Ghost Squad

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Ghost Squad
GhostSquad arcadeflyer.jpg
Ghost Squad (2004)
Release Date: 1 January 2004 (Arcade)
20 November 2007 (Wii)
Developer: SEGA AM2
(Currently known as SEGA Interactive R&D DIVISION#2)
POLYGON MAGIC (Wii)
Publisher: SEGA
Series: Virtua Cop
Platforms: Arcade
Wii
Genre: Light gun shooter


Ghost Squad (2007)
Ghost Squad (Japanese version) (2007)
Ghost Squad Evolution (2007) This version omits the entire ID Card function. Therefore, all unlockable content from the original version are available by default.

The following weapons are seen in the video game Ghost Squad, the 2007 arcade port, Ghost Squad Evolution:


Submachine guns

Almost all submachine guns have overall average stats, such as hitbox, damage output and reload time. Save for the XM-2119, fire modes are Semi/Full Auto (Default) only.

Fictional submachine gun (XM-2119)

A fictional submachine gun called the "XM-2119" appears as the standard weapon of the G.H.O.S.T. Squad. The weapon was designed by Tokyo Marui and SEGA AM2 for this game and appears to be a hybrid between the Heckler & Koch G36C and several Heckler & Koch MP5 variants. Specifically the weapon has the top-rail of the G36C, an oversized dedicated foreend of an MP5 with underside vertical grip, the stock of the MP5 PDW, the 9x19mm 30-round curved magazine of the MP5, the 3-pos navy trigger group of the MP5N, and the receiver is a mish-mash that appears to be what would happen if someone threw the receivers of an MP5 and a G36 into a blender and this was the result.

The XM-2119 is a very versatile weapon, holds 24 rounds by default and can be fired in single shots, 3-round bursts, or full-auto, although as a balancing feature, players have limited ammunition to fire it in full-auto as it appears it must use a custom C-beta drum magazine to fire in this mode. The weapon is reloaded by aiming the gun-controller outside the screen.

Heckler & Koch G36C - 5.56x45mm
Heckler & Koch MP5KA5 with PDW stock and 15-round magazine - 9x19mm
Heckler & Koch MP5A5 with Surefire dedicated forend weaponlight - 9x19mm
Arcade ver's controller right.
Arcade ver's controller left.
The official render of the "XM-2119." Judging by how large the silencer is, the weapon's barrel is either incredibly short or its supposed to be integrally silenced (its likely the latter given how the gun's fore-end is build around it). It also doesn't work since the gunfire from the ghosts sound and feel as if there wasn't a suppressor mounted in the first place.
G.H.O.S.T. Squad Alpha unit's Alpha Blue(Player 1) and Alpha Red(Player 2) wield XM-2119s.

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 with a Knight's Armament Rail Interface System (R.I.S) with a vertical foregrip, "Navy" trigger group, and a PDW folding stock appears as "M94R" (Presumably a reference to theHK94, a civilian version of MP5). It's unlocked at Level 30. The weapon has a capacity of 26 rounds, but reloads slower.

Heckler & Koch MP5-N with Navy trigger group, threaded muzzle, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm
The official render of the "M94R."

Heckler & Koch PDW (2nd prototype)

The Heckler & Koch PDW, an prototype of the Heckler & Koch MP7 appears as "CPG7" and is unlocked at Level 50. It holds 20 rounds, has a very high firing rate and slight bullet penetration, but is slightly less accurate due to the fire rate.

Heckler & Koch PDW (2nd prototype) - 4.6x30mm
The official render of the "CPG7." The weapon model actually reuses the "MP7" from "Virtua Cop 3." (Since the official site closed long ago, I can't manage to find any better pictures.)

Heckler & Koch UMP

The Heckler & Koch UMP with an RIS appears as "MP10" and is unlocked at Level 77. It holds 30 rounds and has a moderately higher fire rate, but it suffers from a regrettably long reload. It is also used by "Indigo Wolves" terrorists alongside the AK-47 Beta-Spetsnaz, which doesn't have a vertical foregrip.

Heckler & Koch UMP45 with RIS foregrip - .45 ACP. Visually similar to player's UMP.
Heckler & Koch UMP45 - .45 ACP. Visually similar to the enemies' UMP.
The official render of the "MP10."
"Indigo Wolves" terrorists aim their "MP10s" at G.H.O.S.T. Squad Alpha unit.

