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces GB-22 ADS.jpg|600px|thumb|none|Aiming the GB-22. Although pretty much every iron sight in ''Phantom Forces'' has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.]] | ||
+ | [[File:PhantomForces GB-22 ADS2.jpg|600px|thumb|none|The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.]] | ||
+ | [[File:PhantomForces GB-22 firing.jpg|600px|thumb|none|Firing the GB-22.]] | ||
+ | [[File:PhantomForces GB-22 reload1.jpg|600px|thumb|none|Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).]] | ||
+ | [[File:PhantomForces GB-22 reload2.jpg|600px|thumb|none|Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.]] | ||
+ | [[File:PhantomForces GB-10.jpg|600px|thumb|none|The GB-22 with the 10mm Auto conversion, which the game takes to calling the "GB-10".]] | ||
+ | [[File:PhantomForces GB-50.jpg|600px|thumb|none|The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional "GB-50".]] | ||
+ | [[File:PhantomForces GB-12 .jpg|600px|thumb|none|The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The "GB-12" is as powerful as it is unrealistic.]] | ||
+ | [[File:PhantomForces GB-12.jpg|600px|thumb|none|Firing the "GB-12", which is the only ammo conversion to change the color or behavior of the bullets and their tracers.]] | ||
+ | |||
+ | ==SIG-Sauer P320-M17== | ||
+ | A [[SIG-Sauer P320-M17]] (identifiable as such due to the rear sight) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13, called the "M17". As with other military-issue pistols, the M17 is an all-rounder. It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment. | ||
+ | [[File:P320-M17.jpg|350px|thumb|none|SIG-Sauer P320-M17 with 21-round magazine - 9x19mm]] | ||
+ | [[File:PhantomForces M17 model.jpg|600px|thumb|none|''A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. [[Call of Duty: Modern Warfare (2019)|We get dirty, and the world stays clean. That's the mission.]]'']] | ||
+ | [[File:PhantomForces M17 modelmods.jpg|600px|thumb|none|The M17 with the 21-round extended magazine equipped.]] | ||
+ | [[File:PhantomForces M17 hiphold.jpg|600px|thumb|none|Holding the M17 at the hip.]] | ||
+ | [[File:PhantomForces M17 leftside.jpg|600px|thumb|none|Inspecting the M17, beginning with the left side...]] | ||
+ | [[File:PhantomForces M17 rightside.jpg|600px|thumb|none|...and continuing with the top...]] | ||
+ | [[File:PhantomForces M17 brasscheck.jpg|600px|thumb|none|...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.]] | ||
+ | [[File:PhantomForces M17 ADS1.jpg|600px|thumb|none|Looking down the M17's iron sights, which are very reminiscent of the M9's.]] | ||
+ | [[File:PhantomForces M17 ADS2.jpg|600px|thumb|none|And you'd ''bet'' we have to one-hand it!]] | ||
+ | [[File:PhantomForces M17 reload.jpg|600px|thumb|none|Reloading.]] | ||
==Springfield Armory M1911-A2 SASS== | ==Springfield Armory M1911-A2 SASS== | ||
− | The [[ | + | The [[Springfield Armory M1911-A2 SASS]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an "Other" secondary weapon and known as the "SASS 308" in-game, it is chambered in .308 Winchester and is fitted with a 14.9" barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75" barrel. The M1911-A2 SASS is a powerful "pocket sniper", with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads. |
− | [[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS - .308 Winchester]] | + | [[File:Springfieldsass.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS with 14.9" barrel - .308 Winchester]] |
+ | [[File:PhantomForces SASS model.jpg|600px|thumb|none|''A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.'']] | ||
+ | [[File:LEON-M1911A1SCREENUSED.jpg|thumb|none|350px|Springfield Armory M1911-A2 SASS with 10.75" barrel]] | ||
+ | [[File:PhantomForces SASS modelmods.jpg|600px|thumb|none|The M1911-A2 SASS with the 10.75" "Light Barrel" mod equipped.]] | ||
+ | [[File:PhantomForces SASS hiphold.jpg|600px|thumb|none|Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building.]] | ||
+ | [[File:PhantomForces SASS leftside.jpg|600px|thumb|none|Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo.]] | ||
+ | [[File:PhantomForces SASS rightside.jpg|600px|thumb|none|The right side. The weapon bears a prominent "Stylis Armory USA" marking.]] | ||
+ | [[File:PhantomForces SASS ADS.jpg|600px|thumb|none|Aiming down the single-shot handgun's target sights.]] | ||
+ | [[File:PhantomForces SASS ADS2.jpg|600px|thumb|none|Foregoing the SASS' accurate irons in favor of a more relaxed "point towards enemy" approach. What could go wrong?]] | ||
+ | [[File:PhantomForces SASS reload1.jpg|600px|thumb|none|Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.]] | ||
+ | [[File:PhantomForces SASS reload2.jpg|600px|thumb|none|Inserting a fresh round of .308 Winchester.]] | ||
+ | [[File:PhantomForces SASS reload3.jpg|600px|thumb|none|Snapping the gun closed.]] | ||
==STI DVC Tactical 2011== | ==STI DVC Tactical 2011== | ||
− | + | The [[STI 1911 Series|STI DVC Tactical 2011]] was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the "M2011" in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms "Rifle-ette" stock, which can also be fitted to the AF2011-A1. | |
[[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]] | [[File:DVC-Tactical-2.jpg|thumb|none|350px|STI DVC Tactical 2011 - .45 ACP]] | ||
+ | [[File:PhantomForces M2011 model.jpg|600px|thumb|none|''A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.'']] | ||
+ | [[File:1911 MultiShotKit.jpg|350px|thumb|none|M1911A1 with Monarch Arms "Rifle-ette" stock and extended magazine - .45 ACP]] | ||
+ | [[File:PhantomForces M2011 modelmods.jpg|600px|thumb|none|The STI DVC Tactical 2011 with an extended barrel and Monarch Arms "Rifle-ette" stock.]] | ||
+ | [[File:PhantomForces M2011 hiphold.jpg|600px|thumb|none|Holding the colorful 1911-derived pistol at the hip.]] | ||
+ | [[File:PhantomForces M2011 rightside.jpg|600px|thumb|none|Inspecting the handgun, starting with the right side.]] | ||
+ | [[File:PhantomForces M2011 leftside.jpg|600px|thumb|none|Taking a look at the left side (and the magazine).]] | ||
+ | [[File:PhantomForces M2011 brasscheck.jpg|600px|thumb|none|Performing a brass check on the 2011 while making use of the aftermarket slide handle.]] | ||
+ | [[File:PhantomForces M2011 ADS.jpg|600px|thumb|none|Aiming down the 2011's brightly-colored iron sights.]] | ||
+ | [[File:PhantomForces M2011 ADS2.jpg|600px|thumb|none|Roleplaying (poorly) as an Olympic target shooter.]] | ||
+ | [[File:PhantomForces M2011 firing.jpg|600px|thumb|none|Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.]] | ||
+ | [[File:PhantomForces M2011 reload1.jpg|600px|thumb|none|The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.]] | ||
+ | [[File:PhantomForces M2011 reload2.jpg|600px|thumb|none|Inserting a fresh magazine is the next step, surprisingly.]] | ||
+ | [[File:PhantomForces M2011 reload3.jpg|600px|thumb|none|''Hey, if I paid for the handle, I'm using the handle! No exceptions.'']] | ||
==USFA ZiP .22== | ==USFA ZiP .22== | ||
− | The [[USFA ZiP .22]] is unlocked at rank 61 | + | The [[USFA ZiP .22]] was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the "ZIP 22", it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as "Pro Mags" in-game), which provide a welcome increase in magazine size, and ".22 Ratshot" ammunition, which transforms the pistol into a compact "shotgun" of questionable utility. |
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[[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]] | [[File:USFA Zip Gun No Magazine.jpg|thumb|350px|none|USFA ZiP .22 with magazine removed - .22 LR]] | ||
− | [[File: | + | [[File:PhantomForces ZiP22 modelview.jpg|600px|thumb|none|''A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.'']] |
− | [[File: | + | [[File:USFA ZiP22 Stock.jpg|350px|thumb|none|USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR]] |
+ | [[File:PhantomForces ZiP22 stock.jpg|600px|thumb|none|The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic "Full Ring Sight" iron sights equipped.]] | ||
+ | [[File:PhantomForces ZiP22 drummag.jpg|600px|thumb|none|The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped.]] | ||
+ | [[File:PhantomForces ZiP22 hiphold.jpg|600px|thumb|none|Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently.]] | ||
+ | [[File:PhantomForces ZiP22 leftside.jpg|600px|thumb|none|Inspecting the left side of the boxy pistol.]] | ||
+ | [[File:PhantomForces ZiP22 rightside.jpg|600px|thumb|none|The right side, which gives a good view of the weapon's ejection port.]] | ||
+ | [[File:PhantomForces ZiP22 ADS.jpg|600px|thumb|none|Aiming down the ZiP .22's iron sights.]] | ||
+ | [[File:PhantomForces ZiP22 ADS2.jpg|600px|thumb|none|One-handing the pistol.]] | ||
+ | [[File:PhantomForces ZiP22 firing .jpg|600px|thumb|none|Firing the ZiP .22.]] | ||
+ | [[File:PhantomForces ZiP22 reload1.jpg|600px|thumb|none|Removing an (untextured) empty magazine from the ZiP .22.]] | ||
+ | [[File:PhantomForces ZiP22 reload2.jpg|600px|thumb|none|Inserting a new 10-round box.]] | ||
+ | [[File:PhantomForces ZiP22 reload3.jpg|600px|thumb|none|Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety!]] | ||
+ | [[File:PhantomForces ZiP22 ratshot.jpg|600px|thumb|none|Firing the ZiP .22 with the "Ratshot" mod equipped. Note the black tracers.]] | ||
==Walther GSP Expert== | ==Walther GSP Expert== | ||
− | The [[Walther GSP Expert]] is unlocked at rank 131. | + | The [[Walther GSP Expert]] was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith & Wesson Long conversion which doubles ammo capacity and provides more conventional pistol performance, and a .22 Ratshot conversion. |
− | [[File: | + | [[File:Walther_gsp_expert_32sw.jpg|thumb|none|350px|Walther GSP Expert - .32 S&W]] |
+ | [[File:PhantomForces GSP model.jpg|600px|thumb|none|''A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.'']] | ||
+ | [[File:PhantomForces GSP barrelweightmod.jpg|600px|thumb|none|The Walther GSP Expert with the "Barrel Weight" mod equipped.]] | ||
+ | [[File:PhantomForces GSPC.jpg|600px|thumb|none|The GSP converted to fire .32 S&W Long, complete with a 10-round magazine.]] | ||
+ | [[File:PhantomForces GSP hiphold.jpg|600px|thumb|none|The player holds the Walther GSP at the hip.]] | ||
+ | [[File:PhantomForces GSP leftside.jpg|600px|thumb|none|The left side of the target pistol.]] | ||
+ | [[File:PhantomForces GSP rightside.jpg|600px|thumb|none|The right side.]] | ||
+ | [[File:PhantomForces GSP ADS.jpg|600px|thumb|none|Aiming down the GSP's iron sights.]] | ||
+ | [[File:PhantomForces GSP ADS2.jpg|600px|thumb|none|The GSP's alternate aim mode, which is (refreshingly) ''not'' a gangsta-hold!]] | ||
+ | [[File:PhantomForces GSP reload1.jpg|600px|thumb|none|Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player.]] | ||
+ | [[File:PhantomForces GSP reload2.jpg|600px|thumb|none|Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine.]] | ||
+ | [[File:PhantomForces GSP ratshot1.jpg|600px|thumb|none|Firing a round from the GSP with the "GSP Ratshot" mod equipped.]] | ||
+ | [[File:PhantomForces GSP ratshot2.jpg|600px|thumb|none|Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray?]] | ||
=Revolvers= | =Revolvers= | ||
− | + | Revolvers make up their own category of secondary weapons in ''Phantom Forces'' and are available to all classes. Most revolvers have access to a "speedloader" modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads. | |
==Mateba Model 6 Unica== | ==Mateba Model 6 Unica== | ||
− | + | The [[Mateba Model 6 Unica]] was added in September 2018 as part of update 3.13.0 and is unlocked at rank 29. Appearing as the "Mateba 6", it is chambered in .44 Magnum and equipped with a 5" barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3" "Snubnose" barrel, an 8" "Cowboy" barrel, and .454 Casull ammunition which greatly increases damage and recoil but reduces firerate and range. | |
[[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5" barrel - .357 Magnum]] | [[File:matebamodel6_5inch.jpg|thumb|none|350px|Mateba Model 6 Unica, 5" barrel - .357 Magnum]] | ||
− | [[File:Mateba PhantomForces loadout.jpg| | + | [[File:Mateba PhantomForces loadout.jpg|601px|thumb|none|''An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil. |
− | [[File:Mateba PhantomForces | + | '']] |
− | [[File:Mateba PhantomForces ADS.jpg| | + | [[File:PhantomForces Mateba 3in.jpg|601px|thumb|none|The Model 6 Unica with the "Snubnose" attachment equipped, which gives the revolver a puny 3" barrel. More agile, but less effective at range.]] |
− | [[File:Mateba PhantomForces | + | [[File:PhantomForces Mateba 8in.jpg|600px|thumb|none|The Model 6 Unica with the 8" "Cowboy Barrel" modification attached. More damage at range, worse handling.]] |
− | [[File:Mateba PhantomForces | + | [[File:Mateba PhantomForces hip.jpg|601px|thumb|none|Holding the "Mateba 6" on the vertigo-inducing Elevation map.]] |
− | [[File:Mateba PhantomForces | + | [[File:Mateba PhantomForces inspect1.jpg|601px|thumb|none|Inspecting the left side of the Italian semi-automatic revolver.]] |
− | [[File:Mateba | + | [[File:Mateba PhantomForces inspect2.jpg|601px|thumb|none|No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire!]] |
− | + | [[File:Mateba PhantomForces ADS.jpg|601px|thumb|none|Aiming down the Unica's simple glow sights.]] | |
+ | [[File:PhantomForces Mateba firing.jpg|600px|thumb|none|Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers.]] | ||
+ | [[File:Mateba PhantomForces reload1.jpg|601px|thumb|none|Grabbing the cylinder of the revolver to swing it out for reloading.]] | ||
+ | [[File:Mateba PhantomForces reload2.jpg|601px|thumb|none|Smacking the Model 6's ejector.]] | ||
+ | [[File:PhantomForces Mateba reload3.jpg|600px|thumb|none|Inserting an invisible speedloader worth of .44 Magnum.]] | ||
+ | [[File:PhantomForces Mateba reload3alt.jpg|600px|thumb|none|Equipping the "Speedloader" attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged.]] | ||
+ | [[File:PhantomForces Mateba reload4.jpg|600px|thumb|none|Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best.]] | ||
==MP-412 REX== | ==MP-412 REX== | ||
− | The [[MP-412 REX]] | + | The [[MP-412 REX]] was added during the game's Alpha and is unlocked at rank 4. The REX features a 6" barrel in its default configuration, which is most likely a reference to the revolver's depiction in ''[[Battlefield: Bad Company 2]]'', and like other revolvers it incorrectly has the ability to mount a flash hider attachment, which would not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a "jack-of-all-trades" revolver with a high firerate and low minimum range. The REX has a few unique modifications, including a shoulder stock, "Snubnose", "Short", "Cowboy", "Carbine", and "Integral" barrels, the latter functioning as an integral suppressor (which apparently functions by greatly reducing tolerances and the cylinder gap) and renaming the gun to "Monarch". |
[[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]] | [[Image:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]] | ||
− | [[File: | + | [[File:PhantomForces REX model.jpg|600px|thumb|none|''A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.'']] |
+ | [[File:PhantomForces REX modelshort.jpg|600px|thumb|none|The REX with the 4" "Snubnose" barrel attachment, which emulates the revolver's real-life appearance.]] | ||
+ | [[File:PhantomForces REX modellong.jpg|600px|thumb|none|The MP-412's long barrel made ''even longer'' with the 8" "Cowboy Barrel" attachment.]] | ||
+ | [[File:PhantomForces REX hiphold.jpg|600px|thumb|none|Brandishing the REX while looking out towards the horizon.]] | ||
+ | [[File:PhantomForces REX leftside.jpg|600px|thumb|none|The left side of the Russian revolver.]] | ||
+ | [[File:PhantomForces REX rightside.jpg|600px|thumb|none|The right side. The weapon's long barrel is made very apparent.]] | ||
+ | [[File:PhantomForces REX ADS.jpg|600px|thumb|none|Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint.]] | ||
+ | [[File:PhantomForces REX firing.jpg|600px|thumb|none|Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast).]] | ||
+ | [[File:PhantomForces REX reload1.jpg|600px|thumb|none|Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened.]] | ||
+ | [[File:PhantomForces REX reload2.jpg|600px|thumb|none|Inserting an imaginary speedloader of .357 Magnum.]] | ||
+ | [[File:PhantomForces REX reload2alt.jpg|600px|thumb|none|When the "Speedloader" attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.]] | ||
+ | [[File:PhantomForces REX reload3.jpg|600px|thumb|none|Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media.]] | ||
==Remington 1858 New Army== | ==Remington 1858 New Army== | ||
− | + | The [[Remington 1858 New Army]] was added in January 2018 as part of update 3.4.0 and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3" barrel or an extended 12" barrel. It also features a ".36 Caliber" conversion, which transforms the pistol into the Remington 1858 Navy, and "Snakeshot" ammunition, which allows the 1858 to function as a compact scattergun. | |
− | + | [[File:Remington1858brassframe.jpeg|thumb|none|350px|Remington 1858 New Army with brass frame - .44 ball]] | |
− | The | + | [[File:PhantomForces 1858 model.jpg|600px|thumb|none|''A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.'']] |
− | + | [[File:1858 3 inch.jpg|350px|thumb|none|Remington 1858 New Army with 3" barrel - .44 ball]] | |
− | + | [[File:PhantomForces 1858 3inch.jpg|600px|thumb|none|The 1858 New Army with an almost comically short 3" barrel. Much faster to draw and aim but harder to use at range.]] | |
− | [[File: | + | [[File:1858 12 inch.jpg|350px|thumb|none|Remington 1858 New Army with 12" barrel - .44 ball]] |
+ | [[File:PhantomForces 1858 12inch.jpg|600px|thumb|none|The 1858 New Army with an extremely long 12" barrel. Better damage at range and improved muzzle velocity but worse handling.]] | ||
+ | [[File:PhantomForces 1858 hip.jpg|600px|thumb|none|Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.]] | ||
+ | [[File:PhantomForces 1858 leftside.jpg|600px|thumb|none|Taking a look at the left side of the black powder revolver.]] | ||
+ | [[File:PhantomForces 1858 rightside.jpg|600px|thumb|none|The other side.]] | ||
+ | [[File:PhantomForces 1858 ADS.jpg|600px|thumb|none|One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time.]] | ||
+ | [[File:PhantomForces 1858 ADS2.jpg|600px|thumb|none|The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.]] | ||
+ | [[File:PhantomForces 1858 cockhammer.jpg|600px|thumb|none|Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.]] | ||
+ | [[File:PhantomForces 1858 reload1.jpg|600px|thumb|none|Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.]] | ||
+ | [[File:PhantomForces 1858 reload2.jpg|600px|thumb|none|This allows them to flick away the empty cylinder.]] | ||
+ | [[File:PhantomForces 1858 reload3.jpg|600px|thumb|none|A new (full) cylinder is then inserted...]] | ||
+ | [[File:PhantomForces 1858 reload4.jpg|600px|thumb|none|...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).]] | ||
+ | ===Remington 1858 Navy=== | ||
+ | Equipping the 1858 New Army with the ".36 Caliber" ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage. | ||
+ | [[File:1858 Navy.jpg|350px|thumb|none|Remington 1858 Navy - .36 ball]] | ||
+ | [[File:PhantomForces 1858 Navy.jpg|600px|thumb|none|The Remington 1858 Navy as it appears in-game.]] | ||
==Ruger Redhawk== | ==Ruger Redhawk== | ||
− | The [[Ruger Redhawk]] | + | The [[Ruger Redhawk]] was added in June 2019 as part of update 4.5b and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7" "snubnose" barrel and a very long "cowboy barrel" modeled after the [[Smith & Wesson Model 629 Stealth Hunter]]'s barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's [[Knight's Armament Revolver Rifle]] model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only. |
− | [[Image: | + | [[Image:Redhawkhunter7.5.jpg|thumb|none|350px|Ruger Redhawk Hunter with scope ring cuts and a 7.5" barrel - .44 Magnum]] |
− | + | [[File:PhantomForces Redhawk model.jpg|600px|thumb|none|''A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.'']] | |
+ | [[File:Redhawksnub.jpg|350px|thumb|none|Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7" barrel - .357 Magnum]] | ||
+ | [[File:PhantomForces Redhawk modelsnub.jpg|600px|thumb|none|The snubnosed Redhawk as it appears in-game.]] | ||
+ | [[File:S&W M629 Stealth Hunter.jpg|350px|thumb|none|Smith & Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum]] | ||
+ | [[File:PhantomForces Redhawk longbarrel.jpg|600px|thumb|none|The Redhawk fitted with the 629 Stealth Hunter-inspired "cowboy barrel".]] | ||
+ | [[File:KACSRR Airsoft.jpg|450px|thumb|none|Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock]] | ||
+ | [[File:PhantomForces Redhawk stock.jpg|600px|thumb|none|The Redhawk with the "KAC Stock" and aforementioned long barrel equipped.]] | ||
+ | [[File:PhantomForces Redhawk hip.jpg|600px|thumb|none|First-person view of a player using the Redhawk.]] | ||
+ | [[File:PhantomForces Redhawk leftside.jpg|600px|thumb|none|Taking a look at the left side of the magnum revolver... ]] | ||
+ | [[File:PhantomForces Redhawk rightside.jpg|600px|thumb|none|...and the right side. ''Powerful enough to blow your head clean off...'']] | ||
+ | [[File:PhantomForces Redhawk ADS.jpg|600px|thumb|none|Aiming down the Redhawk's iron sights, which are rather clear.]] | ||
+ | [[File:PhantomForces Redhawk firing.jpg|600px|thumb|none|Putting a .44 caliber hole in the concrete across the way with the Redhawk.]] | ||
+ | [[File:PhantomForces Redhawk reload1.jpg|600px|thumb|none|After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver).]] | ||
+ | [[File:PhantomForces Redhawk reload2.jpg|600px|thumb|none|Smacking the ejector to free the spent casings.]] | ||
+ | [[File:PhantomForces Redhawk reload3.jpg|600px|thumb|none|Inserting a not-speedloader of fresh rounds.]] | ||
+ | [[File:PhantomForces Redhawk speedloader.jpg|600px|thumb|none|The speedloader reappears, courtesy of the "Speedloader" modification.]] | ||
+ | [[File:PhantomForces Redhawk reload4.jpg|600px|thumb|none|Flicking the cylinder closed.]] | ||
+ | [[File:PhantomForces Redhawk 45lc.jpg|600px|thumb|none|With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.]] | ||
==="Toy Gun"=== | ==="Toy Gun"=== | ||
The Redhawk model is also the basis for the "Toy Gun", a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver. | The Redhawk model is also the basis for the "Toy Gun", a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver. | ||
+ | [[File:PhantomForces ToyGun.jpg|350px|thumb|none|Official render of the Toy Gun as it appears in-game.]] | ||
==Taurus Judge== | ==Taurus Judge== | ||
− | The [[Taurus Judge]] is unlocked at rank 113 | + | The [[Taurus Judge]] was added in July 2019 as part of update 4.8.0 and is unlocked at rank 113. Firing .410 bore, the Judge is one of the few available shotgun secondary weapons in ''Phantom Forces'' (and the only true 'shotgun pistol', barring weapons such as the ZiP .22 or 1858 New Army that have shotgun-type ammunition conversions). It is a powerful backup weapon, dispersing 4 highly-damaging pellets per trigger-pull at a respectable 300 RPM. As one could expect, however, its poor damage at range and somewhat wide spread limit the Judge's effectiveness beyond close range. |
+ | |||
+ | As a shotgun, the Judge has access to flechette, birdshot, rubber pellets, and slug ammunition. It can also equip the "Taurus Stock" and "Taurus Barrel" mods, which are the shoulder stock and extended barrel/handguard of the [[Rossi Circuit Judge]] respectively, albeit made of a black polymer instead of carved wood. This means that the Rossi Circuit Judge technically appears 3 different times in ''Phantom Forces'': once by modifying the Judge, once by modifying the Raging Judge (which has access to the same pair of modifications), and once as a standalone primary weapon, the "Jury", which can be found in the Rifles & Carbines section of the page. | ||
[[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]] | [[Image:TaurusJudge.jpg|thumb|none|350px|Taurus Judge - .45 Long Colt/.410 Bore]] | ||
+ | [[File:PhantomForces Judge model.jpg|600px|thumb|none|''A compact Brazilian revolver firing .410 shotshells. High per-pellet damage with moderate spread and fast fire rate.'' ]] | ||
+ | [[file:Rossi Circuit Judge 1.jpg|thumb|350px|thumb|none|Rossi Circuit Judge - .410 Bore/.45 Colt]] | ||
