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Phantom Forces

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Phantom Forces for current discussions. Content is subject to change.


Phantom Forces
PhantomForces title.jpg
Loading screen art
Release Date: June 2, 2015
Developer: StyLiS Studios
Publisher: Roblox
Platforms: Microsoft Windows

MacOS
Xbox One
PlayStation 4
PlayStation 5

Genre: First-Person Shooter


Phantom Forces is a multiplayer first-person shooter developed by StyLiS Studios. The game, which is available on the Roblox platform, was first made available on June 2nd, 2015 for consoles and August 31st, 2015 for PC. It is a modern shooter heavily inspired by the Battlefield franchise, specifically Battlefield 3 and Battlefield 4, with some of the maps and weapons of 4 and the heads-up display of 3 making a near-identical appearance in Phantom Forces. The 4-class system of the Battlefield games is also present, but without the unique gadgets and abilities of those classes.

Phantom Forces sets itself apart with an extremely diverse selection of over 180 firearms ranging from black powder revolvers to the most modern military rifles. Each and every weapon may also be extensively modified to suit a player's needs, with available attachments including optical sights, suppressors, foregrips, extended magazines, caliber conversions, alternate ammunition types, and lengthened/shortened barrels.


The following weapons appear in the video game Phantom Forces:


Overview

There are 4 classes in Phantom Forces, which, due to the lack of Battlefield-inspired gadgets, differ only by the types of primary weapons that they have access to. The first class, Assault, can equip Assault Rifles, Carbines, Battle Rifles, and Shotguns. Support, the second class, has similar weapon offerings, except they use Light Machine Guns instead of Assault Rifles. The Scout class has access to Personal Defense Weapons, Carbines, Shotguns and Designated Marksman Rifles. The final class, Recon, has access to Sniper Rifles, DMRs, Battle Rifles, and Carbines.

Each class can equip one primary weapon, one secondary weapon, one grenade, and one melee weapon. Primary weapons are split into several categories, which are Assault Rifles, Battle Rifles, Carbines, DMRs (intermediate and full-power semi-automatic rifles), LMGs (and GPMGs), PDWs (submachine guns and a few carbines), Shotguns, and Sniper Rifles. Secondary weapons, which are shared across all classes, are categorized into Pistols, Revolvers, Machine Pistols, and a catch-all "Other" category. Grenades are divided among three categories, those being Fragmentation, High Explosive, and Impact. Weapons can be unlocked by increasing one's personal "rank", which is done by gathering XP awarded by eliminating other players or completing objectives, or pre-bought with Credits, an in-game currency that is acquired by ranking up, selling in-game skins, or spending real money.

Every gun in the game can be modified in the loadout menu to add (or remove) various parts, which are unlocked on a per-weapon basis by accumulating kills or spending credits. Most weapons can use one "optic" attachment (includes iron sights, holographic sights, and scopes), one "barrel" attachment (suppressors, muzzle devices, changing barrel length, shotgun chokes), one "underbarrel" attachment (grips, flashlights, lasers), one "other" attachment (side-mounted lasers and flashlights, alternate/remove stocks, extended magazines, canted sights), and one "ammo" attachment (hollow point, armor piercing, overpressure, slugs, flechette, conversions). Although many attachments are available to all weapons (with some exceptions), many guns feature modifications that are unique to that weapon or weapon class. Some unique modifications change the weapon in such a way that it becomes another firearm entirely; for example, the Kel-Tec KSG has access to the unique "KSG-25 barrel" modification, which transforms the shotgun into the KSG-25 both functionally, by extending its barrel and magazine tubes, and literally, by changing the weapon's name to "KSG-25" in the loadout menu and killfeed. This will be taken into account when considering if a weapon appears in Phantom Forces.

Pistols

Pistols in Phantom Forces are split between automatic pistols (and some single-shot pistols) and machine pistols. They can be equipped in the secondary slot and are available to all classes.

AMT Automag III

The AMT Automag III was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 109. Chambered in .30 Carbine, it has a very high base damage (68 at point blank) and good torso/headshot multiplier at the cost of a low magazine capacity (8+1) and very high recoil. The Automag III features two unique modifications, those being a .45 Winchester Magnum conversion and .50 Action Express conversion, which convert the pistol into the Automag IV and Automag V respectively.

AMT Automag III - .30 Carbine.
An American hand cannon brought to you by AMT. Loading the .30 Carbine cartridge and featuring impressive damage potential, despite this it kicks incredibly high.
The player character holds the Automag III at their hip in one of the dimly-lit tunnels of Ravod 911.
The view down the Automag III's sights.
The Automag III's alternate ADS view, which would be much more useful if the handgun in question was equipped with a laser attachment.
The player inspects the left side of the Automag III, something the player is capable of doing to each of the game's guns.
The second part of the inspect animation, featuring the right side of the gun. Looking good is half the battle.
The Automag III's tactical reload animation, in which the magazine is unceremoniously "Wick-flicked".
The second half of the reload, in which a fresh magazine is rammed home.
When reloaded from an empty magazine, the player character pulls back on the Automag III's slide to chamber a round.

AMT Automag IV

Equipping the ".45 WinMag" ammo conversion mod for the Automag III transforms it into the AMT Automag IV. This allows the pistol to fire much faster and increases the maximum total ammo the player can carry, but reduces its damage and headshot multiplier.

AMT Automag IV - .45 Win Mag.
Load your Automag with .45 Winchester Magnum. This makes your Automag III into the .45 caliber Automag IV. A more traditionally performing handgun cartridge with a lot of power still by comparison.

AMT Automag V

Equipping the ".50 AE" ammo conversion mod for the Automag III transforms it into the AMT Automag V. This vastly increases its damage, allowing for a one-shot kill to the body at close range. The Automag V's immense firepower is offset by its reduced magazine capacity of just 5 rounds, however, and its heavy recoil makes quick follow-up shots very difficult (not that one is needed, if you're using it correctly).

AMT Automag V - .50 AE.
Load your Automag with .50 Action Express. This makes your Automag III into the .50 caliber Automag V. There were only 3000 of these models produced using a 5-round magazine. Featuring stopping power similar to other .50 caliber handguns.

AMT Javelina Longslide

The AMT Javelina Longslide, a variant of the 1911-pattern AMT Hardballer chambered in 10mm Auto and with an extended barrel, was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 84. The pistol is known as the "Hardballer" in-game and is capable of dealing above-average damage per shot, with its main strength being its ability to three-shot an enemy player to any part of the body at any range. This long-ranged power is counterbalanced by a low magazine size of only 8+1 rounds, mediocre close-range performance, and somewhat high vertical recoil. The Javelina Longslide has access to the "Short Barrel" mod, which shortens the handgun's barrel and slide to that of a standard 1911, and a US Marine Corps. folding shoulder stock. The Javelina is also unique in that it is the only firearm in the game to lack a kill requirement for the fictional "AMT Terminator" optic, which, along with the weapon's in-game description, is an obvious reference to 1984's The Terminator.

AMT Javelina Longslide - 10mm Auto
Strong ranged performance at the cost of somewhat high recoil - It may not be a phased plasma rifle in the 40-watt range, but this pistol still packs quite a lot of punch with every shot.
M1911A1 with experimental US Marine Corps. folding stock - .45 ACP
The Javelina Longslide with a shortened barrel, US Marine Corps. folding shoulder stock, and "AMT Terminator" laser sight.
Holding the Javelina Longslide.
Inspecting the Javelina Longslide.
Ditto.
Looking down the Javelina's iron sights.
Alternate ADS view.
Firing the pistol.
Removing an empty magazine by jerking the handgun downwards...
...and inserting a fresh one. The player then presses the slide release to finish the process.

Arsenal Firearms AF2011-A1

The Arsenal Firearms AF2011-A1 was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 201. Holding the (dubious) honor of being the secondary weapon with the highest unlock rank in the game, the AF2011-A1 was the first double-barreled non-shotgun firearm added to Phantom Forces. It features very high damage at close range (due to it firing two .45 ACP rounds per trigger-pull), high recoil, a low magazine size, and a long reload. Unique modifications for the AF2011-A1 include a Monarch Arms "Rifle-ette" stock and a ".45 Super" ammo conversion which significantly improves penetration and muzzle velocity at the expense of long-range damage and recoil.

Arsenal Firearms AF2011-A1 - .45 ACP
A double barrel design based off the M1911. Features two of... well, everything! Features great damage in close range as you are firing two rounds at once but suffers range performance due to recoil and a slow reload.
M1911A1 with Monarch Arms "Rifle-ette" stock and extended magazine - .45 ACP
The AF2011-A1 with the Monarch Arms "Rifle-ette" stock attached.
Wide load coming through! Holding the AF2011-A1.
Inspecting the left side of the pistol.
The right side.
Aiming down the AF2011-A1's sights.
Gangsta-"aiming" the wide-bodied pistol.
Firing the pistol. Although the game correctly models a pair of spent casings, they should be flung from opposite sides of the weapon, not both from the same side.
Reloading the big-boned pistol by flicking away the empty... magazine... magazines?
Inserting a... feed device. Sure, that works.
Pulling back and releasing the slides.

AWS 1911

The AWS 1911 was added on Christmas 2018 as part of update 4.0.0 (2018 Winter Update 1) as the "MP1911" and is unlocked at rank 106. The version depicted in-game is select-fire and feeds from double-stack magazines, meaning that it is based on the later "AWS Model-2" prototypes. It comes pre-equipped with the shoulder stock from the Colt 1911 machine pistol prototype. The AWS 1911 is classified as a machine pistol and fires .45 ACP at an astounding 1000 RPM in full-auto, offering a potent close-range self-defense tool for a player in a pinch, featuring high damage and controllable recoil due to its foregrip and stock. Its 15-round magazine, however, is one of the smallest in its class. It can be modified to remove its pre-fitted stock and shorten the barrel, which increases the weapon's responsiveness in CQC at the expense of worse recoil and range. The AWS 1911 also features a 9x19mm conversion which increases its magazine size (20 > 15 rounds) and firerate (1300 > 1000 RPM) while decreasing its damage.

AWS 1911 - .38 Super
Colt M1911A1 machine pistol conversion - .38 Super. The stock of the "MP1911" appears to be modeled after this machine pistol's stock.
A custom 1911 prototype from the Philippines. Features a custom foregrip and muzzle device for very stable firing characteristics, but has a bulky magazine resulting in slow reloads.
The AWS 1911 made extra-short with the "Remove Stock" and "Short Barrel" attachments and converted to fire 9x19mm.
Holding the unusual fully-automatic 1911 at the hip.
The left side of the AWS 1911.
The right side.
Aiming down the AWS 1911's fancy-schmancy blue and white glow sights.
The "MP1911's" alternate aim view, which is essentially a zoomed-in hipfire view.
Letting loose with a fully-automatic burst of .45 ACP. A big thanks to the Philippines!
Performing an AWS 1911 fan's favorite task: reloading.
Inserting a fresh magazine containing 15 .45 ACP rounds; note that this machine pistol has been fitted with a magical auto-closing slide!

Beretta 93R

A Beretta 93R with wood grips was added during the game's Alpha and is unlocked at rank 26. It feeds from a 20 round magazine, is classified as a machine pistol, and is the only secondary weapon in the game to feature a burst-fire. The 93R is capable of killing a full-health player with one three-round burst at close range, but its high vertical recoil can make the weapon hard to use effectively beyond close range. The machine pistol can also be fired sem-automatically, which can also be useful when single, more accurate shots are desired. The Beretta 93R's only unique modification is a recoil-decreasing shoulder stock known as the "Raffica Stock".

Beretta 93R with wood grips - 9x19mm Parabellum
An Italian machine pistol that fires rapid 3-round bursts. Strong vertical recoil with high close-in damage.
Beretta 93R with optional unfolded shoulder stock - 9x19mm
The Beretta 93R equipped with the "Raffica Stock" mod.
First-person view with the 93R equipped.
Inspecting the pistol, which features a small folding foregrip. Ironically, this provides no stability improvement over the standard Beretta M9 also featured in-game.
The right side of the 93R.
Aiming down the 93R's simplistic three-dot iron sights.
The alternate ADS mode, which offers a much clearer viewmodel at the expense of a clear aiming point (without equipping a laser, at least).
Unleashing a three-round burst; note the high vertical recoil.
What sick freak made a three-round burst pistol with a magazine size not divisible by 3???
The world is truly an unfair place.

Beretta M9

A Beretta M9 with brown StyLiS-branded grips was added during the game's Alpha and is one of the two sidearms unlocked by default. The M9 is a "jack-of-all-trades" pistol that is exceptionally average in almost every characteristic. It can be fitted with an extended 20-round magazine, an extended barrel/slide, and the 93R's "Raffica Stock" in addition to the standard suite of weapon attachments. The Beretta M9 features a unique texture, name, and viewmodel when the "Osprey Suppressor" is equipped, which is a reference to the "Luison" pistol from Rainbow Six Siege.

Beretta M9 - 9x19mm Parabellum
A 9mm Italian pistol. One of the first 'wonder nines'. High capacity with deep reserves, light recoil, and high velocity.
The M9 equipped with an extended magazine and a long slide.
The first-person viewmodel of the ubiquitous M9.
The left side of the pistol.
The right side. Nothing much to say here, really.
Yep, just your average Beretta M9.
Aiming the M9 as any US serviceman would, of course.
Removing an empty magazine...
...and inserting a fresh one, followed by pressing the magazine release. These animations are shared by many of the game's pistols.
The M9 with the "Osprey" suppressor equipped. Hey, I've seen this one before...
The handgun's unique first-person viewmodel. This Beretta is definitely not loaded with less-lethal rounds, however.