Handguns

Almost all handguns have smaller hitboxes and low damage output, but have a very quick reload time. An incorrect 2-round burst mode is also available on certain weapons.

Smith & Wesson Model 629 "Performance Center"

The Smith & Wesson Model 629 "Performance Center" fitted with an optic mount appears as the "P44M" (presumably short for "Pistol .44 Magnum") and is unlocked at Level 5. It holds 6 rounds with low bullet penetration and is also able to mount a red dot sight.

Smith & Wesson Model 629 "Performance Center" with custom weighted barrel and scope rails - .44 Magnum
The official render of "P44M."
The official beta render of the "P44M", which lacks an optic mount. (Discovered on the official site)

Beretta 92G Elite 1A

The Beretta 92G Elite 1A fitted with an Aimpoint Comp M2 appears as "TM9V" (presumably short for "Tactical Master (Beretta) 92 Vertec," an airsoft gun made by Tokyo Marui) and is unlocked at Level 11. This gun holds 15 rounds and comes with a built-in red dot sight by default. Otherwise, stats are fairly average.

Beretta 92G Elite 1A - 9x19mm
Airsoft Tokyo Marui M9 Tactical Master, for reference.
The official render of "TM9V."

Tokyo Marui Hi-Capa 5.1

The Tokyo Marui Hi-Capa 5.1 airsoft pistol appears as "M45R" (presumably short for "Model .45 Racegun") and is unlocked at Level 19. The Hi-Capa 5.1 holds 15 rounds and deals double damage. It is also seen in Ghost Squad soldier's leg holsters.

Tokyo Marui Hi-Capa 5.1 Government Model - 6mm BB
The official render of "M45R."
An "M45R" is seen in the leg holster of Alpha Blue.

Single Action Army

The Single Action Army appears as "PM6" (presumably short for "Peace Maker 6-shot") and is unlocked at Level 26. The SAA correctly holds 6 rounds and can't doubled up by the hi-cap magazine item. It also has a long reload and large hitbox.

Bisley model Colt Single Action Army with 7.5" barrel - .45 Long Colt
The official render of "PM6."

Fictional Handgun (Guardian II)

The fictional handgun called the "Guardian II" can be unlocked at Level 34. Much like "XM-2119," this gun was designed by Tokyo Marui and SEGA AM2 for 2003's "Virtua Cop 3." The Guardian II holds 9 rounds and has fairly average stats.

The official render of "Guardian II".

Heckler & Koch Mark 23

The Heckler & Koch Mark 23 with accessory rail is appear as "P4512" (presumably short for "Pistol .45 12-rounds") and unlocked at Level 40. The Mark 23 correctly holds 12 rounds and also has double damage output. It's also seen in the holsters of "Indigo Wolves" leaders Alex Havoc and Laccard Zimone, but Alex does not use it.

Heckler & Koch Mark 23 - .45 ACP
The official render of "P4512".
"Idiots..." Alex Havoc taunts Alpha Blue. The Mark 23's grip and white-ish low detailed rear sight are barely visible.
Laccard Zimone is head-shotted by Alpha Red, while (awkwardly) holding his Mark 23 and a fictional hand grenade.

Fictional Auto Revolver (Guardian I)

A fictional auto revolver called the "Guardian I" can be unlocked at Level 60. This gun was designed by SEGA AM2 for 1994's "Virtua Cop" and also appears in many other light gun games until the early 2000's. The Guardian I holds 6 rounds and can't doubled up by the hi-cap magazine item. Has a fast reload speed but weak stats otherwise.

The official render of the "Guardian I."

Beretta 8045 Cougar F

The Beretta 8045 Cougar F with an accessory rail appears as "M209" and is unlocked at Level 61. The 8045 Cougar incorrectly holds 10 rounds and has a large hitbox, but can't be doubled up by the hi-cap magazine item for unknown reason. It is also used by Indigo Wolves terrorists equipped with ballistic shields and US Secret Service Agents.

Beretta 8045 Cougar F - .45 ACP
The official render of "M209." The weapon model reuses the NPC's handgun from "Virtua Cop 3."

Unknown Glock Variant

An unknown Glock pistol series is seen holstered on various Indigo Wolves terrorists. It is visually similar to the 1st generation model.