+ | [[File:PhantomForces Judge carbine.jpg|600px|thumb|none|The Judge, now appearing in a much less compact form. It appears extremely similar to the reference image, except with polymer furniture instead of wood.]] | ||
+ | [[File:PhantomForces Judge hip.jpg|600px|thumb|none|The player finds themselves armed with the Judge at the top of a very tall building. ]] | ||
+ | [[File:PhantomForces Judge left.jpg|600px|thumb|none|Inspecting the left side of the almost cartoonishly-proportioned revolver. ]] | ||
+ | [[File:PhantomForces Judge right.jpg|600px|thumb|none|The right side. ]] | ||
+ | [[File:PhantomForces Judge ADS.jpg|600px|thumb|none|Aiming the Judge towards the horizon. It (the handgun, not the horizon) features an unusual purple front post, for no other reason than that it looks cool.]] | ||
+ | [[File:PhantomForces Judge reload1.jpg|600px|thumb|none|Swinging the cylinder of the Judge out for reloading. Notably, the player does not appear to operate the cylinder release, which is incorrect.]] | ||
+ | [[File:PhantomForces Judge reload2.jpg|600px|thumb|none|An instant later, all 5 of the revolver's shotgun shells (fired or unfired) mysteriously vanish! With .410 prices being what they are, this is simply unacceptable.]] | ||
+ | [[File:PhantomForces Judge reload3.jpg|600px|thumb|none|Reloading the Judge is done by punching the now-empty cylinder repeatedly, with the animation implying that the player is inserting individual shells into the weapon. However, the player seems to insert all of the shells into the same chamber, which, safe to say, is not how revolvers work.]] | ||
+ | [[File:PhantomForces Judge reload4.jpg|600px|thumb|none|After having been suitably abused, the Judge relents, and 5 new .410 bore shells magically reappear in their proper places. Wonderful.]] | ||
+ | [[File:PhantomForces Judge reload5.jpg|600px|thumb|none|Not content to have left the revolver with just a black eye, the player gives the Judge some severe whiplash by flicking the its cylinder back into place.]] | ||
+ | [[File:PhantomForces Judge speedload2.jpg|600px|thumb|none|Using the "Speedloader" modification fixes many of the Judge's reloading flaws. For example, the player actually operates the ejector and visibly inserts all 5 shells into the cylinder.]] | ||
+ | [[File:PhantomForces Judge speedload1.jpg|600px|thumb|none|The freshly-sat shells can be seen in the cylinder when the player removes the empty speedloader. ]] | ||
==Taurus Raging Judge== | ==Taurus Raging Judge== | ||
− | The [[Taurus Raging Judge]] is unlocked at rank 137 | + | The [[Taurus Raging Judge]] was added in June 2019 as part of update 4.8.0 and is unlocked at rank 137. It is known as the "Executioner", which is a reference to the Raging Judge XXVIII's appearance in ''[[Call of Duty: Black Ops II]]''. The "Executioner" moniker also works to complete the idiom "judge, jury, and executioner" alongside the standard Judge and the "Jury" (the Rossi Circuit Judge). The Raging Judge fires .454 Casull rounds and can equip the "Taurus Stock", "Taurus Barrel", and speedloader unique mods. Comparable to the Desert Eagle XIX, the Raging Judge is the most powerful (and sluggish) revolver available, offering a single-shot kill at an impressive range at the cost of heavy recoil, poor handling, and low reserve ammunition. |
[[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]] | [[File:Taurus Raging Judge.jpg|thumb|none|350px|Taurus Raging Judge - .454 Casull]] | ||
+ | [[File:PhantomForces RagingJudge 1.jpg|600px|thumb|none|''A full-size Brazilian revolver, loaded with .454 Casull for incredible stopping power. Massive damage up close with a high headshot multiplier, with harsh recoil and slow recovery.'']] | ||
+ | [[file:Rossi Circuit Judge 1.jpg|thumb|350px|thumb|none|Rossi Circuit Judge - .410 Bore/.45 Colt]] | ||
+ | [[File:PhantomForces RagingJudge 2.jpg|600px|thumb|none|The Raging Judge transformed into a powerful (if unwieldy) revolver carbine. Note that, although the Rossi Circuit Judge is incapable of chambering of .454 Casull rounds (having been based on the standard .45 LC/.410 bore Judge), fitting the stock and barrel of one to a Raging Judge is technically possible and should not, at least in theory, cause any significant issues.]] | ||
+ | [[File:PhantomForces RagingJudge 3.jpg|600px|thumb|none|First-person view of a player holding the Raging Judge. ]] | ||
+ | [[File:PhantomForces RagingJudge 4.jpg|600px|thumb|none|Taking a look at the left side of the revolver. ]] | ||
+ | [[File:PhantomForces RagingJudge 5.jpg|600px|thumb|none|The right side. No massive surprises, as the handcannon is largely symmetrical. ]] | ||
+ | [[File:PhantomForces RagingJudge 6.jpg|600px|thumb|none|Aiming the Raging Judge. The purple front post seen on the standard Judge has been swapped for a boring (but sensible) red.]] | ||
+ | [[File:PhantomForces RagingJudge 7.jpg|600px|thumb|none|The Raging Judge is reloaded the same way as its shorter brother, which is to say that the revolver's cylinder is throttled repeatedly.]] | ||
+ | [[File:PhantomForces RagingJudge 8.jpg|600px|thumb|none|Ta-da! Six rounds of .454 Casull reappear in the cylinder after the gun has received enough punishment. ]] | ||
+ | [[File:PhantomForces RagingJudge 9.jpg|600px|thumb|none|Shoving an invisible speedloader of rounds (depicted incorrectly as shotgun shells) into the revolver. This animation is used when the player has the "Speedloader" modification unlocked, and it reloads the Raging Judge's entire cylinder at once in contrast to the default "one-at-a-time" method.]] | ||
+ | [[File:PhantomForces RagingJudge 10.jpg|600px|thumb|none|Flicking the revolver closed. This provides a good view of the Raging Judge's 6-round cylinder, a notable departure from the standard 5-shot Judge.]] | ||
=Submachine Guns= | =Submachine Guns= | ||
==ASMI== | ==ASMI== | ||
− | The [[ASMI]] is unlocked at rank 97. | + | The [[ASMI]] was added in May 2022 as part of update 5.7.3 and is unlocked at rank 97, marking the weapon's first known media appearance. The ASMI uses 33-round [[Glock]] magazines and is distinctive for being one of the few submachine guns to be classified as a secondary weapon, with the other being the [[PP-2000]]. Unlike other sidearms, it has access to most standard grip attachments (under the "Other" slot). It serves as a more versatile and controllable alternative to the game's machine pistols, although it has a slight bit of trouble scoring kills quickly. |
[[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]] | [[File:Asmi.jpg|thumb|none|450px|ASMI - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces ASMI (11).jpg|600px|thumb|none|''A Machine Pistol developed for the Indian Army, made with 3D printing technology as part of its construction. Possessing a relatively low rate of fire and low damage, however this is made up for it with a high magazine capacity and an above average headshot multiplier. Serving as a good jack-of-all-trades secondary.'']] | ||
+ | [[File:PhantomForces ASMI (12).jpg|600px|thumb|none|The ASMI's only unique modification, "Retract Stock", does as it says on the tin.]] | ||
+ | [[File:PhantomForces ASMI (1).jpg|600px|thumb|none|The player, on the outskirts of the sandy Desert Storm map, holds the ASMI. ]] | ||
+ | [[File:PhantomForces ASMI (2).jpg|600px|thumb|none|Taking a look at the left side of the modern Indian submachine gun... ]] | ||
+ | [[File:PhantomForces ASMI (3).jpg|600px|thumb|none|...followed by the right.]] | ||
+ | [[File:PhantomForces ASMI (4).jpg|600px|thumb|none|Looking down the ASMI's default irons. With a top-mounted Picainny rail, however, the possibilities for customization are practically endless!]] | ||
+ | [[File:PhantomForces ASMI (6).jpg|600px|thumb|none|Reloading the ASMI is a somewhat cumbersome process, especially without a round in the chamber. It begins, not unlike the [[MP5]], with the player locking the submachine gun's bolt to the rear. ]] | ||
+ | [[File:PhantomForces ASMI (7).jpg|600px|thumb|none|The empty magazine is then removed...]] | ||
+ | [[File:PhantomForces ASMI (8).jpg|600px|thumb|none|...and a fresh magazine, of the 33-round Glock variety, is then inserted. ]] | ||
+ | [[File:PhantomForces ASMI (9).jpg|600px|thumb|none|Finally, the bolt is pushed forwards. The taking of names can then continue as planned. ]] | ||
==Coharie Arms MP-10== | ==Coharie Arms MP-10== | ||
− | The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] is unlocked at rank 66. It has | + | The [[Special Weapons MP-10 and SP-10|Coharie Arms MP-10]] was added in March 2016 as part of update 0.7.0 and is unlocked at rank 66. It has the ability to fire in semi-automatic or full-auto (at 850 RPM), which is incorrect, as the MP-10 was produced exclusively as a civilian carbine (and is therefore semi-auto only). The MP-10 (known in-game as the "MP10", not to be confused with the [[Heckler & Koch MP5/10]]) is the only weapon in ''Phantom Forces'' to feature an integral flashlight, although many weapons have access to an underbarrel flashlight as a free modification, making this less of a boon than it may seem. With high minimum damage, low damage falloff, and a high rate of fire, the MP-10 is an especially potent weapon at range, in contrast to most other submachine guns. It is let down, however, by its sluggish reload and poor maximum damage. Unique modifications for the weapon include a 16" barrel and a "Flashlight Off" attachment. |
[[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]] | [[File:Coharie MP-10light.jpg|thumb|none|450px|Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces MP-10 1.jpg|600px|thumb|none|''A heavily customized MP5 with an integral flashlight. Decreased close range performance with improved ranged performance compared to the MP5.'']] | ||
+ | [[File:PhantomForces MP-10 3.jpg|600px|thumb|none|The MP-10 with the "Flashlight Off" mod installed. Three guesses as to what it does, and the first two don't count.]] | ||
+ | [[File:SP10 Carbine.jpg|450px|thumb|none|Special Weapons SP-10 with 16" barrel - 9x19mm Parabellum ]] | ||
+ | [[File:PhantomForces MP-10 2.jpg|600px|thumb|none|The MP-10 with the 16" "Long Barrel" modification installed. Unlike the reference image, the lugs from the short barrel are still visible, which is most likely an oversight. ]] | ||
+ | [[File:PhantomForces MP-10 4.jpg|600px|thumb|none|Where better to demonstrate the MP-10's flashlight than a dark basement. ]] | ||
+ | [[File:PhantomForces MP-10 5.jpg|600px|thumb|none|Taking a look at the left side of the weapon. ]] | ||
+ | [[File:PhantomForces MP-10 6.jpg|600px|thumb|none|The right side. ]] | ||
+ | [[File:PhantomForces MP-10 7.jpg|600px|thumb|none|Aiming down the sights. ]] | ||
+ | [[File:PhantomForces MP-10 8.jpg|600px|thumb|none|Firing a burst of 9mm Parabellum at the wall. ]] | ||
+ | [[File:PhantomForces MP-10 9.jpg|600px|thumb|none|Locking the MP-10's bolt to the rear. This is only done on an empty magazine, however, which would make tactical reloads exceedingly difficult. ]] | ||
+ | [[File:PhantomForces MP-10 10.jpg|600px|thumb|none|Dropping an empty magazine. ]] | ||
+ | [[File:PhantomForces MP-10 11.jpg|600px|thumb|none|Inserting a new magazine. ]] | ||
+ | [[File:PhantomForces MP-10 12.jpg|600px|thumb|none|Performing the iconic HK slap. ]] | ||
+ | |||
+ | ==Colt MARS== | ||
+ | The [[Colt MARS]] was added in December 2022 (replacing the Colt SMG's 5.56x30mm MARS attachment from earlier versions) as part of update 7.1.0 and is unlocked at rank 36. It has high armour penetration and muzzle velocity but suffers from high recoil and low range. It has access to a 9x30mm MARS conversion which improves close-quarters performance but worsens range and recoil even further, and reduces the magazine capacity to 28 rounds. | ||
+ | [[File:ColtMARS.jpg|thumb|none|450px|Colt MARS - 5.56x30mm MARS]] | ||
+ | [[File:PhantomForcesColtMARS.jpg|thumb|none|600px|''Colt-designed PDW from 1997 based on the AR platform firing the unique 5.56x30 Mini Assault Rifle System (MARS) Cartridge. Higher RPM and penetration with lower damage, coupled with high multipliers.'']] | ||
==Colt Model 633== | ==Colt Model 633== | ||
− | The [[Colt 9mm Submachine Gun|Colt Model 633]] | + | The [[Colt 9mm Submachine Gun|Colt Model 633]] was added in July 2016 as part of update 0.13.6 and is unlocked at rank 49. Before the June 4th 2020 update, it was incorrectly called the "Colt SMG 635". The Model 633 has a high firerate (1000 RPM), decent magazine size (32 rounds), and a speedy reload, making it a powerful SMG for close-quarters combat. Its high vertical recoil, however, makes sustained fire from the Colt SMG hard to keep on target, especially at longer ranges. The Colt SMG 633's collapsible stock can be retracted or removed (to improve walkspeed) or replaced with an [[M16]]-style fixed stock. |
[[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]] | [[File:Model 633 SMG DOE.jpg|thumb|none|450px|Colt Model 633 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces ColtSMG 1.jpg|600px|thumb|none|''An American PDW based on the standard AR-15 platform. Very high fire rate with a slightly larger magazine and strong recoil.'']] | ||
+ | [[File:PhantomForces ColtSMG 2.jpg|600px|thumb|none|Demonstrating the collapsible-ness (collapsibility?) of the Colt SMG's stock. ]] | ||
+ | [[File:PhantomForces ColtSMG 3.jpg|600px|thumb|none|The aftermath of deciding that having a usable stock is just too much to bother with.]] | ||
+ | [[File:PhantomForces ColtSMG 4.jpg|600px|thumb|none|The Colt SMG with the retro "Full Stock" mod equipped. ]] | ||
+ | [[File:PhantomForces ColtSMG 5.jpg|600px|thumb|none|Holding the Model 633 while inside a building on the Desert Storm map. While the weapon could be mistaken for a proper rifle from this angle...]] | ||
+ | [[File:PhantomForces ColtSMG 6.jpg|600px|thumb|none|...inspecting the weapon reveals the almost comical disparity between the SMG's magazine and magazine well. ]] | ||
+ | [[File:PhantomForces ColtSMG 7.jpg|600px|thumb|none|Admiring the weapon in this way also highlights its obnoxiously short barrel. If this were truly a rifle, as one may be forgiven for thinking, it would be very unpleasant to shoot.]] | ||
+ | [[File:PhantomForces ColtSMG 8.jpg|600px|thumb|none|Aiming down the submachine gun's iron sights, which are rather open and easy-to-read. ]] | ||
+ | [[File:PhantomForces ColtSMG 9.jpg|600px|thumb|none|Firing in full-auto. Note the significant muzzle rise. ]] | ||
+ | [[File:PhantomForces ColtSMG 10.jpg|600px|thumb|none|Reloading, as one tends to do. The old magazine is removed with a hearty one-handed flick of the gun. ]] | ||
+ | [[File:PhantomForces ColtSMG 11.jpg|600px|thumb|none|The player then slots a new magazine into place.]] | ||
+ | [[File:PhantomForces ColtSMG 12.jpg|600px|thumb|none|Pressing the bolt release. ]] | ||
===Colt Model 635=== | ===Colt Model 635=== | ||
− | The [[Colt 9mm | + | The "Long Barrel" attachment transforms the weapon into the [[Colt 9mm SMG|Colt Model 635]]. |
[[Image:Colt-9mm--SMG.jpg|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]] | [[Image:Colt-9mm--SMG.jpg|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces ColtSMG 635.jpg|600px|thumb|none|The Colt Model 635 as it appears in-game. ]] | ||
+ | |||
+ | ===Colt Model 639=== | ||
+ | The "Burst Grouping" attachment transforms the weapon into the [[Colt 9mm SMG|Colt Model 639]], which fires in three-round bursts instead of fully-automatic. The player is able to equip the Model 633 with this modification (and therefore change its name to "Colt SMG 639") without also equipping the "Long Barrel" attachment, which is technically incorrect. | ||
+ | [[Image:Colt-9mm--SMG.jpg|thumb|450px|none|Colt Model 635 - 9x19mm Parabellum. The Model 639 is externally identical to the Model 635, bar the "Burst" setting instead of "Auto" on the fire selector.]] | ||
+ | [[File:PhantomForces ColtSMG 639.jpg|600px|thumb|none|The Colt Model 639 as it appears in-game, kind of. For the true 639 experience, the "Long Barrel" modification must also be used. ]] | ||
==Daewoo K7== | ==Daewoo K7== | ||
− | The [[Daewoo K7]] is unlocked at rank 84. | + | The [[Daewoo K7]] was added in December 2020 as part of update 5.4.0 (Winter Update 2020) and is unlocked at rank 84. Known simply as the "K7", this SMG fires quickly (at 1100 RPM, to be exact), is integrally suppressed (although this limits its ability to use muzzle devices), and has the fastest reload speed in-class. The K7 lags behind in the damage department, however, and has the lowest muzzle velocity among all of the SMGs. It features one unique attachment, a 5.56x45mm conversion that essentially transforms the weapon into an integrally-suppressed [[Daewoo K1A]] rifle. |
+ | |||
[[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]] | [[File:DAEWOO K7.jpg|thumb|none|450px|Daewoo K7 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces K7 1.jpg|600px|thumb|none|''A South Korean SMG variant stemming from the K1A rifle. It has fast handling, a high firerate, and is very stable, however this stability is a tradeoff for its poor range performance... What do you mean you want to use muzzle devices on it?'']] | ||
+ | [[File:K1A stock extended.jpg|450px|thumb|none|Daewoo K1A with stock extended and 30-round magazine, for reference - 5.56x45mm]] | ||
+ | [[File:PhantomForces K7 2.jpg|600px|thumb|none|The K7 with the 5.56x45mm conversion equipped. Part SMG, part rifle!]] | ||
+ | [[File:PhantomForces K7 3.jpg|600px|thumb|none|The player takes a look at a corner of the Desert Storm map while holding the K7. ]] | ||
+ | [[File:PhantomForces K7 4.jpg|600px|thumb|none|Shifting their attention to their weapon, the player looks at the left side of the K7. ]] | ||
+ | [[File:PhantomForces K7 5.jpg|600px|thumb|none|The right side is soon to follow. ]] | ||
+ | [[File:PhantomForces K7 6.jpg|600px|thumb|none|A view down the K7's rather plesant irons. ]] | ||
+ | [[File:PhantomForces K7 7.jpg|600px|thumb|none|Painting the wall with lead. ]] | ||
+ | [[File:PhantomForces K7 8.jpg|600px|thumb|none|An all-too-short amount of time later and it's time to swap mags. ]] | ||
+ | [[File:PhantomForces K7 9.jpg|600px|thumb|none|Inserting a new magazine. ]] | ||
+ | [[File:PhantomForces K7 10.jpg|600px|thumb|none|Bringing a round into the chamber. ]] | ||
==FN P90 TR== | ==FN P90 TR== | ||
− | The [[FN P90 TR]] is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''. | + | The [[FN P90 TR]] was added during the game's alpha (as the "P90") and is unlocked at rank 24. Its firing sound is taken from ''[[Call of Duty 4: Modern Warfare]]'', and its reload sounds are from ''COD4'' and ''[[Counter-Strike: Global Offensive]]''. Possessing a high rate of fire, impressive magazine capacity, and, most notably, very high penetration, the P90 is extremely effective at taking down enemies at close range, especially if they are utilizing cover. Unique modifications for the P90 include 30-round magazines, which increase walkspeed, handling, and reload speed, and the 16" barrel of the [[FN PS90]], which increases damage at range and muzzle velocity but reduces close-range damage. |
[[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]] | [[Image:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]] | ||
− | [[File: | + | [[File:PhantomForces P90 1.jpg|600px|thumb|none|''A Belgian PDW with a unique magazine feed system and curious ergonomics. High magazine capacity and great wall penetration with moderate recoil and low damage.'']] |
+ | [[File:FN PS90 TR.jpg|450px|thumb|none|FN PS90 TR - FN 5.7x28mm ]] | ||
+ | [[File:PhantomForces P90 2.jpg|600px|thumb|none|The P90 TR with the "Long Barrel" mod equipped. The PS90 cosplay is, frankly, on point.]] | ||
+ | [[File:PhantomForces P90 3.jpg|600px|thumb|none|The player grasps their P90 while holding a raised position on the Desert Storm map. ]] | ||
+ | [[File:PhantomForces P90 4.jpg|600px|thumb|none|Obtaining a side-on view of the chunky PDW. ]] | ||
+ | [[File:PhantomForces P90 5.jpg|600px|thumb|none|Ditto. ]] | ||
+ | [[File:PhantomForces P90 6.jpg|600px|thumb|none|Spraying a high-velocity burst of 5.7mm rounds while aiming down the P90's irons. ]] | ||
+ | [[File:PhantomForces P90 7.jpg|600px|thumb|none|Many rounds later and it's time to reload. In this screenshot, the player removes the empty magazine. ]] | ||
+ | [[File:PhantomForces P90 8.jpg|600px|thumb|none|Slotting in a new magazine. ]] | ||
+ | [[File:PhantomForces P90 9.jpg|600px|thumb|none|Pulling back on the P90's unique forward-mounted charging handles. ]] | ||
==Heckler & Koch MP5A2== | ==Heckler & Koch MP5A2== | ||
− | The [[Heckler & Koch MP5A2]] is unlocked at rank 40 | + | The [[Heckler & Koch MP5A2]] was added in February 2016 as part of update 0.5.0 and is unlocked at rank 40. It is known simply as the "MP5" and serves as a versatile, modular submachine gun with an unusually high muzzle velocity. The MP5A2 can equip the extended barrel of the [[Heckler & Koch HK94]] as a unique mod and, alongside the rest of the MP5 family, lacks a kill requirement to equip the Hensoldt Z24 scope. |
[[Image:H&KMP5A2WideForearm.jpg|thumb|none|450px|Heckler & Koch MP5A2 - 9x19mm Parabellum]] | [[Image:H&KMP5A2WideForearm.jpg|thumb|none|450px|Heckler & Koch MP5A2 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces MP5 1.jpg|600px|thumb|none|''A German PDW with a roller-delayed blowback system. It is one of the most popular weapons in the world. Middle-of-the-road performance in every respect.'']] | ||
+ | [[File:HK 94A3.jpg|450px|thumb|none|Heckler & Koch HK94A2, for comparison - 9x19mm]] | ||
+ | [[File:PhantomForces MP5 2.jpg|600px|thumb|none|The MP5A2 with the "Long Barrel" modification equipped.]] | ||
+ | [[File:PhantomForces MP5 3.jpg|600px|thumb|none|The MP5A2 with the Hensoldt Z24 scope equipped. While not unique to the weapon, the scope can be equipped for free (as opposed to requiring a certain number of kills with the weapon to unlock) on all MP5 and G3-series weapons in ''Phantom Forces''.]] | ||
+ | [[File:PhantomForces MP5 4.jpg|600px|thumb|none|The player holds the MP5A2 as they scour the edges of the Desert Storm map.]] | ||
+ | [[File:PhantomForces MP5 5.jpg|600px|thumb|none|Having failed to spot an enemy, the player takes the time to inspect their submachine gun, starting with the left side...]] | ||
+ | [[File:PhantomForces MP5 6.jpg|600px|thumb|none|...and finishing with the right side.]] | ||
+ | [[File:PhantomForces MP5 7.jpg|600px|thumb|none|A view down the MP5A2's iron sights. Actual target notwithstanding, a little bit of target practice never hurts.]] | ||
+ | [[File:PhantomForces MP5 8.jpg|600px|thumb|none|Firing a spray of rounds, which (assuming the target is the ground) all hit their mark exactly.]] | ||
+ | [[File:PhantomForces MP5 9.jpg|600px|thumb|none|On an empty reload, the player will lock the MP5A2's bolt to the rear before removing the magazine. This is not done on a tactical reload, which (at the expense of preserving the round in the chamber) makes inserting a fresh magazine much harder.]] | ||
+ | [[File:PhantomForces MP5 10.jpg|600px|thumb|none|Afterwards, the player pulls the gun up and flicks it downwards, flinging away the empty magazine.]] | ||
+ | [[File:PhantomForces MP5 11.jpg|600px|thumb|none|A fresh magazine is then inserted...]] | ||
+ | [[File:PhantomForces MP5 12.jpg|600px|thumb|none|...and the bolt is battered home.]] | ||
+ | |||
+ | ===Heckler & Koch MP5A4=== | ||
+ | Equipping the "Burst Grouping" attachment for the MP5A2 transforms it into the [[Heckler & Koch MP5A4]], albeit without the ability to fire in full-auto. This also (somehow) increases the weapon's headshot damage and changes its damage profile to be more focused on close-quarters combat. | ||
+ | [[File:H&KMP5A4.jpg|450px|thumb|none|Heckler & Koch MP5A4 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces MP5A4.jpg|600px|thumb|none|The MP5A4 as it appears in-game. ]] | ||
==Heckler & Koch MP5K== | ==Heckler & Koch MP5K== | ||
− | The [[Heckler & Koch MP5K]] is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. The | + | The [[Heckler & Koch MP5K]] was added during the game's Alpha is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. As a default weapon, the MP5K is easy-to-use, possessing manageable recoil, high firerate, rapid reloads, and excellent walkspeed. The submachine gun's damage drops off fast at range, however, which limits its versatility on larger, more open maps. The MP5K has access to a few notable modifications, including the carbine-length barrel of the [[Heckler & Koch HK94]], the stock of the [[Heckler & Koch MP5K-PDW]], and free access to the Hensoldt Z24 optic. |