Colt M1911A1

A two-toned Colt M1911A1 was added during the game's Alpha and is unlocked at rank 8. The pistol is seemingly a custom model as it has an 8-round magazine, wooden grips embossed with a golden StyLiS logo, full-length guide rod, a M1911-style main spring housing, and an oversized hammer. The M1911A1 is accurate, quick to reload, and has impressive stopping power, making it a deadly sidearm at any range. At the same time, the classic handgun's jumpy recoil, low muzzle velocity, and low magazine size heavily discourage firing too quickly. The M1911A1 can be equipped with a folding shoulder stock to aid in recoil management and has access to a unique cosmetic "Engravings" attachment.

Nickel-plated M1911A1 with brown plastic grips - .45 ACP
A classic American pistol brought into the modern age. Very high damage up close, with poor velocity and small magazine size.
Colt M1911A1 with experimental US Marine Corps. folding stock - .45 ACP
The M1911A1 with a folding shoulder stock attached.
Holding the custom M1911A1 at the hip.
The left side of the pistol.
The right side.
The view down the M1911A1's custom red-and-green glow sights.
Alternate ADS view.
Removing an empty magazine. The remainder of the reload is identical to other automatic pistols.

M1911 .22 LR

Equipping the M1911A1 with the "Ratshot" ammo conversion transforms it into the "M1911 .22LR". This turns the weapon into a pseudo-shotgun, allowing it to fire four extremely weak pellets up to 10 times before reloading. A joke attachment first and foremost, Ratshot has some dubious utility in point-blank engagements as it is technically capable of a one-hit kill if all four pellets score a headshot (4 pellets x 9 damage x 3.0 headshot multiplier = 108 damage), but the shotgun-pistol's somewhat wide spread, low pellet count, and miserable damage to the body add up to a weapon that is a straight downgrade in almost any situation compared to the .45 ACP M1911A1.

M1911A1 produced by Walther Arms - .22 LR
Change the ammunition fired from your M1911 into .22 Rat Shot. Why would you do this to yourself? You basically have a mini shotgun...
The M1911 .22's shot pattern. Note the black tracers.

OSS "Bigot" M1911A1

Equipping the "Dart" ammo conversion transforms the weapon into the experimental clandestine OSS "Bigot" M1911. A high-risk, high-reward weapon, the "Bigot" launches a large, slow dart projectile that deals heavy damage to the body and kills instantly to the head at any range. It is incapable of scoring a one-shot against a full-health opponent without a headshot, however, so the "Bigot" is best used as an instant, silent eliminator of distracted/stationary enemies (provided one becomes familiar with its arcing trajectory) or as a finisher against opponents that are already injured.

OSS "Bigot" M1911A1
Change the ammunition fired from your M1911 to a single dart. Deals more damage, but with worse recoil, low bullet velocity and less ammunition carried.
The first-person viewmodel of the M1911 "Bigot".
Firing a pink-tracered dart. Note that the dart protruding from the muzzle of the weapon doesn't actually disappear until several frames after the weapon is fired.
Loading in a new dart.

Colt M45A1

The Colt M45A1 CQBP was added in January 2018 as part of update 3.5.1 and is unlocked at rank 34. Before update 5.7.0, the weapon lacked the distinctive grip panels, tan finish, and ambidextrous grip safety of the M45A1, which made it a Colt Rail Gun. It has a threaded barrel, feeds from a 10-round extended magazine in its default configuration, and is otherwise similar performance-wise to the M1911A1. The M45A1 features a few unique mods, including a 15-round extended magazine, a generic polymer shoulder stock, and the same "Dart" conversion as the M1911A1.

Colt M45A1 - .45 ACP
A modern American pistol with many custom parts. High damage, medium capacity, strong recoil.
The M45A1 with an extended magazine and shoulder stock.
First-person view of the aggressively beige M45A1.
The first part of the inspect animation, in which the magazine is shown to the player.
Performing a brass check in the second part of the inspect animation.
Aiming down the M45A1's green glow sights. The wing-like ambidextrous thumb safeties are clearly visible.
A decidedly less professional way of aiming the M45A1.
The M45A1's reload begins with disposing of the empty magazine.
Inserting a fresh magazine.
Pulling back (and releasing) the slide to finish the reloading process off.

FN Five-seveN

An FN Five-seveN Mk2 with a flat dark earth (FDE) frame was added in May 2019 as part of update 4.4.0 and is unlocked at rank 57 (go figure). The Five-seveN has a lot of positive qualities, including incredibly good long-range performance, low recoil, very high penetration, and the highest magazine size in-class (20 rounds). Unfortunately, the Five-seveN deals relatively low damage per shot and has a mediocre headshot multiplier, meaning that anywhere from 3 to 5 shots are required to eliminate a full-health opponent, which can be a death sentence in a hectic CQC battle. Its only unique modification is an extended 30-round magazine, which further increases the pistol's already impressive ammunition capacity at the expense of total rounds carried and reload speed.

FN Five-seveN Mark 2 FDE - 5.7x28mm
A modern Belgian pistol firing a unique caliber. Poor close-in performance, with great ranged performance, high velocity, large magazine, wall penetration and deep reserves.
The Five-seveN equipped with an extended 30-round magazine.
First-person view of the unique pistol.
Inspecting the pistol, part 1.
Inspecting the pistol, part 2; this time, it's personal.
Aiming down the Five-seveN's unobtrusive Glow sightS.
Canting the pistol at a jolly angle in the general direction of the opps.
Firing a round of 5.7x28mm. Note the unusually skinny cartridge case - many of the calibers in Phantom Forces have their own unique spent casing model.
Removing an Empty magazinE.
Inserting a new one and releasing the slide.

Glock 17

A 3rd Generation Glock 17 with a tan frame was added during the game's Alpha and is one of the two sidearms unlocked by default. Compared to the M9, the Glock 17 has a larger magazine size (17 rounds) and is more controllable but has worse ranged performance. The Glock 17 can equip a FAB Defense GLR-440 stock, 33-round extended magazine, and "Long Barrel" (which transforms the pistol into the Glock 17L).

3rd Generation Glock 17 - 9x19mm Parabellum
A 9mm Austrian pistol renowned for its simplicity and ruggedness. Compared to the M9, it has a higher capacity, but less muzzle velocity.
3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum
The Glock 17 fitted with a shoulder stock, extended magazine, and long barrel/slide.
First-person view of the Glock 17.
Inspecting the Glock 17. Many (if not all) of the Glocks reuse the same set of animations.
Ditto, followed by a brass check.
Aiming down the Glock's ubiquitous sights. Although accurate Glock logos are present on other parts of the weapon, the one on the slide backplate has been replaced by the StyLiS symbol.
Not aiming down the Glock 17's sights.
Firing the Glock.
Removing an empty magazine.
Inserting a fresh magazine.
Pressing the slide release.

Glock 17L

Equipping the "Long Barrel" attachment on the Glock 17 transforms it into the Glock 17L. This improves the pistol's ranged performance and muzzle velocity while increasing the time required to aim down sights.

Glock 17L (3rd Generation) - 9x19mm
The Glock 17L as it appears in-game.
First-person view of the long Glock.
Inspecting the Glock 17L, which showcases the compensated barrel. The recoil remains unchanged compared to the standard Glock 17, however.

Glock 18C

A 4th Generation Glock 18C was added during the game's Alpha and is unlocked at rank 17. It has low vertical recoil (for a machine pistol) and a very high rate of fire, which allows the Glock 18C to be used to great effect in close-quarters. It has some of the worst damage falloff in the game, however, so the 18C is best used only at an arm's length. The Glock 18C can be modified to add a 33-round extended magazine, extended slide/barrel, and an FAB Defense Cobra folding stock, which can be used either unfolded or folded (as an ersatz foregrip). Prior to update 5.7.0, it lacked a fire selector, which made it a Glock 17C.

3rd Generation Glock 18C - 9x19mm Parabellum
A 9mm Austrian machine pistol. Fast fire rate with relatively stable handling characteristics.
5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum
The Glock 18C with a FAB Defense Cobra folding stock, 33-round extended magazine, and fictional long slide and barrel.
The Glock 18C with its FAB Defense Cobra stock folded, which the player uses an impromptu foregrip.
Holding the select-fire Glock at the hip.
Inspecting the left side of the pistol, which provides a clearer view of the fire selector.
Checking the top of the Glock 18C.
Performing a brass check on the handgun. The cuts in the top of the barrel can be clearly seen.
Aiming down the Glock 18C's iron sights.
Although gangsta-aiming a pistol is never a good idea, doing so with this handgun is especially stupid. Please, don't do this!
Why, yes, I do enjoy wasting ammunition. Why do you ask?
Inserting a fresh magazine. The 18C uses the same animations as the rest of the Glock-series pistols, so the entire reload won't be shown here.
Switching fire modes. The actual fire selector doesn't move, despite the fact that an audible click accompanies the animation.

"G18L"

Equipping the Glock 18C with the "Long Barrel" attachment transforms it into the fictional "G18L". A longslide version of the Glock 18C, the cuts in the top of the slide have been extended and the handgun appears similar to other (real) longslide Glocks, such as the Glock 40, albeit with a fire selector.

Glock 40, for comparison - 10x25mm Auto
The fictional "Glock 18L" as it appears in-game.

Glock 21

A Glock 21 was added in April 2022 as part of update 5.7.0 and is unlocked at rank 21. It features an OD green frame and a threaded barrel. The Glock 21, alongside the many other Glock-series pistols featured in Phantom Forces, was once available only through an ammunition conversion for the Glock 17. With 2022's "Return to Spring" update, however, the great Glock split transformed these conversions into their own unique pistols. Firing .45 ACP, the Glock 21 deals high close-range damage and features an impressive 13-round magazine. It deals less damage than other .45 handguns, however, and is not very effective at range. It can be modified to add a 26-round extended magazine and a FAB Defense GLR-440 Tactical Stock.

3rd Generation Glock 21 - .45 ACP
A G-Series pistol which chambers .45 ACP. This pistol features great close range damage and snappy recoil, however your performance will dwindle in range compared to other pistols
3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum
The Glock 21 with a shoulder stock and extended magazine.
Holding the Glock 21.
The left side of the .45 ACP Glock.
The right side.
Aiming down the Glock 21's iron sights.
The gangsta-Glock has arrived.
Reloading the Glock 21.

"G21L"

Equipping the Glock 21 with the "Long Barrel" attachment transforms it into the fictional "G21L". The pistol's closest real counterpart is the Glock 41, which is also a longslide (albeit not as long as the 21L) Glock chambered in .45 ACP.

Glock 41 - .45 ACP
The "G21L" as it appears in-game.
Holding the strange longslide Glock.
Inspecting the pistol.

Glock 21 (with .50 GI conversion)

A Glock 21 with an aftermarket .50 GI conversion kit was added in April 2022 as part of update 5.7.0 and is unlocked at rank 50. Designated as the "G50" in-game, this pistol has the lowest capacity of the Glock series (8+1 rounds) but the highest damage per shot and a very healthy x2.0 headshot multiplier. Although unable to score a one shot kill (1SK) against a full health player, the G50 maintains a 2SK to the body or head at close range, making it the perfect sidearm for a player with a traditionally long-range primary weapon such as a sniper rifle or DMR.

It can be modified to add an FAB Defense Cobra folding stock and an extended "Heavy Barrel", which changes the pistol's name to "G50L", a fictional designation. The "G50" is also the only Glock-series pistol that can be fitted with the "G-switch" attachment (a callback to how the Glock 18C was able to equip a ".50 GI Conversion" attachment in earlier versions of the game), converting the pistol to fire exclusively in full-auto.

Glock 21 with Guncrafter Industries conversion kit - .50 GI
An American modification to an Austrian Classic. Reduced magazine capacity compared to the others, but has more stopping power. Has more than enough power to go through fruits, vegetables, water jugs, and whatever else you have at your range.
5th Generation Glock 19 with FAB Defense Cobra folding stock - 9x19mm Parabellum
The "G50" with the extended "Heavy Barrel" and folding stock.
First-person view of the high-caliber Glock.
Inspecting the handgun. Note that the slide reads "STYLIS STUDIOS" as opposed to "GUNCRAFTER INDUSTRIES".
The right side.
Custom slide, factory sights.
One-handing the "G50". While never a great idea, this is not as disasterous of an idea as it seems, especially because .50 GI (supposedly) only has about as much felt recoil as .45 ACP.
Firing a round.
Reloading.
Glock 17 with select-fire conversion device - 9x19mm Parabellum. "Glock switches" come in many models and forms, and are regulated as NFA firearms.
Firing a G50 equipped with the "G-switch" mod. The switch itself can be seen on the back of the pistol's slide and the river of casings flying from the gun hint at its very high rate of fire. Don't try this at home.