1st Generation Glock 17 - 9x19mm
The unknown Glock pistol is seen in the leg holster of Dingo, leader of the Indigo Wolves guerrilla unit.

Shotguns

Both Shotguns hold 6 shells of 12 gauge buckshot and fire semi-auto by default. They also have very large hitboxes and higher damage output. Similar to handguns, an incorrect 2-Round Burst mode is available after meeting certain conditions.

Benelli M4 Super 90

A heavily modified Benelli M4 Super 90 fitted with a Knight's Armament vertical foregrip, M4-type stock, pistol grip adapter, and extended picatinny rail system (seen below) appears as "M4E" and is unlocked at Level 2. It shoots relatively inaccurately, which makes avoiding collateral damage while recusing hostages quite difficult.

Benelli M4 Super 90 with 7-shot tube - 12 gauge
Short barreled Remington 870 with M4-type stock, pistol grip adapter, and full-length picatinny rail system - 12 gauge. For reference.
The official render of "M4E".
The official beta render of the "M4E," which is sawed-off and has a different foregrip. Presumably became the Franchi SPAS-12 in the final version.

Franchi SPAS-12

The Franchi SPAS-12 fitted with a foregrip appears as "SG112" and is unlocked at Level 93. It shoots buckshot with relatively accuracy.

Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
The official render of "SG112."

Assault Rifles, Carbines and Battle Rifles

The Full-Auto Rifles have slightly superior hitboxes and damage output compared to the Submachine guns, but reloading times are slower. Fire modes are Semi/Full Auto (default) only.

Colt M4A1 Carbine

The Colt M4A1 Carbine fitted with RIS, Aimpoint Comp M2 and Surefire M900 weaponlight foregrip appears as "AR4A" and is unlocked at Level 32. It is somewhat under-loaded at 28 rounds per magazine (maybe a reference to the actual tactic of under-loadingM16A1 magazines to avoid malfunctions). Has a moderately high firing rate and slightly slower reload.

Colt M4A1 Carbine with Aimpoint CompM2 reflex optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm.
The official render of "AR4A."

ROCK SOPMOD M14

The ROCK SOPMOD M14 fitted with a Surefire M900 weaponlight foregrip appear as "TR14" (presumably short for "Tactical Rifle 14") and is unlocked at Level 38. It holds 20 rounds in a magazine and has high bullet penetration, but is less accurate and slower to fire and reload.

Rock SOPMOD M14 - 7.62x51mm NATO
The official render of "TR14."

Tokyo Marui AK-47 Beta-Spetsnaz

The Tokyo Marui AK-47 Beta-Spetsnaz, a fictional variant of the AK-47, appears as "TK1B" and is unlocked at Level 46. It holds 30 rounds and has a medium rate of fire and bullet penetration, but is also less accurate. It is also used by Indigo Wolves forces alongside the UMP.

Tokyo Marui AK Beta Spetsnaz - 6mm BBs
The official render of "TK1B."

Heckler & Koch G36C

The Heckler & Koch G36C fitted with a Surefire M900 weaponlight foregrip appears as "G50" and is unlocked at Level 54. It holds 30 rounds with a higher fire rate and slower reloads.

Heckler & Koch G36C with vertical foregrip - 5.56x45mm
The official render of "G50." Note to cut-off carrying handle.

Heckler & Koch XM29 Objective Individual Combat Weapon

The Heckler & Koch XM29 OICW fitted with a Surefire M900 weaponlight foregrip appears as "XMW21" and is unlocked at Level 99. It holds 100 rounds for the rifle that deal high damage and penetration at a high rate of fire and 1 grenade launcher round. However, it reloads much slower than average.

1999 over / under Objective Individual Combat Weapon (OICW) - 5.56x45mm & 20x28mm. This is the second most depicted version.
The official render of "XMW21."

Sniper Rifles

All Sniper Rifles fire semi-auto by default, have a large hitbox, higher damage output, and increased bullet penetration. Similar to handguns and shotguns, an incorrect 2-round burst mode is available on certain condition.

Barrett M82A1

The Barrett M82A1 appear as "CAC82" and unlocked at Level 7. It holds 6 rounds and deals double damage. Protagonists also use s single shot variant called the "CAC80" in the in-game sniper missions, which erroneously have the "SPR3"'s weapon model.

Barrett M82A1 - .50 BMG
The official render of "CAC82" and "CAC80."

