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Difference between revisions of "The Division 2"

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]
 
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]
 
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the "Black Market M60 E6". Note that it still has the Mk 43 style pistol grip compared to the reference image.]]
 
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the "Black Market M60 E6". Note that it still has the Mk 43 style pistol grip compared to the reference image.]]
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[[File:Division2 M60E6 (1).jpg|thumb|none|600px|The M60E6 in-game, outfitted akin to its typical Danish Armed Forces setup.]]
  
 
== RPK-74 ==
 
== RPK-74 ==

Revision as of 01:41, 25 October 2024

Tom Clancy's The Division 2 (2019)

Tom Clancy's The Division 2 is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same "Snowdrop" engine from first game. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things.

The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as "The Division"), a top secret government sleeper cell that is "activated" personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C., due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C. from the various factions vying for control, power, or simply taking advantage of the chaos.

Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to "save" D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in D.C. for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the "Dark Zones" for their own gain, due to the lack of surveillance in the area.

As of the new "Warlords of New York" expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player takes it from. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast-tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.


The following weapons appear in the video game The Division 2:


Pistols

Beretta M9

The Beretta M9 is the starting sidearm in the game. It appears under the name "Military M9".

The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an "insubordinate" doctor in a cinematic.

Beretta M9 - 9x19mm Parabellum
A close-up of the M9's model.
The main protagonist fires her Beretta during the prologue.
General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed "were dead already".
Two children prepare for a duel to the death with their baby blue M9 water guns.

Beretta M9A1

The Beretta M9A1 returns as the "Officer's M9A1". Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.

The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.

Beretta M9A1 - 9x19mm
Preview of the "Officer's M9A1".

Beretta 93R

The Beretta 93R returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.

The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.

Beretta 93R - 9x19mm
Unmodified Beretta 93R pistol.

Beretta Px4 Storm

The Beretta Px4 Storm appears in game as the "Px4 Storm Type F" and the "Px4 Storm Type T". The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.

The Type F variant is used by lower-level Hyena grenadiers.

Beretta Px4 Storm - 9x19mm Parabellum
A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.
A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that "Type T" does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.
An Agent with the Px4 drawn, and a slung AUG A3 SMG.
Loading up the Px4 from empty.

CZ 75

While not usable in-game, CZ 75 handguns with wooden grips can be occasionally found in static weapon piles around DC.

"Pre-B" CZ 75 - 9x19mm.
A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right

Colt M1911A1

The classic M1911A1 returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.

The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.

Colt M1911A1 - .45 ACP
Stock M1911A1.
An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.

Colt M45A1 CQBP

The Colt M45A1 CQBP returns as the "M45A1", and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the "Tactical M1911", is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.

The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.

In the Warlords of New York DLC, a High-End named version known as the "Mozambique Special" (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage.

Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP
Preview of the M45A1.
An agent reloads his M45A1 CQBP.
Inspecting the "Tactical M1911" variant.
A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.

Desert Eagle Mark XIX

A new usable pistol in the game is the Desert Eagle Mark XIX. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the "D50" name. In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.

A unique variant called "Liberty", which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).

Magnum Research Desert Eagle Mark XIX - .50 AE
IWI Desert Eagle Mark XIX - .44 Magnum, for reference.
The "D50". While a survivalist upgrade text specifies this is supposed to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.
A preview of "Liberty". The slide has the words "Libertatem Aut Mortem" written on it, which would roughly translate to "Give me Liberty or Give me Death" in English, a famous quote by Virginian governor Patrick Henry. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paperweight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.

FN FNX-45

The FNX-45 appears as the "X-45". The Tactical version appears as the "Tactical X-45". The standard X-45 is sometimes used by civilian militia.

FN USA FNX-45 Tactical Black - .45 ACP
FN FNP-45 as the "X-45".
FN FNP-45 Tactical as the "Tactical X-45".

SIG-Sauer P320 XCompact

The SIG-Sauer P320 XCompact was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the "P320" and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.

The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.

The P320 XCompact is anachronistic because it was introduced in 2019, while the game takes place in 2016.

SIG-Sauer P320 XCompact - 9x19mm
Preview of the P320 XCompact.
Big Bo-, we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.

Glock 18

The Glock 18 is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.

Glock 18 (3rd Generation) with 19-round magazine - 9x19mm

Smith & Wesson M&P45

The Smith & Wesson M&P45 returns as the "First Wave PF45". A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the "Custom PF45". A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.

The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.

Smith & Wesson M&P45 with 4.5" barrel - .45 ACP
Preview of the "First Wave PF45"
Preview of the "Custom PF45"
A Division agent reloading his M&P45.

SilencerCo Maxim 9

The SilencerCo Maxim 9 was introduced along with the "Technician" class as their exclusive sidearm, where it is called the "Maxim 9" in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.

Due to the Maxim 9's design, only the magazine can be customized.

SilencerCo Maxim 9 - 9x19mm Parabellum
Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.

TDI Kard

The TDI Kard was introduced as of TU11, where it is simply called the "KARD". The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.

TDI Kard prototype - .45 ACP
A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the Glock 21 and Para-Ordnance P-14 have shown.

Revolvers

NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.

Chiappa Rhino

The Chiappa Rhino returns in The Division 2, although now under the name "Diceros" (The scientific name for the rhinoceros). The 20DS is known as the "Snubnosed Diceros", the 40DS is known simply as the "Diceros" and the 60DS version is the "Diceros Special". The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.

In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.

The snubnosed version is used by Hyena shield carriers.