− | [[File:MP5K- | + | [[File:MP5KA3.jpg|thumb|none|350px|Heckler & Koch MP5K with Navy Trigger Group - 9x19mm Parabellum]] |
− | [[File: | + | [[File:Pfmp5k-1.jpg|thumb|none|600px|''A sub-compact version of the German MP5. Very lightweight with high fire rate, short range, and manageable recoil.'']] |
+ | [[File:HK94.jpg|450px|thumb|none|Heckler & Koch HK94A3 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces MP5K 2.jpg|600px|thumb|none|The MP5K with the "Long Barrel" of the HK94 equipped, which improves the weapon's damage at range. ]] | ||
+ | [[File:MP5K-PDWEarly.jpg|450px|thumb|none|Heckler & Koch MP5K with PDW-style stock to emulate the MP5K-PDW - 9x19mm. The real MP5K-PDW can be distinguished by its longer barrel and newer trigger group.]] | ||
+ | [[File:PhantomForces MP5K 3.jpg|600px|thumb|none|The MP5K with the MP5K-PDW stock equipped, which improves stability at the cost of mobility.]] | ||
+ | [[File:PhantomForces MP5K 3andahalf.jpg|600px|thumb|none|The MP5K with the Hensoldt Z24 scope equipped. Why you'd want to use such an optic on a stockless submachine gun is unknown.]] | ||
+ | [[File:PhantomForces MP5K 4.jpg|600px|thumb|none|The player holds their MP5K at the hip, eager to demonstrate that size isn't all that matters. ]] | ||
+ | [[File:PhantomForces MP5K 5.jpg|600px|thumb|none|Inspecting the left side of the compact death-dealer. ]] | ||
+ | [[File:PhantomForces MP5K 6.jpg|600px|thumb|none|The other side of the MP5K. ]] | ||
+ | [[File:PhantomForces MP5K 7.jpg|600px|thumb|none|The player (awkwardly) aims down the MP5K's iron sights. ]] | ||
+ | [[File:PhantomForces MP5K 8.jpg|600px|thumb|none|The MP5K's alternate aim mode has the player squint at their target while holding the SMG at the hip. Good thing this thing is loaded with tracers! ]] | ||
+ | [[File:PhantomForces MP5K 9.jpg|600px|thumb|none|Squeezing the trigger, which sends a flurry of 9mm rounds downrange (downbuilding?). ]] | ||
+ | [[File:PhantomForces MP5K 10.jpg|600px|thumb|none|30-odd rounds later and it's time to reload. The player, as with the other MP5s, locks the bolt open before removing the empty magazine.]] | ||
+ | [[File:PhantomForces MP5K 11.jpg|600px|thumb|none|Inserting a fresh magazine, a process that is made considerably more difficult on a tactical reload (which doesn't have the player open the bolt).]] | ||
+ | [[File:PhantomForces MP5K 12.jpg|600px|thumb|none|''If you're happy and you know it, slap your gun!'']] | ||
+ | |||
+ | ===Heckler & Koch MP5KA4=== | ||
+ | The [[Heckler & Koch MP5A4]] can be made by equipping the "Burst Grouping" mod on the MP5K. The MP5KA4 has a slightly higher firerate (924 > 900 RPM) and better torso multiplier (1.10 > 1.00) than the base MP5K at the cost of not being able to fire in full-auto. | ||
+ | [[File:MP5KA4.jpg|450px|thumb|none|Heckler & Koch MP5KA4 with 15-round magazine - 9x19mm]] | ||
+ | [[File:PhantomForces MP5KA4 1 .jpg|600px|thumb|none|The MP5KA4 as it appears in-game. ]] | ||
+ | |||
+ | ==="MP5K/10"=== | ||
+ | Equipping the fictional "10mm Auto" conversion for the MP5K transforms it into the "MP5K/10". While MP5s converted to fire 10mm Auto do exist (see [[Heckler & Koch MP5/10]]), they are exclusively of the full-length variety. The "MP5K/10", owing to its much punchier cartridge, possesses significantly increased damage and recoil. | ||
+ | [[File:Heckler and Koch MP510.jpg|450px|thumb|none| Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor, for comparison - 10mm Auto]] | ||
+ | [[File:PhantomForces MP5K10 1.jpg|600px|thumb|none|The "MP5K/10" as it appears in the loadout menu. ]] | ||
==Heckler & Koch MP5SD2== | ==Heckler & Koch MP5SD2== | ||
− | The [[Heckler & Koch | + | The [[Heckler & Koch MP5SD2]] was added in February 2016 as part of update 0.5.0 and is unlocked at rank 60. Known simply as the "MP5SD", this submachine gun offers great handling characteristics, a speedy reload, and a potent integral suppressor, which prevents the player from being revealed on other players' minimaps when firing. The MP5SD2 has a few downsides, however, most notably its subpar ranged performance and lethargic muzzle velocity. It also, due to the suppressor, lacks the ability to equip muzzle devices. The MP5SD2 can equip a "Long Barrel" attachment that increases muzzle velocity and improves damage at range but reduces close-range damage and decreases handling. |
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]] | [[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler & Koch MP5SD2 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces MP5SD 1.jpg|600px|thumb|none|''An integrally suppressed version of the MP5 for special operations forces. Reduced range and velocity compared to the MP5, but with better recoil control.'']] | ||
+ | [[File:PhantomForces MP5SD 2.jpg|600px|thumb|none|The MP5SD2 with the "Long Barrel" and Hensoldt Z24 optic equipped. In reality an elongated suppressor would likely make ranged performance even worse.]] | ||
+ | [[File:PhantomForces MP5SD 3.jpg|600px|thumb|none|The player holds the MP5SD2 at the hip as they check out the border of the Desert Storm map. ]] | ||
+ | [[File:PhantomForces MP5SD 4.jpg|600px|thumb|none|The absolute lack of anything of note invites the player to take a closer look at their weapon. ]] | ||
+ | [[File:PhantomForces MP5SD 5.jpg|600px|thumb|none|The one-over continues, moving on to the right side of the weapon. ]] | ||
+ | [[File:PhantomForces MP5SD 6.jpg|600px|thumb|none|There aren't even any targets to take potshots at, so the sand itself will have to do. ]] | ||
+ | [[File:PhantomForces MP5SD 7.jpg|600px|thumb|none|Firing a round. Take a moment to note the surprisingly quiet report of the integrally-suppressed weapon, is what this caption would say if still images had sound. ]] | ||
+ | [[File:PhantomForces MP5SD 8.jpg|600px|thumb|none|One brief full-auto spray-n'-pray session later and it's time to lock the SD's bolt open in preparation for a mag swap.]] | ||
+ | [[File:PhantomForces MP5SD 9.jpg|600px|thumb|none|And by "mag swap", we, of course, mean "empty mag swap", as Phantom Forces Guy only believes in locking the bolt on the MP5 open when there isn't already a round in the chamber.]] | ||
+ | [[File:PhantomForces MP5SD 10.jpg|600px|thumb|none|Doing the thing that must always be done when reloading an MP5. There are no exceptions. ]] | ||
+ | |||
+ | ===Heckler & Koch MP5SD5=== | ||
+ | The "Burst Grouping" mod transforms the weapon into the [[Heckler & Koch MP5SD5]], swapping the gun's ability to fire in full-auto for a three-round burst and a slight increase to long-range damage. | ||
+ | [[File:H&K-MP5SD5.jpg|450px|thumb|none|Heckler & Koch MP5SD5 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces MP5SD5 1.jpg|600px|thumb|none|The MP5SD5 (or "MP%SD%" if you hold the Shift button for too long) as it appears in-game. ]] | ||
==Heckler & Koch MP5/10== | ==Heckler & Koch MP5/10== | ||
− | The [[Heckler & Koch MP5/10]] is unlocked at rank 74. | + | The [[Heckler & Koch MP5/10]] was added in March 2016 as part of update 0.7.0 and is unlocked at rank 74. Offering a substantial damage increase over the base MP5 and dealing respectable damage at range, the MP5/10 is a potent weapon in almost any situation as long as one considers its jumpy recoil. Not unlike the other members of the MP5 family, the MP5/10 can equip the carbine-length barrel of the [[Heckler & Koch HK94]] and Hensoldt Z24 optic as unique modifications. Also available are the "Burst Grouping" conversion, which allows the weapon to shoot in three-round bursts (that deal increased damage, for balancing purposes), and the "Retract" and "Remove Stock" mods, which grant increased mobility at the expense of recoil control. |
[[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]] | [[File:MP5-10-retractable.jpg|thumb|none|450px|Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto]] | ||
+ | [[File:PhantomForces MP5-10 1.jpg|600px|thumb|none|''An MP5 variant introduced in 1992 chambered in 10mm Auto and intended for use with police. Possesses somewhat unstable recoil with high damage and penetration for a PDW.'']] | ||
+ | [[File:HK94.jpg|450px|thumb|none|Heckler & Koch HK94A3 - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces MP5-10 2.jpg|600px|thumb|none|The MP5/10 with the Hensoldt Z24 optic and HK94 "Long Barrel" equipped.]] | ||
+ | [[File:PhantomForces MP5-10 3.jpg|600px|thumb|none|The MP5/10 modified to fire in three-round bursts. As compensation for not being able to spray-n'-pray, the submachine gun gains slightly increased damage per shot.]] | ||
+ | [[File:PhantomForces MP5-10 4.jpg|600px|thumb|none|Retracting the stock of the MP5/10, more so to prove that it's possible than to gain any tactical advantage.]] | ||
+ | [[File:PhantomForces MP5-10 5.jpg|600px|thumb|none|But what if it needed to be EVEN MORE COMPACT?]] | ||
+ | [[File:PhantomForces MP5-10 6.jpg|600px|thumb|none|Another day in the desert, another MP5 derivative.]] | ||
+ | [[File:PhantomForces MP5-10 7.jpg|600px|thumb|none|The player observes the left side of their punchy PDW.]] | ||
+ | [[File:PhantomForces MP5-10 8.jpg|600px|thumb|none|Flipping over the weapon. Note the straight polymer magazine, a telltale giveaway that this is an MP5/10 (or an MP5/40).]] | ||
+ | [[File:PhantomForces MP5-10 9.jpg|600px|thumb|none|Firing the MP5/10 while aiming down its iron sights. While the SMG doesn't have unreasonable vertical recoil, its tendency to "wander" from side to side makes it difficult to keep on target at range.]] | ||
+ | [[File:PhantomForces MP5-10 10.jpg|600px|thumb|none|Flinging an empty magazine free after locking the bolt open.]] | ||
+ | [[File:PhantomForces MP5-10 11.jpg|600px|thumb|none|Inserting a new magazine. Three guesses as to what the player does next (Hint: it rhymes with "HK plap") and the first two don't count.]] | ||
+ | |||
+ | ===Heckler & Koch MP5/40=== | ||
+ | The ".40 S&W" conversion transforms the weapon into the [[Heckler & Koch MP5/40]]. Firing a slightly less powerful round, the MP5/40 deals slightly less damage but has less recoil. | ||
+ | [[File:MP540.jpg|450px|thumb|none|Heckler & Koch MP5/40 - .40 S&W]] | ||
+ | [[File:PhantomForces MP5-40 1.jpg|600px|thumb|none|The MP5/40 as it appears in-game.]] | ||
==Heckler & Koch MP7A1== | ==Heckler & Koch MP7A1== | ||
− | The [[Heckler & Koch MP7A1]] is unlocked at rank 9 | + | The [[Heckler & Koch MP7A1]] was added during the game's Alpha and is unlocked at rank 9. Known simply as the MP7, the PDW has access to a unique extended 40-round magazine. When equipped with the joke "Loudener" attachment, the MP7A1's firing sound is changed to that of the [[Heckler & Koch MP7|Heckler & Koch PDW]] from ''[[Half-Life 2]]''. The weapon's high rate of fire (950 RPM), high close-range damage, and powerful cover-penetrating performance make the MP7 extremely effective in close-quarters combat. Its low minimum damage and above average horizontal recoil make it less useful at range, however. |
[[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]] | [[File:MP7 40rdmag.jpg|thumb|none|450px|Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm]] | ||
− | [[File: | + | [[File:PhantomForces MP7 1.jpg|600px|thumb|none|''A compact German PDW with a unique ammunition type, intended as a competitor to the P90. High fire rate and wall penetration, moderate range, poor ranged performance.'']] |
+ | [[File:PhantomForces MP7 2.jpg|601px|thumb|none|If so desired, the player can fold the MP7A1's integral foregrip and/or collapse the stock.]] | ||
+ | [[File:PhantomForces MP7 3.5.jpg|600px|thumb|none|The MP7A1 with the extended 40-round magazine equipped. Before update 10.2.1 (April 2024), this was the weapon's default model, despite the PDW holding only 30 rounds in its default configuration.]] | ||
+ | [[File:PhantomForces MP7 4.jpg|600px|thumb|none|The player holds the MP7A1 at the hip as they peer through a not-particularly-tactically-viable window.]] | ||
+ | [[File:PhantomForces MP7 5.jpg|600px|thumb|none|May as well fully commit to the "not helping the team" act and inspect the weapon. ]] | ||
+ | [[File:PhantomForces MP7 6.jpg|600px|thumb|none|The other side of the PDW. Note the extended 40-round magazine, as this was taken before the weapon's March 2024 bugfix.]] | ||
+ | [[File:PhantomForces MP7 7.jpg|600px|thumb|none|Aiming down the MP7's iron sights, which are incredibly generic. It's only fitting that they (as the "H&K Sights") are the first unlockable iron sight attachment for almost every weapon in the game.]] | ||
+ | [[File:PhantomForces MP7 8.jpg|600px|thumb|none|Firing the weapon. ]] | ||
+ | [[File:PhantomForces MP7 9.jpg|600px|thumb|none|Swapping magazines. With a little bit of mental gymnastics, it's possible to pretend that these are simply 40-round mags underloaded to hold 30 rounds.]] | ||
+ | [[File:PhantomForces MP7 10.jpg|600px|thumb|none|Pulling back on the charging handle. ]] | ||
+ | |||
+ | ===Heckler & Koch MP7A2=== | ||
+ | Equipping an underbarrel attachment on the MP7A1 transforms it into the [[Heckler & Koch MP7A2]] (sans the tan finish). | ||
+ | [[File:MP7A2.jpg|450px|thumb|none|Heckler & Koch MP7A2 with RAL8000 finish - 4.6x30mm]] | ||
+ | [[File:PhantomForces MP7 3.jpg|601px|thumb|none|The MP7A1 with a Magpul AFG equipped. This replaces the A1's foregrip with an underbarrel rail, making it (technically) an MP7A2.]] | ||
==Heckler & Koch UMP45== | ==Heckler & Koch UMP45== | ||
− | The [[Heckler & Koch UMP45]] is unlocked at rank 5 | + | The [[Heckler & Koch UMP45]] was added during the game's Alpha and is unlocked at rank 5. It has a sole underbarrel RIS rail as opposed to the tri-rail setup seen in the picture below. Its reload sounds are from ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Counter-Strike: Global Offensive]]''. The UMP45 can equip the carbine-length barrel of the [[Heckler & Koch USC]] as its only unique modification. As is to be expected from a submachine gun firing .45 ACP, the UMP hits very hard but fires somewhat slowly and has poor muzzle velocity. |
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]] | [[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 with RIS rail - .45 ACP]] | ||
− | [[File: | + | [[File:PhantomForces UMP45 1.jpg|600px|thumb|none|''Designed as a replacement to the MP5, the UMP45 is a heavy-hitting low recoil-oriented platform that lends itself to consistently good performance. With great damage, great mobility, and decent recoil, the UMP is a good choice for all purposes.'']] |
+ | [[File:Lg usc.jpg|450px|thumb|none|Heckler & Koch USC Tactical Match Rifle - .45 ACP]] | ||
+ | [[File:PhantomForces UMP45 2.jpg|600px|thumb|none|The UMP45 with the "Long Barrel" of the USC equipped. ]] | ||
+ | [[File:PhantomForces UMP45 3.jpg|600px|thumb|none|Eager to dispatch some terrorists, the player heads to the corner of <s>de_dust</s> Desert Storm with their UMP45.]] | ||
+ | [[File:PhantomForces UMP45 4.jpg|600px|thumb|none|The conspicuous lack of any Ts compels the player to inspect their SMG. ]] | ||
+ | [[File:PhantomForces UMP45 5.jpg|600px|thumb|none|The player flips the weapon over to complete the inspection. ]] | ||
+ | [[File:PhantomForces UMP45 6.jpg|600px|thumb|none|Patience wearing thinner, the player decides to aim down the iron sights of their UMP. ]] | ||
+ | [[File:PhantomForces UMP45 7.jpg|600px|thumb|none|Hosing down the wall with .45 ACP. ]] | ||
+ | [[File:PhantomForces UMP45 8.jpg|600px|thumb|none|Twenty-five rounds later and it's time to swap magazines. The player throws away the empty mag...]] | ||
+ | [[File:PhantomForces UMP45 9.jpg|600px|thumb|none|...maneuvers a new one into the magwell...]] | ||
+ | [[File:PhantomForces UMP45 10.jpg|600px|thumb|none|...and gives the charging handle a hearty crank. ]] | ||
===Heckler & Koch UMP40=== | ===Heckler & Koch UMP40=== | ||
The .40 S&W conversion turns the gun into the [[Heckler & Koch UMP|Heckler & Koch UMP40]]. | The .40 S&W conversion turns the gun into the [[Heckler & Koch UMP|Heckler & Koch UMP40]]. | ||
[[File:UMP40.jpg|thumb|none|450px|Heckler & Koch UMP40 with RIS rail - .40 S&W]] | [[File:UMP40.jpg|thumb|none|450px|Heckler & Koch UMP40 with RIS rail - .40 S&W]] | ||
+ | [[File:PhantomForces UMP40 1.jpg|600px|thumb|none|The UMP40 in the loadout menu. More rounds, higher firerate, less close-range damage. ]] | ||
==IMI Micro Uzi== | ==IMI Micro Uzi== | ||
− | The [[IMI Micro Uzi]] | + | The [[IMI Micro Uzi]] was added in December 2019 as part of update 4.11.0 (Israeli Weapons update) and is unlocked at rank 68. It is classified as a machine pistol (and lacks a stock in its default configuration) in-game. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. Some of its reload sounds are taken from ''[[Call of Duty 4: Modern Warfare]]''. The Micro Uzi has two unique mods: a shoulder stock, which reduces recoil and walkspeed, and special "Strike-3" ammunition which transforms the Micro Uzi into a compact full-auto scattergun. Similar to the other available machine pistols, the Micro Uzi is extremely effective in close-quarters (due to its high damage and rate of fire) but is next to useless at range due to its extremely high recoil. |
− | [[File:MicroUzi- | + | [[File:MicroUziPistol.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]] |
+ | [[File:PhantomForces MicroUzi 1.jpg|600px|thumb|none|''A compact version of the Uzi, favored by criminals of all walks. Fires at an incredibly high rate of fire, but mind the ammo.'']] | ||
+ | [[File:Microuziextendedstock.jpg|450px|thumb|none|IMI Micro Uzi with stock extended - 9x19mm Parabellum]] | ||
+ | [[File:PhantomForces MicroUzi 2.jpg|600px|thumb|none|The Micro Uzi with a shoulder stock fitted. Note the in-game gun's bent trigger guard and compensated barrel, two telltale signs that the weapon was modeled after an actual Micro Uzi and not a full-auto converted Uzi Pistol.]] | ||
+ | [[File:PhantomForces MicroUzi 3.jpg|600px|thumb|none|Out on the range (battlefield), the player adopts a strange one-handed braced firing stance with their Micro Uzi.]] | ||
+ | [[File:PhantomForces MicroUzi 4.jpg|600px|thumb|none|Taking a look at the left side of the Micro Uzi. Size doesn't matter when you're spitting 9mm rounds at 1200 RPM... or so they say.]] | ||
+ | [[File:PhantomForces MicroUzi 5.jpg|600px|thumb|none|Flipping the SMG over to take a look at the top of the gun and ejection port. ]] | ||
+ | [[File:PhantomForces MicroUzi 6.jpg|600px|thumb|none|Aiming down the Micro's iron sights. ]] | ||
+ | [[File:PhantomForces MicroUzi 7.jpg|600px|thumb|none|But who needs those? ]] | ||
+ | [[File:PhantomForces MicroUzi 8.jpg|600px|thumb|none|Firing a burst of rounds. Note the excessive (and not entirely unexpected) muzzle tilt. ]] | ||
+ | [[File:PhantomForces MicroUzi 9.jpg|600px|thumb|none|Removing an empty magazine from the extra-short Uzi. ]] | ||
+ | [[File:PhantomForces MicroUzi 10.jpg|600px|thumb|none|Smacking in a new 20-round magazine. ]] | ||
+ | [[File:PhantomForces MicroUzi 11.jpg|600px|thumb|none|As this Micro Uzi is a closed-bolt model, the player chambers a round to finish off the empty reload. ]] | ||
+ | [[File:PhantomForces MicroUzi 12.jpg|600px|thumb|none|Firing the Micro Uzi loaded with Strike-3 rounds. As the name would imply, these disperse three projectiles per shot.]] | ||
==IMI Uzi== | ==IMI Uzi== | ||
− | The [[IMI Uzi]] is unlocked at rank 77, | + | The [[IMI Uzi]] was added in December 2019 as part of update 4.11.0 (Israeli Weapons update) and is unlocked at rank 77. Unusually, the Uzi's bolt is not closed after the last shot and its rear iron sight is cut down. It has access to the carbine-length barrel of the [[Uzi Carbine]] and the weapon's stock can be unfolded or replaced by a fixed wooden stock. The Uzi uses 25 round magazines and has access to a number of ammunition conversions, including .22 LR, which decreases damage and recoil while increasing headshot damage and magazine size, and .41 AE, which vastly increases damage while limiting the Uzi to semi-automatic fire and lowering the magazine size. A third conversion is for .45 ACP, which increases damage and magazine size while worsening recoil and rate of fire; while the description for this attachment mentions the use of [[M3A1 "Grease Gun"]] magazines, the Uzi's magazine model remains unchanged. Firing at 600 RPM, which is on the lower end of the PDW class, the Uzi is a hard-hitting and controllable submachine gun. The weapon's downsides, including its poor walkspeed and low minimum damage, can make it difficult to use at both short and long ranges, however. |
− | [[ | + | [[File:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm Parabellum]] |
+ | [[File:PhantomForces Uzi 1.jpg|600px|thumb|none|''An Israeli submachine gun, favored by the IDF throughout the Cold War and famed for it's [sic] reliability. Moderate rate of fire with low recoil and above-average damage.'']] | ||
+ | [[File:UziCarbineModA.jpg|450px|thumb|none|Uzi Carbine (IMI Model A) - 9x19mm]] | ||
+ | [[File:PhantomForces Uzi 2.jpg|600px|thumb|none|The Uzi with the "Long Barrel" of the Uzi Carbine equipped. ]] | ||
+ | [[File:Uzi-1.jpg|450px|thumb|none|IMI Uzi with buttstock extended - 9x19mm]] | ||
+ | [[File:PhantomForces Uzi 3.jpg|600px|thumb|none|The Uzi with its stock unfolded. Yay, stability! ]] | ||
+ | [[File:Uzi-3.jpg|450px|thumb|none|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]] | ||
+ | [[File:PhantomForces Uzi 4.jpg|600px|thumb|none|The Uzi with its distinctive wooden stock equipped. ]] | ||
+ | [[File:PhantomForces Uzi 5.jpg|600px|thumb|none|Prowling around the edge of the Desert Storm map, the player holds their Uzi close. ]] | ||
+ | [[File:PhantomForces Uzi 6.jpg|600px|thumb|none|Inspecting the left side of the instantly-recognizable Israeli submachine gun.]] | ||
+ | [[File:PhantomForces Uzi 7.jpg|600px|thumb|none|Moving to the right side, featuring a cavernous open bolt. ]] | ||
+ | [[File:PhantomForces Uzi 8.jpg|600px|thumb|none|Aiming down the Uzi's cut-down irons. This (and making rear sights gigantic) is often done in first-person shooters to give the player a better field of view while aiming. ]] | ||
+ | [[File:PhantomForces Uzi 9.jpg|600px|thumb|none|"Aiming" the Uzi. It shares this alternate aim mode with its smaller brother, as seen above. ]] | ||
+ | [[File:PhantomForces Uzi 10.jpg|600px|thumb|none|Peppering a building with 9mm holes. ]] | ||
+ | [[File:PhantomForces Uzi 11.jpg|600px|thumb|none|Removing an empty magazine from the submachine gun. ]] | ||
+ | [[File:PhantomForces Uzi 12.jpg|600px|thumb|none|Placing a new one in the grip...]] | ||
+ | [[File:PhantomForces Uzi 13.jpg|600px|thumb|none|...and locking the bolt open with a quick cross-handed sweep of the charging handle. ]] | ||
==IWI X95== | ==IWI X95== | ||
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==MAC-10== | ==MAC-10== | ||
− | The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, "gangster" style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. | + | The [[MAC-10]] is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the [[TEC-9]] extended barrel, which makes the weapon appear as if it has come from ''[[Talk:Call_of_Duty:_Black_Ops_Cold_War#TEC-9_barrel_.26_shroud|BOCW]]''. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, "gangster" style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger. |
The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''. | The reload sounds are the same as the Uzis above, which were partially taken from ''[[Call of Duty 4: Modern Warfare]]''. | ||
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==MP40== | ==MP40== | ||
− | The [[MP40]] is unlocked at rank 108. | + | The [[MP40]] is unlocked at rank 108. |
[[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]] | [[File:MP40 Bakelite.jpg|thumb|none|450px|MP40 with brown bakelite lower receiver - 9x19mm Parabellum]] | ||
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==Steyr AUG A3 9mm XS== | ==Steyr AUG A3 9mm XS== | ||
− | The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the "AUG A3 Para". It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. | + | The [[Steyr AUG A3 9mm XS]] is unlocked at rank 80 and is called the "AUG A3 Para". It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder. |