Glock 23

A Glock 23 with an FDE frame and threaded barrel was added April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 23. Chambered in .40 S&W, the Glock 23 is a servicable all-rounder sidearm. It can deal decent damage at range or up close, and its 13-round magazine somewhat compensates for missed shots. A "jack-of-all-trades, master of none" pistol, the Glock 23 can do well in any situation but loses out to more specialized secondaries in specific areas. It can be fitted with a 22-round extended magazine, FAB Defense GLR-440 Tactical Stock, and aftermarket extended barrel (which inexplicably changes the weapon's name to "G23L").

3rd Generation Glock 23 - .40 S&W
A .40 S&W G-Series pistol. Featuring characteristics similar to its original 9mm variant, with a swift reload alongside it.
3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum
The Glock 23 with various mods, including an extended magazine/barrel and shoulder stock.
Holding the Glock 23.
Inspecting the handgun.
Ditto, followed by a brass check.
Surprise! More Glock sights! Bet you didn't see this one coming.
Isn't this schtick getting a little old? You ain't seen nothing yet...
Reloading.

Glock 40

A Glock 40 was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 40. It is much more long-range focused than the other Glock pistols, with a high headshot multiplier, punchy cartridge, and very high muzzle velocity. Although it can dish out large amounts of damage in close-quarters, the Glock 40's somewhat high recoil and below-average firerate make it slightly harder to manage compared to other handguns. The Glock 40 can be modified to add a FAB Defense GLR-440 Tactical Stock and a 30-round extended magazine. It also has access to the "Short Barrel" attachment, which transforms the pistol into the Glock 20.

4th Generation Glock 40 - 10x25mm Auto
A G-series pistol chambered in the 10mm Auto round. Compared to other G-series guns, it trades a bit of accuracy and close range performance for more power at longer ranges.
3rd Generation Glock 17 with FAB Defense GLR-440 Tactical Stock - 9x19mm Parabellum
The Glock 40 with an extended magazine, shoulder stock, and "Short Barrel". I suppose it isn't much of a Glock 40 anymore...
Holding the Glock 40.
The left side of the Glock 40.
The right side.
Does the Tetris effect apply to Glock sights?
No more Glocks... please.
ReGlocking the Glock 40.

Glock 20

A Glock 20 can be created by equipping the "Short Barrel" attachment on the Glock 40. It has a dark grey frame. The Glock 20 is notable for having one of the fastest walkspeeds in the game, allowing a player wielding the sidearm to move very quickly. This is most likely an oversight caused by the weight reduction given by the "Short Barrel" attachment (which is typically only available for long-barreled primary weapons, where the weight reduction is less radical).

Glock 20 (3rd Generation) - 10x25mm Auto
The Glock 20 as it appears in-game.
Equipping the Glock 20.
Inspecting the handgun.

Guncrafter Industries Model 1

The Guncrafter Industries Model 1 was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 73. As one could expect from this souped-up 1911 derivative, the "GI M1" (as it is known in-game) hits extremely hard in close quarters but has high vertical recoil and poor ranged performance. Unique modifications for the Model 1 include a longslide conversion (which improves the handgun's poor ranged performance) and a recoil-reducing Sarco. Inc lightweight stock.

Guncrafter Industries Model 1 - .50 GI
A M1911 modified to chamber .50GI - a powerful ammunition that packs a lot of punch up close, but also comes with reduced accuracy and performance at range.
M1911 with Sarco Inc. lightweight stock - .45 ACP
The Model 1 with the "Heavy Barrel" longslide conversion and Sarco Inc. lightweight stock mods.
Holding the "GI M1" at the hip.
Inspecting the Model 1, which first shows the player checking the left side of the handgun...
...followed by the right side. Nothing too crazy here.
Aiming down the Model 1's red (and rather harsh) three-dot iron sights.
Gangsta-aiming the handgun like a true OG. Which, of course, stands for Original Guncrafter.
Firing the beefy 1911 derivative.
Inserting a fresh magazine. The GI M1 uses the same set of 1911-pattern animations several other pistols in-game.

IMI/Magnum Research Desert Eagle L5

A Desert Eagle L5 chambered in .44 Magnum was added during the game's Alpha and is unlocked at rank 18. The L5 is a powerful magnum pistol and one of the earliest available sidearms that can kill a player with a single headshot at close range. Its in-game role can be compared to that of revolvers, with the Desert Eagle having a superior capacity (8+1 rounds) and firerate (400 RPM) than most. The L5 has very high recoil and is much less effective than most revolvers at range, however, with it becoming unable to 1-shot-kill to the head at 50 'studs' (approx. 46 ft). The Desert Eagle L5 can equip a unique "Extended Barrel" mod, which increases its damage at range at the expense of the time required to aim-down-sights. It can also equip either a .44 Special or .357 Magnum conversion, the former decreasing recoil while lowering the damage dealt at range, and the latter increasing the handgun's controllability, reload speed, and magazine size while decreasing overall damage. Some of its reload sound effects are borrowed from Call of Duty 4: Modern Warfare.

Magnum Research Desert Eagle L5 - .50 AE
A modern version of the iconic Israeli-American pistol. This specific model has been lightened as well as upgraded with dual Picatinny rails and a much-needed muzzle brake. Very high damage with the capacity to instantly kill to the head up close, with rough recoil.
Magnum Research Desert Eagle Mark XIX with 10" barrel - .44 Magnum
The Desert Eagle L5 as it appears in-game with the "Extended Barrel" mod. The pistol's integral muzzle brake can be seen haphazardly grafted to the end of the barrel extension.
Holding the mighty Desert Eagle L5.
The L5's inspect animation begins with a look at the left side of the handcannon...
...continues with a cursory check of the magazine...
...and concludes with a brass check.
Aiming down the sights.
The L5's alternate aim mode, which mimics 'looking through' the eye not aligned with the sights.
Firing the Deagle.
Reloading the Desert Eagle begins with a hearty fling of the offending magazine.
Inserting a fresh magazine.

IMI/Magnum Research Desert Eagle Mark XIX

The Desert Eagle Mark XIX chambered in .50 AE was added in December 2019 as part of update 4.11.0 (Israeli Weapons) and is unlocked at rank 102. Although the version depicted in-game is an older production model with a chromed finish and lacking rails on the barrel, it features the throwback "teardrop" safety design of the newer production models. The weapon's grips have been stamped with the StyLiS Studios logo. The Desert Eagle Mark XIX is, not unexpectedly, a weapon of extremes. It can score a one-shot kill to the body at an impressive range, but its low capacity (7+1), dismal reserve ammunition (21 rounds), lethargic firerate (200 RPM), horrible muzzle velocity, and monstrous recoil leave a lot to be desired. Overall, the one and only Desert Eagle Mark XIX is best suited as a "second primary" of sorts rather than a more traditional all-rounder backup pistol. The Mark XIX can be modified to add a 10" extended barrel and converted to fire (exceedingly rare) .440 Cor-Bon ammunition.

Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE
Finally, a gun that lets you make a statement. This semi-automatic hand cannon is chambered in .50 Action Express. It'll probably pulverize your wrists with its recoil, but hey, you can't argue with the stopping power. And you've got the king of mayhem...
Magnum Research Desert Eagle Mark XIX with 10" barrel - .44 Magnum
The Desert Eagle Mark XIX with the "Extended Barrel" mod equipped.
Desert Eagle Mark XIX - .440 Cor-Bon
The Desert Eagle Mark XIX with the .440 Cor-Bon conversion, which replaced the XIX's otherwise uninteresting .357 Magnum conversion, equipped. More ammunition, better long-range damage, worse close-range damage.
Grasping their Desert Eagle and looking into the approaching dusk, the player feels like a true action hero.
Inspecting the Mark XIX is a rather exciting process. It begins, as usual, with a cursory glance at the left side of the handcannon.
Following this, the loaded magazine is pulled out (as with the Desert Eagle L5), but the player lets it drop.
A new magazine is then inserted...
...and a brass check is performed. Although the handgun is ostensibly "reloaded", no ammunition is added to the weapon or removed from the player's reserve pool at any point during the inspect animation.
Aiming down the Desert Eagle Mark XIX's sights.
The alternate, most certainly not one-handed aim mode.
Keeping the property values low. The Mark XIX is (as of writing) one of the few weapons to feature an experimental dual recoil scheme, in which the game applies both "body" recoil (which moves the point of aim) and "head" recoil (which simply shakes the player's camera around, leaving the point of aim unaffected) when firing. The player's crazily tilted view in this screenshot is caused by a hefty portion of the latter.
Seven wrist-agonizing shots later and the pistol's ready to be reloaded. The Mark XIX shares reloading animations with the L5.

Desert Eagle Police Carbine

Equipping the Desert Eagle Mark XIX with the "Police Barrel" and "Police Stock" mods transforms the magnum handgun into the rare Desert Eagle Police Carbine. The real Police Carbine was only available in the Mark I model of the Desert Eagle, making its appearance here in .50 AE a strictly "what-if" affair.

Desert Eagle Mark I Police Carbine - .357 Magnum
The Desert Eagle Mark XIX Police Carbine as it appears in-game.

Intratec TEC-DC9

The Intratec TEC-DC9 appears both as the fully-automatic "TEC-9", which was added during the game's Alpha, and as the semi-auto only "KG-99", which was added in July 2021 as part of update 5.6.0 (Independence Update 2021). Both weapons are unlocked at rank 50. They can be distinguished from the actual TEC-9 and KG-99 due to their lack of sling mounts on the side of the barrel shroud and receiver.

The "TEC-9" holds the honor of having the highest sustained firerate in the game, spitting an astounding 1500 rounds per minute in full-auto only. This offsets its low base damage, allowing the machine pistol to rack up kills very quickly in close-quarters. Unsurprisingly, the "TEC-9" has very high recoil, with the weapon's point of aim "walking" uncontrollably when firing. It can be fitted with an extended barrel/barrel shroud or the short barrel of the TEC-9 Mini, a 32-round extended magazine, and the wire stock from the Interdynamic KG-9.

Intratec TEC-DC9 - 9x19mm Parabellum
A Swedish pistol with an incredibly high automatic rate of fire stemming from an illegal modification. Lacks of stopping power and has highly unstable handling. Brother to the KG-99.
Interdynamic MP-9 with foregrip and telescoping stock - 9x19mm
The TEC-DC9 (as the "TEC-9") fitted with a very long extended barrel, the MP-9's telescoping stock, and a 32-round extended magazine.
Brandishing the highly illegal machine pistol, the player stands atop an industrial building on the Ravod 911 map.
Inspecting the left side of the DC9. Its submachine gun legacy is apparent, despite Intratec's numerous attempts to alter the weapon for the civilian market.
The right side of the weapon. Note also that the pattern of holes in the barrel shroud is slightly different than the real thing, with the in-game shroud having oval-shaped holes as opposed to the actual DC9's circular holes.
Aiming down the DC9's simple iron sights.
The alternate aim mode of the "TEC-9".
Firing the fully-automatic machine pistol. As one could expect, the recoil is intense.

Intratec TEC-9 Mini

The TEC-9 can be turned into an Intratec TEC-9 Mini via the "Short Barrel" attachment.

Intratec TEC-9 Mini - 9x19mm Parabellum
The "TEC-9" with the "Short Barrel" attachment, which resembles the TEC-9 Mini.

"KG-99"

The "KG-99" is a semi-automatic version of the "TEC-9". Although considered a separate weapon from the TEC-9, the model is identical, except for using a different texture and the TEC-9 Mini "Short Barrel" being default. It deals more damage than its full-auto brother to balance the fact that it is semi-automatic only. The "KG-99" is accurate, fast-firing, and high-capacity, although it is held back by its abnormally low headshot multiplier. Like the "TEC-9", it can be fitted with a "Long Barrel" mod (which reattaches the regular-length DC9 barrel), a 32-round extended magazine, and the KG-9's stock.

A Swedish semi-automatic pistol with an incredibly generous rate of fire, large magazine, and good accuracy. Lacks stopping the stopping power especially at range when compared to other pistols. Sister to the TEC-9.
The "KG-99" as it appears in-game with the standard-length barrel, 32-round extended magazine, and KG-9 stock.
Holding the "KG-99" at the hip.
Inspecting the left side of the handgun.
The other side.
The KG-99 in its natural habitat.
Removing an empty magazine from the KG-99.
Inserting a new magazine.
Releasing the bolt.

LAR Grizzly Mark V

The LAR Grizzly Mark V Pistol in .50 AE was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 144. Known as the "Grizzly", this oversized 1911-pattern handcannon is similar to the Desert Eagle Mark XIX in both form and function, with the former possessing more reserve ammunition (28 vs. 21 rounds) and a higher firerate (350 RPM vs. 200 RPM) at the cost of worse mid-range damage. The Grizzly's three-hexagon "LAR" slide marking has been replaced by a three-tiled StyLiS Studios marking, presumably for copyright reasons. The LAR Grizzly Mark V's only unique modification is a so-called heavy barrel, which attaches the barrel of the Grizzly Mark I Long Slide to the weapon; this would not work in real life, as one could not simply fit the barrel and slide of the .45 Winchester Magnum Grizzly Mark I to the frame of a .50 Action Express Mark V without... serious repercussions.