Chiappa Rhino 20DS - .357 Magnum
Chiappa Rhino 40DS - .357 Magnum
Chiappa Rhino 60DS - .357 Magnum
Preview of the "Snubnosed Diceros"
Preview of the "Diceros"
Preview of the "Diceros Special"
A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.

Smith & Wesson Model 586

The Smith & Wesson Model 586 with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.

Smith & Wesson Model 586 4" barrel - .357 Magnum
Stock S&W Model 586.
Two D.C. citizen militia practice with Model 586s at a range challenge.

Smith & Wesson Model 686

The Smith & Wesson Model 686 with a 6 inch barrel returns as the Magnum 686. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.

The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.

Smith & Wesson Model 686 6" Barrel - .357 Magnum
Preview of the Smith & Wesson Model 686.
An SHD agent reloads his Model 686.

Submachine Guns/PCCs

CMMG Mk57 Banshee 300

One of the new weapons introduced in the new Warlords of New York expansion is the CMMG Mk57 Banshee 300 submachine gun with a titanium finish. In-game, the weapon's name is shortened to "CMMG Banshee". A named version of the weapon, known as "The Grudge", is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.

The weapon is miscategorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the Steyr AUG Para, which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.

A heavily modified exotic version named "Lady Death" can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell "grip" and a teal and tan finish meant to represent Lady Liberty's colors.

It is anachronistic because it was introduced in 2018, while the game takes place in 2016.

CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm
A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.
A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.
A preview of "Lady Death". All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.

FN P90

The FN P90 now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.

An exotic version called "The Chatterbox", is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.

The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in TD1, it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.

Fabrique Nationale P90 LV/IR - FN 5.7x28mm.
FN P90 TR with optics removed - FN 5.7x28mm
A Division agent stacks up on the door with his P90.
A preview of the P90.
A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.
A preview of the "Chatterbox". The filter canister below is filled with "Spice", a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.
The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.

Heckler & Koch MP5A4

The Heckler & Koch MP5A4 appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.

The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.

Heckler & Koch MP5A4 - 9x19mm Parabellum
MP5A4
A Division agent holding an MP5A4
A True Sons grenadier holding an MP5A4

Heckler & Koch MP5A5

The Heckler & Koch MP5A5 appears incorrectly as the "MP5-N" (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the "MP5 ST", which is an MP5-N customized by Tactical Supply Company.

The "MP5-N" is used by higher-level True Sons medics and sometimes by Rogue Division agents. The "MP5 ST" variant is used by higher-level Black Tusk medics and Rikers grenadiers.

Heckler & Koch MP5A5 - 9x19mm Parabellum
Heckler & Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum
Preview of the MP5A5.
A Division agent with an MP5A5.
Closeup of a plaid agent hugging a plastic barrier with a suppressed MP5A5. The SureFire M82 handguard's rails are removed if no laser or foregrip is equipped.
Another closeup of the agent peering at the MP5 magazine.
Preview of the TSC-customized MP5A5.
A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.

Heckler & Koch MP7A2

The Heckler & Koch MP7A2 appears as the "MP7"'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.

The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.

Heckler & Koch MP7A2 - 4.6x30mm
Stock MP7A2.
A Division agent holding an MP7A2.
The MP7A2 again, illuminated in a dark room.
The MP7's reload.

Heckler & Koch UMP45

The Heckler & Koch UMP45 returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the "Tactical UMP-45". A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.

The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.

Heckler & Koch UMP45 - .45 ACP
Preview of the Police UMP45.
President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.
Preview of the Tactical UMP45.

Heckler & Koch USC

The Heckler & Koch USC appears as the "USC .45 ACP"; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.

The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.

Heckler & Koch USC - .45 ACP
The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.
A Division agent holds an H&K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.
Engaging a Hyena with a USC carbine.
A Division agent with a USC.
Reloading the USC.
Working the charging handle.
President Ellis channels his Harrison Ford with a USC, although the model seems to be bugged with a stock UMP as well.

Intratec TEC-9

Both the Intratec TEC-9 and TEC-9 Mini return in TD2, and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the "Converted SMG-9 A2" while the mini variant is called the "Converted SMG-9".

The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.

Intratec TEC-9 - 9x19mm Parabellum
Intratec TEC-9 Mini - 9x19mm Parabellum
Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.
Preview of the TEC-9 Mini
A Division agent fetches a new magazine for his TEC-9 Mini

M1928 Thompson

The M1928 Thompson returns from the previous game, but now appears as a non-exotic weapon and is simply called the "M1928". The M1928 with a mounted 50-round drum magazine is simply called the "Tommy Gun".

The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.

The "Tommy Gun" variant is the unconventional weapon of choice of Cleaner drone operators.

M1928A1 Thompson with 30-round magazine - .45 ACP
M1928A1 Thompson with 50-round drum magazine - .45 ACP
Preview of the M1928.
Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.
Preview of the "Tommy Gun". Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.
Reloading the Thompson M1928A1 - lining in another magazine.
Locking the bolt back.

PP-19 Bizon-2

Both versions of the PP-19 Bizon-2 return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.

The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
Stock PP-19.
An SHD agent with her PP-19 Bizon-2.
The "Enhanced PP-19" with a Magpul Zhukov stock and MOE pistol grip.
A Division agent with the "Enhanced PP-19".

SIG-Sauer MPX

Like most exotic weapons of the original game, the SIG-Sauer MPX - known as "The House" previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.

Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the "Backfire". The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.

SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum
A preview of the "MPX".
Agent Kelso aims her MPX during an ECHO reconstruction as she defends a wounded Odessa Sawyer against the Hyenas.
A kitted out MPX in-game.
A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.
A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.

SOCIMI Type 821

The SOCIMI Type 821 returns as the T821. It still has the same two variants: the "Police" and "Black Market" versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.

The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.

Socimi Type 821 - 9x19mm Parabellum
Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.
Detailed view of the Police T821.
A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.

Steyr AUG SMG

The Steyr AUG SMG and its 3 variants from the previous games return here as well. The three variants are the "AUG A3 Para XS", "Enhanced AUG A3P" and the, "Tactical AUG A3P". The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.

The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader "Hornet" and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.

Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum
Steyr AUG A3 9mm XS - 9x19mm Parabellum
The AUG A3 9mm XS in the game's weapon customization menu.
Preview of the "Enhanced AUG A3P".
Preview of the "Tactical AUG A3P".
A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.

TDI Vector

The TDI Vector appears in game with 3 different variations, all of which are based on the first-generation models. The "9mm Tactical Vector" appears as the SDP stockless version, the "9mm SBR Vector" with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called the "Vector SBR .45 ACP".

The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun "gangster style". The SBR variant is used by standard Black Tusk UAV drone operators.

TDI Vector with vertical foregrip - .45 ACP
Preview of the ""9mm SBR Vector"". Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon. All standard Vectors in both games are based on the first generation models, as shown by the holes at the top that was meant to house the proprietary SureFire tac light for the gun.
Preview of the "9mm Tactical Vector". Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)
Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.
A Division agent holds a TDI Vector.
A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine, which appears to be based on the Krytac version, as suggested by it's wedge-shape.

"Chameleon"

The Chameleon is a custom-made weapon derived from a Generation II TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16" Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.

Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.

KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum
Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses bullets is a massive safety risk.
Rear preview of the Chameleon, with the thermal scan display visible.

Assault Rifles and Carbines

Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is "Assault Rifle", which are fully automatic. The second is simply named "Rifle", which are relegated to either single shots or burst. The last is "Sniper Rifles", which are covered in the sniper rifles section.

ADM UIC MOD2

The American Defense Manufacturing Universal Improved Carbine MOD2 was introduced during the Coney Island expansion, where it is simply called the "UIC15 MOD2". The weapon is classified as a "rifle" and so is locked to semi-auto only.

A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.

ADM UIC MOD2 - 5.56x45mm
A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.

AKM

The AKM returns from the previous game, this time with a correct name, yet still modeled with the front sight and gas block of an AK-47. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the "Black Market AKM" is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments.

A unique, exotic version called "Merciless" is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage.

As a pre-order bonus for the Ultimate edition, the weapon is also available as "Ruthless" where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.

The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named "Saint" will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The "Black Market" variant is sometimes used by Rogue Division agents and Hunters.

AKM - 7.62x39mm
Stock AKM with multiple mounting points for attachments.
A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.
A preview of the "Black Market AKM."
A preview of "Merciless". The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.
An operative poses with the tacticool AKM under morning lighting.
The AK's reload as performed in the left-handed pose.

AK-74

Returning from the previous game, a customized AK-74 misidentified as an AKM, re-appears as the "Tactical AKM". The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.

AK-74 with plum furniture - 5.45x39mm
Preview of the "Tactical AKM". The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.

M4A1

The M4A1 also makes an appearance in the sequel. The stock version is known as the "Police M4" and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments.

The "Lightweight M4" is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the "Competition LAR-15" in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).

The police variant is used by regular True Sons riflemen and their "immobilizer" troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game ECHO Reconstructions (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.

M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO
A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.
An SHD agent with the "Police M4".
A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.
An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.
A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.

M16A2

The M16A2 is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.

M16A2 rifle - 5.56x45mm
Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.
A Division agent holds a stock M16A2.
Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.

CMMG Mk47 Resolute 300

Introdued during the "Warlords of New York" expansion, the CMMG Mk47 Resolute 300 with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the "Resolute Mk47".

The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.

CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm
Preview of the Mk47.
Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.

CTAR-21

The CTAR-21 with an integral top-rail appears as one of the newest assault rifles added in The Division 2. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.

Due to a design oversight, both shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.

IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm
Preview of the CTAR-21. Note that the selector is currently set on safe.
An SHD agent holding a CTAR-21.

FAMAS Valorisé

The FAMAS Valorisé returns as the "FAMAS 2010". It is now an uncommonly-dropped weapon, rather than exotic.

The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.

FAMAS Valorisé with EOTech sight - 5.56x45mm
The "FAMAS 2010", known as "Bullfrog" in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.
An Division agent with a FAMAS Valorisé.
An agent reloads his kitted-out FAMAS.

FN F2000 Tactical

The FN F2000 Tactical is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.

The standard weapon is used by Black Tusk scouts.

FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO
The F2000 in the inventory screen.
A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.

FN SCAR-L

The FN SCAR-L variants return from the last game. The weapon comes in 3 variants, the one simply called "MK16", the "SOCOM" variant, and the "Tactical" variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.

The Tactical variant is used by higher-level Black Tusk riflemen.

FN SCAR-L - 5.56x45mm NATO
Third Generation FN SCAR-L CQC - 5.56x45mm NATO
FN SCAR-L with a PMag.
Preview of the "SOCOM Mk16".
Posted up in-game with the SOCOM SCAR-L.
The operator reloads his SCAR.
Preview of the "Tactical Mk16".
A masked mook of a SHD Agent shows off his outfitted SCAR-L CQB.
Taking a peek at the PMAG.
A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized "Tacitcal MK16". The ones in the front are a support armed with an MPX and a medic armed with an MP5.