[[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]] | [[Image:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum]] | ||
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==Beretta DT11== | ==Beretta DT11== | ||
− | The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2 | + | The [[Over/Under Shotgun|Beretta DT11]] is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2" shell, which significantly increases pellet velocity, and a bolo round, which has unique "damage rampup", causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player. |
[[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]] | [[File:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]] | ||
[[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]] | [[File:DT11 PhantomForces loadout.jpg|600px|thumb|none|The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...]] | ||
[[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]] | [[File:DT11 PhantomForces loadout shorty.jpg|600px|thumb|none|Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.]] | ||
− | [[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays? ]] | + | [[File:DT11 PhantomForces hip.jpg|600px|thumb|none|The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?]] |
− | [[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple. ]] | + | [[File:DT11 PhantomForces ads1.jpg|600px|thumb|none|The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.]] |
− | [[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns. ]] | + | [[File:DT11 PhantomForces ads2.jpg|600px|thumb|none|The DT11's first alternate ADS mode, which it shares with other shotguns.]] |
− | [[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track. ]] | + | [[File:DT11 PhantomForces adsalt2.jpg|600px|thumb|none|The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.]] |
− | [[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game. ]] | + | [[File:DT11 PhantomForces inspect.jpg|600px|thumb|none|Inspecting the DT11 in-game.]] |
− | [[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens. ]] | + | [[File:DT11 PhantomForces reload1.jpg|600px|thumb|none|Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.]] |
[[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]] | [[File:DT11 PhantomForces reload2.jpg|600px|thumb|none|Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.]] | ||
− | [[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the "sporting stock" mod, becomes the DT11 ACS (All-Competition Shotgun) ]] | + | [[File:DT11 PhantomForces sportingstock.jpg|600px|thumb|none|The DT11, when equipped with the "sporting stock" mod, becomes the DT11 ACS (All-Competition Shotgun).]] |
− | [[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing "Olympian stock. | + | [[File:DT11 PhantomForces olympianstock.jpg|600px|thumb|none|What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing "Olympian stock".]] |
==Daewoo USAS-12== | ==Daewoo USAS-12== | ||
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=="DBV12"== | =="DBV12"== | ||
− | The "DBV12" (DBV stands for "drobovik", "shotgun" in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The "DBV12" in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the "DBV12" in-game. | + | The "DBV12" (DBV stands for "drobovik", "shotgun" in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype [[AK-12]] and is unlocked at rank 24. The "DBV12" in game is specifically based on the ''[[Battlefield 4]]'' weapon of the same name. Like the ''BF4'' weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the "DBV12" in-game. |
Aside from the same 4 ammo types all shotguns have access to, the "DBV12" can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine. | Aside from the same 4 ammo types all shotguns have access to, the "DBV12" can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine. | ||
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==Kel-Tec KSG== | ==Kel-Tec KSG== | ||
− | A green [[Kel-Tec KSG]] is unlocked at rank 1, called "KSG-12". Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. | + | A green [[Kel-Tec KSG]] is unlocked at rank 1, called "KSG-12". Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube. |
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]] | [[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]] | ||
[[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]] | [[File:Pfksg-1.jpg|thumb|none|600px|The KSG in the loadout menu.]] | ||
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The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12. | The pumping sound used in-game is the same as ''[[Black Mesa]]'''s SPAS-12. | ||
[[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]] | [[File:KS23.JPG|thumb|none|450px|KS-23M - 23x75mmR]] | ||
− | [[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu. ]] | + | [[File:KS23M PhantomForces loadout.jpg|600px|thumb|none|The KS-23M as it appears in the game's loadout menu.]] |
− | [[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath. ]] | + | [[File:KS23M PhantomForces hip.jpg|600px|thumb|none|The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.]] |
− | [[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M. ]] | + | [[File:KS23M PhantomForces ads1.jpg|600px|thumb|none|The simple, if unobtrusive, iron sights of the KS-23M.]] |
− | [[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M. ]] | + | [[File:KS23M PhantomForces ads2.jpg|600px|thumb|none|The first alternate ADS view for the KS-23M.]] |
− | [[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly. ]] | + | [[File:KS23M PhantomForces ads3.jpg|600px|thumb|none|The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.]] |
− | [[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game. ]] | + | [[File:KS23M PhantomForces inspect1.jpg|600px|thumb|none|Inspecting the KS-23M in-game.]] |
− | [[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore. ]] | + | [[File:KS23M PhantomForces inspect2.jpg|600px|thumb|none|Ditto, followed by a celebratory pump of the fore.]] |
− | [[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M. ]] | + | [[File:KS23M PhantomForces reload.jpg|600px|thumb|none|The player feeds a massive 23x75mmR shell into the KS-23M.]] |
− | [[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure. ]] | + | [[File:KS23M PhantomForces firing.jpg|600px|thumb|none|After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.]] |
===KS-23=== | ===KS-23=== | ||
The "Full Stock" attachment turns the weapon into a [[KS-23]]. | The "Full Stock" attachment turns the weapon into a [[KS-23]]. | ||
[[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]] | [[File:Ks23-1.jpg|thumb|none|450px|KS-23 - 23x75mmR]] | ||
− | [[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23. ]] | + | [[File:KS23 PhantomForces loadout.jpg|600px|thumb|none|Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.]] |
− | [[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots. ]] | + | [[File:KS23 PhantomForces hip.jpg|600px|thumb|none|The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.]] |
==Remington Model 870 Express Tactical Magpul== | ==Remington Model 870 Express Tactical Magpul== | ||
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==Saiga-12K== | ==Saiga-12K== | ||
The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions: | The [[Saiga-12K]], simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions: | ||
− | *Saiga-223 (.223 Remington), fires in full-auto, | + | *Saiga-223 (.223 Remington), fires in full-auto, holds 40 rounds (10 for the 12U). |
− | *Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto, | + | *Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto, holds 20 rounds (5 for the 12U). |
− | *Saiga-762 (7.62x39mm), fires in full-auto, | + | *Saiga-50 (.50 BMG), fires a single shot inserted manually into the chamber (cannot be reloaded on the 12U). |
− | *Saiga- | + | *Saiga-762 (7.62x39mm), fires in full-auto, holds 30 rounds (10 for the 12U). |
− | *Saiga-9 (9x19mm Parabellum), fires in | + | *Saiga-953 (9.6x53mmR Lancaster), fires in semi-auto at 70 RPM, holds 10 rounds (5 for the 12U). |
+ | *Saiga-9 (9x19mm Parabellum), fires in 3-round bursts, holds 30 rounds. | ||
[[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]] | [[File:Saiga 12K.jpg|thumb|none|450px|Saiga-12K - 12 gauge]] | ||
==="Saiga-12U"=== | ==="Saiga-12U"=== | ||
− | The "Saiga-12U" is a custom secondary shotgun in the "Other" category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12. | + | The "Saiga-12U" is a custom secondary shotgun in the "Other" category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12, and has access to the same ammo conversions (albeit with different capacities). |
The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons. | The Saiga-12U greatly resembles the modified Saiga-12K seen in ''[[Gamer]]'', ''[[The Expendables]]'', and ''[[Drive Angry]]'', though with a 2-round box magazine instead of a 20-round drum for obvious reasons. | ||
==Sawed-Off Double Barrel Shotgun== | ==Sawed-Off Double Barrel Shotgun== | ||
− | Unlocked at rank 90 is the "Sawed Off", a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the "Other" secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first. | + | Unlocked at rank 90 is the "Sawed Off", a traditional side-by-side [[Sawed-Off Double Barrel Shotgun]]. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the "Other" secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first. All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade "Muffler" attachment. Additionally, all muzzle attachments except the compensator clip through each other. |
The "Boom Stock" attachment gives the weapon a stock, which, like the Stevens, has the word "BOOM" written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''. | The "Boom Stock" attachment gives the weapon a stock, which, like the Stevens, has the word "BOOM" written in the same from as the ''DOOM'' logo. This is another reference to the Super Shotgun from ''DOOM II''. | ||
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==Serbu Super Shorty== | ==Serbu Super Shorty== | ||
− | The [[Serbu Super Shorty]] is unlocked at rank 36 as the first "Other" category sidearm, referred to as the "Super Shorty"; however, it was originally referred to as the "Serbu Shotgun". It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight. | + | The [[Serbu Super Shorty]] is unlocked at rank 36 as the first "Other" category sidearm, referred to as the "Super Shorty"; however, it was originally referred to as the "Serbu Shotgun". It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight. It has access to a 5+1 round extended tube and a "Traditional Pump" giving it the handguard from the [[Remington 870 MCS]]. |
[[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]] | [[Image:Super Shorty (870).jpg|thumb|none|450px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]] | ||
=Assault Rifles= | =Assault Rifles= | ||
==AK-12== | ==AK-12== | ||
− | The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life. | + | The 2012 prototype [[AK-12]] is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life. It has access to a "BARS Barrel" attachment, giving it the [[AK-107]]'s balanced recoil mechanism and removing the ability to fire in full-auto. |
[[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]] | [[File:Ak-12.jpg|thumb|none|450px|AK-12, 2012 prototype - 5.45x39mm]] | ||
[[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]] | [[File:Pfak12-1.jpg|thumb|none|600px|The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.]] | ||
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The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version. | The [[AK-74]]N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version. | ||
− | The "Collapsible Stock" attachment gives it the stock of the East German [[MPi-KM-72]]. | + | The "Collapsible Stock" attachment gives it the stock of the East German [[MPi-KM-72]]. |
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]] | [[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]] | ||
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]] | [[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]] | ||
==AK-103== | ==AK-103== | ||
− | The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. | + | The [[AK-103]] is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. An RPK-203 barrel is available as the "Long Barrel" attachment. A 5.56x45mm conversion utilizing 35-round [[Galil]] magazines is available, roughly resembling the [[AK-101]]. |
[[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]] | [[Image:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]] | ||
− | ===AK- | + | ===AK-104=== |
− | + | An approximation of the [[AK-104]] (with an incorrect muzzle device) can be created with the "Short Barrel" attachment. An approximation of the [[AK-102]] can be made by pairing with the 5.56mm conversion. | |
− | [[File: | + | [[File:AK104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]] |
===AK-109=== | ===AK-109=== | ||
− | The "BARS Barrel" converts the weapon and changes its name to the [[AK-109]]. | + | The "BARS Barrel" converts the weapon and changes its name to the [[AK-109]]. An approximation of the [[AK-108]] can be made by pairing with the 5.56mm conversion. |
[[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]] | [[File:AK-109.jpg|thumb|none|450px|AK-109 - 7.62x39mm]] | ||
− | ===AK- | + | |
− | + | ==AK47== | |
− | [[File: | + | The [[AK47]] is unlocked at rank 47. In previous versions it was a mishmash of [[AKM]] and AK-47 parts, but received a model update in version 11.1.0 (July 2024) turning it into a proper AK-47. It performs almost like a battle rifle with high damage and poor recoil control. It has access to a shorter barrel, underfolder stock (turning it into the AKS variant), a railed dust cover with optics and Zenitco handguard when mounting most underbarrel and "other" attachments. |
+ | [[Image:TypeIII AK47.jpg|thumb|450px|none|Type 3 AK-47 - 7.62x39mm]] | ||
+ | [[file:Phantomforcesak47.jpg|thumb|600px|none|''A Russian assault rifle. The most common rifle in the world, firing a heavy intermediate cartridge. High damage, high recoil.'']] | ||
+ | ===AKS-47=== | ||
+ | Using the "underfolder stock" attachment turns the weapon into the [[AKS-47]]. | ||
+ | [[File:DeactivatedAKS(1954-59).jpg|thumb|450px|none|Type 3 AKS-47 - 7.62x39mm]] | ||
+ | [[file:Phantomforcesak47modded.jpg|thumb|600px|none|An AKS paired with other attachments including a carbine barrel, EOTech XPS2 sight and folding foregrip. ]] | ||
==AKM== | ==AKM== | ||
− | The [[AKM]] is unlocked at rank 94. The "Collapsible Stock" uses the same stock as the East German [[MPi-KM-72]]. | + | The [[AKM]] is unlocked at rank 94. The "Collapsible Stock" uses the same stock as the East German [[MPi-KM-72]]. |
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]] | [[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]] | ||
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]] | [[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
===VPO-209=== | ===VPO-209=== | ||
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==AN-94== | ==AN-94== | ||
− | The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst. | + | The [[AN-94]] is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst. It has access to a 7.62x39mm conversion, based off a variant allegedly in limited service (whether or not it actually functions is unknown). |
[[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]] | [[file:An94-1.jpg|thumb|none|450px|AN-94 - 5.45x39mm]] | ||
[[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]] | [[File:Pfan94-1.jpg|thumb|none|600px|The AN-94 in the loadout menu.]] | ||
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==Diemaco/Colt Canada C7A2== | ==Diemaco/Colt Canada C7A2== | ||
− | The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game | + | The [[Diemaco/Colt Canada C7A2]] is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game in update 5.1.0. The description reflects this ("This gun reminds you of a simpler time"), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead. |
− | + | It has access to a "Diemaco LSW" barrel turning it into the [[Diemaco/Colt Canada C7/C7A1 LSW]], though it does not have the built-in grip or carry handle. It greatly improves suppression and accuracy at the cost of firerate. Despite converting the gun to open-bolt operation it still incorrectly chambers a round. | |
− | |||
− | |||
[[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]] | [[File:C7a2.jpg|thumb|none|450px|Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO]] | ||
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[[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]] | [[Image:PF-Scarl-att-menu.jpg|thumb|600px|none|Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.]] | ||
[[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]] | [[Image:PF-Scarl-short-menu.jpg|thumb|600px|none|Previewing a short-barrelled SCAR-L with a folded stock.]] | ||
+ | |||
+ | =="HAMR IAR"== | ||
+ | Another [[FN SCAR-L]] loaded with a 50 round X-Products drum is unlocked at rank 72. It is called the "HAMR IAR" in-game, but does not have the deeper handguard of that variant, and is just a SCAR-L with a drum magazine and the HAMR's receiver reinforcements. In an attempt to approximate the real weapon's open/closed bolt function (despite being permanently closed-bolt in-game), it has a "ramp-fire" mechanic where the firerate increases the longer the trigger is pulled (from 550 RPM to 750 RPM by default). | ||
+ | |||
+ | It has access to a standard 30-round magazine and a fictional 9mm conversion which uses a 100-round Beta-C drum magazine. Like every SCAR variant, it has the PM II scope unlocked by default. | ||
+ | [[File:FN SCAR-L (Standard).jpg|thumb|none|450px|Third Generation FN SCAR-L - 5.56x45mm NATO]] | ||
+ | [[File:FN HAMR.jpg|thumb|none|450px|FN HAMR IAR, for comparison - 5.56x45mm NATO. Note the enlarged lower handguard and barrel.]] | ||
==Heckler & Koch G11 K2== | ==Heckler & Koch G11 K2== | ||
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==="MG36"=== | ==="MG36"=== | ||
− | The G36 makes another appearance, masquerading as the [[Heckler & Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33. | + | The G36 makes another appearance, masquerading as the [[Heckler & Koch MG36]]. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle and a Tommybuilt .300 Blackout conversion (renaming it to "MT36"). The weapon is unlocked at rank 33. |
− | As a LSW, it is in the LMG section. | + | As a LSW, it is in the LMG section. |
[[File:G36 CMag.jpg|thumb|450px|none|Heckler & Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]] | [[File:G36 CMag.jpg|thumb|450px|none|Heckler & Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO]] | ||
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]] | [[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle]] | ||
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The [[Heckler & Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle. | The [[Heckler & Koch G36K]] is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle. | ||
− | It has access to a .300 Blackout conversion, | + | It has access to a fictional .300 Blackout conversion, apparently using a modified Tommybuilt T36 receiver. |
[[File:G36K-Export.jpg|thumb|none|450px|Heckler & Koch G36KV with export optical sight - 5.56x45mm NATO]] | [[File:G36K-Export.jpg|thumb|none|450px|Heckler & Koch G36KV with export optical sight - 5.56x45mm NATO]] | ||
[[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]] | [[File:G36C with STANAG mag adaptor.jpg|thumb|450px|none|Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle]] | ||
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==Heckler & Koch HK416A5== | ==Heckler & Koch HK416A5== | ||
− | The [[Heckler & Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. | + | The [[Heckler & Koch HK416A5]] is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right. |
It has access to a .300 Blackout conversion, along with a "Full Stock" and "Long Barrel (AR)" attachment. | It has access to a .300 Blackout conversion, along with a "Full Stock" and "Long Barrel (AR)" attachment. | ||
− | [[Image:HK416 A5.jpg|thumb|none|450px|Heckler & Koch HK416A5 with 14.5 | + | [[Image:HK416 A5.jpg|thumb|none|450px|Heckler & Koch HK416A5 with 14.5" barrel - 5.56x45mm NATO]] |
==Howa Type 20== | ==Howa Type 20== | ||
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==L85A2== | ==L85A2== | ||
− | The [[L85A2]] is unlocked at rank 55 | + | The [[L85A2]] is unlocked at rank 55. |
[[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]] | [[File:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]] | ||
− | [[ | + | |
+ | ==M16A1== | ||
+ | The [[M16A1]] was added in December 2022 in update 7.1.0 and is unlocked at rank 28. Interestingly, it has the same "ramp-fire" mechanic as the HAMR IAR listed above, where the firerate increases the longer the weapon is fired, from 750 RPM to 900 RPM. It has access to a Colt 4x20 scope and a 30-round GI mag loaded with M855 ammunition; this increases armour penetration and gives more conventional performance but wildly reduces accuracy due to the A1's rifling. | ||
+ | [[File:M16A1.jpg|thumb|none|450px|M16A1 - 5.56x45mm NATO]] | ||
+ | [[File:PhantomForcesM16A1.jpg|thumb|none|600px|''One of the most iconic weapons from the Vietnam era which replaced the M14 battle rifle, known for being light when fully loaded. This rifle uses the early M193 cartridge, meaning its performance differs from modern M855 with poorer penetration and high velocities, but the powder used means recoil and cyclic rate is high.'']] | ||
+ | [[File:PhantomForcesM16A1Modded.jpg|thumb|none|600px|With Colt scope and 30-round M855 magazine.]] | ||
+ | |||
+ | =="M16A3"== | ||
+ | An [[M16A2]] with a full-auto trigger group appearing as the "M16A3" is unlocked at rank 31. Before a visual overhaul in update 7.1.0 it had the same model as the M16A4. It performs as a weaker but fully automatic counterpart to the M16A4, with some of the lowest recoil in its class and decent range but relatively weak damage. It has access to a "Burst Grouping" attachment, turning it into a proper M16A2 with 3-round burst fire, improved recoil and damage multipliers. Interestingly, mounting optics will replace the upper receiver with a railed A4 pattern upper. | ||
+ | [[File:M16A2.jpg|thumb|none|450px|M16A2 - 5.56x45mm NATO]] | ||
+ | [[File:PhantomForcesM16A3.jpg|thumb|none|600px|''A traditional AR-15 platform assault rifle as used by the US military. This version features a fully automatic trigger group. Accurate with low recoil and a fast reload.'']] | ||
+ | [[File:PhantomForcesM16A3Modded.jpg|thumb|none|600px|With various mods including DPMS Mangonel sights, a shortened "Dissipator" barrel, stubby foregrip, burst grouping and a PMAG with 6.5mm Grendel rounds.]] | ||
==M16A4== | ==M16A4== | ||
The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset. | The [[M16A4]] is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset. | ||
− | + | 6.5x39mm Grendel and .25-45 Sharps conversions are available, along with various barrel and stock attachments. | |
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]] | [[File:M16A4Standard.jpg|thumb|none|450px|M16A4 - 5.56x45mm NATO]] | ||
[[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]] | [[File:M16A4 Grippod.jpg|thumb|none|450px|M16A4 MWS with ACOG and grippod - 5.56x45mm NATO]] | ||
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[[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]] | [[File:PF-M16a2-att-menu.jpg|thumb|none|600px|Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.]] | ||
[[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]] | [[File:PF-M16a2-762-menu.jpg|thumb|none|600px|Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.]] | ||
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==Steyr AUG A1== | ==Steyr AUG A1== | ||
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==Sturmgewehr 44== | ==Sturmgewehr 44== | ||
− | The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached. | + | The [[StG-44]] is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached. The weapon has an odd 5.56x45mm conversion. |
− | |||
− | The weapon has an odd 5.56x45mm conversion. | ||
[[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]] | [[Image:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]] | ||