LAR Grizzly Mark V - .50 AE
A high-caliber pistol chambered in the .50 Action Express cartridge. While the recoil leaves something to be desired, the extremely powerful damage profile of the gun will have you saying 'haha, bear gun go boom.'
LAR Grizzly Mark I Long Slide - .45 Win Mag
The Grizzly Mark V with the Mark I's extended slide and barrel.
Holding the Grizzly at the hip and looking out towards the horizon.
Inspecting the left side of the handgun.
The right side.
Aiming down the Grizzly's unique yellow luminous sights.
The alternate ADS view.
Firing the Grizzly. As with the game's other magnum handguns, the recoil is significant.
Removing an empty magazine.
Inserting a fresh 7-round magazine.
Pulling back (and releasing) the slide.

Laugo Alien

The Laugo Alien was added in May 2022 as part of update 5.7.3 (May Update) and is unlocked at rank 179. As with most other weapons (except the Glock-series pistols, for some reason), the handgun's markings have been genericized, with "RIPLEY" supplanting the "ALIEN" writing on the left side of the slide. This, alongside the weapon's unlock rank, are a clear reference to 1979's Alien. As with other competition or target-shooting weapons in Phantom Forces, the Alien rewards well-aimed shots with a very high headshot multiplier, great ballistics, and strong close-range performance. It lags behind other sidearms, however, with its sharp damage drop-off and low minimum damage. It features a unique "Olympic Target Sight" low-magnification optic as a free modification.

Laugo Alien - 9x19mm Parabellum
A unique and innovative Czech pistol. Unlike other pistols, the Alien is a competition pistol that has been designed to have reduced muzzle flip and does not follow typical pistol design with sights not reciprocating with the slide.
The Laugo Alien with the unique "Olympian Target Sight" mod.
Holding the Laugo Alien.
The left side of the strange Czech handgun.
The right side.
Aiming down the Alien's sights.
Not aiming down the sights.
Firing the Alien. The reciprocating slide and stationary top strap can be seen.
Removing an empty 17-round magazine from the Alien.
Inserting a fresh magazine.
Releasing the slide.
First-person view of the Laugo Alien with its bespoke "Olympic Target Sight".
Looking through the sight.

Makarov PB

The Makarov PB was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 91. The PB (or "Izhevsk PB", as it is known in-game) is the first and, at the time of writing, only integrally-suppressed pistol in Phantom Forces. The PB's safety is always in the "safe" position, which should prevent the weapon from firing; however, this is not the case. It feeds from an 8-round magazine, but 12-round extended and 84-round drum magazines (underloaded to 80 rounds) are also available. The PB is somewhat unique as it deals very high damage (to the point that it kills a full-health enemy with a single headshot) up to 20 studs (~18 feet) but has very sharp damage drop-off, with the pistol dealing only 40% of its base damage after 50 studs (~46 feet). This makes it a very effective backup weapon in close-quarters.

Interestingly, the PB, although being integrally suppressed, has a higher muzzle velocity compared to its unsuppressed counterpart (1800 studs/s vs 1700 studs/s). This actually (sort of) makes sense, since in real life, some suppressors act like longer barrels if the bullet doesn’t come into contact with the suppressor, while suppressors that make contact with a bullet do reduce bullet speed.

Makarov PB with secondary suppressor - 9x18mm Makarov
A small Soviet-era integrally suppressed variant of the Makarov PM made by the Izhevsk Mechanical Plant. Doesn't fire too fast, but can instantly kill with a headshot in short ranges.
The PB with a 12-round extended magazine. For performance reasons, the magazine is modeled as empty.
The PB with an 84-round drum magazine, which only holds 80 rounds in-game.
Irresponsibly standing on top of a shipping crate, the player holds the PB.
The left side of the PB, which shows that the safety is engaged. When disengaged, the oval-shaped selector pivots down and to the left.
The other side.
Aiming down the PB's iron sights, which feature a luminous front post for dark environments.
The PB's alternate aim mode, which is markedly different from the sideways one-handed gangster approach seen on most other pistols. This change in aiming style is most likely to prevent the PB's very long suppressor from obscuring much of the screen.
Firing the whisper-quiet pistol.
Tossing away an empty 8-round magazine after removing it from the pistol. The PB's low magazine size is compensated for with a very fast reload.
Inserting a fresh (seemingly empty) magazine.
Pressing the slide release to cap off the reloading process.

Makarov PM

The Makarov PM was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 92. The in-game weapon has a slightly longer barrel than standard military-issue Makarov pistols, a feature seen on Canadian import models of the PM and PMM. Like the its suppressed brother, the PM feeds from an 8-round magazine and can use either aftermarket 12-round extended or 84-round (underfilled to 80 rounds in-game) drum magazines. The PM also features an obnoxiously long "Extended Barrel" modification, which roughly doubles the pistol's barrel length. In-game, the Makarov is a very agile pistol with an emphasis on CQC, featuring very little recoil, a fast aim-down-sights time, and a quick reload. Its largest weakness is its low magazine size, however, and it deals subpar damage at range.

Baikal-442 (Canadian import version) - 9x18mm Makarov
A small Soviet-era pistol with an iconic design that still sees service even in the modern age. Two alternate aim modes. Both allow you to fire faster than regular but at the cost of accuracy.
The Makarov PM with an aftermarket 12-round magazine and extremely long barrel.
Makarov PM with 84-round drum magazine - 9x18mm Makarov
The Makarov PM with the 84-round drum magazine. It only holds 80 rounds in-game, however.
First-person view of the PM at the player's hip.
Taking a look at the left side of the ubiquitous Soviet handgun. As with the PB, the PM's safety is always (erroneously) in the "safe" position.
The other side.
Aiming down the PM's iron sights.
Aiming the pistol sideways, the player channels their inner Russian gangster.
Firing the Makarov.
Inserting a fresh Makarov magazine after tossing away the old one.
Releasing the slide.

MBA Gyrojet Pistol Mark I

The MBA Gyrojet Mark I rocket pistol was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 122. Although its projectiles do not gain speed as they fly, puttering along at a constant, apathetic 1000 studs/sec (919 ft/sec), they do gain damage, dealing only 30 damage at 10 studs (9 ft) before eventually reaching a respectable 48 damage at 175 studs (161 ft). The Gyrojet pistol has a high base torso and headshot multiplier as well, scoring a one-shot headshot at any range and a one-shot bodyshot towards the end of its damage curve. It can be frustrating to use the Gyrojet in its intended long-range role, however, as the rockets deviate slightly from where the player is aiming. The Gyrojet Mark I features a number of unique modifications, which is somewhat unsurprising considering the weapon's unique nature. These include both a snubnose and extended barrel as well as a fictional full-auto modification.

Gyrojet Pistol Mark 1 Model B - 13mm
A failed 'pistol' from the 1960s produced by MBA. Due to how the rockets in this weapon function, the damage model is reversed, doing more damage across longer ranges. The system, quite literally, failed for being light years ahead of its time.
The Gyrojet Mark I with the "long barrel" modification installed, which improves accuracy and ranged performance.
Gyrojet Pistol Mark 1 Model B snub nosed variant - 13mm
The Gyrojet Mark I with the "short barrel" modification.
Holding the curious rocket-firing pistol at the hip.
The left side of the Gyrojet pistol.
The right side.
Aiming down the pistol's rather barebones iron sights.
The Gyrojet's alternate aim mode is more or less a zoomed-in hipfire view, providing an accuracy boost while limiting speed and removing the player's crosshair.
Firing the pistol.
Reloading the Gyrojet begins by pulling the top of the weapon.
Inserting new rockets into the gun, one at a time.
Pushing the weapon's slide closed completes the reloading process.

MBA Gyrojet Pistol Mark II

Equipping the Gyrojet Mark I pistol with the "12mm Rockets" attachment transforms it into the Gyrojet Mark II, whose smaller-diameter rockets (as the Mark I's rockets are approximately 13mm, or .51 caliber) were designed to skirt American laws regarding handguns larger than .50 caliber. They are more accurate and fly faster than the Mark I's 13mm rockets but deal less damage.

Gyrojet Pistol Mark II - 12mm
The MBA Gyrojet Pistol Mark II as it appears in-game (and converted to fire in full-auto).

RARAN 1130

The one-off RARAN 1130 was added in July 2021 as part of update 5.6.0 (Independence Update 2021) and is unlocked at rank 126. The curious machine pistol, which the loadout menu classifies as a PDW, is designated in-game as the "RAMA 1130", a misnomer derived from a mistranslation of the Russian academy where the weapon was designed. The RARAN 1130 feeds from 84-round drum magazines (underloaded to 80 rounds in-game) and incorrectly has a slightly longer barrel than the real weapon, a feature seen on Canadian import Makarov PMs. Despite the fact that it fires 9x18mm Makarov at 950 RPM from a rather short barrel, the RARAN has low recoil and decent damage range but low overall damage per shot. Unique modifications for the RARAN include an impossibly long barrel (a modification it shares with the Makarov PM) and a .380 ACP conversion, which increases the pistol's damage but reduces the magazine capacity to a paltry 12 rounds.

RARAN 1130 - 9x18mm Makarov
Makarov PM with 84 round drum magazine - 9x18mm Makarov
A modified version of the Makarov to serve as a prototype machine pistol. Fires at a blisteringly high RPM, but has very low damage. The recoil is low but slowly climbs the longer you fire the weapon.
The RARAN 1130 with a very long extended barrel and converted to fire .380 ACP.
Holding the RARAN 1130 on Ravod 911.
Inspecting the left side of the brick-shaped Makarov.
The right side of the weapon. Some of the machine pistol's parts, such as the recoil spring, bolt, and the upper part of the weapon's frame, can be seen through its obnoxiously large ejection port.
Aiming down the RARAN's iron sights, which are simple yet functional.
One-handing the one-off prototype.
Firing a spray of 9x18mm Makarov.
Removing an empty drum magazine.
Inserting a fresh drum.
Pressing an imaginary slide release, an unfortunate side effect of the RARAN 1130 reusing animations from the standard PM.

Serbu GB-22

The Serbu GB-22 was added in January 2021 as part of update 5.5.0 (New Years Update 2021) and is unlocked at rank 99. The GB-22 depicted in-game is slightly larger than the real weapon, fires from an open bolt and, true to its nature as a homemade weapon, features a crude wire-wrapped grip and custom extended barrel. The GB-22, although nowhere near as infamous as the game's other .22-caliber pistol, is mostly a joke weapon, as it deals very low damage and has nigh-unusable iron sights. Despite this, it instantly kills to the head at any range and possesses above average ballistics, making the single-shot pistol an extremely risky yet powerful weapon.

The GB-22's unique modifications include a "Cut-down Barrel" and lengthened "Sporting Barrel" as well as three ammunition conversions. The first, 10mm Auto, substantially increases the pistol's muzzle velocity and torso damage while lowering the rate of fire, while the second, .50 AE, puts the "blaster" in "ghetto blaster" by turning the GB-22 into a potent single-shot handcannon. The final conversion is 12 gauge "minishells", which turns the pistol into a powerful breech-loading shotgun capable of launching 9 pellets of buckshot per trigger pull. None of these conversions, however, change the physical model of the cartridge loaded into the weapon.

Serbu GB-22 with red dot sight and grips - .22 LR
A homemade pistol whose original design derives from Serbu. This version is larger than the original, and can accept multiple different calibers. Always kills to the head.
The GB-22 with a shortened barrel, which is the pistol's most common real-life configuration.
The GB-22 with the extremely long "Sporting Barrel". Needless to say, a homemade gun is the exact opposite of a sporting weapon.
Holding the handmade gun at the hip.
Inspecting the left side of the GB-22.
The right side.
Aiming the GB-22. Although pretty much every iron sight in Phantom Forces has a default magnification, these, owing to their crude nature, do not. This further complicates using the weapon at range, although it does increase the player's field of view.
The GB-22's alternate aim mode, which, unlike most other pistols, involves the player keeping both hands firmly on the gun.
Firing the GB-22.
Reloading the pistol starts with removing the empty casing, which gladly leaps free from the gun when the player pulls back on the slide. In real life, much like revolvers, the casing can expand in the chamber and become stuck. Unlike a revolver, however, the GB-22 lacks a manual ejector, requiring the user to pry the shell casing free with their fingernails (or other instrument).
Inserting a fresh round into the pistol. Despite the GB-22's cumbersome reloading procedure, the player is able to keep the gun running at an impressive 50 RPM.
The GB-22 with the 10mm Auto conversion, which the game takes to calling the "GB-10".
The GB-22 converted to fire .50 Action Express. For obvious reasons, the game designates it as the fictional "GB-50".
The GB-22 is also somehow capable of firing 12 gauge shotgun shells. The "GB-12" is as powerful as it is unrealistic.
Firing the "GB-12", which is the only ammo conversion to change the color or behavior of the bullets and their tracers.

SIG-Sauer P320-M17

A SIG-Sauer P320-M17 (identifiable as such due to the rear sight) was added in July 2023 as part of update 8.0.4 (Independence Day update) and is unlocked at rank 13, called the "M17". As with other military-issue pistols, the M17 is an all-rounder. It has good accuracy, low recoil, and moderate damage, allowing it to function well in close-quarters or at range. It has a 17-round magazine by default, but an extended 21-round magazine is available as a unique attachment.