Heckler & Koch G36C

The Heckler & Koch G36C is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.

Heckler & Koch G36C - 5.56x45mm NATO
A preview of the "G36C".

Heckler & Koch G36V

The full-size Heckler & Koch G36V with a top rail appears in The Division 2 as the "Military G36".

Heckler & Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO
G36V.

Heckler & Koch G36KA4

Returning from the previous game, the Heckler & Koch G36KA4 with a STANAG magazine adapter returns as the "G36 Advanced".

The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3.

Heckler & Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm
Preview of the "G36 Advanced".
Closeup of a kitted-out G36KA4.
Reloading with a STANAG...
...and charging the G36.

Magpul PDR-C

The Magpul PDR-C prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.

An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players.

Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO

Patriot Ordnance Factory P416

The Patriot Ordnance Factory P416 is the starting weapon of the player. The weapon has two variants. One is the "Military" and the other is the "P416 G3". The Military variant uses the standard factory setup, while the G3 is based on the custom "NP3" variant released by POF.

The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.

Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO
Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon "NP3" treated upper and lower receiver - 5.56x45mm NATO
Firing the POF P416 during one of the early missions.
Preview of the Military P416.
An SHD agent holding a P416 while listening to the mourning doves.
Preview of the P416 G3
A Division agent holding a customized "P416 G3".
Agent Alani Kelso crouches by with her customized P416 NP3. A normal M4 appears to be also bugged in her hands - the delta ring, round handguards, and STANAG are visible.

Q Honey Badger SD

The Q Honey Badger makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16" rifle variant.

The suppressor cannot be removed, but grants +20 stability without a range penalty.

Q Honey Badger SD - .300 AAC Blackout
A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.

Remington ACR

The ACR returns from the first game.

The assault rifle variant is simply called the "ACR", and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the "ACR-E", the carbine variant.

The rifle variant is known as the "ACR SS" and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.

The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.

Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO
Remington ACR 2012 version with 14.5" barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO
Remington ACR 2012 version with 10.5" barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO
The variant known as the "ACR SS" - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.
An "ACR SS" with ACOG and forward grip added.
A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.
Reloading a customized Bushmaster with another STANAG mag.
A preview of the "ACR".
A preview of the "ACR-E".
Detail view of a modified 10.5" ACR carbine in-game.
The agent reloading his ACR with a 40-rounder PMAG.

SIG-Sauer SIG556

The classic SIG-Sauer SIG556 was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.

SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm
Preview of the SIG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.
As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.

Silver Shadow Gilboa Snake

Introduced during the "Iron Horse" raid against the True Sons, a heavily customized Gilboa Snake is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.

Gilboa Snake - 5.56x45mm

Steyr AUG A1

A heavily customized Steyr AUG A1 with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named "Bighorn". The weapon first appeared during the "Warlords of New York" expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in "Legendary" difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.

The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.

Steyr AUG A1 - Austrian Army Version - 5.56x45mm
A preview of the "Big Horn". The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.
The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.
The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.

Steyr AUG A3 CQC

In addition to the AUG A3 9mm XS, the Steyr AUG A3 CQC is one of the available primary weapons in the game and is one of the new additions.

Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm
Preview of the AUG A3-CQC.
An SHD agent holding an AUG A3-CQC.

TKB-408

The TKB-408 was introduced to the game with the release of Update 15.

TKB-408 - 7.62x39mm
A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.

War Sport LVOA-S

The War Sport LVOA-S returns as the "LVOA-C". It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG. A left handed mirrored version of this rifle is used as a base for the exotic weapon named "St.Elmo's Engine" (it still ejects from the right though). For some reason, a forward assist is not modeled on the weapon.

War Sport LVOA-S - 5.56x45mm NATO
Preview of the “LVOA-C”. Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.
An SHD agent holds an “LVOA-C” with ACOG and forward grip.
A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.
Reloading a PMag-40 magazine.

Winchester Model 1886

The Winchester Model 1886 Saddle Ring Carbine appears as the "1886" and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.

An exotic variant named the "Diamondback" is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.

Winchester Model 1886 with a 22 inch barrel - .50-110 Win
A preview of the 1886.
A preview of the Diamondback, or as some people would call it: "Oh God, Bubba, what did the gun ever do to you to deserve this?"

Battle Rifles

Brace Built MC7

The Brace Built Modern Carbine 7 was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply "Carbine 7".

The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.

Brace Built Modern Carbine 7 - .308 Winchester
Preview of the MC7.
A Rikers rifleman armed with an MC7.
A masked Agent poses with a scoped MC7.
Reloading with a PMag.

Desert Tech Micro Dynamic Rifle

The Desert Tech Micro Dynamic Rifle appears in The Division 2 as the "Urban MDR". It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.

Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.
Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.
An SHD agent holding an MDR.
About to take on a SA58 brandishing foe with the MDR.
Reloading the MDR.

DSA SA58 Para Tactical Carbine

The DSA SA58 Para Tactical Carbine appears in the game as the "FAL SA-58". Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle.

The weapon is used by higher-level Outcast riflemen and civilian militia.

DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO
Preview of the "FAL SA-58".

DSA SA58 OSW

The DSA SA58 OSW appears in the game as the "Tactical SA-58". Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle.

DSArms SA58 OSW - 7.62x51mm NATO
Preview of the Tactical SA-58. It actually has the correct "Barrington, IL" manufacturer marking, and "SA58" is written on the other side.