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==Alexander Arms .50 Beowulf EBR== | ==Alexander Arms .50 Beowulf EBR== | ||
− | The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as "Beowulf ECR") is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5 | + | The [[Alexander Arms .50 Beowulf]] Entry Complete Rifle (abbreviated as "Beowulf ECR") is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5" (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine. |
[[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]] | [[Image:AA Beowulf.jpg|thumb|none|450px|Alexander Arms .50 Beowulf - .50 Beowulf]] | ||
[[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]] | [[File:Pfecr-1.jpg|thumb|none|600px|The ECR in the loadout menu.]] | ||
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An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler & Koch G3KA4]]. The stock can be used with the "Retractable Stock" attachment, which, confusingly, extends the stock. | An integrally suppressed version of the HK51, the [[MC51SD]] is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the [[Heckler & Koch G3KA4]]. The stock can be used with the "Retractable Stock" attachment, which, confusingly, extends the stock. | ||
[[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]] | [[File:MC51SD.jpg|thumb|450px|none|MC51SD - 7.62x51mm NATO]] | ||
+ | |||
+ | ==Ohio Ordnance HCAR== | ||
+ | The [[Ohio Ordnance HCAR]] was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. By default it is correctly semi-automatic only, but can be converted to full auto with an open bolt. | ||
+ | [[File:HCAR.jpg|350px|thumb|none|Ohio Ordnance HCAR - .30-06 Springfield]] | ||
==Springfield Armory M1A== | ==Springfield Armory M1A== | ||
− | The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the "[[M21]]"; it is not a real M21 as it lacks the fire selector. | + | The [[Springfield Armory M1A]] is unlocked at rank 68 and is incorrectly referred to as the "[[M21]]"; it is not a real M21 as it lacks the fire selector. It comes with a 10-round magazine, which is swapped for a standard 20-rounder with the 6.5mm Creedmoor conversion. |
[[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]] | [[File:SFA_M1A.jpg|thumb|none|450px|Springfield Armory M1A - 7.62x51mm NATO]] | ||
=Rifles & Carbines= | =Rifles & Carbines= | ||
==AAC Honey Badger== | ==AAC Honey Badger== | ||
− | The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6 | + | The [[AAC Honey Badger]] is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the [[Barrett M107]] has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6" barrel. |
[[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]] | [[File:AAC honey badger.jpg|thumb|none|450px|AAC Honey Badger - .300 AAC Blackout]] | ||
==AK-12 Carbine== | ==AK-12 Carbine== | ||
− | The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the "AK-12C", and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype). | + | The AK-12 Carbine, an originally planned variant of the 2012 prototype of the [[AK-12]], appears as the "AK-12C", and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the [[AK-15|AK-15K]] (which has various differences from the planned prototype). It has access to a 9x39mm conversion using 20-round [[AS Val]] magazines. |
[[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]] | [[File:AK-12 Carbine 7.62x39.jpg|thumb|none|450px|AK-12 Carbine - 7.62x39mm (photoshopped)]] | ||
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==AK-105== | ==AK-105== | ||
− | The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M. | + | The [[AK-105]] carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M. Like the AK-103 it has access to a 5.56mm conversion utilizing 35-round [[Galil]] magazines. |
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]] | [[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]] | ||
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===AK-107=== | ===AK-107=== | ||
− | The "BARS Barrel" converts the weapon into the [[AK-107]]. | + | The "BARS Barrel" converts the weapon into the [[AK-107]]. An approximation of the [[AK-108]] can be made by pairing with the 5.56mm conversion. |
[[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]] | [[Image:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]] | ||
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===AK-74M=== | ===AK-74M=== | ||
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==AKS-74U== | ==AKS-74U== | ||
− | The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the "Krinkov". It has a 9x19mm conversion | + | The [[AKS-74U]] is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the "Krinkov". It has a 9x19mm conversion roughly modelled off the Palmetto State Armory AKV (using MP5 magazines) and a 7.62x39mm conversion listed below. |
− | |||
===AKS-74UB=== | ===AKS-74UB=== | ||
− | + | Equipping the PBS-4 Suppressor effectively makes the weapon an [[AKS-74UB]]. | |
[[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]] | [[File:AKS-74UB with PBS-4 suppressor.jpg|thumb|none|450px|AKS-74UB - 5.45x39mm]] | ||
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==="PPK-12"=== | ==="PPK-12"=== | ||
− | The 9mm Conversion converts the weapon into the "PPK-12" (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and | + | The 9mm Conversion converts the weapon into the "PPK-12" (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and conversion to 1000 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the "AKU-12". The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an "Other" sidearm. |
Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals. | Visually the weapon resembled the [[PP-19-01 Vityaz]] SMG, but with 2012 prototype [[AK-12]] externals. | ||
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==Daewoo K1A== | ==Daewoo K1A== | ||
− | The [[Daewoo K1A]] is unlocked at rank 63. | + | The [[Daewoo K1A]] is unlocked at rank 63. The charging handle incorrectly doesn't lock back on an empty magazine. It has access to a 7.62x39mm conversion modelled off the full-sized DR-300 variant, using modified AKM magazines and changing its name to "MAX-III". |
[[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]] | [[File:K1A stock extended.jpg|thumb|none|450px|Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO]] | ||
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==FN SCAR PDW== | ==FN SCAR PDW== | ||
− | The [[FN SCAR PDW]] is unlocked at rank 32. | + | The [[FN SCAR PDW]] is unlocked at rank 32. It has access to a 7.62x51mm NATO conversion utilizing a [[FN SCAR-H]] lower and a fictional 9x19mm conversion using 50-round drum magazines. |
[[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]] | [[File:FN SCAR PDW (old).jpg|thumb|none|450px|FN SCAR PDW (old version) - 5.56x45mm NATO]] | ||
[[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]] | [[File:Pfscarpdw-1.jpg|thumb|none|600px|The SCAR PDW in the loadout menu.]] | ||
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==Heckler & Koch SL8-1== | ==Heckler & Koch SL8-1== | ||
− | The [[Heckler & Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine. | + | The [[Heckler & Koch SL8-1]] is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine. It has access to a binary trigger and a .300 Whisper conversion which increases damage but reduces firerate, muzzle velocity and replaces the magazine with a (still incorrect) 10-rounder, turning it into an approximation of the SL9 (minus the proprietary suppressor). |
[[File:HK-SL8.jpg|thumb|none|450px|Heckler & Koch SL8-1 - 5.56x45mm NATO]] | [[File:HK-SL8.jpg|thumb|none|450px|Heckler & Koch SL8-1 - 5.56x45mm NATO]] | ||
[[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]] | [[File:Pfsl8-1.jpg|thumb|none|600px|The SL8 in the menu.]] | ||
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The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below. | The [[Henry Rifle Series|Henry 45-70 All-Weather]] is a modern (2016) reproduction of the original [[Henry 1860]] lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below. | ||
− | The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to "Henry 410" and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the "Malcolm 3x Scope". It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the "Sidewinder ED", which makes it the only non-sniper rifle to have access to this scope. | + | The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to "Henry 410" and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A .30-30 conversion is also available, as well as the "Malcolm 3x Scope". It can also use the same scope as the [[PGM Hecate II]] sniper rifle, the "Sidewinder ED", which makes it the only non-sniper rifle to have access to this scope. |
[[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]] | [[File:Henry4570.jpg|thumb|none|450px|Henry 45-70 All-Weather Lever Action - .45-70 Government]] | ||
==IWI X95R== | ==IWI X95R== | ||
− | The [[IWI X95|IWI X95R]] is unlocked at rank 130. | + | The [[IWI X95|IWI X95R]] is unlocked at rank 130. It has access to 5.56x45mm and .300 Blackout conversions. |
[[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]] | [[File:IWI X95 5.45x39.jpg|thumb|none|450px|IWI X95R with 13-inch barrel and tan body - 5.45x39mm]] | ||
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==M231 Firing Port Weapon== | ==M231 Firing Port Weapon== | ||
− | The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no | + | The [[M231 Firing Port Weapon]] is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 "Grease Gun" and is not the correct stock for the M231. |
− | In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in | + | In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating "the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything..." |
The weapon's description ("... You're going to use it anyways, Boss?") has a reference to ''[[Metal Gear Solid 3]]'', where "The Boss" uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the "Short Barrel" attachment and the "M855 Specialty Conversion", the latter replaces the 30 round magazine with a C-Mag. | The weapon's description ("... You're going to use it anyways, Boss?") has a reference to ''[[Metal Gear Solid 3]]'', where "The Boss" uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the "Short Barrel" attachment and the "M855 Specialty Conversion", the latter replaces the 30 round magazine with a C-Mag. | ||
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==OTs-126== | ==OTs-126== | ||
− | The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game. | + | The OTs-126, a semi-auto carbine variant of the [[PP-2000]], is unlocked at rank 48. It is depicted as select-fire in-game. Like the PP-2000 it exclusively uses 9x19mm +P ammo and has access to 7N31 "Super Armor Piercing" rounds. |
[[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]] | [[File:OTs-126.jpg|thumb|none|450px|OTs-126 - 9x19mm Parabellum]] | ||
==OTs-14-1A-01 Groza== | ==OTs-14-1A-01 Groza== | ||
− | The [[OTs-14-1A-01 Groza]] appears as the "Groza-1", unlocked at rank 42. | + | The [[OTs-14-1A-01 Groza]] appears as the "Groza-1", unlocked at rank 42. It has access to a 5.45x39mm conversion (utilizing a 45-round RPK-74 magazine) turning it into the OTs-14-2A, and a 5.56x45mm conversion (incorrectly using a 30-round AK-74 magazine) turning it into the OTs-14-3A variant. |
[[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]] | [[file:OTs-14-1A-01.jpg|thumb|none|450px|OTs-14-1A-01 Groza - 7.62x39mm]] | ||
==OTs-14-4A-03 Groza== | ==OTs-14-4A-03 Groza== | ||
− | The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the "Groza-4". | + | The [[OTs-14-4A-03 Groza]] is unlocked at rank 79, referred to as the "Groza-4". |
[[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]] | [[Image:OTs-14-4A-03.jpg|thumb|none|450px|OTs-14-4A-03 Groza - 9x39mm]] | ||
==Remington 1858 "Cattleman's Carbine"== | ==Remington 1858 "Cattleman's Carbine"== | ||
− | The [[Remington 1858 "Cattleman's Carbine"]] is unlocked at rank 93. | + | The [[Remington 1858 "Cattleman's Carbine"]] is unlocked at rank 93. |
[[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 "Cattleman's Carbine" - .44]] | [[Image:RemCattlemansCarbine58.jpg|thumb|none|450px|Remington 1858 "Cattleman's Carbine" - .44]] | ||
==Rossi Circuit Judge== | ==Rossi Circuit Judge== | ||
− | The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the "Jury". | + | The [[Rossi Circuit Judge]] is unlocked at rank 114 and is referred to as the "Jury". It has access to a variety of .410 Bore variants that are identical to the standard shotgun ammo selection, with the notable exception of slugs, being replaced with an "Exotic Slugs" round that fires 2 projectiles. Regardless of ammo choice it is always depicted as being loaded with .410 shells. |
[[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]] | [[file:Rossi Circuit Judge 1.jpg|thumb|450px|none|Rossi Circuit Judge - .410 bore/.45 Long Colt]] | ||
==SKS== | ==SKS== | ||
− | The [[SKS]] in a Tapco Intrafuse stock is unlocked at rank 13. | + | The [[SKS]] in a Tapco Intrafuse stock with a 20-round detachable magazine is unlocked at rank 13. The original wood stock is available as an attachment, along with conversions to .366 TKM "polymer slug" and buckshot rounds, which turns it into the VPO-208 and restores its original 10-round integral mag (though this always incorrectly loads a full clip). |
[[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]] | [[File:Tapco Intrafuse SKS Rifle Stock Bayonet-DE.jpg|thumb|none|450px|SKS with Tapco Intrafuse stock - 7.62x39mm]] | ||
[[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]] | [[File:Pfsks-1.jpg|thumb|none|600px|The SKS in the menu.]] | ||
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==Heckler & Koch MSG90== | ==Heckler & Koch MSG90== | ||
− | The [[Heckler & Koch MSG90]] is unlocked at rank 59. | + | The [[Heckler & Koch MSG90]] is unlocked at rank 59. It has access to a .308 Winchester conversion, which changes the magazine to a 5 rounder incorrectly loaded with 10 rounds. |
[[Image:HKMSG90.jpg|thumb|none|450px|Heckler & Koch MSG90 - 7.62x51mm NATO]] | [[Image:HKMSG90.jpg|thumb|none|450px|Heckler & Koch MSG90 - 7.62x51mm NATO]] | ||
==Knight's Armament SR-25== | ==Knight's Armament SR-25== | ||
− | The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR | + | The [[Knight's Armament SR-25]] is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. |
It has a conversion to .500 Phantom rounds. | It has a conversion to .500 Phantom rounds. | ||
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==M1903 Springfield== | ==M1903 Springfield== | ||
− | The [[M1903 Springfield]] is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed. | + | The [[M1903 Springfield]] is unlocked at rank 136. It has access to a Unertl scope and Maxim silencer. It can be converted to the rare Air Service version, or have a Pedersen Device installed. |
[[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]] | [[File:M1903Mark1.jpg|thumb|none|450px|M1903 Springfield - .30-06 Springfield]] | ||
+ | [[File:ScopedSpringfield.jpg|thumb|none|450px|M1903A1 Springfield with 7.8x Unertl scope - .30-06 Springfield]] | ||
[[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]] | [[File:M1903AirService.jpg|thumb|none|450px|M1903 Springfield Air Service - .30-06 Springfield]] | ||
[[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]] | [[File:Pederson_Device.jpg|thumb|none|450px|M1903 Springfield with Pedersen Device - .30-18 Auto]] | ||
==Mosin Nagant M1891/30== | ==Mosin Nagant M1891/30== | ||
− | The [[Mosin Nagant M1891/30]], known simply as the "Mosin Nagant", is unlocked at rank 91, a nod to the original rifle's designation of M1891 | + | The [[Mosin Nagant M1891/30]], known simply as the "Mosin Nagant", is unlocked at rank 91, a nod to the original rifle's designation of M1891. |
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the "clip" part of the stripper clip is removed incorrectly. | The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the "clip" part of the stripper clip is removed incorrectly. | ||
− | The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an " | + | The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope (mounted further forward so it doesn't interfere with stripper clips). Additionally, it has access to two conversions; an Austro-Hungarian "8x50mmR" conversion, which increases damage at close range, decreases range and loads rounds individually, and a .410 Bore conversion which turns it into a shotgun named "Frolovka". The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and loads via two stripper clips despite the magazine being detachable in previous versions of the game and real life. |
[[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]] | [[File:M9130.jpg|thumb|none|450px|Mosin Nagant M91/30 - 7.62x54mmR]] | ||
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]] | [[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 with PU scope - 7.62x54mmR]] | ||
===Mosin Nagant "Obrez"=== | ===Mosin Nagant "Obrez"=== | ||
− | The [[Mosin Nagant "Obrez"]] version, a sawn-off Mosin, is available in the "Other" secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper. | + | The [[Mosin Nagant "Obrez"]] version, a sawn-off Mosin with a standard bolt, is available in the "Other" secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper. |
− | By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called "Front Post" remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The "Obrez Stock" and "Long Barrel" make the weapon approximate the | + | By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called "Front Post" remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The "Obrez Stock" and "Long Barrel" make the weapon approximate the M38 Carbine in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. |
− | The weapon also has access to the | + | The weapon also has access to the 8x50mmR conversion, .410 conversion (changing its name to "Frolobrez") and the extended magazine, like the full-length rifle. |
As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this). | As a bit of trivia, the appearance of the Obrez in ''Phantom Forces'' predates the appearance of the Obrez in ''[[Battlefield 1]]'' by a few months, making ''Phantom Forces'' the first game to feature one as a standalone weapon (though one could be created in ''[[DayZ]]'' by sawing down a full-length Mosin prior to this). | ||
− | [[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 "Obrez" | + | [[File:Mosin-Nagan-obrez.jpg|thumb|none|450px|Mosin Nagant M91/30 "Obrez" - 7.62x54mmR]] |
+ | [[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mmR]] | ||
==PGM Hecate II== | ==PGM Hecate II== | ||
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==Remington Model 700 Magpul== | ==Remington Model 700 Magpul== | ||
− | The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the "Remington 700". It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to | + | The [[Remington Model 700]], fitted with a Magpul chassis, is unlocked at rank 14 and is known as the "Remington 700". It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to a 10-round extended magazine, a straight-pull bolt and a fictional .32 ACP conversion which increases the headshot multiplier, firerate and walkspeed but greatly reduces damage. |
[[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]] | [[File:Remington M700 Hunter 700L stock.jpg|thumb|none|450px|Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO]] | ||
[[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]] | [[File:Pfr700-1.jpg|thumb|none|600px|The Remington 700 in the menu.]] | ||
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==VSS Vintorez== | ==VSS Vintorez== | ||
− | The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game. | + | The [[VSS Vintorez]] is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game. Unlike most select-fire weapons it is semi-automatic by default with full auto being a secondary firemode. |
− | Like the [[AS Val]], the Vintorez has access to the "Suppressor.. ?" attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1. | + | Like the [[AS Val]], the Vintorez has access to the "Suppressor.. ?" attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1. It can also be converted to use 7.62x39mm ammo (based off a civilian version made by Molot) which gives assault rifle-like performance, a 20-round magazine and makes full auto the default firemode but no longer silences the weapon. |
The AS Val can also be made into a VSS with the "Full Stock" attachment. | The AS Val can also be made into a VSS with the "Full Stock" attachment. | ||
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The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the "Long Barrel" attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless. | The [[Walther WA 2000]] is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the "Long Barrel" attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless. | ||
− | The description of the rifle states "Section 26, paragraph 5 - need to know. I'm sure you understand, | + | The description of the rifle states "Section 26, paragraph 5 - need to know. I'm sure you understand", which is a reference to ''[[The Living Daylights]]'', a Bond film in which [[Timothy Dalton]] uses the WA2000. |
[[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]] | [[Image:Walther-WA2000.jpg|thumb|none|450px|Walther WA 2000 - .300 Winchester Magnum]] | ||
=Machine Guns= | =Machine Guns= | ||
− | == | + | ==Browning Automatic Rifle M1918A2== |
− | The [[ | + | The [[Browning Automatic Rifle M1918A2]] was added in October 2023 as part of update 9.0.3. It has access to a shorter barrel and a sawn-off stock. |
− | [[File: | + | [[File:BAR.jpg|350px|thumb|none|M1918A2 Browning Automatic Rifle without carry handle - .30-06]] |
− | [[File: | + | [[File:PhantomForcesM1918A2.jpg|thumb|none|600px|''The M1918A2, also known as the B.A.R. A .30-06 Light Machine gun that, while not featuring as much magazine capacity as others of its type, still helped carry the Allied Armies to victory during many World War II battles. The most solid, dependable and courageous Marine I had ever known. Blink of an eye....gone.'' The last part of this description is a reference to [[Call of Duty: World at War]].]] |
− | + | [[File:PhantomForcesM1918A2Modded.jpg|thumb|none|600px|With carbine barrel and remove stock mods.]] | |
− | |||
− | |||
− | + | ==Colt Model 750 LMG== | |
− | [[File: | + | The [[Diemaco/Colt Canada C7 LSW]] was added in version 2.0.0 under the name "Colt LMG", replacing the M60 as the first LMG players unlock. It is fitted with a Choate E2 stock, does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the [[M16A2]]), the carry handle is removed when used with optics. It has access to a fictional shorter barrel, a 6.5mm Grendel conversion (which unlike other AR-15 variants uses a 40-round PMAG loaded with 34 rounds) and a .20 Tactical conversion which generally improves bullet performance and accuracy but increases recoil and reduces ammo capacity to 30 rounds. |
+ | [[File:M16A2_CAR.jpg|thumb|none|350px|Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO]] | ||
+ | [[File:PhantomForcesColtLMG.jpg|thumb|none|600px|''A squad assault rifle based on the AR-15 platform with a heavy barrel, large shroud and 60-round magazine. A jack of all trades, with a slow reload.'']] | ||
+ | [[File:PhantomForcesColtLMGmodded.jpg|thumb|none|600px|With various attachments including DPMS Mangonel sights, a shorter barrel, a collapsible stock and a PMAG loaded with 6.5mm Grendel rounds.]] | ||
+ | [[File:PhantomForcesColtLMG20Tactical.jpg|thumb|none|600px|With .20 Tactical conversion, giving it a standard 30-round GI magazine.]] | ||
==Heckler & Koch HK21E== | ==Heckler & Koch HK21E== | ||
The [[Heckler & Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use. | The [[Heckler & Koch HK21E]] is unlocked at rank 67. Like the [[Vollmer HK51-B]], it has a unique belt box that only G3 LMG variants use. | ||
[[File:HK21E.jpg|thumb|none|450px|Heckler & Koch HK21E - 7.62x51mm NATO]] | [[File:HK21E.jpg|thumb|none|450px|Heckler & Koch HK21E - 7.62x51mm NATO]] | ||
+ | [[File:PhantomForcesHK21E.jpg|thumb|none|600px|''Belt-fed heavy variant of the G3 rifle. Fires at a high rate of speed from a 100 round box, but has awful recoil. Has a lengthy reload process.'']] | ||
+ | |||
+ | ==Knight's Armament Stoner LMG== | ||