SIG-Sauer P320-M17 with 21-round magazine - 9x19mm
A modern Swiss-American Handgun. A service pistol fit for the modern age of American foreign interests. Built with focus on ergonomics and modularity, this variant of the P320 sports lightweight construction, stable recoil and a generous magazine capacity. We get dirty, and the world stays clean. That's the mission.
The M17 with the 21-round extended magazine equipped.
Holding the M17 at the hip.
Inspecting the M17, beginning with the left side...
...and continuing with the top...
...and finishing with a brass check. Same standard set of animations as many other pistols, nothing to write home about.
Looking down the M17's iron sights, which are very reminiscent of the M9's.
And you'd bet we have to one-hand it!
Reloading.

Springfield Armory M1911-A2 SASS

The Springfield Armory M1911-A2 SASS was added in April 2022 as part of update 5.7.0 (Return to Spring Update) and is unlocked at rank 132. Classified as an "Other" secondary weapon and known as the "SASS 308" in-game, it is chambered in .308 Winchester and is fitted with a 14.9" barrel by default. Unique modifications for the single-shot pistol include a .358 Winchester conversion and a shortened 10.75" barrel. The M1911-A2 SASS is a powerful "pocket sniper", with great ballistics and high damage. Of course, this comes at the cost of frequent, lengthy reloads.

Springfield Armory M1911-A2 SASS with 14.9" barrel - .308 Winchester
A single-shot pistol based on the M1911 developed in the 1980s. Chambered in the .308 Winchester cartridge, among many other offerings.
Springfield Armory M1911-A2 SASS with 10.75" barrel
The M1911-A2 SASS with the 10.75" "Light Barrel" mod equipped.
Holding the Springfield Armory Single-Shot at the hip atop an abandoned industrial building.
Inspecting the weapon. The left side of the frame is adorned with a white StyLiS Studios logo.
The right side. The weapon bears a prominent "Stylis Armory USA" marking.
Aiming down the single-shot handgun's target sights.
Foregoing the SASS' accurate irons in favor of a more relaxed "point towards enemy" approach. What could go wrong?
Ejecting an empty casing from the handgun after firing a shot. The player seems to break the weapon open using pure force of will alone, as the lever to open the barrel (seen protruding from the magazine well) remains untouched during the animation.
Inserting a fresh round of .308 Winchester.
Snapping the gun closed.

STI DVC Tactical 2011

The STI DVC Tactical 2011 was added in April 2022 as part of update 5.7.0 (Return to Spring Update) is unlocked at rank 150. It is known as the "M2011" in-game and features a garish color scheme and many custom parts, including what appears to be a titanium nitride-coated barrel and a blue-finished slide-mounted charging handle. Firing 9x19mm, the 2011 is a versatile handgun that can perform well at both long range, thanks to its above-average headshot multiplier, and when up close, due to its spam-friendly 20-round magazine. However, it deals below average damage to the torso and limbs and has somewhat rapid damage falloff, which both can limit its effectiveness when poorly-aimed. The DVC Tactical 2011 can be modified to add an extended barrel and a Monarch Arms "Rifle-ette" stock, which can also be fitted to the AF2011-A1.

STI DVC Tactical 2011 - .45 ACP
A colourful race gun chambered in 9x19mm with a large double-stack magazine. While the damage up front is poor compared to other pistols, it packs a very high headshot multiplier and the accuracy to make use of it.
M1911A1 with Monarch Arms "Rifle-ette" stock and extended magazine - .45 ACP
The STI DVC Tactical 2011 with an extended barrel and Monarch Arms "Rifle-ette" stock.
Holding the colorful 1911-derived pistol at the hip.
Inspecting the handgun, starting with the right side.
Taking a look at the left side (and the magazine).
Performing a brass check on the 2011 while making use of the aftermarket slide handle.
Aiming down the 2011's brightly-colored iron sights.
Roleplaying (poorly) as an Olympic target shooter.
Firing the 2011. The change in time of day is a total coincidence and not at all the product of forgetting to snap a screenshot of the pistol firing, nope.
The first step in reloading the pistol is the removal of the empty magazine, which the player does with a hearty flick of the wrist.
Inserting a fresh magazine is the next step, surprisingly.
Hey, if I paid for the handle, I'm using the handle! No exceptions.

USFA ZiP .22

The USFA ZiP .22 was added in October 2017 as part of update 3.1.0 (Halloween 2017 Update) and is unlocked at rank 61. Designated as the "ZIP 22", it is a joke weapon, dealing extremely poor damage and feeding from a tiny 10-round Ruger 10/22 box magazine. The BattleZiP Survival SBR stock is automatically fitted to the pistol whenever an optic is attached, but it provides no stability benefits (as it exists only to provide a believable mounting point for attachments). In addition, the ZiP .22 can use 50-round ProMag Ruger 10/22 drum magazines (referred to as "Pro Mags" in-game), which provide a welcome increase in magazine size, and ".22 Ratshot" ammunition, which transforms the pistol into a compact "shotgun" of questionable utility.

USFA ZiP .22 with magazine removed - .22 LR
A modern American 'pistol' with questionable quality. Abysmal damage, but with deep reserves and a high headshot multiplier. A weapon so bad it killed a million dollar company.
USFA ZiP .22 with BattleZiP Survival SBR stock - .22 LR
The ZiP .22 with the BattleZiP Survival SBR stock, seen here with the generic "Full Ring Sight" iron sights equipped.
The ZiP .22 with the 50-round ProMag Ruger 10/22 drum magazine equipped.
Holding the ZiP .22 at the hip. The weapon's infamously poor ergonomics pose little issue when your hands are cuboids, apparently.
Inspecting the left side of the boxy pistol.
The right side, which gives a good view of the weapon's ejection port.
Aiming down the ZiP .22's iron sights.
One-handing the pistol.
Firing the ZiP .22.
Removing an (untextured) empty magazine from the ZiP .22.
Inserting a new 10-round box.
Charging the weapon. This is done, as in real life, by sticking one's fingers in front of the barrel of the loaded firearm to pull a plunger. Safety!
Firing the ZiP .22 with the "Ratshot" mod equipped. Note the black tracers.

Walther GSP Expert

The Walther GSP Expert was added in June 2021 as part of update 5.6.3 (Pacific Cold Front Update Part 1) and is unlocked at rank 131. Despite being chambered in .22 LR, it incorrectly has the larger charging handle of the .32 S&W Long version of the GSP (also sometimes known as the GSP-C, for 'centerfire'). The GSP performs similarly to a magazine-fed version of the Serbu GB-22, providing a one-shot kill on headshot at the cost of very poor bodyshot damage. The GSP's 5-round magazine offers much more flexibility against multiple targets (or when one misses a shot or two) than the GB-22, but the GSP can only score a 1SK to the head up to 65 studs (60 feet) while the GB-22 can do it at any range. A number of unique modifications are available for the GSP Expert, including a barrel weight, which decreases felt recoil at the expense of walkspeed, a .32 Smith & Wesson Long conversion, and a .22 Ratshot conversion.

Walther GSP Expert - .32 S&W
A single-action, precision targetshooting pistol made in Germany. It was introduced on the world market in 1968 and was chambered for .22 Long Rifle.
The Walther GSP Expert with the "Barrel Weight" mod equipped.
The GSP converted to fire .32 S&W Long, complete with a 10-round magazine.
The player holds the Walther GSP at the hip.
The left side of the target pistol.
The right side.
Aiming down the GSP's iron sights.
The GSP's alternate aim mode, which is (refreshingly) not a gangsta-hold!
Swapping magazines. Unlike almost every other weapon in the game, the GSP's empty magazine is retained by the player.
Chambering a round. Note the ejected cartridge case, as the GSP (for whatever reason) does not appear to automatically eject the final bullet in the magazine.
Firing a round from the GSP with the "GSP Ratshot" mod equipped.
Ratshot's low chamber pressure turns the GSP into the world's most unwieldy bolt-action shotgun. Hooray?

Revolvers

Revolvers make up their own category of secondary weapons in Phantom Forces and are available to all classes. Most revolvers have access to a "speedloader" modification, which speeds up reload times when reloading from an empty cylinder at the cost of slowing down partial reloads.

Mateba Model 6 Unica

The Mateba Model 6 Unica was added in September 2018 as part of update 3.13.0 and is unlocked at rank 29. Appearing as the "Mateba 6", it is chambered in .44 Magnum and equipped with a 5" barrel. The Model 6 Unica has the joint highest firerate (600 RPM) but shortest effective range in-class, which allows for very quick follow-up shots, especially in close-quarters. Unique modifications for this revolver include a 3" "snubnose" barrel, an 8" "cowboy" barrel, and .44 Special ammunition.

Mateba Model 6 Unica, 5" barrel - .357 Magnum
An Italian semi-automatic revolver. High close-in damage with better ranged performance, fast drop-off, fast rate of fire and unusual recoil.
The Model 6 Unica with the "Snubnose" attachment equipped, which gives the revolver a puny 3" barrel. More agile, but less effective at range.
The Model 6 Unica with the 8" "Cowboy Barrel" modification attached. More damage at range, worse handling.
Holding the "Mateba 6" on the vertigo-inducing Elevation map.
Inspecting the left side of the Italian semi-automatic revolver.
No, that wasn't a typo. The Model 6 Unica's upper frame actually recoils slightly after firing, cocking the hammer and indexing the cylinder. The result? Semi-automatic fire!
Aiming down the Unica's simple glow sights.
Firing the revolver. Note that the muzzle flash appears near the bottom of the weapon's frame, which is actually not an error; to reduce muzzle climb, the Mateba Model 6 fires from the bottom chamber in the cylinder as opposed to the top cylinder like most other revolvers.
Grabbing the cylinder of the revolver to swing it out for reloading.
Smacking the Model 6's ejector.
Inserting an invisible speedloader worth of .44 Magnum.
Equipping the "Speedloader" attachment causes the player to actually use a speedloader when reloading the Mateba, although the animation is otherwise unchanged.
Closing the cylinder with a snap of the wrist. Considering the rarity (and price) of Mateba revolvers, this is a dubious decision at best.

MP-412 REX

The MP-412 REX was added during the game's Alpha and is unlocked at rank 4. The REX features a 6" barrel in its default configuration, which is most likely a reference to the revolver's depiction in Battlefield: Bad Company 2, and it incorrectly has the ability to mount a flash hider attachment, which not work in real life due to the cylinder gap. The MP-412 REX performs similarly to the Unica, serving as a "jack-of-all-trades" revolver with a high firerate and low minimum range. The REX has a few unique modifications, including "Snubnose" and "Cowboy" barrels and .38 Special ammunition.

MP-412 REX - .357 Magnum
A break-open revolver prototype from Russia intended for export. High close-in damage and headshot multiplier with low ranged damage and a fast rate of fire.
The REX with the 4" "Snubnose" barrel attachment, which emulates the revolver's real-life appearance.
The MP-412's long barrel made even longer with the 8" "Cowboy Barrel" attachment.
Brandishing the REX while looking out towards the horizon.
The left side of the Russian revolver.
The right side. The weapon's long barrel is made very apparent.
Aiming down the REX's iron sights, which have been made luminous with the addition of some red paint.
Firing the revolver. Although it has high recoil, its recovery is actually pretty good (as long as you don't fire it too fast).
Breaking open the REX for reloading. All 6 rounds always appear unfired, and the automatic ejector does not appear to move when the gun is opened.
Inserting an imaginary speedloader of .357 Magnum.
When the "Speedloader" attachment is equipped, the player will utilize speedloaders, which (despite leaving the actual animation unchanged) drastically speed up reloading when all six rounds in the cylinder have been fired.
Closing the gun with the offhand, a departure from the action-movie wrist flick sometimes seen in other pieces of media.

Remington 1858 New Army

The Remington 1858 New Army was added in January 2018 as part of update 3.4.0 and is unlocked at rank 58. It has a brass frame and is reloaded by swapping cylinders, giving the New Army a surprisingly fast reload (for a revolver). The 1858 New Army can neutralize an enemy with a single headshot out to a surprisingly long range and has rather controllable recoil, but it also has lots of drawbacks. These include a slow firerate, low muzzle velocity, and hard-to-use iron sights. The 1858 New Army can be modified to use either an extremely short 3" barrel or an extended 12" barrel. It also features a ".36 Caliber" conversion, which transforms the pistol into the Remington 1858 Navy, and "Snakeshot" ammunition, which allows the 1858 to function as a compact scattergun.

Remington 1858 New Army with brass frame - .44 ball
A vintage American ball-and-cap revolver with black powder rounds, fires in single-action with a slow rate of fire, excellent ranged performance, and the ability to fan-fire at high speed.
Remington 1858 New Army with 3" barrel - .44 ball
The 1858 New Army with an almost comically short 3" barrel. Much faster to draw and aim but harder to use at range.
Remington 1858 New Army with 12" barrel - .44 ball
The 1858 New Army with an extremely long 12" barrel. Better damage at range and improved muzzle velocity but worse handling.
Holding the vintage revolver at the hip. The New Army is technically the oldest gun in-game, although the in-game weapon appears to be a modern reproduction.
Taking a look at the left side of the black powder revolver.
The other side.
One-handing the 1858 while aiming down its iron sights. This was, after all, the style of the time.
The 1858's alternate aim mode is, of course, a fan-fire. This increases its firerate from an OK 190 RPM to an impressive 350 RPM.
Pulling back on the New Army's hammer after firing a shot. It is done, in an incredible feat of dexterity, with one hand, although it's hard to judge seeing as the player lacks thumbs.
Reloading the 1858 New Army is a multi-step process, although it is nowhere near as complex as inserting individual powder charges, projectiles, and percussion caps. To begin, the player cranks down on the reloading lever.
This allows them to flick away the empty cylinder.
A new (full) cylinder is then inserted...
...and the reloading lever is returned to its rightful home. This is followed by a quick pull of the hammer. Notably absent is any interaction with the cylinder axis pin; on the real revolver, this has to be pulled forward to allow removal of the cylinder (and pushed back in to lock a new one in place).