FN FAL G

The FN FAL G returns as the "FAL". This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.

The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.

FN FAL G Series - 7.62x51mm NATO
A Theater milita soldier with an FAL.
A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.
Preview of the wood-furnished FAL.
A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.
Reloading the FAL under some better lighting from the morning sun.
When left-shouldered, the agent works the charging handle in an underhanded-style.

FN SCAR-H

The FN SCAR-H appears in game as the "Police Mk17" and "Military Mk17". The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.

FN SCAR-H - 7.62x51mm NATO
Preview of the “Military Mk17”.
An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.
Preview of the "Police Mk17".
A closeup of a customized "Police" SCAR-H.

SIG Sauer SIG716

The SIG Sauer SIG716 returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the "Devil" and "Heel" were in the original game. It is classified as a rifle.

The weapon has two variants, first is the standard "SIG 716", which is the 716 Patrol variant with 16 inch barrel. The second is the "SIG 716 CQB", which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.

SIG Sauer SIG716 Patrol - 7.62x51mm NATO
SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO
Preview of the SIG 716.
An agent holding a SIG 716 with ACOG and forward grip.
SIG Sauer SIG716 CQB - 7.62x51mm NATO
Preview of the SIG 716 CQB.

Springfield Armory M1A

The Springfield Armory M1A returns in the game as the "Classic M1A". It holds 10 shots in 20-round magazines by default.

Springfield Armory M1A - 7.62x51mm NATO
Preview of the M1A.
Reloading the M1A.
Giving the charging handle an underhand tug.

Springfield Armory M1A SOCOM 16

The Springfield Armory M1A SOCOM 16 appears in the game as the "SOCOM M1A". A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the "M1A CQB" An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the "Rifle" category.

The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.

Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO
Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO
Preview of the M1A SOCOM 16.
Preview of the "M1A CQB".
An SHD agent with an M1A SOCOM 16.
Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.
As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.

Shotguns

AA-12

The AA-12 returns from the first game in form of a common weapon drop as the "ACS-12," the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.

The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.

MPS Auto Assault-12 - 12 gauge
A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.
A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.

Benelli M4

The Benelli M4 returns from the last game and appears in-game as the "Super 90". A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the "Marine Super 90". A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the "Tactical Super 90 SBS".

The standard Benelli M4 is used by True Sons scouts, while the "Marine Super 90" is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by gangster-firing a full-sized shotgun.

Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge
Preview of the Benelli M4 Super 90.
An SHD agent with the Benelli M4 Super 90.
Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge
Preview of the "Marine Super 90".
Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge
Salient Arms International Benelli M4 - 12 gauge
Preview of the "Tactical Super 90 SBS".
An Agent armed with the Salient shorty Benelli observes The Surrender of Lord Cornwallis painting. He's also got an M60 on his back.

Crye Precision SIX12

The Crye Precision SIX12 was introduced as of update TU11, where it is simply called the "SIX12". The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.

A unique exotic variant called the "Scorpio" was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the Hottentotta scorpions.

Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a "one in the chamber" load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.

Crye Precision SIX12 (2016 production) - 12 gauge
Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge
An in-game preview of the "SIX12"
An in-game preview of the "Scorpio". According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the Hague Convention (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.

Franchi SPAS-12

The SPAS-12 is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use. The other exotic variants are the "Lullaby" and "Sweet Dreams".

The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and "stunner" under barrel attachment. The "Lullaby" (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.

The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.

Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge
Franchi SPAS-12 Short Barreled Version - 12 gauge
Franchi SPAS-12 with fixed stock - 12 gauge
A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.
A Capitol police officerreadies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.
The SPAS-12 stowed on an agent's backpack, which shows the stock folded.
A preview of "Sweet Dreams", the underbarrel attachment isn't a laser, but actually a "stunner" which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.
Exotic shotgun "Lullaby". This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.
An SHD agent holding "Lullaby".

Kel-Tec KSG

The Kel-Tec KSG was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.

The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.

Kel-Tec KSG, current model - 12 gauge
A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.
A SHD operator brandishing the Kel-Tec.
The KSG's reload.

Saiga 12

The Saiga 12 returns, and retains the Ubisoft "SASG-12" moniker, which is becoming better known now as the "Sausage-12" shotgun among the communities of Ubisoft shooters. It has another variant called the "Tactical SASG-12" variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend. The last is the "Black Market SASG-12", which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock. Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.

The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents.

Saiga 12 - 12 gauge
Preview of the Saiga.
The sporter Saiga 12 in-game.
The Saiga's reload.
A Hyena engineer with a Saiga 12.
Preview of the Saiga variant "Tactical SASG-12".
A Division agent holding a "Tactical SASG-12".
A True Sons scout with a Tactical Saiga 12.
Preview of the Saiga variant "Black Market SASG-12".
A Division agent holding a "Black Market SASG-12".

Side by Side Double Barreled Shotgun

A side by side double barreled shotgun based on a L.C. Smith Double Barreled Shotgun is available in the game as the "Double Barrel Shotgun". A sawed-off variant appears as the "Double Barrel Sawed Off", but is classified as a sidearm.

The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.

L.C. Smith shotgun - 12 gauge
Detail of the Double Barrel Shotgun.
A shy Division agent hides her face but not her Double Barrel Shotgun.
A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the Simón Bolívar The Liberator statue is located - he faces forward and wields a cavalry saber.
Detail of the Double Barrel Sawed Off.
An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.

Remington 870

The Remington 870 appears in 3 variants: the "Military M870", "Custom M870", and the "M870 Express", which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.