+ | The [[Knight's Armament Stoner LMG]] was added in April 2023 with version 8.0.1 under the name "Stoner 96" and is fittingly unlocked at rank 196. It has some of the highest muzzle velocity and lowest recoil in the LMG class, but suffers from having one of the lowest firerates (at 550 RPM) and low TTK. | ||
+ | [[File:KAC LMG.jpg|thumb|none|450px|Knight's Armament Stoner LMG - 5.56x45mm NATO]] | ||
+ | [[File:PhantomForcesStoner96.jpg|thumb|none|600px|''A lightweight LMG in 5.56x45mm NATO introduced in 1996 as a simplified version of the ARES-LMG-1. The gun's low rate of fire paired with a constant-recoil system give the Stoner 96 incredibly low recoil.'']] | ||
+ | |||
+ | ==KAC ChainSAW== | ||
+ | The [[KAC ChainSAW]] was added in the same update under the name "ChainSAW" and is unlocked at rank 226. It has the largest ammo capacity of any weapon in the game at 200 rounds, the highest muzzle velocity of all LMGs (tied with the Stoner 96) and low recoil, but has many of the Stoner's same drawbacks and cannot use any optics whatsoever. | ||
+ | [[File:KAC ChainSAW.jpg|thumb|none|450px|Knight's Armament ChainSAW - 5.56x45mm NATO. KAC suppressor and 37mm flare launcher not included.]] | ||
+ | [[File:PhantomForcesChainSAW.jpg|thumb|none|600px|''An unconventional ergonomic conversion kit for the Stoner 96, designed to be fired from the hip and held like a chainsaw. While various methods were tested to aid the user's accuracy, none made the ChainSAW's accuracy consistent enough to push it past the prototype stage. Possesses decent damage with good mobility and an incredibly high belt-fed capacity, giving the gun extremely consistent damage output - even if it's not the most accurate.'']] | ||
==L86A2== | ==L86A2== | ||
− | The [[L86A2]] LSW is unlocked at rank 43, under the name "L86 LSW". | + | The [[L86A2]] LSW is unlocked at rank 43, under the name "L86 LSW". Interestingly, equipping .223 Remington ammo gives the weapon a 50-round X-15 drum magazine, being a remnant of a previous update where .223 Remington ammo gave some weapons enlarged 40-round magazines. |
[[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]] | [[File:L86A2.jpg|thumb|none|450px|L86A2 with SUSAT scope - 5.56x45mm NATO]] | ||
+ | [[Image:PhantomForcesL86LSW.jpg|thumb|none|600px|''A heavyweight squad support variant of the L85A2. Feeds from 30 round magazines, but has an incredibly high bullet velocity. Very stable.'']] | ||
+ | [[Image:PhantomForcesL86LSWModded.jpg|thumb|none|600px|With SUSAT scope, L85 barrel and 50-round X-15 drum loaded with .223 Remington.]] | ||
==M60E6== | ==M60E6== | ||
− | The [[M60 machine gun|M60E6]], under the generic "M60" name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. | + | The [[M60 machine gun|M60E6]], under the generic "M60" name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the [[Mk 43 Mod 1]]. It can be given the [[M60D]]'s sights with the "Anti-Aircraft Irons" attachment and a cut-down stock used on early helicopter-mounted variants (known unofficially as the "M60B") with the "Remove Stock" attachment. |
− | [[File:M60E6.jpg|thumb|none|450px| | + | [[File:M60E6.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]] |
− | [[File: | + | [[Image:PhantomForcesM60.jpg|thumb|none|600px|''A belt-fed machine gun designed in the 1940s-50s to replace the M1918 BAR, combining elements of proven German MG42 and FG42 guns with American innovations. Features a relatively low rate of fire with high damage and penetration.'']] |
+ | [[File:Lohcockpit.jpg|thumb|none|450px|M60B - 7.62x51mm NATO]] | ||
+ | [[File:M60DDM.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]] | ||
+ | [[Image:PhantomForcesM60Modded.jpg|thumb|none|600px|With M60D sights and M60B stock.]] | ||
==MG3KWS== | ==MG3KWS== | ||
− | The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with the " | + | The [[MG3|MG3KWS]] is the improved version of the MG3, unlocked at rank 101. It can be modified with a "heavy bolt" attachment (likely from the MG42/59 as it is stated to be manufactured by Beretta), which decreases firerate, and a "Full Stock" attachment giving it a standard MG3 stock and renaming the weapon to "MG3" (although it would require more substantial model changes to actually be one). Along with the MK11 it has access to "Depleted Uranium" ammo which vastly increases velocity and penetration but nullifies suppressors (and visually changes the cartridges in the belt to have black bullets). |
− | [[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS | + | [[File:MG3KWS.jpeg|thumb|none|450px|MG3KWS - 7.62x51mm NATO]] |
+ | [[Image:PhantomForcesMG3KWS.jpg|thumb|none|600px|''A belt-fed German LMG with roots dating back to the MG42. Fastest fire rate, but has a 50 round magazine, lower damage, and a lengthy reload process.'']] | ||
+ | [[Image:PhantomForcesMG3KWSModded.jpg|thumb|none|600px|With anti-air sights, MG3 stock and depleted uranium ammo.]] | ||
==MG42== | ==MG42== | ||
− | The [[MG42]] is unlocked at rank 142. It can be modified with the "Light Bolt" and "Heavy Bolt" attachments, which in/decrease ROF. | + | The [[MG42]] is unlocked at rank 142. It can be modified with the "Light Bolt" and "Heavy Bolt" attachments, which in/decrease ROF. The latter has at least some basis in reality; while no such bolts were made for the MG42 itself, both the near-identical [[Zastava M53]] and the later [[MG3]] featured heavier bolts to reduce their cyclic rates. |
− | [[ | + | [[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]] |
+ | [[File:PhantomForcesMG42.jpg|thumb|none|600px|''The original, the iconic, the feared... The buzzsaw of the Axis Powers during the Second World War, back to prove its worth in the modern warzone. Fires extremely fast and hits even harder, but is slow and inaccurate.'' <br> Note that it uses an MG3-style belt drum rather than the proper ''Gurttromel 34'', likely a holdover from the MG3KWS's model.]] | ||
+ | [[File:PhantomForcesMG42Modded.jpg|thumb|none|600px|With anti-air sights.]] | ||
==RPK== | ==RPK== | ||
The [[RPK]] with a 40-round magazine is unlocked at rank 54. | The [[RPK]] with a 40-round magazine is unlocked at rank 54. | ||
[[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]] | [[File:RPK lmg.jpg|thumb|none|450px|RPK with 40 round magazine - 7.62x39mm]] | ||
+ | [[Image:PhantomForcesRPK.jpg|thumb|none|600px|''A heavy variant of the AK47 with a more durable reciever and heavy barrel. Packs a punch, but fires slowly, with strong recoil.'']] | ||
==RPK-12== | ==RPK-12== | ||
− | The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''. | + | The RPK-12, an early LMG concept of the [[AK-12]] prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in ''[[Battlefield 4]]''. It has access to a 7.62x39mm conversion which increases damage but reduces range, ammo capacity and removes the ability to fire in 3-round bursts. |
[[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]] | [[File:RPK-12.jpg|thumb|none|450px|Photoshopped mock-up of the RPK-12 - 7.62x39mm]] | ||
+ | [[Image:PhantomForcesRPK12.jpg|thumb|none|600px|''A conceptualized prototype LMG, essentially a heavy-barrel version of the AK12. Features low recoil and an incredibly fast burst fire mode with a fast reload and high damage.'']] | ||
+ | [[Image:PhantomForcesRPK12Modded.jpg|thumb|none|600px|With shortened AK-12 barrel, folded stock and 7.62x39mm conversion.]] | ||
==RPK-74== | ==RPK-74== | ||
The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment. | The [[RPK-74]] is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment. | ||
[[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]] | [[File:Soviet RPK-74.jpg|thumb|none|450px|RPK-74 - 5.45x39mm]] | ||
+ | [[Image:PhantomForcesRPK74.jpg|thumb|none|600px|''An updated variant of the RPK based off the AK74, intended to use the less powerful 5.45x39mm cartridge for greater recoil control and better performance overall.'']] | ||
==Steyr AUG HBAR== | ==Steyr AUG HBAR== | ||
− | The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt. | + | The [[Steyr AUG HBAR]] is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt. It has access to a closed-bolt conversion which increases accuracy, allows an additional round in the chamber and reduces firerate, and a .22 Long Rifle conversion based off the F88T Austeyr. |
[[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]] | [[Image:Aug-hbar.jpg|thumb|none|450px|Steyr AUG HBAR - 5.56x45mm NATO]] | ||
[[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]] | [[Image:SteyrAUGSR.jpg|thumb|none|450px|Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.]] | ||
− | [[ | + | [[Image:PhantomForcesAUGHBAR.jpg|thumb|none|600px|''A heavy-barrel, open-bolt version of the AUG, with a slightly slower fire rate and larger magazine. Accurate, but with a slow reload.'']] |
+ | [[Image:PhantomForcesAUGHBARModded.jpg|thumb|none|600px|With .22 Long Rifle conversion.]] | ||
==Vollmer HK51-B== | ==Vollmer HK51-B== | ||
− | The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]]. | + | The super-rare [[Vollmer HK51-B]], a short-barrelled [[HK21]] conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the [[M60]]. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the [[MP5A5]]. The "Full Stock" attachment gives it the HK21's stock, and the "Short Barrel" gives it a fictional cut-down receiver similar to the Fleming HK51K (fittingly renaming the weapon "HK51BK"). |
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game. | Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game. | ||
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]] | [[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]] | ||
+ | [[Image:PhantomForcesHK51B.jpg|thumb|none|600px|''Aftermarket conversion of the HK21 heavy LMG. Fires at an extreme rate of speed from a 100 round box, but has awful recoil. Has a lengthy reload process.'']] | ||
+ | [[File:HK51K.jpg|thumb|none|450px|Fleming HK51K - 7.62x51mm NATO]] | ||
+ | [[Image:PhantomForcesHK51BModded1.jpg|thumb|none|600px|With shortened HK51K-esque receiver and retracted stock.]] | ||
+ | [[Image:PhantomForcesHK51BModded2.jpg|thumb|none|600px|With Hensolt Z24 scope, aftermarket extended barrel and HK21 stock. Due to an improper placement the Z24's clamp mount clips with the bolt and forward assist.]] | ||
=Launchers= | =Launchers= | ||
Line 1,179: | Line 1,817: | ||
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range. | The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range. | ||
− | The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. ".410 Beehive" converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, | + | The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. ".410 Beehive" converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, double slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, and a second projectile; one is always accurate while the other can vary wildly. |
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]] | [[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]] | ||
+ | [[Image:PhantomForcesM79Thumper.jpg|thumb|none|600px|''A single-action break-action grenade launcher that is loaded with 10-round hornet's nest of .22 Long Rifle and tons of other ammo using proper shells or adapters. First appeared during the Vietnam War, it earned many nicknames by the soldiers.'']] | ||
+ | [[Image:PhantomForcesM79ThumperModded.jpg|thumb|none|600px|With flipped-up sights and "pirate gun" style configuration with sawn off stock and barrel.]] | ||
+ | [[Image:PhantomForcesM79ThumperDefaultAmmo.jpg|thumb|none|600px|With standard, armour piercing, hollow point or tracerless ammo loaded.]] | ||
+ | [[Image:PhantomForcesM79Sponge.jpg|thumb|none|600px|With 40mm Sponge ammo loaded.]] | ||
+ | [[Image:PhantomForcesM79Thumper410Beehive.jpg|thumb|none|600px|With .410 Beehive ammo loaded.]] | ||
+ | [[Image:PhantomForcesM79ThumperBuckshot.jpg|thumb|none|600px|With M576 40mm Buckshot ammo loaded.]] | ||
+ | [[Image:PhantomForcesM79ThumperFlechette.jpg|thumb|none|600px|With 40mm Flechette ammo loaded.]] | ||
+ | [[Image:PhantomForcesM79ThumperDoubleSlug.jpg|thumb|none|600px|With Double Slug ammo loaded.]] | ||
==X Products Can Cannon== | ==X Products Can Cannon== | ||
Line 1,241: | Line 1,887: | ||
==="Coilgun"=== | ==="Coilgun"=== | ||
The "Coilgun" is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an "Other" secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version. | The "Coilgun" is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an "Other" secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version. | ||
+ | |||
+ | ==Nerf Boxy Buster== | ||
+ | The "Boxy Buster" is a pistol based on the [[USFA ZiP .22]], added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular ''Roblox'' games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the "Jolt" blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster. | ||
+ | |||
+ | The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster. | ||
+ | |||
+ | The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire. | ||
+ | [[File:PF_Boxy_Buster.jpg|thumb|350px|none|Nerf Boxy Buster toy pistol]] | ||
=Unusable Weapons= | =Unusable Weapons= |
Latest revision as of 14:41, 10 September 2024
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Phantom Forces for current discussions. Content is subject to change. |
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Phantom Forces is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and August 31st, 2015 for PC. It is a modern shooter heavily inspired by the Battlefield franchise, specifically Battlefield 3 and Battlefield 4, with some of the maps and weapons of 4 and the heads-up display of 3 making a near-identical appearance in Phantom Forces. The 4-class system of the Battlefield games is also present, but without the unique gadgets and abilities of those classes.
Phantom Forces sets itself apart with an extremely diverse selection of over 180 firearms ranging from black powder revolvers to the most modern military rifles. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition types, and lengthened/shortened barrels.
The following weapons appear in the video game Phantom Forces:
Overview
There are 4 classes in Phantom Forces, which, due to the lack of Battlefield-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.
Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all "Other" category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal "rank", which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money.
Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one "optic" attachment (includes iron sights, holographic sights, and scopes), one "barrel" attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one "underbarrel" attachment (grips, flashlights, lasers), one "other" attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one "ammo" attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the Kel-Tec KSG has access to the unique "KSG-25 barrel" modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to "KSG-25" in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in Phantom Forces.
Pistols
Pistols in Phantom Forces are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes.
AMT Automag III
The AMT Automag III was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.
AMT Automag IV
Equipping the ".45 WinMag" ammo conversion mod for the Automag III transforms it into the AMT Automag IV. This greatly increases its headshot multiplier, range and the maximum total ammo the player can carry, but reduces its general damage and firerate.
AMT Automag V
Equipping the ".50 AE" ammo conversion mod for the Automag III transforms it into the AMT Automag V. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly).
AMT Javelina Longslide
The AMT Javelina Longslide, a variant of the 1911-pattern AMT Hardballer chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the "Hardballer" in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the "Short Barrel" mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional "AMT Terminator" optic, which, along with the weapon's in-game description, is an obvious reference to 1984's The Terminator.
Arsenal Firearms AF2011-A1
The Arsenal Firearms AF2011-A1 was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to Phantom Forces. It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms "Rifle-ette" stock and a "Double Dart" conversion which turns it into a dart gun like the OSS "Bigot" M1911 mentioned below.
AWS 1911
The AWS 1911 was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the "MP1911" and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later "AWS Model-2" prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 > 15 rounds) and firerate (1300 > 1000 RPM) while decreasing its damage.
Beretta 93R
A Beretta 93R with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the "Raffica Stock".
Beretta M9
A Beretta M9 with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a "jack-of-all-trades" pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's "Raffica Stock" in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the "Osprey Suppressor" is equipped, which is a reference to the "Luison" pistol from Rainbow Six Siege.
Colt M1911A1
A two-toned Colt M1911A1 was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic "Engravings" attachment.
M1911 .22 LR
Equipping the M1911A1 with the "Ratshot" ammo conversion transforms it into the "M1911 .22LR". This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1.
OSS "Bigot" M1911A1
Equipping the "Dart" ammo conversion transforms the weapon into the experimental clandestine OSS "Bigot" M1911. A high-risk, high-reward weapon, the "Bigot" launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the "Bigot" is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured.
Colt M45A1
The Colt M45A1 CQBP was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a Colt Rail Gun. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same "Dart" conversion as the M1911A1.
FN Five-seveN
An FN Five-seveN Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed.
Glock 17
A 3rd Generation Glock 17 with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, "Long Barrel" (which transforms the pistol into the Glock 17L), and a "G Switch" attachment that converts it to full auto but dumps the entire magazine when firing.
Glock 17L
Equipping the "Long Barrel" attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights.
Glock 18C
A 4th Generation Glock 18C was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.
"G18L"
Equipping the Glock 18C with the "Long Barrel" attachment transforms it into the fictional "G18L". A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector.
Glock 21
A Glock 21 was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in Phantom Forces, was once available only through an ammunition conversion for the Glock 17. With 2022's "Return to Spring" update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine, a FAB Defense GLR-440 Tactical Stock and a G Switch.
"G21L"
Equipping the Glock 21 with the "Long Barrel" attachment transforms it into the fictional "G21L". The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.
Glock 21 (with .50 GI conversion)
A Glock 21 with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the "G50" in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR.
It can be modified to add an FAB Defense Cobra folding stock and an extended "Heavy Barrel", which changes the pistol's name to "G50L", a fictional designation.
Glock 23
A Glock 23 with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A "jack-of-all-trades, master of none" pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, a G Switch and aftermarket extended barrel (which inexplicably changes the weapon's name to "G23L").
Glock 40
A Glock 40 was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock, G Switch and a 30-round extended magazine. It also has access to the "Short Barrel" attachment, which transforms the pistol into the Glock 20.
Glock 20
A Glock 20 can be created by equipping the "Short Barrel" attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the "Short Barrel" attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical).
Guncrafter Industries Model 1
The Guncrafter Industries Model 1 was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the "GI M1" (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock.
IMI/Magnum Research Desert Eagle L5
A Desert Eagle L5 chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique "Extended Barrel" mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from Call of Duty 4: Modern Warfare.
IMI/Magnum Research Desert Eagle Mark XIX
The Desert Eagle Mark XIX chambered in .50 AE was added in December 2019 as part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback "teardrop" safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a "second primary" of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10" extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition.
Desert Eagle Police Carbine
Equipping the Desert Eagle Mark XIX with the "Police Barrel" and "Police Stock" mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly "what-if" affair.
Intratec TEC-DC9
The Intratec TEC-DC9 appears both as the fully-automatic "TEC-9", which was added during the game's Alpha, and as the semi-auto only "KG-99", which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver.
The "TEC-9" holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the "TEC-9" has very high recoil, with the weapon's point of aim "walking" uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the Interdynamic KG-9.
Intratec TEC-9 Mini
The TEC-9 can be turned into an Intratec TEC-9 Mini via the "Short Barrel" attachment.
"KG-99"
The "KG-99" is a semi-automatic version of the "TEC-9". Although considered a separate weapon from the TEC-9, the model is identical, except for using a different texture and the TEC-9 Mini "Short Barrel" being default. It deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The "KG-99" is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the "TEC-9", it can be fitted with a "Long Barrel" mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.
LAR Grizzly Mark V
The LAR Grizzly Mark V Pistol in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the "Grizzly", this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon "LAR" slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.
Laugo Alien
The Laugo Alien was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with "RIPLEY" supplanting the "ALIEN" writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's Alien. As with other competition or target-shooting weapons in Phantom Forces, the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique "Olympic Target Sight" low-magnification optic as a free modification.
Makarov PB
The Makarov PB was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or "Izhevsk PB", as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in Phantom Forces. The PB's safety is always in the "safe" position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters.
Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.
Makarov PM
The Makarov PM was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long "Extended Barrel" modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range.
MBA Gyrojet Pistol Mark I
The MBA Gyrojet Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.
MBA Gyrojet Pistol Mark II
Equipping the Gyrojet Mark I pistol with the "12mm Rockets" attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets but deal less damage.
RARAN 1130
The one-off RARAN 1130 was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the "RAMA 1130", a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds.
Serbu GB-22
The Serbu GB-22 was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's other .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.
The GB-22's unique modifications include a "Cut-down Barrel" and lengthened "Sporting Barrel" as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the "blaster" in "ghetto blaster" by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge "minishells", which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon.
SIG-Sauer P320-M17
A SIG-Sauer P320-M17 (identifiable as such due to the rear sight) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13, called the "M17". As with other military-issue pistols, the M17 is an all-rounder. It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.