Remington 1858 Navy

Equipping the 1858 New Army with the ".36 Caliber" ammunition conversion transforms it into the Remington 1858 Navy. This improves its firerate and muzzle velocity but reduces its damage.

Remington 1858 Navy - .36 ball
The Remington 1858 Navy as it appears in-game.

Ruger Redhawk

The Ruger Redhawk was added in June 2019 as part of update 4.5b and is unlocked at rank 83. Firing .44 Magnum, the Redhawk deals high damage per shot (especially on headshot) but has high recoil, incentivizing single, accurate shots. The Redhawk has several unique modifications. Two of these modify the revolver's barrel, those being a 2.7" "snubnose" barrel and a very long "cowboy barrel" modeled after the Smith & Wesson Model 629 Stealth Hunter's barrel. The Redhawk also has access to the so-called KAC shoulder stock, which is taken from the game's Knight's Armament Revolver Rifle model (which is itself based on an airsoft reimagining of the revolver carbine with custom wooden furniture), and a .45 Long Colt conversion, which vastly increases the revolver's damage at the cost of restricting it to single-action only.

Ruger Redhawk Hunter with scope ring cuts and a 7.5" barrel - .44 Magnum
A traditional American revolver. Very high damage overall with a slow rate of fire and strong muzzle flip.
Ruger Redhawk with stainless steel finish, unfluted 8-shot cylinder and snub-nose 2.7" barrel - .357 Magnum
The snubnosed Redhawk as it appears in-game.
Smith & Wesson Model 629 Stealth Hunter, for comparison - .44 Magnum‎
The Redhawk fitted with the 629 Stealth Hunter-inspired "cowboy barrel".
Knight's Armament Revolver Rifle Airsoft replica with custom wooden foreend and stock
The Redhawk with the "KAC Stock" and aforementioned long barrel equipped.
First-person view of a player using the Redhawk.
Taking a look at the left side of the magnum revolver...
...and the right side. Powerful enough to blow your head clean off...
Aiming down the Redhawk's iron sights, which are rather clear.
Putting a .44 caliber hole in the concrete across the way with the Redhawk.
After firing six shots (or was it five?) the Redhawk has to be reloaded, no surprises there. This begins with the player grabbing the cylinder to swing it out. The animation does not appear to show the player operating the cylinder release, meaning that this is done with pure brute strength (and most likely breaks the revolver).
Smacking the ejector to free the spent casings.
Inserting a not-speedloader of fresh rounds.
The speedloader reappears, courtesy of the "Speedloader" modification.
Flicking the cylinder closed.
With the .45 Long Colt conversion equipped, the Redhawk must be manually re-cocked after every shot. As with the 1858 New Army, the animation is somewhat scuffed, although this can be excused by the player's lack of thumbs.

"Toy Gun"

The Redhawk model is also the basis for the "Toy Gun", a melee weapon that can be obtained by rolling a Legendary on a case. Although a melee weapon, it can fire darts, which are fired after swinging the weapon to attack, inspecting it, or spotting enemies with it; these do not interact with the world, passing through walls, dealing no damage to players, and are deleted shortly after leaving the barrel. The weapon can fire an infinite number of darts. Aside from the texture, the only difference the Toy Gun has from the regular Redhawk is the barrel. The design of the Toy Gun is more akin to a cap gun than a dart blaster, as it has no room for an air compressor or spring-loaded priming mechanism, and its barrel is completely solid; this is most likely the result of it being made out of the model for a real revolver.

Official render of the Toy Gun as it appears in-game.

Taurus Judge

The Taurus Judge was added in July 2019 as part of update 4.8.0 and is unlocked at rank 113. Firing .410 bore, the Judge is one of the few available shotgun secondary weapons in Phantom Forces (and the only true 'shotgun pistol', barring weapons such as the ZiP .22 or 1858 New Army that have shotgun-type ammunition conversions). It is a powerful backup weapon, dispersing 4 highly-damaging pellets per trigger-pull at a respectable 300 RPM. As one could expect, however, its poor damage at range and somewhat wide spread limit the Judge's effectiveness beyond close range.

As a shotgun, the Judge has access to flechette, birdshot, rubber pellets, and slug ammunition. It can also equip the "Taurus Stock" and "Taurus Barrel" mods, which are the shoulder stock and extended barrel/handguard of the Rossi Circuit Judge respectively, albeit made of a black polymer instead of carved wood. This means that the Rossi Circuit Judge technically appears 3 different times in Phantom Forces: once by modifying the Judge, once by modifying the Raging Judge (which has access to the same pair of modifications), and once as a standalone primary weapon, the "Jury", which can be found in the Rifles & Carbines section of the page.

Taurus Judge - .45 Long Colt/.410 Bore
A compact Brazilian revolver firing .410 shotshells. High per-pellet damage with moderate spread and fast fire rate.
Rossi Circuit Judge - .410 Bore/.45 Colt
The Judge, now appearing in a much less compact form. It appears extremely similar to the reference image, except with polymer furniture instead of wood.
The player finds themselves armed with the Judge at the top of a very tall building.
Inspecting the left side of the almost cartoonishly-proportioned revolver.
The right side.
Aiming the Judge towards the horizon. It (the handgun, not the horizon) features an unusual purple front post, for no other reason than that it looks cool.
Swinging the cylinder of the Judge out for reloading. Notably, the player does not appear to operate the cylinder release, which is incorrect.
An instant later, all 5 of the revolver's shotgun shells (fired or unfired) mysteriously vanish! With .410 prices being what they are, this is simply unacceptable.
Reloading the Judge is done by punching the now-empty cylinder repeatedly, with the animation implying that the player is inserting individual shells into the weapon. However, the player seems to insert all of the shells into the same chamber, which, safe to say, is not how revolvers work.
After having been suitably abused, the Judge relents, and 5 new .410 bore shells magically reappear in their proper places. Wonderful.
Not content to have left the revolver with just a black eye, the player gives the Judge some severe whiplash by flicking the its cylinder back into place.
Using the "Speedloader" modification fixes many of the Judge's reloading flaws. For example, the player actually operates the ejector and visibly inserts all 5 shells into the cylinder.
The freshly-sat shells can be seen in the cylinder when the player removes the empty speedloader.

Taurus Raging Judge

The Taurus Raging Judge was added in June 2019 as part of update 4.8.0 and is unlocked at rank 137. It is known as the "Executioner", which is a reference to the revolver's appearance in Call of Duty: Black Ops II. The "Executioner" moniker also works to complete the idiom "judge, jury, and executioner" alongside the standard Judge and the "Jury" (the Rossi Circuit Judge). The Raging Judge fires .454 Casull rounds and can equip the "Taurus Stock", "Taurus Barrel", and speedloader unique mods. Comparable to the Desert Eagle XIX, the Raging Judge is the most powerful (and sluggish) revolver available, offering a single-shot kill at an impressive range at the cost of heavy recoil, poor handling, and low reserve ammunition.

Taurus Raging Judge - .454 Casull
A full-size Brazilian revolver, loaded with .454 Casull for incredible stopping power. Massive damage up close with a high headshot multiplier, with harsh recoil and slow recovery.
Rossi Circuit Judge - .410 Bore/.45 Colt
The Raging Judge transformed into a powerful (if unwieldy) revolver carbine. Note that, although the Rossi Circuit Judge is incapable of chambering of .454 Casull rounds (having been based on the standard .45 LC/.410 bore Judge), fitting the stock and barrel of one to a Raging Judge is technically possible and should not, at least in theory, cause any significant issues.
First-person view of a player holding the Raging Judge.
Taking a look at the left side of the revolver.
The right side. No massive surprises, as the handcannon is largely symmetrical.
Aiming the Raging Judge. The purple front post seen on the standard Judge has been swapped for a boring (but sensible) red.
The Raging Judge is reloaded the same way as its shorter brother, which is to say that the revolver's cylinder is throttled repeatedly.
Ta-da! Six rounds of .454 Casull reappear in the cylinder after the gun has received enough punishment.
Shoving an invisible speedloader of rounds (depicted incorrectly as shotgun shells) into the revolver. This animation is used when the player has the "Speedloader" modification unlocked, and it reloads the Raging Judge's entire cylinder at once in contrast to the default "one-at-a-time" method.
Flicking the revolver closed. This provides a good view of the Raging Judge's 6-round cylinder, a notable departure from the standard 5-shot Judge.

Submachine Guns

ASMI

The ASMI was added in May 2022 as part of update 5.7.3 and is unlocked at rank 97, marking the weapon's first known media appearance. The ASMI uses 33-round Glock magazines and is distinctive for being one of the few submachine guns to be classified as a secondary weapon, with the other being the PP-2000. It serves as a more versatile and controllable alternative to the game's machine pistols, although it has a slight bit of trouble scoring kills quickly.

ASMI - 9x19mm Parabellum
A Machine Pistol developed for the Indian Army, made with 3D printing technology as part of its construction. Possessing a relatively low rate of fire and low damage, however this is made up for it with a high magazine capacity and an above average headshot multiplier. Serving as a good jack-of-all-trades secondary.
The ASMI's only unique modification, "Retract Stock", does as it says on the tin.
The player, on the outskirts of the sandy Desert Storm map, holds the ASMI.
Taking a look at the left side of the modern Indian submachine gun...
...followed by the right.
Looking down the ASMI's default irons. With a top-mounted Picainny rail, however, the possibilities for customization are practically endless!
Reloading the ASMI is a somewhat cumbersome process, especially without a round in the chamber. It begins, not unlike the MP5, with the player locking the submachine gun's bolt to the rear.
The empty magazine is then removed...
...and a fresh magazine, of the 33-round Glock variety, is then inserted.
Finally, the bolt is pushed forwards. The taking of names can then continue as planned.

Coharie Arms MP-10

The Coharie Arms MP-10 was added in March 2016 as part of update 0.7.0 and is unlocked at rank 66. It has the ability to fire in semi-automatic or full-auto (at 850 RPM), which is incorrect, as the MP-10 was produced exclusively as a civilian carbine (and is therefore semi-auto only). The MP-10 (known in-game as the "MP10", not to be confused with the Heckler & Koch MP5/10) is the only weapon in Phantom Forces to feature an integral flashlight, although many weapons have access to an underbarrel flashlight as a free modification, making this less of a boon than it may seem. With high minimum damage, low damage falloff, and a high rate of fire, the MP-10 is an especially potent weapon at range, in contrast to most other submachine guns. It is let down, however, by its sluggish reload and poor maximum damage. Unique modifications for the weapon include a 16" barrel and a "Flashlight Off" attachment.

Coharie MP-10 with UMP stock and weaponlight - 9x19mm Parabellum
A heavily customized MP5 with an integral flashlight. Decreased close range performance with improved ranged performance compared to the MP5.
The MP-10 with the "Flashlight Off" mod installed. Three guesses as to what it does, and the first two don't count.
Special Weapons SP-10 with 16" barrel - 9x19mm Parabellum
The MP-10 with the 16" "Long Barrel" modification installed. Unlike the reference image, the lugs from the short barrel are still visible, which is most likely an oversight.
Where better to demonstrate the MP-10's flashlight than a dark basement.
Taking a look at the left side of the weapon.
The right side.
Aiming down the sights.
Firing a burst of 9mm Parabellum at the wall.
Locking the MP-10's bolt to the rear. This is only done on an empty magazine, however, which would make tactical reloads exceedingly difficult.
Dropping an empty magazine.
Inserting a new magazine.
Performing the iconic HK slap.

Colt Model 633

The Colt Model 633 was added in July 2016 as part of update 0.13.6 and is unlocked at rank 49. Before the June 4th 2020 update, it was incorrectly called the "Colt SMG 635". The Model 633 has a high firerate (1000 RPM), decent magazine size (32 rounds), and a speedy reload, making it a powerful SMG for close-quarters combat. Its high vertical recoil, however, makes sustained fire from the Colt SMG hard to keep on target, especially at longer ranges. The Colt SMG 633's collapsible stock can be retracted or removed (to improve walkspeed) or replaced with an M16-style fixed stock.

Colt Model 633 - 9x19mm Parabellum
An American PDW based on the standard AR-15 platform. Very high fire rate with a slightly larger magazine and strong recoil.
Demonstrating the collapsible-ness (collapsibility?) of the Colt SMG's stock.
The aftermath of deciding that having a usable stock is just too much to bother with.
The Colt SMG with the retro "Full Stock" mod equipped.
Holding the Model 633 while inside a building on the Desert Storm map. While the weapon could be mistaken for a proper rifle from this angle...
...inspecting the weapon reveals the almost comical disparity between the SMG's magazine and magazine well.
Admiring the weapon in this way also highlights its obnoxiously short barrel. If this were truly a rifle, as one may be forgiven for thinking, it would be very unpleasant to shoot.
Aiming down the submachine gun's iron sights, which are rather open and easy-to-read.
Firing in full-auto. Note the significant muzzle rise.
Reloading, as one tends to do. The old magazine is removed with a hearty one-handed flick of the gun.
The player then slots a new magazine into place.
Pressing the bolt release.