The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.

In pre-release footage and the Beta, it was referred to as the "M133" ("Military M133, Express M133" variants), presumably a holdover from Ubisoft's naming scheme for the Baikal MP-133 that has appeared in the publisher's other games.

Remington 870 Express Field Gun with raised barrel ribbing and 28" barrel - 12 gauge
Remington 870 Express Tactical - 12 gauge
A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.
Another agent reloads his vanilla 870.
A preview of the Remington 870 Express Tactical.
A “Military 870” with the slide back as an agent reloads it.
Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.
A preview of the M870 Custom.
An SHD agent with the "Custom M870".

Machine Guns

Enfield L86A2

The L86A2 returns and appears in game as the "Military L86 LSW". Another variant, called the "Custom L86 A2", sports the Daniel Defense railed forend and loads from Magpul EMags.

A heavily modified Custom variant is sometimes used by rogue Division agents.

L86A2 with SUSAT scope - 5.56x45mm NATO
Preview of the L86A2.
Preview of the "Custom L86 A2".
Reloading a SureFire style magazine into a customized L86A2.
Charging it from the side.
The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.

FN M249-E2 SAW

The M249-E2 appears in game as the "M249 B".

A custom Outcast variant called "Pestilence" is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.

The weapon is occasionally used by civilian militia.

FN M249-E2 SAW - 5.56x45mm NATO
The FN M249-E2 SAW as it appears in game.
A SHD Agent showing off his GWOT era M249 setup.
Taking a moment to reload the SAW while pressed up on a sedan in the DC suburbs.
The "Pestilence" as it appears in game; note the MG 42-esque pistol grip. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as "suggestions" now.

FN M249 Para

The M249 Paratrooper appears as the "Tactical M249 Para". The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4. It uses the longer 21-inch barrels of standard M249s rather than the shorter 18-inch barrels used by Paratrooper variants.

M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm
Preview of the Tactical M249 Para.

Another variant, the "Military Mk 46," has the correct 18-inch barrel. It can be differentiated from the actual Mk 46 by the presence of a magazine well on the left side of the receiver; this feature was omitted from the Mk 46 to reduce weight.

Mk 46 Mod 0 for comparison - 5.56x45mm
A preview of the Military Mk 46.

Heckler & Koch GR9S

The Heckler & Koch GR9S was introduced to the game with the release of Update 15. Despite being depicted with its "sand" finish, it appears simply as the "GR9."

Heckler & Koch GR9S - 5.56x45mm NATO
A preview of the GR9S. One ventures to guess how it can operate sans-magazine.

Heckler & Koch MG5

The Heckler & Koch MG5 appears as the "MG5" and "Infantry MG5". The weapon possesses a high rate of fire but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.

The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.

A heavily customized Infantry variant is sometimes used by Rogue agents.

Heckler & Koch MG5 general-purpose machine gun - 7.62x51mm NATO
Heckler & Koch MG5 A2 - 7.62x51mm NATO
Preview of the MG5.
An operative brandishing the black full length MG5.
The reload involves a somewhat redundant reload after opening the top cover to clear the chamber.
Then the belt box is swapped out - the charging handle is again used after the top cover is closed.
Preview of the Infantry MG5.
Out upon an intersection with the MG5 A2.
Right-hand reloading it - the operative reaches over the top to snake the new 50-round belt in.
A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.
A Black Tusk UGV with its MG5 prominently displayed.

IMI Negev

The IMI Negev was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.

An exotic variant of the weapon exists called the "Bullet King". The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.

IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO
A preview of the Negev.
The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so.

Knight's Armament LAMG

The KAC LAMG appears as the "Stoner LAMG". It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.

KAC LAMG (prototype 3D render)
Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.
Testing the new LAMG with tactical watermelon camouflage at the White House shooting range.
Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.
A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.

M60 Machine Gun

An original M60 Machine Gun appears in the game as the "Classic M60". The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.

The weapon is used by True Sons gunners and civilian militia.

M60 machine gun with bipod folded - 7.62x51mm NATO
The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true John Rambo fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.
A Division agent holds the M60.
The M60's reload.
Working the charging handle.
A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.

M60E4/M60E6

The M60E4 returns as the "Military M60 E4" and the improved M60E6 variant as the "Black Market M60 E6". An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the "Machine Gun" category.

The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.

M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO
Preview of the "Military M60 E4"
A SHD operative with a vertical-gripped M60E4.
The E4 with its top cover being opened at the start of the reload.
A veteran True Sons gunner holding his M60E4.
M60E6 machine gun with ELCAN scope - 7.62x51mm NATO
A preview of the "Black Market M60 E6". Note that it still has the Mk 43 style pistol grip compared to the reference image.
The M60E6 in-game, outfitted akin to its typical Danish Armed Forces setup.

RPK-74

The RPK-74 is available in game as the "Classic RPK-74". Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.

RPK-74 light machine gun with 45-round box magazine - 5.45x39mm
RPK-74

"Military RPK-74M"

The RPK-74 with polymer furniture, intended to pass for the military-spec RPK-74M, returns as the "Military RPK-74M". Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the "Black Market RPK-74M"

The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK one-handed while holding a heavy ballistic shield.

RPK-74 with polymer furniture - 5.45x39mm
A preview of the "Military RPK-74M".
An Outcast gunner with his RPK-74.
A preview of the Black Market RPK-74.

Sniper Rifles

Accuracy International AX338

A heavily customized Accuracy International AX338 appears as the "Nemesis", a unique exotic-tier sniper rifle made by a Black Tusk sniper named "Puck" (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.