Springfield Armory M1911-A2 SASS
The Springfield Armory M1911-A2 SASS was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an "Other" secondary weapon and known as the "SASS 308" in-game, it is chambered in .308 Winchester and is fitted with a 14.9" barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75" barrel. The M1911-A2 SASS is a powerful "pocket sniper", with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads.
STI DVC Tactical 2011
The STI DVC Tactical 2011 was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the "M2011" in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms "Rifle-ette" stock, which can also be fitted to the AF2011-A1.
USFA ZiP .22
The USFA ZiP .22 was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the "ZIP 22", it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as "Pro Mags" in-game), which provide a welcome increase in magazine size, and ".22 Ratshot" ammunition, which transforms the pistol into a compact "shotgun" of questionable utility.
Walther GSP Expert
The Walther GSP Expert was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith & Wesson Long conversion which doubles ammo capacity and provides more conventional pistol performance, and a .22 Ratshot conversion.
Revolvers
Revolvers make up their own category of secondary weapons in Phantom Forces and are available to all classes. Most revolvers have access to a "speedloader" modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads.
Mateba Model 6 Unica
The Mateba Model 6 Unica was added in September 2018 as part of update 3.13.0 and is unlocked at rank 29. Appearing as the "Mateba 6", it is chambered in .44 Magnum and equipped with a 5" barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3" "Snubnose" barrel, an 8" "Cowboy" barrel, and .454 Casull ammunition which greatly increases damage and recoil but reduces firerate and range.
MP-412 REX
The MP-412 REX was added during the game's Alpha and is unlocked at rank 4. The REX features a 6" barrel in its default configuration, which is most likely a reference to the revolver's depiction in Battlefield: Bad Company 2, and like other revolvers it incorrectly has the ability to mount a flash hider attachment, which would not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a "jack-of-all-trades" revolver with a high firerate and low minimum range. The REX has a few unique modifications, including a shoulder stock, "Snubnose", "Short", "Cowboy", "Carbine", and "Integral" barrels, the latter functioning as an integral suppressor (which apparently functions by greatly reducing tolerances and the cylinder gap) and renaming the gun to "Monarch".
Remington 1858 New Army
The Remington 1858 New Army was added in January 2018 as part of update 3.4.0 and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3" barrel or an extended 12" barrel. It also features a ".36 Caliber" conversion, which transforms the pistol into the Remington 1858 Navy, and "Snakeshot" ammunition, which allows the 1858 to function as a compact scattergun.
Equipping the 1858 New Army with the ".36 Caliber" ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage.
Ruger Redhawk
The Ruger Redhawk was added in June 2019 as part of update 4.5b and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7" "snubnose" barrel and a very long "cowboy barrel" modeled after the Smith & Wesson Model 629 Stealth Hunter's barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's Knight's Armament Revolver Rifle model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only.
"Toy Gun"
The Redhawk model is also the basis for the "Toy Gun", a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.
Taurus Judge
The Taurus Judge was added in July 2019 as part of update 4.8.0 and is unlocked at rank 113. Firing .410 bore, the Judge is one of the few available shotgun secondary weapons in Phantom Forces (and the only true 'shotgun pistol', barring weapons such as the ZiP .22 or 1858 New Army that have shotgun-type ammunition conversions). It is a powerful backup weapon, dispersing 4 highly-damaging pellets per trigger-pull at a respectable 300 RPM. As one could expect, however, its poor damage at range and somewhat wide spread limit the Judge's effectiveness beyond close range.
As a shotgun, the Judge has access to flechette, birdshot, rubber pellets, and slug ammunition. It can also equip the "Taurus Stock" and "Taurus Barrel" mods, which are the shoulder stock and extended barrel/handguard of the Rossi Circuit Judge respectively, albeit made of a black polymer instead of carved wood. This means that the Rossi Circuit Judge technically appears 3 different times in Phantom Forces: once by modifying the Judge, once by modifying the Raging Judge (which has access to the same pair of modifications), and once as a standalone primary weapon, the "Jury", which can be found in the Rifles & Carbines section of the page.
Taurus Raging Judge
The Taurus Raging Judge was added in June 2019 as part of update 4.8.0 and is unlocked at rank 137. It is known as the "Executioner", which is a reference to the Raging Judge XXVIII's appearance in Call of Duty: Black Ops II. The "Executioner" moniker also works to complete the idiom "judge, jury, and executioner" alongside the standard Judge and the "Jury" (the Rossi Circuit Judge). The Raging Judge fires .454 Casull rounds and can equip the "Taurus Stock", "Taurus Barrel", and speedloader unique mods. Comparable to the Desert Eagle XIX, the Raging Judge is the most powerful (and sluggish) revolver available, offering a single-shot kill at an impressive range at the cost of heavy recoil, poor handling, and low reserve ammunition.
Submachine Guns
ASMI
The ASMI was added in May 2022 as part of update 5.7.3 and is unlocked at rank 97, marking the weapon's first known media appearance. The ASMI uses 33-round Glock magazines and is distinctive for being one of the few submachine guns to be classified as a secondary weapon, with the other being the PP-2000. Unlike other sidearms, it has access to most standard grip attachments (under the "Other" slot). It serves as a more versatile and controllable alternative to the game's machine pistols, although it has a slight bit of trouble scoring kills quickly.
Coharie Arms MP-10
The Coharie Arms MP-10 was added in March 2016 as part of update 0.7.0 and is unlocked at rank 66. It has the ability to fire in semi-automatic or full-auto (at 850 RPM), which is incorrect, as the MP-10 was produced exclusively as a civilian carbine (and is therefore semi-auto only). The MP-10 (known in-game as the "MP10", not to be confused with the Heckler & Koch MP5/10) is the only weapon in Phantom Forces to feature an integral flashlight, although many weapons have access to an underbarrel flashlight as a free modification, making this less of a boon than it may seem. With high minimum damage, low damage falloff, and a high rate of fire, the MP-10 is an especially potent weapon at range, in contrast to most other submachine guns. It is let down, however, by its sluggish reload and poor maximum damage. Unique modifications for the weapon include a 16" barrel and a "Flashlight Off" attachment.
Colt MARS
The Colt MARS was added in December 2022 (replacing the Colt SMG's 5.56x30mm MARS attachment from earlier versions) as part of update 7.1.0 and is unlocked at rank 36. It has high armour penetration and muzzle velocity but suffers from high recoil and low range. It has access to a 9x30mm MARS conversion which improves close-quarters performance but worsens range and recoil even further, and reduces the magazine capacity to 28 rounds.
Colt Model 633
The Colt Model 633 was added in July 2016 as part of update 0.13.6 and is unlocked at rank 49. Before the June 4th 2020 update, it was incorrectly called the "Colt SMG 635". The Model 633 has a high firerate (1000 RPM), decent magazine size (32 rounds), and a speedy reload, making it a powerful SMG for close-quarters combat. Its high vertical recoil, however, makes sustained fire from the Colt SMG hard to keep on target, especially at longer ranges. The Colt SMG 633's collapsible stock can be retracted or removed (to improve walkspeed) or replaced with an M16-style fixed stock.
Colt Model 635
The "Long Barrel" attachment transforms the weapon into the Colt Model 635.
Colt Model 639
The "Burst Grouping" attachment transforms the weapon into the Colt Model 639, which fires in three-round bursts instead of fully-automatic. The player is able to equip the Model 633 with this modification (and therefore change its name to "Colt SMG 639") without also equipping the "Long Barrel" attachment, which is technically incorrect.
Daewoo K7
The Daewoo K7 was added in December 2020 as part of update 5.4.0 (Winter Update 2020) and is unlocked at rank 84. Known simply as the "K7", this SMG fires quickly (at 1100 RPM, to be exact), is integrally suppressed (although this limits its ability to use muzzle devices), and has the fastest reload speed in-class. The K7 lags behind in the damage department, however, and has the lowest muzzle velocity among all of the SMGs. It features one unique attachment, a 5.56x45mm conversion that essentially transforms the weapon into an integrally-suppressed Daewoo K1A rifle.
FN P90 TR
The FN P90 TR was added during the game's alpha (as the "P90") and is unlocked at rank 24. Its firing sound is taken from Call of Duty 4: Modern Warfare, and its reload sounds are from COD4 and Counter-Strike: Global Offensive. Possessing a high rate of fire, impressive magazine capacity, and, most notably, very high penetration, the P90 is extremely effective at taking down enemies at close range, especially if they are utilizing cover. Unique modifications for the P90 include 30-round magazines, which increase walkspeed, handling, and reload speed, and the 16" barrel of the FN PS90, which increases damage at range and muzzle velocity but reduces close-range damage.
Heckler & Koch MP5A2
The Heckler & Koch MP5A2 was added in February 2016 as part of update 0.5.0 and is unlocked at rank 40. It is known simply as the "MP5" and serves as a versatile, modular submachine gun with an unusually high muzzle velocity. The MP5A2 can equip the extended barrel of the Heckler & Koch HK94 as a unique mod and, alongside the rest of the MP5 family, lacks a kill requirement to equip the Hensoldt Z24 scope.
Heckler & Koch MP5A4
Equipping the "Burst Grouping" attachment for the MP5A2 transforms it into the Heckler & Koch MP5A4, albeit without the ability to fire in full-auto. This also (somehow) increases the weapon's headshot damage and changes its damage profile to be more focused on close-quarters combat.
Heckler & Koch MP5K
The Heckler & Koch MP5K was added during the game's Alpha is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. As a default weapon, the MP5K is easy-to-use, possessing manageable recoil, high firerate, rapid reloads, and excellent walkspeed. The submachine gun's damage drops off fast at range, however, which limits its versatility on larger, more open maps. The MP5K has access to a few notable modifications, including the carbine-length barrel of the Heckler & Koch HK94, the stock of the Heckler & Koch MP5K-PDW, and free access to the Hensoldt Z24 optic.
Heckler & Koch MP5KA4
The Heckler & Koch MP5A4 can be made by equipping the "Burst Grouping" mod on the MP5K. The MP5KA4 has a slightly higher firerate (924 > 900 RPM) and better torso multiplier (1.10 > 1.00) than the base MP5K at the cost of not being able to fire in full-auto.
"MP5K/10"
Equipping the fictional "10mm Auto" conversion for the MP5K transforms it into the "MP5K/10". While MP5s converted to fire 10mm Auto do exist (see Heckler & Koch MP5/10), they are exclusively of the full-length variety. The "MP5K/10", owing to its much punchier cartridge, possesses significantly increased damage and recoil.
Heckler & Koch MP5SD2
The Heckler & Koch MP5SD2 was added in February 2016 as part of update 0.5.0 and is unlocked at rank 60. Known simply as the "MP5SD", this submachine gun offers great handling characteristics, a speedy reload, and a potent integral suppressor, which prevents the player from being revealed on other players' minimaps when firing. The MP5SD2 has a few downsides, however, most notably its subpar ranged performance and lethargic muzzle velocity. It also, due to the suppressor, lacks the ability to equip muzzle devices. The MP5SD2 can equip a "Long Barrel" attachment that increases muzzle velocity and improves damage at range but reduces close-range damage and decreases handling.
Heckler & Koch MP5SD5
The "Burst Grouping" mod transforms the weapon into the Heckler & Koch MP5SD5, swapping the gun's ability to fire in full-auto for a three-round burst and a slight increase to long-range damage.
Heckler & Koch MP5/10
The Heckler & Koch MP5/10 was added in March 2016 as part of update 0.7.0 and is unlocked at rank 74. Offering a substantial damage increase over the base MP5 and dealing respectable damage at range, the MP5/10 is a potent weapon in almost any situation as long as one considers its jumpy recoil. Not unlike the other members of the MP5 family, the MP5/10 can equip the carbine-length barrel of the Heckler & Koch HK94 and Hensoldt Z24 optic as unique modifications. Also available are the "Burst Grouping" conversion, which allows the weapon to shoot in three-round bursts (that deal increased damage, for balancing purposes), and the "Retract" and "Remove Stock" mods, which grant increased mobility at the expense of recoil control.
Heckler & Koch MP5/40
The ".40 S&W" conversion transforms the weapon into the Heckler & Koch MP5/40. Firing a slightly less powerful round, the MP5/40 deals slightly less damage but has less recoil.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 was added during the game's Alpha and is unlocked at rank 9. Known simply as the MP7, the PDW has access to a unique extended 40-round magazine. When equipped with the joke "Loudener" attachment, the MP7A1's firing sound is changed to that of the Heckler & Koch PDW from Half-Life 2. The weapon's high rate of fire (950 RPM), high close-range damage, and powerful cover-penetrating performance make the MP7 extremely effective in close-quarters combat. Its low minimum damage and above average horizontal recoil make it less useful at range, however.
Heckler & Koch MP7A2
Equipping an underbarrel attachment on the MP7A1 transforms it into the Heckler & Koch MP7A2 (sans the tan finish).
Heckler & Koch UMP45
The Heckler & Koch UMP45 was added during the game's Alpha and is unlocked at rank 5. It has a sole underbarrel RIS rail as opposed to the tri-rail setup seen in the picture below. Its reload sounds are from Call of Duty: Modern Warfare 2 and Counter-Strike: Global Offensive. The UMP45 can equip the carbine-length barrel of the Heckler & Koch USC as its only unique modification. As is to be expected from a submachine gun firing .45 ACP, the UMP hits very hard but fires somewhat slowly and has poor muzzle velocity.
Heckler & Koch UMP40
The .40 S&W conversion turns the gun into the Heckler & Koch UMP40.
IMI Micro Uzi
The IMI Micro Uzi was added in December 2019 as part of update 4.11.0 (Israeli Weapons update) and is unlocked at rank 68. It is classified as a machine pistol (and lacks a stock in its default configuration) in-game. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. Some of its reload sounds are taken from Call of Duty 4: Modern Warfare. The Micro Uzi has two unique mods: a shoulder stock, which reduces recoil and walkspeed, and special "Strike-3" ammunition which transforms the Micro Uzi into a compact full-auto scattergun. Similar to the other available machine pistols, the Micro Uzi is extremely effective in close-quarters (due to its high damage and rate of fire) but is next to useless at range due to its extremely high recoil.
IMI Uzi
The IMI Uzi was added in December 2019 as part of update 4.11.0 (Israeli Weapons update) and is unlocked at rank 77. Unusually, the Uzi's bolt is not closed after the last shot and its rear iron sight is cut down. It has access to the carbine-length barrel of the Uzi Carbine and the weapon's stock can be unfolded or replaced by a fixed wooden stock. The Uzi uses 25 round magazines and has access to a number of ammunition conversions, including .22 LR, which decreases damage and recoil while increasing headshot damage and magazine size, and .41 AE, which vastly increases damage while limiting the Uzi to semi-automatic fire and lowering the magazine size. A third conversion is for .45 ACP, which increases damage and magazine size while worsening recoil and rate of fire; while the description for this attachment mentions the use of M3A1 "Grease Gun" magazines, the Uzi's magazine model remains unchanged. Firing at 600 RPM, which is on the lower end of the PDW class, the Uzi is a hard-hitting and controllable submachine gun. The weapon's downsides, including its poor walkspeed and low minimum damage, can make it difficult to use at both short and long ranges, however.
IWI X95
The IWI X95 is called the "X95 SMG" and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.
KRISS Vector
The Gen I KRISS Vector is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.
M1928 Thompson
An M1928 Thompson is unlocked at rank 121, referred to as "Tommy Gun", with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to "Thompson"), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the "Annihilator" prototype, which makes the weapon fire at 1500 RPM. This conversion is called the "M1919 Conversion", which is incorrect, as the M1919 did not fire this quickly. The "Typewriter" admin-only M1928 has the 100 round drum.
M3A1 "Grease Gun"
A black M3A1 "Grease Gun" is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.
MAC-10
The MAC-10 is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the TEC-9 extended barrel, which makes the weapon appear as if it has come from BOCW. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, "gangster" style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger.
The reload sounds are the same as the Uzis above, which were partially taken from Call of Duty 4: Modern Warfare.
MP40
The MP40 is unlocked at rank 108.
PP-19 Bizon-2
The PP-19 Bizon-2 chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.
The in-game description contains the quote "Kept ya waiting, huh?" which references a trademark line of the character Snake from the video game series Metal Gear. It is also a nod to the long wait players had before this weapon was finally added to the game.
PP-2000
The PP-2000 is unlocked at rank 42.
PPSh-41
The PPSh-41 with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the MW2 and CS:GO UMP-45, with the charging handle sound of the AK-12.
Sa vz. 61 Skorpion
The Sa vz. 61 Skorpion is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the "Other" category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to "vz.61-E". Weirdly, there is also a 50 round rubber pellets conversion.
Sa vz. 82 Skorpion
The 9x18mm Makarov conversion turns the weapon into the Sa. Vz. 82 Skorpion, but it still has the wood pistol grip.
Sterling L2A3
The Sterling L2A3 is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.
Steyr AUG A3 9mm XS
The Steyr AUG A3 9mm XS is unlocked at rank 80 and is called the "AUG A3 Para". It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder.
Shotguns
All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet "birdshot" (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.
AA-12 CQB
The AA-12 CQB is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.
AA-12
The "Long Barrel" attachment turns the CQB into a regular-length AA-12.
Beretta DT11
The Beretta DT11 is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2" shell, which significantly increases pellet velocity, and a bolo round, which has unique "damage rampup", causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player.
Daewoo USAS-12
The Daewoo USAS-12 is unlocked at rank 189.
"DBV12"
The "DBV12" (DBV stands for "drobovik", "shotgun" in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype AK-12 and is unlocked at rank 24. The "DBV12" in game is specifically based on the Battlefield 4 weapon of the same name. Like the BF4 weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the "DBV12" in-game.
Aside from the same 4 ammo types all shotguns have access to, the "DBV12" can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.
Double Barrel Shotgun
The "Stevens DB" is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless double barreled shotguns and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the "Sawed Off", and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade "Muffler" attachment. Additionally, all muzzle attachments except the compensator clip through each other.
The stock has the word "BOOM" engraved into it in the same font as the DOOM logo, and the description states "It spells doom for whatever's in front of it". These are both references to the Super Shotgun from DOOM II, which was a sawed-off double barrel shotgun.
Franchi SPAS-12
The SPAS-12 is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the "Pump-action" attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the "Extended Stock" attachment is equipped. The "Full Stock" attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.
Kel-Tec KSG
A green Kel-Tec KSG is unlocked at rank 1, called "KSG-12". Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube.
Kel-Tec KSG-25
The KSG can be converted to the KSG-25 with the "KSG-25 Conversion", giving the weapon a 24+1 capacity and a longer barrel.
KS-23M
The KS-23M is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical Phantom Forces fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including
- Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage
- Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off
- Barrikada, a dense metal slug with high velocity and penetration
- A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot
- A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123)
The pumping sound used in-game is the same as Black Mesa's SPAS-12.
KS-23
The "Full Stock" attachment turns the weapon into a KS-23.
Remington Model 870 Express Tactical Magpul
The Remington 870 is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.
Saiga-12K
The Saiga-12K, simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:
- Saiga-223 (.223 Remington), fires in full-auto, holds 40 rounds (10 for the 12U).
- Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto, holds 20 rounds (5 for the 12U).
- Saiga-50 (.50 BMG), fires a single shot inserted manually into the chamber (cannot be reloaded on the 12U).
- Saiga-762 (7.62x39mm), fires in full-auto, holds 30 rounds (10 for the 12U).
- Saiga-953 (9.6x53mmR Lancaster), fires in semi-auto at 70 RPM, holds 10 rounds (5 for the 12U).
- Saiga-9 (9x19mm Parabellum), fires in 3-round bursts, holds 30 rounds.
"Saiga-12U"
The "Saiga-12U" is a custom secondary shotgun in the "Other" category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12, and has access to the same ammo conversions (albeit with different capacities).
The Saiga-12U greatly resembles the modified Saiga-12K seen in Gamer, The Expendables, and Drive Angry, though with a 2-round box magazine instead of a 20-round drum for obvious reasons.
Sawed-Off Double Barrel Shotgun
Unlocked at rank 90 is the "Sawed Off", a traditional side-by-side Sawed-Off Double Barrel Shotgun. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the "Other" secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first. All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade "Muffler" attachment. Additionally, all muzzle attachments except the compensator clip through each other.
The "Boom Stock" attachment gives the weapon a stock, which, like the Stevens, has the word "BOOM" written in the same from as the DOOM logo. This is another reference to the Super Shotgun from DOOM II.
Serbu Super Shorty
The Serbu Super Shorty is unlocked at rank 36 as the first "Other" category sidearm, referred to as the "Super Shorty"; however, it was originally referred to as the "Serbu Shotgun". It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight. It has access to a 5+1 round extended tube and a "Traditional Pump" giving it the handguard from the Remington 870 MCS.
Assault Rifles
AK-12
The 2012 prototype AK-12 is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life. It has access to a "BARS Barrel" attachment, giving it the AK-107's balanced recoil mechanism and removing the ability to fire in full-auto.
AK-74N
The AK-74N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.
The "Collapsible Stock" attachment gives it the stock of the East German MPi-KM-72.
AK-103
The AK-103 is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M. An RPK-203 barrel is available as the "Long Barrel" attachment. A 5.56x45mm conversion utilizing 35-round Galil magazines is available, roughly resembling the AK-101.
AK-104
An approximation of the AK-104 (with an incorrect muzzle device) can be created with the "Short Barrel" attachment. An approximation of the AK-102 can be made by pairing with the 5.56mm conversion.
AK-109
The "BARS Barrel" converts the weapon and changes its name to the AK-109. An approximation of the AK-108 can be made by pairing with the 5.56mm conversion.
AK47
The AK47 is unlocked at rank 47. In previous versions it was a mishmash of AKM and AK-47 parts, but received a model update in version 11.1.0 (July 2024) turning it into a proper AK-47. It performs almost like a battle rifle with high damage and poor recoil control. It has access to a shorter barrel, underfolder stock (turning it into the AKS variant), a railed dust cover with optics and Zenitco handguard when mounting most underbarrel and "other" attachments.
AKS-47
Using the "underfolder stock" attachment turns the weapon into the AKS-47.
AKM
The AKM is unlocked at rank 94. The "Collapsible Stock" uses the same stock as the East German MPi-KM-72.
VPO-209
Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and "AK47". This allows usage of slugs and birdshot ammo types.
AN-94
The AN-94 is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst. It has access to a 7.62x39mm conversion, based off a variant allegedly in limited service (whether or not it actually functions is unknown).
AS Val
The AS Val is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.
The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the "Suppressor.. ?" attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.
Daewoo K2
The Daewoo K2 is unlocked at rank 42.
Diemaco/Colt Canada C7A2
The Diemaco/Colt Canada C7A2 is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game in update 5.1.0. The description reflects this ("This gun reminds you of a simpler time"), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.
It has access to a "Diemaco LSW" barrel turning it into the Diemaco/Colt Canada C7/C7A1 LSW, though it does not have the built-in grip or carry handle. It greatly improves suppression and accuracy at the cost of firerate. Despite converting the gun to open-bolt operation it still incorrectly chambers a round.
FAMAS G1
The FAMAS G1 is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.
The bipod is functionally useless, however it deploys when the "Long Barrel (AR)" attachment is used.
FAMAS G2
The weapon can be turned into a FAMAS G2 with the "G2 Conversion", which gives the rifle the ability to use STANAG magazines.