Colt Model 635

The "Long Barrel" attachment transforms the weapon into the Colt Model 635.

Colt Model 635 - 9x19mm Parabellum
The Colt Model 635 as it appears in-game.

Colt Model 639

The "Burst Grouping" attachment transforms the weapon into the Colt Model 639, which fires in three-round bursts instead of fully-automatic. The player is able to equip the Model 633 with this modification (and therefore change its name to "Colt SMG 639") without also equipping the "Long Barrel" attachment, which is technically incorrect.

Colt Model 635 - 9x19mm Parabellum. The Model 639 is externally identical to the Model 635, bar the "Burst" setting instead of "Auto" on the fire selector.
The Colt Model 639 as it appears in-game, kind of. For the true 639 experience, the "Long Barrel" modification must also be used.

Daewoo K7

The Daewoo K7 was added in December 2020 as part of update 5.4.0 (Winter Update 2020) and is unlocked at rank 84. Known simply as the "K7", this SMG fires quickly (at 1100 RPM, to be exact), is integrally suppressed (although this limits its ability to use muzzle devices), and has the fastest reload speed in-class. The K7 lags behind in the damage department, however, and has the lowest muzzle velocity among all of the SMGs. It features one unique attachment, a 5.56x45mm conversion that essentially transforms the weapon into an integrally-suppressed Daewoo K1A rifle.

Daewoo K7 - 9x19mm Parabellum
A South Korean SMG variant stemming from the K1A rifle. It has fast handling, a high firerate, and is very stable, however this stability is a tradeoff for its poor range performance... What do you mean you want to use muzzle devices on it?
Daewoo K1A with stock extended and 30-round magazine, for reference - 5.56x45mm
The K7 with the 5.56x45mm conversion equipped. Part SMG, part rifle!
The player takes a look at a corner of the Desert Storm map while holding the K7.
Shifting their attention to their weapon, the player looks at the left side of the K7.
The right side is soon to follow.
A view down the K7's rather plesant irons.
Painting the wall with lead.
An all-too-short amount of time later and it's time to swap mags.
Inserting a new magazine.
Bringing a round into the chamber.

FN P90 TR

The FN P90 TR was added during the game's alpha (as the "P90") and is unlocked at rank 24. Its firing sound is taken from Call of Duty 4: Modern Warfare, and its reload sounds are from COD4 and Counter-Strike: Global Offensive. Possessing a high rate of fire, impressive magazine capacity, and, most notably, very high penetration, the P90 is extremely effective at taking down enemies at close range, especially if they are utilizing cover. Unique modifications for the P90 include 30-round magazines, which increase walkspeed, handling, and reload speed, and the 16" barrel of the FN PS90, which increases damage at range and muzzle velocity but reduces close-range damage.

FN P90 TR - 5.7x28mm
A Belgian PDW with a unique magazine feed system and curious ergonomics. High magazine capacity and great wall penetration with moderate recoil and low damage.
FN PS90 TR - FN 5.7x28mm
The P90 TR with the "Long Barrel" mod equipped. The PS90 cosplay is, frankly, on point.
The player grasps their P90 while holding a raised position on the Desert Storm map.
Obtaining a side-on view of the chunky PDW.
Ditto.
Spraying a high-velocity burst of 5.7mm rounds while aiming down the P90's irons.
Many rounds later and it's time to reload. In this screenshot, the player removes the empty magazine.
Slotting in a new magazine.
Pulling back on the P90's unique forward-mounted charging handles.

Heckler & Koch MP5A2

The Heckler & Koch MP5A2 was added in February 2016 as part of update 0.5.0 and is unlocked at rank 40. It is known simply as the "MP5" and serves as a versatile, modular submachine gun with an unusually high muzzle velocity. The MP5A2 can equip the extended barrel of the Heckler & Koch HK94 as a unique mod and, alongside the rest of the MP5 family, lacks a kill requirement to equip the Hensoldt Z24 scope.

Heckler & Koch MP5A2 - 9x19mm Parabellum
A German PDW with a roller-delayed blowback system. It is one of the most popular weapons in the world. Middle-of-the-road performance in every respect.
Heckler & Koch HK94A2, for comparison - 9x19mm
The MP5A2 with the "Long Barrel" modification equipped.
Heckler & Koch MP5A2 with Hensoldt Z24 scope - 9x19mm Parabellum
The MP5A2 with the Hensoldt Z24 scope equipped. While not unique to the weapon, the scope can be equipped for free (as opposed to requiring a certain number of kills with the weapon to unlock) on all MP5 and G3-series weapons in Phantom Forces.
The player holds the MP5A2 as they scour the edges of the Desert Storm map.
Having failed to spot an enemy, the player takes the time to inspect their submachine gun, starting with the left side...
...and finishing with the right side.
A view down the MP5A2's iron sights. Actual target notwithstanding, a little bit of target practice never hurts.
Firing a spray of rounds, which (assuming the target is the ground) all hit their mark exactly.
On an empty reload, the player will lock the MP5A2's bolt to the rear before removing the magazine. This is not done on a tactical reload, which (at the expense of preserving the round in the chamber) makes inserting a fresh magazine much harder.
Afterwards, the player pulls the gun up and flicks it downwards, flinging away the empty magazine.
A fresh magazine is then inserted...
...and the bolt is battered home.

Heckler & Koch MP5A4

Equipping the "Burst Grouping" attachment for the MP5A2 transforms it into the Heckler & Koch MP5A4, albeit without the ability to fire in full-auto. This also (somehow) increases the weapon's headshot damage and changes its damage profile to be more focused on close-quarters combat.

Heckler & Koch MP5A4 - 9x19mm Parabellum
The MP5A4 as it appears in-game.

Heckler & Koch MP5K

The Heckler & Koch MP5K was added during the game's Alpha is unlocked by default. It has the ability to attach muzzle attachments, meaning the weapon is likely modified with a SP5K barrel, which can accept muzzle attachments. As a default weapon, the MP5K is easy-to-use, possessing manageable recoil, high firerate, rapid reloads, and excellent walkspeed. The submachine gun's damage drops off fast at range, however, which limits its versatility on larger, more open maps. The MP5K has access to a few notable modifications, including the carbine-length barrel of the Heckler & Koch HK94, the stock of the Heckler & Koch MP5K-PDW, and free access to the Hensoldt Z24 optic.

Heckler & Koch MP5K with Navy Trigger Group - 9x19mm Parabellum
A sub-compact version of the German MP5. Very lightweight with high fire rate, short range, and manageable recoil.
Heckler & Koch HK94A3 - 9x19mm Parabellum
The MP5K with the "Long Barrel" of the HK94 equipped, which improves the weapon's damage at range.
Heckler & Koch MP5K with PDW-style stock to emulate the MP5K-PDW - 9x19mm. The real MP5K-PDW can be distinguished by its longer barrel and newer trigger group.
The MP5K with the MP5K-PDW stock equipped, which improves stability at the cost of mobility.
The MP5K with the Hensoldt Z24 scope equipped. Why you'd want to use such an optic on a stockless submachine gun is unknown.
The player holds their MP5K at the hip, eager to demonstrate that size isn't all that matters.
Inspecting the left side of the compact death-dealer.
The other side of the MP5K.
The player (awkwardly) aims down the MP5K's iron sights.
The MP5K's alternate aim mode has the player squint at their target while holding the SMG at the hip. Good thing this thing is loaded with tracers!
Squeezing the trigger, which sends a flurry of 9mm rounds downrange (downbuilding?).
30-odd rounds later and it's time to reload. The player, as with the other MP5s, locks the bolt open before removing the empty magazine.
Inserting a fresh magazine, a process that is made considerably more difficult on a tactical reload (which doesn't have the player open the bolt).
If you're happy and you know it, slap your gun!

Heckler & Koch MP5KA4

The Heckler & Koch MP5A4 can be made by equipping the "Burst Grouping" mod on the MP5K. The MP5KA4 has a slightly higher firerate (924 > 900 RPM) and better torso multiplier (1.10 > 1.00) than the base MP5K at the cost of not being able to fire in full-auto.

Heckler & Koch MP5KA4 with 15-round magazine - 9x19mm
The MP5KA4 as it appears in-game.

"MP5K/10"

Equipping the fictional "10mm Auto" conversion for the MP5K transforms it into the "MP5K/10". While MP5s converted to fire 10mm Auto do exist (see Heckler & Koch MP5/10), they are exclusively of the full-length variety. The "MP5K/10", owing to its much punchier cartridge, possesses significantly increased damage and recoil.

Heckler & Koch MP5/10 with 2-round burst trigger group and sound suppressor, for comparison - 10mm Auto
The "MP5K/10" as it appears in the loadout menu.

Heckler & Koch MP5SD2

The Heckler & Koch MP5SD2 was added in February 2016 as part of update 0.5.0 and is unlocked at rank 60. Known simply as the "MP5SD", this submachine gun offers great handling characteristics, a speedy reload, and a potent integral suppressor, which prevents the player from being revealed on other players' minimaps when firing. The MP5SD2 has a few downsides, however, most notably its subpar ranged performance and lethargic muzzle velocity. It also, due to the suppressor, lacks the ability to equip muzzle devices. The MP5SD2 can equip a "Long Barrel" attachment that increases muzzle velocity and improves damage at range but reduces close-range damage and decreases handling.

Heckler & Koch MP5SD2 - 9x19mm Parabellum
An integrally suppressed version of the MP5 for special operations forces. Reduced range and velocity compared to the MP5, but with better recoil control.
The MP5SD2 with the "Long Barrel" and Hensoldt Z24 optic equipped.
The player holds the MP5SD2 at the hip as they check out the border of the Desert Storm map.
The absolute lack of anything of note invites the player to take a closer look at their weapon.
The one-over continues, moving on to the right side of the weapon.
There aren't even any targets to take potshots at, so the sand itself will have to do.
Firing a round. Take a moment to note the surprisingly quiet report of the integrally-suppressed weapon, is what this caption would say if still images had sound.
One brief full-auto spray-n'-pray session later and it's time to lock the SD's bolt open in preparation for a mag swap.
And by "mag swap", we, of course, mean "empty mag swap", as Phantom Forces Guy only believes in locking the bolt on the MP5 open when there isn't already a round in the chamber.
Doing the thing that must always be done when reloading an MP5. There are no exceptions.

Heckler & Koch MP5SD5

The "Burst Grouping" mod transforms the weapon into the Heckler & Koch MP5SD5, swapping the gun's ability to fire in full-auto for a three-round burst and a slight increase to long-range damage.

Heckler & Koch MP5SD5 - 9x19mm Parabellum
The MP5SD5 (or "MP%SD%" if you hold the Shift button for too long) as it appears in-game.

Heckler & Koch MP5/10

The Heckler & Koch MP5/10 was added in March 2016 as part of update 0.7.0 and is unlocked at rank 74. Offering a substantial damage increase over the base MP5 and dealing respectable damage at range, the MP5/10 is a potent weapon in almost any situation as long as one considers its jumpy recoil. Not unlike the other members of the MP5 family, the MP5/10 can equip the carbine-length barrel of the Heckler & Koch HK94 and Hensoldt Z24 optic as unique modifications. Also available are the "Burst Grouping" conversion, which allows the weapon to shoot in three-round bursts (that deal increased damage, for balancing purposes), and the "Retract" and "Remove Stock" mods, which grant increased mobility at the expense of recoil control.

Heckler & Koch MP5/10 with 3-round burst trigger group and retractable stock - 10x25mm Auto
An MP5 variant introduced in 1992 chambered in 10mm Auto and intended for use with police. Possesses somewhat unstable recoil with high damage and penetration for a PDW.
Heckler & Koch MP5A2 with Hensoldt Z24 scope - 9x19mm Parabellum
Heckler & Koch HK94A3 - 9x19mm Parabellum
The MP5/10 with the Hensoldt Z24 optic and HK94 "Long Barrel" equipped.
The MP5/10 modified to fire in three-round bursts. As compensation for not being able to spray-n'-pray, the submachine gun gains slightly increased damage per shot.
Retracting the stock of the MP5/10, more so to prove that it's possible than to gain any tactical advantage.
But what if it needed to be EVEN MORE COMPACT?
Another day in the desert, another MP5 derivative.
The player observes the left side of their punchy PDW.
Flipping over the weapon. Note the straight polymer magazine, a telltale giveaway that this is an MP5/10 (or an MP5/40).
Firing the MP5/10 while aiming down its iron sights. While the SMG doesn't have unreasonable vertical recoil, its tendency to "wander" from side to side makes it difficult to keep on target at range.
Flinging an empty magazine free after locking the bolt open.
Inserting a new magazine. Three guesses as to what the player does next (Hint: it rhymes with "HK plap") and the first two don't count.

Heckler & Koch MP5/40

The ".40 S&W" conversion transforms the weapon into the Heckler & Koch MP5/40. Firing a slightly less powerful round, the MP5/40 deals slightly less damage but has less recoil.

Heckler & Koch MP5/40 - .40 S&W
The MP5/40 as it appears in-game.