It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter "charges" the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.

Accuracy International AX338 with Harris bipod - .338 Lapua Magnum
A preview of the "Nemesis". At one point in the game, it completely outclassed the TAC-50 due to doing more damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.

Cadex Defence CDX-MC KRAKEN

Introduced in Manhunt Season 4, the Cadex Defence CDX-MC KRAKEN makes an appearance in the game as an obtainable marksman rifle, where it is called the "Tactical .308". The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.

The gun uses 7.62mm marksman rifle mods.

It is anachronistic because it was introduced in 2017, while the game is set in 2016.

Cadex Defence CDX-MC KRAKEN - .308 Winchester
A preview of the "Tactical .308".

Desert Tactical Arms Stealth Recon Scout

Both the covert and the standard A1 variant of the DTA Stealth Recon Scout return.

The A1 variant is used by Black Tusk snipers.

An exotic-tier variant named the "Mantis" is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's "decoy" skill (if it is equipped).

Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum
DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum
A preview of the SRS Covert.
A preview of the SRS A1.
An SHD agent holding the DTA Stealth Recon Scout.
Preview of the Mantis.

DSR-1

The DSR-1 is a new addition to the SHD's arsenal. Referred to as the "SR-1".

The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.

DSR-1 - 7.62x51mm NATO
A suppressed DRS-1 rifle.
An agent showing off his DSR-1.
The DSR's reload. The spare magazine is never used.

FN SSR

The FN SSR appears under the name "MK20 SSR," its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.

FN SSR (Sniper Support Rifle) - 7.62x51mm NATO
Preview of the "MK20 SSR".
The Mk.20 SSR with a black finish in-game.
The operator charges his SSR underhanded.

Heckler & Koch G28

The Heckler & Koch G28 was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.

Heckler & Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO
The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.

McMillan TAC-50

One of the new "Signature Weapons" introduced in the sequel, the McMillan TAC-50 is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to Ghost Recon: Wildlands.

The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances.

McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG
Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.
Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.
An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.

Mosin-Nagant M44 Carbine

The Mosin-Nagant M44 Carbine returns as the "Classic M44 Carbine". A sporterized version with an ATI Monte Carlo stock appears as the "Hunting M44 Carbine", while a further-modified version fitted in an Archangel stock makes an appearance as the "Custom M44 Carbine".

The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.

Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR
Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR
Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR
Preview of the classic M44 Mosin.
Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.
Preview of the custom M44.
Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.
Reloading the M44 with the aftermarket detachable mags.
Another view of the reload from the side.
A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.

Remington 700

The Remington 700 returns in the sequel with 3 versions. The "M700" has a wooden walnut stock, the "M700 Tactical" variant has a McMillan A5 stock, and the "M700 Carbon" variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the "Marksman rifle" category.

The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.

Remington 700 - .308 Winchester
Preview of the Remington 700.
A Division agent with a Remington 700.
A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).
Preview of the Remington 700 Tactical.
A Division agent with an "M700 Tactical".
Another operative reloads his M700.
Pushing the bolt into battery.
Preview of the Remington 700 Carbon.

SVD

The SVD appears in The Division 2 and has two versions. The first one is the "Surplus" variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the "paratrooper" variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped SVUs than actual SVDs, an artifact of the Far Cry 3/4 SVD model.

The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style. In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.

SVD - 7.62x54mmR
Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R
SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R
Preview of the "Surplus SVD". Note that there's barely any distance between the gas block and the muzzle.
An SHD agent contemplates using his SVD on those pesky bugs.
A Hyena bounty target posing with her SVD, sans scope.
Preview of the "Paratrooper SVD"

Launchers

Carl Gustav M3

The Carl Gustav M3 rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.

The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.

Carl Gustav M3 - 84x246mmR
A Carl Gustav M3 on the back of a dead True Sons "grenadier". Note how his bag is full of red-painted RPG-7 rockets, which is probably why he's lying face-down on the floor without a pulse.
A True Sons bounty target posing with her Carl Gustav M3 launcher.

"Chem Launcher" (H&K GLM)

The "Chem Launcher" is a compact, single-shot grenade launcher heavily based on the Heckler & Koch GLM, although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with a firing pin at the bottom would have been much more practical to use. It's arguably more like an FGM-148 Javelin, in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it.

This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the AT4 and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.

Heckler & Koch GLM with the MP7A1 style grip folded - 40x46mm
The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.

FIM-92 Stinger

The FIM-92 Stinger appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.

AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm
The turret with mounted Stinger launchers.

Heckler & Koch P2A1

The Heckler & Koch P2A1 Flare Pistol returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the "Dark Zones", which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.

Heckler & Koch P2A1 Flare Pistol - 26.5mm
A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.

Milkor Mark 14

The Milkor Mark 14 MGL returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.

The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of "Wyvern", an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.

Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm
A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.
A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.
Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.
The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.
The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.

M224 Mortar

The True Sons make use of M224 Mortars during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).

Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.

M224 Mortar with M7 baseplate - 60mm
A battery of M224 Mortars being tended to by the militia of the Theater settlement.

UGV Grenade Launcher

Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments.

As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).

A Black Tusk UGV with its quad-grenade launchers.

Custom Mortar

During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.

3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.

P-017 Launcher

The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.

Its design is partially based on the M202 FLASH, but its overall operation and use is different.

A Division agent inspects his new toy fresh out of R&D.
The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.
The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.

Grenades

M26 Frag

The M26 frag grenade appears as the "Concussion Grenade". It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.