FAMAS Valorisé
Attaching any scope turns the model into a FAMAS Valorisé, apart from the trigger guard of the G-series rifles.
FN SCAR-L
The FN SCAR-L is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.
Like every SCAR variant, it has the PM II scope unlocked by default.
"HAMR IAR"
Another FN SCAR-L loaded with a 50 round X-Products drum is unlocked at rank 72. It is called the "HAMR IAR" in-game, but does not have the deeper handguard of that variant, and is just a SCAR-L with a drum magazine and the HAMR's receiver reinforcements. In an attempt to approximate the real weapon's open/closed bolt function (despite being permanently closed-bolt in-game), it has a "ramp-fire" mechanic where the firerate increases the longer the trigger is pulled (from 550 RPM to 750 RPM by default).
It has access to a standard 30-round magazine and a fictional 9mm conversion which uses a 100-round Beta-C drum magazine. Like every SCAR variant, it has the PM II scope unlocked by default.
Heckler & Koch G11 K2
The German wonder weapon, the Heckler & Koch G11, is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the AAC Honey Badger. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.
The description ("Wait a minute, this is the future. Where are all the phaser guns?") references the movie Demolition Man.
The weapon uses the same reload sounds as the P90 above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.
Heckler & Koch G36
The Heckler & Koch G36 is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The "Hendsoldt 3x Optic" adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.
"MG36"
The G36 makes another appearance, masquerading as the Heckler & Koch MG36. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle and a Tommybuilt .300 Blackout conversion (renaming it to "MT36"). The weapon is unlocked at rank 33.
As a LSW, it is in the LMG section.
Heckler & Koch G36K
The Heckler & Koch G36K is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.
It has access to a fictional .300 Blackout conversion, apparently using a modified Tommybuilt T36 receiver.
Heckler & Koch HK416A5
The Heckler & Koch HK416A5 is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right.
It has access to a .300 Blackout conversion, along with a "Full Stock" and "Long Barrel (AR)" attachment.
Howa Type 20
The Howa Type 20 is unlocked at rank 37.
L85A2
The L85A2 is unlocked at rank 55.
M16A1
The M16A1 was added in December 2022 in update 7.1.0 and is unlocked at rank 28. Interestingly, it has the same "ramp-fire" mechanic as the HAMR IAR listed above, where the firerate increases the longer the weapon is fired, from 750 RPM to 900 RPM. It has access to a Colt 4x20 scope and a 30-round GI mag loaded with M855 ammunition; this increases armour penetration and gives more conventional performance but wildly reduces accuracy due to the A1's rifling.
"M16A3"
An M16A2 with a full-auto trigger group appearing as the "M16A3" is unlocked at rank 31. Before a visual overhaul in update 7.1.0 it had the same model as the M16A4. It performs as a weaker but fully automatic counterpart to the M16A4, with some of the lowest recoil in its class and decent range but relatively weak damage. It has access to a "Burst Grouping" attachment, turning it into a proper M16A2 with 3-round burst fire, improved recoil and damage multipliers. Interestingly, mounting optics will replace the upper receiver with a railed A4 pattern upper.
M16A4
The M16A4 is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.
6.5x39mm Grendel and .25-45 Sharps conversions are available, along with various barrel and stock attachments.
Steyr AUG A1
The Steyr AUG A1 is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the Clawgear AUG Modular Scope Mount). Underbarrel grips replace the folding grip with a tri-rail setup.
Steyr AUG Para
Equipping the 9mm conversion renames the weapon to "AUG A1 Para" and makes it resemble the weapon of the same name, minus the shorter barrel, which can be approximated in appearance with the "Short Barrel" attachment.
Steyr AUG A2
The Steyr AUG A2 is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.
Steyr AUG A3
The Steyr AUG A3, with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.
Sturmgewehr 44
The StG-44 is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached. The weapon has an odd 5.56x45mm conversion.
Tavor TAR-21
The TAR-21 is unlocked at rank 111. It can be modified to fire "Duplex" rounds, which shoot two bullets in one casing.
Tavor CTAR-21
The "CTAR Barrel" attachment renames the weapon to the CTAR-21.
Type 88-2
The super-rare North Korean Type 88-2 is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the "Regular Mag" attachment.
Type 88
The combination of the "Regular Mag" and "Full Stock" attachment turns the weapon into the Type 88.
Type 58
Equipping the 7.62x39mm conversion turns the weapon into the Type 58.
Battle Rifles
AG-3F2
The AG-3F2, a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.
"AK12BR"
The fictional "AK12BR" is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the AEK-971 and other weapons, which is what the "BR" in the name stands for (not "Battle Rifle" as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular AK-12, which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.
Alexander Arms .50 Beowulf EBR
The Alexander Arms .50 Beowulf Entry Complete Rifle (abbreviated as "Beowulf ECR") is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5" (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.
Alexander Arms .50 Beowulf TCR
The Alexander Arms .50 Beowulf Tactical Complete Rifle (abbreviated to "Beowulf TCR" in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5" (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the Serbu BFG-50. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.
DSA SA58 SPR
A heavily customised FAL rifle most closely resembling the SA58 SPR is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip, a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.
FN FAL 50.00
The FN FAL 50.00 is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.
"FAL Para Shorty"
A custom short FAL rifle called the "FAL Para Shorty" is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an MP5K grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie The Wild Geese, which might have been the inspiration for this weapon. It is select-fire in-game.
The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.
FN SCAR-H
A grey SCAR-H is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.
Like every SCAR variant, it has the PM II scope unlocked by default.
Heckler & Koch G3A3
The G3A3 is unlocked at rank 59, simply called the "G3".
Heckler & Koch HK417
The HK417 is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.
IMBEL M964 A1 ParaFAL
The IMBEL M964 A1 ParaFAL is unlocked at rank 89, incorrectly referred to as the "FAL 50.63 Para"; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the "PARA FAL". It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the FN FNC, albeit with a standard FAL handguard.
M14
The M14 is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.
MC51SD
An integrally suppressed version of the HK51, the MC51SD is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the Heckler & Koch G3KA4. The stock can be used with the "Retractable Stock" attachment, which, confusingly, extends the stock.
Ohio Ordnance HCAR
The Ohio Ordnance HCAR was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181. By default it is correctly semi-automatic only, but can be converted to full auto with an open bolt.
Springfield Armory M1A
The Springfield Armory M1A is unlocked at rank 68 and is incorrectly referred to as the "M21"; it is not a real M21 as it lacks the fire selector. It comes with a 10-round magazine, which is swapped for a standard 20-rounder with the 6.5mm Creedmoor conversion.
Rifles & Carbines
AAC Honey Badger
The AAC Honey Badger is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the Barrett M107 has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6" barrel.
AK-12 Carbine
The AK-12 Carbine, an originally planned variant of the 2012 prototype of the AK-12, appears as the "AK-12C", and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the AK-15K (which has various differences from the planned prototype). It has access to a 9x39mm conversion using 20-round AS Val magazines.
AK-12 (7.62x39mm)
The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.
AK-105
The AK-105 carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M. Like the AK-103 it has access to a 5.56mm conversion utilizing 35-round Galil magazines.
AK-107
The "BARS Barrel" converts the weapon into the AK-107. An approximation of the AK-108 can be made by pairing with the 5.56mm conversion.
AK-74M
The Long Barrel attachment converts the weapon into the AK-74M.
AKS-74U
The AKS-74U is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the "Krinkov". It has a 9x19mm conversion roughly modelled off the Palmetto State Armory AKV (using MP5 magazines) and a 7.62x39mm conversion listed below.
AKS-74UB
Equipping the PBS-4 Suppressor effectively makes the weapon an AKS-74UB.
AKMSU
The 7.62x39mm ammo conversion turns the weapon into the AKMSU.
AK-12U
The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype AK-12, appears under the misnomer "AKU12". It is unlocked at rank 35.
"PPK-12"
The 9mm Conversion converts the weapon into the "PPK-12" (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and conversion to 1000 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the "AKU-12". The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an "Other" sidearm.
Visually the weapon resembled the PP-19-01 Vityaz SMG, but with 2012 prototype AK-12 externals.
Daewoo K1A
The Daewoo K1A is unlocked at rank 63. The charging handle incorrectly doesn't lock back on an empty magazine. It has access to a 7.62x39mm conversion modelled off the full-sized DR-300 variant, using modified AKM magazines and changing its name to "MAX-III".
Diemaco/Colt Canada C8A3
A Colt Canada C8A3 with the barrel of a C8A2 is unlocked at rank 128.
FN SCAR PDW
The FN SCAR PDW is unlocked at rank 32. It has access to a 7.62x51mm NATO conversion utilizing a FN SCAR-H lower and a fictional 9x19mm conversion using 50-round drum magazines.
Gwinn/Bushmaster Arm Pistol
The Gwinn/Bushmaster Arm Pistol, which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the "Arm Pistol". It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the M231 listed below.
The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the "Ballistics Tracker" attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.
Heckler & Koch G36C
The Heckler & Koch G36C is unlocked at rank 7.
Heckler & Koch SL8-1
The Heckler & Koch SL8-1 is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine. It has access to a binary trigger and a .300 Whisper conversion which increases damage but reduces firerate, muzzle velocity and replaces the magazine with a (still incorrect) 10-rounder, turning it into an approximation of the SL9 (minus the proprietary suppressor).
Henry 45-70 All-Weather Lever Action
The Henry 45-70 All-Weather is a modern (2016) reproduction of the original Henry 1860 lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.
The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to "Henry 410" and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A .30-30 conversion is also available, as well as the "Malcolm 3x Scope". It can also use the same scope as the PGM Hecate II sniper rifle, the "Sidewinder ED", which makes it the only non-sniper rifle to have access to this scope.
IWI X95R
The IWI X95R is unlocked at rank 130. It has access to 5.56x45mm and .300 Blackout conversions.
Knight's Armament Company Revolver Rifle
A slightly visually altered Knight's Armament Revolver Rifle appears as the "KAC SRR" (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.
L22 Hybrid
A hybrid between the L22A2 and the SA80 AFV prototype (referred to as just the "L22" in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.
M4
The M4 carbine is unlocked at rank 14.
M4A1
The M4A1 is unlocked by default, making it the first carbine players have access to.
M231 Firing Port Weapon
The M231 Firing Port Weapon is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 "Grease Gun" and is not the correct stock for the M231.
In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating "the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything..."
The weapon's description ("... You're going to use it anyways, Boss?") has a reference to Metal Gear Solid 3, where "The Boss" uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the "Short Barrel" attachment and the "M855 Specialty Conversion", the latter replaces the 30 round magazine with a C-Mag.
MBA Gyrojet Carbine
The carbine variant of the Gyrojet is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.
OTs-126
The OTs-126, a semi-auto carbine variant of the PP-2000, is unlocked at rank 48. It is depicted as select-fire in-game. Like the PP-2000 it exclusively uses 9x19mm +P ammo and has access to 7N31 "Super Armor Piercing" rounds.
OTs-14-1A-01 Groza
The OTs-14-1A-01 Groza appears as the "Groza-1", unlocked at rank 42. It has access to a 5.45x39mm conversion (utilizing a 45-round RPK-74 magazine) turning it into the OTs-14-2A, and a 5.56x45mm conversion (incorrectly using a 30-round AK-74 magazine) turning it into the OTs-14-3A variant.
OTs-14-4A-03 Groza
The OTs-14-4A-03 Groza is unlocked at rank 79, referred to as the "Groza-4".
Remington 1858 "Cattleman's Carbine"
The Remington 1858 "Cattleman's Carbine" is unlocked at rank 93.
Rossi Circuit Judge
The Rossi Circuit Judge is unlocked at rank 114 and is referred to as the "Jury". It has access to a variety of .410 Bore variants that are identical to the standard shotgun ammo selection, with the notable exception of slugs, being replaced with an "Exotic Slugs" round that fires 2 projectiles. Regardless of ammo choice it is always depicted as being loaded with .410 shells.
SKS
The SKS in a Tapco Intrafuse stock with a 20-round detachable magazine is unlocked at rank 13. The original wood stock is available as an attachment, along with conversions to .366 TKM "polymer slug" and buckshot rounds, which turns it into the VPO-208 and restores its original 10-round integral mag (though this always incorrectly loads a full clip).
SR-3M
The SR-3M is unlocked at rank 69.
Sniper Rifles
Accuracy International Arctic Warfare Suppressed
The Accuracy International Arctic Warfare Suppressed is unlocked at rank 41 and is known as the "AWS". It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.
Accuracy International Arctic Warfare Magnum
The Accuracy International Arctic Warfare Magnum is unlocked at rank 82 and is known as the "AWM". Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.
The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.
Barrett M107A1
The Barrett M107A1 is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.
Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.
Like the game's other .50 BMG weapons, it has access to .416 Barrett and "Dust Shot" conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.
Cheyenne Tactical M200 Intervention
The Cheyenne Tactical M200 Intervention is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.
It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.
Daewoo K14
The Daewoo K14 is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.
Denel NTW-20
The Denel NTW-20 is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.
The description incorrectly states that the weapon was designed to take down tanks.
Dragunov SVDS
The SVDS Dragunov is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a Gewehr 43 rather than the Mosin Nagant-style sights of the SVDS in reality.
Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.
Dragunov SVD
Equipping the "Full Stock" converts the weapon into a Dragunov SVD, with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.
Dragunov SVU
A green SVU Dragunov is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.
Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.
FN SSR
The FN SSR, called the "SCAR SSR", is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round SCAR-H magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.
Like every SCAR variant, it has the PM II scope unlocked by default.
Grünig & Elmiger FT300
The Grünig & Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a "Marksman Kit", adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the "Olympian Target Sight" and "Olympian Grip" and finally, the Wood Furniture modification, which has very little stat changes.
The G&E logo is replaced with the Stylis Studios logo.
Heckler & Koch MSG90
The Heckler & Koch MSG90 is unlocked at rank 59. It has access to a .308 Winchester conversion, which changes the magazine to a 5 rounder incorrectly loaded with 10 rounds.
Knight's Armament SR-25
The Knight's Armament SR-25 is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR.
It has a conversion to .500 Phantom rounds.
M1903 Springfield
The M1903 Springfield is unlocked at rank 136. It has access to a Unertl scope and Maxim silencer. It can be converted to the rare Air Service version, or have a Pedersen Device installed.
Mosin Nagant M1891/30
The Mosin Nagant M1891/30, known simply as the "Mosin Nagant", is unlocked at rank 91, a nod to the original rifle's designation of M1891.
The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the "clip" part of the stripper clip is removed incorrectly.
The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope (mounted further forward so it doesn't interfere with stripper clips). Additionally, it has access to two conversions; an Austro-Hungarian "8x50mmR" conversion, which increases damage at close range, decreases range and loads rounds individually, and a .410 Bore conversion which turns it into a shotgun named "Frolovka". The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and loads via two stripper clips despite the magazine being detachable in previous versions of the game and real life.
Mosin Nagant "Obrez"
The Mosin Nagant "Obrez" version, a sawn-off Mosin with a standard bolt, is available in the "Other" secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.
By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called "Front Post" remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The "Obrez Stock" and "Long Barrel" make the weapon approximate the M38 Carbine in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle.
The weapon also has access to the 8x50mmR conversion, .410 conversion (changing its name to "Frolobrez") and the extended magazine, like the full-length rifle.
As a bit of trivia, the appearance of the Obrez in Phantom Forces predates the appearance of the Obrez in Battlefield 1 by a few months, making Phantom Forces the first game to feature one as a standalone weapon (though one could be created in DayZ by sawing down a full-length Mosin prior to this).
PGM Hecate II
The PGM Hecate II is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.
Remington Model 700 Magpul
The Remington Model 700, fitted with a Magpul chassis, is unlocked at rank 14 and is known as the "Remington 700". It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to a 10-round extended magazine, a straight-pull bolt and a fictional .32 ACP conversion which increases the headshot multiplier, firerate and walkspeed but greatly reduces damage.
Sako TRG-42
The Sako TRG-42 is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.
Serbu BFG-50
The Serbu BFG-50 makes its inaugural appearance in a form of media, identified as "BFG 50", being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.
The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.
All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.
"SFG 50"
A fictional super short-barrelled version of the Serbu BFG-50, known as the "SFG 50", is unlocked at rank 75 and it is part of the "Other" secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.
Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to "Dust Shot", which turns the weapon into a bolt-action, single-shot shotgun.
The name "SFG 50" is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as "Big Fucking Gun", along the same line as the BFG 9000 from the DOOM franchise. This would make SFG stand for "Small Fucking Gun", which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.
Steyr Scout
An early-model Steyr Scout is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.
VSS Vintorez
The VSS Vintorez is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game. Unlike most select-fire weapons it is semi-automatic by default with full auto being a secondary firemode.
Like the AS Val, the Vintorez has access to the "Suppressor.. ?" attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1. It can also be converted to use 7.62x39mm ammo (based off a civilian version made by Molot) which gives assault rifle-like performance, a 20-round magazine and makes full auto the default firemode but no longer silences the weapon.
The AS Val can also be made into a VSS with the "Full Stock" attachment.
Walther WA 2000
The Walther WA 2000 is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the "Long Barrel" attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.
The description of the rifle states "Section 26, paragraph 5 - need to know. I'm sure you understand", which is a reference to The Living Daylights, a Bond film in which Timothy Dalton uses the WA2000.
Machine Guns
Browning Automatic Rifle M1918A2
The Browning Automatic Rifle M1918A2 was added in October 2023 as part of update 9.0.3. It has access to a shorter barrel and a sawn-off stock.
Colt Model 750 LMG
The Diemaco/Colt Canada C7 LSW was added in version 2.0.0 under the name "Colt LMG", replacing the M60 as the first LMG players unlock. It is fitted with a Choate E2 stock, does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the M16A2), the carry handle is removed when used with optics. It has access to a fictional shorter barrel, a 6.5mm Grendel conversion (which unlike other AR-15 variants uses a 40-round PMAG loaded with 34 rounds) and a .20 Tactical conversion which generally improves bullet performance and accuracy but increases recoil and reduces ammo capacity to 30 rounds.
Heckler & Koch HK21E
The Heckler & Koch HK21E is unlocked at rank 67. Like the Vollmer HK51-B, it has a unique belt box that only G3 LMG variants use.
Knight's Armament Stoner LMG
The Knight's Armament Stoner LMG was added in April 2023 with version 8.0.1 under the name "Stoner 96" and is fittingly unlocked at rank 196. It has some of the highest muzzle velocity and lowest recoil in the LMG class, but suffers from having one of the lowest firerates (at 550 RPM) and low TTK.
KAC ChainSAW
The KAC ChainSAW was added in the same update under the name "ChainSAW" and is unlocked at rank 226. It has the largest ammo capacity of any weapon in the game at 200 rounds, the highest muzzle velocity of all LMGs (tied with the Stoner 96) and low recoil, but has many of the Stoner's same drawbacks and cannot use any optics whatsoever.
L86A2
The L86A2 LSW is unlocked at rank 43, under the name "L86 LSW". Interestingly, equipping .223 Remington ammo gives the weapon a 50-round X-15 drum magazine, being a remnant of a previous update where .223 Remington ammo gave some weapons enlarged 40-round magazines.
M60E6
The M60E6, under the generic "M60" name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the Mk 43 Mod 1. It can be given the M60D's sights with the "Anti-Aircraft Irons" attachment and a cut-down stock used on early helicopter-mounted variants (known unofficially as the "M60B") with the "Remove Stock" attachment.
MG3KWS
The MG3KWS is the improved version of the MG3, unlocked at rank 101. It can be modified with a "heavy bolt" attachment (likely from the MG42/59 as it is stated to be manufactured by Beretta), which decreases firerate, and a "Full Stock" attachment giving it a standard MG3 stock and renaming the weapon to "MG3" (although it would require more substantial model changes to actually be one). Along with the MK11 it has access to "Depleted Uranium" ammo which vastly increases velocity and penetration but nullifies suppressors (and visually changes the cartridges in the belt to have black bullets).
MG42
The MG42 is unlocked at rank 142. It can be modified with the "Light Bolt" and "Heavy Bolt" attachments, which in/decrease ROF. The latter has at least some basis in reality; while no such bolts were made for the MG42 itself, both the near-identical Zastava M53 and the later MG3 featured heavier bolts to reduce their cyclic rates.
RPK
The RPK with a 40-round magazine is unlocked at rank 54.
RPK-12
The RPK-12, an early LMG concept of the AK-12 prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in Battlefield 4. It has access to a 7.62x39mm conversion which increases damage but reduces range, ammo capacity and removes the ability to fire in 3-round bursts.
RPK-74
The RPK-74 is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.
Steyr AUG HBAR
The Steyr AUG HBAR is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt. It has access to a closed-bolt conversion which increases accuracy, allows an additional round in the chamber and reduces firerate, and a .22 Long Rifle conversion based off the F88T Austeyr.
Vollmer HK51-B
The super-rare Vollmer HK51-B, a short-barrelled HK21 conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the M60. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the MP5A5. The "Full Stock" attachment gives it the HK21's stock, and the "Short Barrel" gives it a fictional cut-down receiver similar to the Fleming HK51K (fittingly renaming the weapon "HK51BK").
Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.
Launchers
M79
The M79 appears as the "M79 Thumper", one of the grenade launcher's nicknames from the Vietnam War. It is classified as an "Other" secondary, alongside the Obrez, the "SFG 50", the "Saiga-12U", the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke "Loudener" muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.
The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.
The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. ".410 Beehive" converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, double slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, and a second projectile; one is always accurate while the other can vary wildly.
X Products Can Cannon
The X Products Can Cannon is rather bizarrely the last firearm unlocked, at rank 222.
Explosives
For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.
M26 Hand Grenade
The M26 hand grenade is unlocked at rank 26.
M560 Mini Grenade
The M560 mini grenade is unlocked at rank 56.
M67 Hand Grenade
The M67 hand grenade is the default grenade in Phantom Forces.
Mk. 2 Hand Grenade
The Mk 2 hand grenade is unlocked at rank 2.
Model 24 Stielhandgranate
Three versions of the Model 24 Stielhandgranate appear in-game. The first is the basic "M24 Stick", which is unlocked at rank 24. The second is the Geballte Ladung variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.
RGD-5 Hand Grenade
The RGD-5 hand grenade is unlocked at rank 54.
RGN Hand Grenade
The RGN is unlocked at rank 113.
RGO Hand Grenade
The RGO hand grenade is unlocked at rank 114.
T13 Beano Grenade
The T13 Beano grenade is unlocked at rank 80.
V40 Mini Grenade
The V40 Mini Grenade is unlocked at rank 140.
Other
e-Shotgun
The "E Gun" is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls "Angry Pancakes". A caliber conversion is available to the equally silly-sounding "Pennies" ammo type. Using the "Pennies" doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and "shotgun" (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.
"Coilgun"
The "Coilgun" is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an "Other" secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.
Nerf Boxy Buster
The "Boxy Buster" is a pistol based on the USFA ZiP .22, added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular Roblox games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the "Jolt" blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.
The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.
The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.
Unusable Weapons
Heckler & Koch XM29 OICW
The 1999 prototype of the Heckler & Koch XM29 OICW is featured on a poster in the map "Metro".