Knight's Armament SR-25

The Knight's Armament SR-25 fitted with a Surefire M900 weaponlight foregrip appears as "SPR11" (presumably reference to the SR-25's USMC and US Navy designation, "Mk 11 Mod 0") and is unlocked at Level 23. It holds 10 rounds, and has triple damage output (even though the SR-25 uses a smaller 7.62x51mm NATO round).

Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO
The official render of "SPR11".

Heckler & Koch PSG-1

The Heckler & Koch PSG-1 fitted with a Knight's Armament RIS and vertical foregrip appears as "SPR3" (presumably reference for Heckler & Koch G3, which PSG-1 based from) and is unlocked at Level 69. It holds 10 rounds and deals double damage.

Heckler & Koch PSG-1 - 7.62x51mm NATO
The official render of "SPR3."

DSR-Precision DSR-1

The DSR-Precision DSR-1 fitted with Surefire M900 weaponlight foregrip appear as "SPR308" and unlocked at Level 85. It has 8 rounds, and triple damage output (Even though this DSR-1 uses a smaller 7.62x51mm NATO bullet).

DSR-Precision GmbH DSR-1 - 7.62x51mm NATO
The official render of "SPR308."

Machine Guns

FN M249 Paratrooper SAW

The FN M249 Paratrooper SAW fitted with an unusable Aimpoint Comp M2 and Knight's Armament vertical foregrip appears as "SAW24" and is unlocked at Level 15. The M249 has unlimited ammo, is very accurate, and, of course, a very high fire rate. Unlike other automatic weapons, the SAW is restricted to full-auto only. The barrel can overheat during sustained fire. When overheating occurs, you can't fire for about 2 seconds, which can be fatal for the player. The protagonists also use the "SAW25" in mission 3's boss fight, which has a 50-rounds magazine with no overheating, and a (unseen) grenade launcher.

FN M249 Paratrooper SAW - 5.56x45mm NATO
The official render of "SAW24" and "SAW25."
G.H.O.S.T. Squad Alpha unit firing "SAW25" at an Indigo Wolves armored boat.

M134 Minigun

The M134 Minigun is seen mounted on Indigo Wolves helicopters.

General Electric M134 - 7.62x51mm NATO
The M134 Minigun is seen mounted on Alex's AH-64D Apache Longbow. An M261 launcher with Hydra 70 rockets is also seen mounted.
M134 Minigun is seen mounted on an Indigo Wolves MH-6 helicopter (another MH-6 armed with Hydra 70 rockets also appears in this stage, but it doesn't have ANY launcher device mounted.

Launchers

FIM-92 Stinger

The FIM-92 Stinger appears as "SAN92" and the protagonists use it in mission 1's boss fight. It is also used by Indigo Wolves leader Dingo.

FIM-92 Stinger with IFF interrogator - 70mm
G.H.O.S.T. Squad Alpha unit hold their "SAN92" launchers to shoot down Alex's AH-64D Apache Longbow.
Dingo tries to aim his "SAN92" at G.H.O.S.T. Squad Alpha unit's boat.
Another view of Dingo's "SAN92."

Fictional Crossbow

A fictional crossbow called the "ABG1" is unlocked at Level 43. It holds 6 rounds and the fire modes are semi/3-round burst. Fired bolts are subject to gravity- these physics are also applied to the Wii version's hidden "Throwing Star" weapon in Ninja Mode and the Dolphin shaped "Water Gun" in Paradise Mode.

The official render of "ABG1".

Explosives

Fictional Hand Grenade

The Indigo Wolves terrorists use a fictional hand grenade based on Mk 2 hand grenade (pattern) and M26 hand grenade (overall shape).

Mk 2 "Pineapple" World War II-made High-Explosive Fragmentation hand grenade (sometimes written Mk II).
M26 High-Explosive Fragmentation hand grenade
Laccard Zimone brandishes a fictional hand grenade at G.H.O.S.T. Squad Alpha unit.
Indigo Wolves troops throw the fictional hand grenades at G.H.O.S.T. Squad Alpha unit's boat.

M18A1 Claymore

The M18A1 Claymore appears in mission 3 and are incorrectly depicted with a 5 second timer.

M18A1 Claymore anti-personnel mine
G.H.O.S.T. Squad Alpha unit defusing the M18A1 Claymore.

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