M26 High-Explosive Fragmentation hand grenade

Fragmentation Grenade

An odd-looking grenade that appears to be a mix of the Mk 2 hand grenade and the Mills Bomb appears as the "Fragmentation Grenade" and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.

Mk 2 "Pineapple" World War II-made High-Explosive Fragmentation hand grenade.
No. 5 Mk. I "Mills Bomb"

M84 stun grenade

The M84 stun grenade is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.

M84 stun grenade

M7290 Flashbang

The Model 7290 flashbang grenade is seen on the belts of certain True Sons soldiers.

Model 7290 flashbang grenade
Two M7290 flashbang grenades clipping through a True Son's t-shirt.

M18 Smoke Grenade

M18 smoke grenades of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.

M18 smoke grenade - Red.
A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's "Appleton" armored vest.
Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.

Rikers Nail bomb

Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.

A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.

Mounted Weapons

Browning M2

An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.

Heavy weapon specialists of the Rikers have the ability to deploy an Browning M2 HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.

Browning M2HB - .50 BMG
A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound SPAS-12 he's additionally carrying for close defense. Truly absolute units.
A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.

Dillon Aero M134 Minigun

The Dillon Aero M134 Minigun is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in Ghost Recon Wildlands, the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.

A "portable version" similar to the one used in Terminator 2: Judgment Day by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.

A later patch included a portable M134 Minigun, simply called "Minigun", that could be used by players under the "Gunner" specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.

As of the "Warlords of New York" expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC.

Dillon Aero M134 with flash suppressor - 7.62x51mm NATO
An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.
A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.
A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint.
The rear of an M134. The ammo box and power source can be seen on the ground.
An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a "mine's bigger" joke at his Black Tusk heavy adversaries.
A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per "magazine", the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.
A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.
A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.
A Black Tusk patrol with an attached Warhound armed with an M134.

Drone Machine Gun

One of the new skills available in the game is the "Drone", which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.

The default variant is the "Assault Drone" (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.

A Drone with the underside machine gun visible.
A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).

General Electric GAU-8/A Avenger

The True Sons have a salvaged a GAU-8/A Avenger autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.

After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.

General Electric GAU-8/A Avenger - 30x173mm
A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.

Black Tusk Rocket Artillery

What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with 6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.

They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.

M269 Launcher Loader Module mounted on an M270 MLRS - 227mm
A duo of disabled rocket launchers in the rain.

General Dynamics M197 Vulcan

The General Dynamics M197 Vulcan is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed "Crusader" and "Destroyer" are encountered.

The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.

General Dynamics M197 Vulcan - 20x102mm
A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.
A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.

SHD Sentry Gun

What appears to be a cross between the Mk 19 Grenade Launcher and Browning M2A2 is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce "checkpoint camping" in the DZ that was prevalent in the first game.

The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During "Occupied Dark Zone" events however, the guns are disabled by the Black Tusks.

Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm
Browning M2A2 / M2 QCB (Quick Change Barrel) on M3 tripod - .50 BMG.
The front of the sentry gun
The rear of the sentry gun
A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.

True Sons Sentry Gun

A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a PK Machine Gun, the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.

The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.

PKS on Samojenkov tripod - 7.62x54mm R
A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.
A True Sons sentry gun, being carried by an engineer.

SHD Artillery Turret

One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.

The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.

A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.

SHD Sniper Turret

One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).

The gun barrel appears to be based on the Barrett M82.

A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.

Warhound Grenade Launcher

In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the "shock" status when hit, along with heavy damage.

Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the "shock" status.

A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.

Warhound Railgun

The Black Tusks deploy quadrupedal military drones called "Warhounds", which are armed with a fictional railgun mounted on its back. The drone "charges" the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).

Visually, the exposed portion of the gun appears to be the front end of the Gepard GM6 Lynx model from Far Cry 4, with a Barrett M82A1-styled muzzle brake on the end.

Gepard GM6 Lynx - .50 BMG
A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' BigDog prototype drones.
A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.

Other

Crossbow

A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.

Preview of the Crossbow

M112 C4 Demolition Pack

Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.

M112 C4 demolition charge
A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.

Flamethrower

Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.

The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&W 686 revolvers.

The Division also has their own flamethrowers in the form of the "Flame Turret" skill.

As of the "Warlords of New York" expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy "tank" cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.

An Outcast HVT armed with their DIY flamethrowers.
A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.
A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.

"K8-Jetstream Flamethrower"

The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.

It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom "Striker" crusader shield that's also exclusive to the Firewall specialization.

A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.
A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.

M16A1

M16A1 rifles are present on several statues found in the game, particularly in the fictitious museum exhibits.

Colt M16A1 with 30 round magazine - 5.56x45mm
A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).
The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era, including a Magpul PMAG magazine. The right one appears to have had its M16 stolen.

XM16E1

A silhouette of a soldier on the exhibit's poster shows what appears to be a XM16E1 given the three-prong flash hider.

XM16E1 rifle with 20 round magazine - 5.56x45mm
A silhouette of a soldier on the exhibit's poster shows what appears to be a XM16E1 given the three-prong flash hider.

Nailgun

Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).

Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.

An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.

Sticky Bomb Launcher

Re-introduced during the "Warlords of New York" expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.

Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.

A preview of the Sticky Bomb Launcher with some incendiary shells next to it.

Seeker Mine

Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers.

The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.

The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.

The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.

A preview of the standard, explosive seeker mine.
A preview of the airburst seeker mine.
A preview of the cluster mine.

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