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 was added during the game's Alpha and is unlocked at rank 9. Known simply as the MP7, the PDW has access to a unique extended 40-round magazine. When equipped with the joke "Loudener" attachment, the MP7A1's firing sound is changed to that of the Heckler & Koch PDW from Half-Life 2. The weapon's high rate of fire (950 RPM), high close-range damage, and powerful cover-penetrating performance make the MP7 extremely effective in close-quarters combat. Its low minimum damage and above average horizontal recoil make it less useful at range, however.

Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight - 4.6x30mm
A compact German PDW with a unique ammunition type, intended as a competitor to the P90. High fire rate and wall penetration, moderate range, poor ranged performance.
If so desired, the player can fold the MP7A1's integral foregrip and/or collapse the stock.
The MP7A1 with the extended 40-round magazine equipped. Before update 10.2.1 (April 2024), this was the weapon's default model, despite the PDW holding only 30 rounds in its default configuration.
The player holds the MP7A1 at the hip as they peer through a not-particularly-tactically-viable window.
May as well fully commit to the "not helping the team" act and inspect the weapon.
The other side of the PDW. Note the extended 40-round magazine, as this was taken before the weapon's March 2024 bugfix.
Aiming down the MP7's iron sights, which are incredibly generic. It's only fitting that they (as the "H&K Sights") are the first unlockable iron sight attachment for almost every weapon in the game.
Firing the weapon.
Swapping magazines. With a little bit of mental gymnastics, it's possible to pretend that these are simply 40-round mags underloaded to hold 30 rounds.
Pulling back on the charging handle.

Heckler & Koch MP7A2

Equipping an underbarrel attachment on the MP7A1 transforms it into the Heckler & Koch MP7A2 (sans the tan finish).

Heckler & Koch MP7A2 with RAL8000 finish - 4.6x30mm
The MP7A1 with a Magpul AFG equipped. This replaces the A1's foregrip with an underbarrel rail, making it (technically) an MP7A2.

Heckler & Koch UMP45

The Heckler & Koch UMP45 was added during the game's Alpha and is unlocked at rank 5. It has a sole underbarrel RIS rail as opposed to the tri-rail setup seen in the picture below. Its reload sounds are from Call of Duty: Modern Warfare 2 and Counter-Strike: Global Offensive. The UMP45 can equip the carbine-length barrel of the Heckler & Koch USC as its only unique modification. As is to be expected from a submachine gun firing .45 ACP, the UMP hits very hard but fires somewhat slowly and has poor muzzle velocity.

Heckler & Koch UMP45 with RIS rail - .45 ACP
Designed as a replacement to the MP5, the UMP45 is a heavy-hitting low recoil-oriented platform that lends itself to consistently good performance. With great damage, great mobility, and decent recoil, the UMP is a good choice for all purposes.
Heckler & Koch USC Tactical Match Rifle - .45 ACP
The UMP45 with the "Long Barrel" of the USC equipped.
Eager to dispatch some terrorists, the player heads to the corner of de_dust Desert Storm with their UMP45.
The conspicuous lack of any Ts compels the player to inspect their SMG.
The player flips the weapon over to complete the inspection.
Patience wearing thinner, the player decides to aim down the iron sights of their UMP.
Hosing down the wall with .45 ACP.
Twenty-five rounds later and it's time to swap magazines. The player throws away the empty mag...
...maneuvers a new one into the magwell...
...and gives the charging handle a hearty crank.

Heckler & Koch UMP40

The .40 S&W conversion turns the gun into the Heckler & Koch UMP40.

Heckler & Koch UMP40 with RIS rail - .40 S&W
The UMP40 in the loadout menu. More rounds, higher firerate, less close-range damage.

IMI Micro Uzi

The IMI Micro Uzi was added in December 2019 as part of update 4.11.0 (Israeli Weapons update)and is unlocked at rank 68. It is classified as a machine pistol (and lacks a stock in its default configuration) in-game. When using a optic, the charging handle is replaced by a vaguely Uzi Pro looking charging handle, which extends out to the left. Some of its reload sounds are taken from Call of Duty 4: Modern Warfare. The Micro Uzi has two unique mods: a shoulder stock, which reduces recoil and walkspeed, and special "Strike-3" ammunition, which launches three small projectiles per shot, turning the Micro Uzi into a compact full-auto scattergun. Similar to the other available machine pistols, the Micro Uzi is extremely effective in close-quarters (due to its high damage and rate of fire) but is next to useless at range due to its extremely high recoil.

IMI Micro Uzi - 9x19mm Parabellum

IMI Uzi

The IMI Uzi is unlocked at rank 77, with 25 round magazines. There are a few unusual things with this weapon - the bolt is not closed after the last shot and the rear iron sight is cut down. There are a few ammunition conversions, namely .22 LR and .45 ACP, the latter of which uses the same magazine model as the M3A1 "Grease Gun". The M3 magazine is compatible with the Uzi in real life by using a conversion kit by Vector Arms. It uses the same reload sounds as the Micro Uzi.

IMI Uzi - 9x19mm Parabellum

IWI X95

The IWI X95 is called the "X95 SMG" and is unlocked at rank 115. Interestingly, the X95 uses 32 round Uzi magazines, but the Uzi in-game only has 25 round magazines, despite a model existing for 32 rounders.

IWI X95 - 9x19mm Parabellum

KRISS Vector

The Gen I KRISS Vector is unlocked at rank 100. It has Diamondhead backup iron sights, a 2 round burst mode and a light grey frame and stock. Incorrectly, the charging handle slides completely backward when being cocked. In real life, it pivots to the side at a 90-degree angle and only slightly slides backward.

KRISS USA Gen I Vector - .45 ACP

M1928 Thompson

An M1928 Thompson is unlocked at rank 121, referred to as "Tommy Gun", with a 20 round magazine by default, the rear sight is that of the M1 Thompson and there is no Cutts compensator. The weapon has 5 unique attachments - the Lyman sights of the M1921, the M1928A1 handguard (which changes the name to "Thompson"), the 30 round magazine and the 50 round drum. The final attachment is a conversion to the "Annihilator" prototype, which makes the weapon fire at 1500 RPM. This conversion is called the "M1919 Conversion", which is incorrect, as the M1919 did not fire this quickly. The "Typewriter" admin-only M1928 has the 100 round drum.

M1928 Thompson with 50-round drum magazine - .45 ACP
Colt M1921A Thompson with 20-round magazine and no Cutts compensator - .45 ACP

M3A1 "Grease Gun"

A black M3A1 "Grease Gun" is unlocked at rank 71. While in the Test Place, it was grey, like the real weapon.

M3A1 "Grease Gun" - .45 ACP

MAC-10

The MAC-10 is unlocked at rank 23, chambered in .45 ACP with 30 round M3A1 magazines. There is a 9x19mm conversion option, an extended stock and the Sionics Suppressor, as well as the TEC-9 extended barrel, which makes the weapon appear as if it has come from BOCW. Due to the small size, the player holds it like a pistol, with both hands on the grip. The alternate aim mode has the gun held sideways, "gangster" style. This is shared with every pistol except the Desert Eagles. When using optics, they are mounted on a raised rail, so as not to obstruct the bolt, and the angled grip attachment clips into the trigger.

The reload sounds are the same as the Uzis above, which were partially taken from Call of Duty 4: Modern Warfare.

Ingram MAC-10 - 9x19mm Parabellum
The MAC-10 in the loadout menu.
MAC-10 with Sionics two-stage suppressor - .45 ACP
MAC-10 with detachable barrel extension - .45 ACP

MP40

The MP40 is unlocked at rank 108.

MP40 with brown bakelite lower receiver - 9x19mm Parabellum

PP-19 Bizon-2

The PP-19 Bizon-2 chambered in 9x19mm is unlocked at rank 105. It has the smooth magazine of the Bizon-1, and a correct 53 round capacity. The weapon has a 64 round 9x18mm conversion.

The in-game description contains the quote "Kept ya waiting, huh?" which references a trademark line of the character Snake from the video game series Metal Gear. It is also a nod to the long wait players had before this weapon was finally added to the game.

PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov
PP-19 Bizon-1 - 9x18mm Makarov. Image used to show the smooth magazine.

PP-2000

The PP-2000 is unlocked at rank 42.

PP-2000 - 9x19mm Parabellum

PPSh-41

The PPSh-41 with the 71 round drum is unlocked at rank 92. Due to the barrel shroud, grips are mounted on the side of the drum magazine, which is plainly ridiculous. The 35 round magazine is unlockable as an attachment. Like the UMP-45, it reuses the reloading sounds from the MW2 and CS:GO UMP-45, with the charging handle sound of the AK-12.

PPSh-41 with 71-round drum- 7.62x25mm Tokarev

Sa vz. 61 Skorpion

The Sa vz. 61 Skorpion is unlocked at rank 87, classed as a machine pistol. Like the Micro Uzi, the extended stock attachment is unlocked by default. The stock also extends when using an attachment in the "Other" category, but it provides no statistical advantage. Ironsights from other weapons cannot be attached, and any optics are mounted on the barrel due to the upwards ejection of the Skorpion. It has a snake/ratshot conversion, which renames the weapon to "vz.61-E". Weirdly, there is also a 50 round rubber pellets conversion.

Sa vz. 61 Skorpion - .32 ACP

Sa vz. 82 Skorpion

The 9x18mm Makarov conversion turns the weapon into the Sa. Vz. 82 Skorpion, but it still has the wood pistol grip.

Sa vz. 82 Skorpion - 9x18mm Makarov

Sterling L2A3

The Sterling L2A3 is unlocked at rank 53, with a 34 round magazine. It incorrectly tracks a round in the chamber, despite not being a closed bolt gun in reality. The player uses the magazine as a grip, which could result in malfunctions and breakages in real life. When attaching the EOTech XPS2 sight, it is not mounted on a rail, instead it is attached via knockoff Spongebob-themed tape.

Sterling L2A3 (Mk.4) - 9x19mm Parabellum

Steyr AUG A3 9mm XS

The Steyr AUG A3 9mm XS is unlocked at rank 80 and is called the "AUG A3 Para". It has a Coyote Brown frame. It originally had a 25 round magazine, with a 32 round magazine attachment, but now the default magazine is the 32 rounder.

Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm Parabellum

Shotguns

All shotguns have access to alternate ammo types. 8-pellet buckshot is the default, while 8-dart flechette ammo, 6-pellet rubber pellet ammo, 16-pellet "birdshot" (16-pellet shotgun shells would actually be considered buckshot in reality) and slug rounds are all available as attachments. The pellet counts are the same as the ones stated here, unless specifically mentioned otherwise.

AA-12 CQB

The AA-12 CQB is unlocked at rank 112. It has access to a 20 round drum, but alternate ammo types cannot be used while using the drum. The model has brown patches on the trigger and handguard, and it lacks a trigger. It can be converted to semi-auto fire and a long rail mount is used when sights are equipped. However, the Generation 1 charging handle is used instead of the Gen 2 when certain optics are equipped. Due to this game's fairly realistic shotgun ranges (i.e. more than 3 feet), the 20 round full-auto AA-12 is one of the most overpowered weapons in the game. For whatever reason, you can nerf it yourself by making it semi-auto only with the correct attachment.

MPS AA-12 CQB - 12 gauge

AA-12

The "Long Barrel" attachment turns the CQB into a regular-length AA-12.

MPS AA-12 - 12 gauge

Beretta DT11

The Beretta DT11 is unlocked at rank 133. As a competition shotgun focused almost exclusively on long-range engagements, the Beretta DT11 is one of the more unique shotguns available in-game due to its extremely tight choke and abnormally low damage per pellet. The player has access to a variety of modifications for the DT11, including sawn-off barrels of multiple lengths (which increase damage and spread while decreasing reload time), multiple types of stock to help manage recoil, and a few unique 12 gauge ammunition types available only to the DT11, including #000 Buckshot, which drastically increases damage and recoil while decreasing pellet count, a 3 1/2" shell, which significantly increases pellet velocity, and a bolo round, which has unique "damage rampup", causing it to deal more damage the further it travels. Despite these advantages, the DT11, as a double-barreled shotgun, only has access to two rounds before it must be reloaded, which, coupled with its tight spread, demands precision from the player.

Beretta DT11 - 12 gauge
The DT11 as it appears in Phantom Forces. Hey, this doesn't look like an Olympic target shooting match...
Ditto, with the weapon having been horrifically shortened. It's not like this is a $10,000 shotgun or anything.
The Beretta DT11, as seen from a first-person view. Who's ready to take down some clays?
The DT11's iron sights, which are as expected from a competition shotgun; sleek and simple.
The DT11's first alternate ADS mode, which it shares with other shotguns.
The DT11's second alternate ADS mode. Wrong kind of double-barrel for that kind of work, buster, but you're on the right track.
Inspecting the DT11 in-game.
Ejecting a spent shell from the DT11, a process made simple by the weapon's automatic ejectors. Eat your heart out, Stevens.
Replacing said shell with a fresh one, a process that the cube-handed player character performs with surprising dexterity.
The DT11, when equipped with the "sporting stock" mod, becomes the DT11 ACS (All-Competition Shotgun).
What was once a boring old Beretta DT11 becomes the flashy DT11 PRO when equipped with a recoil-absorbing "Olympian stock".

Daewoo USAS-12

The Daewoo USAS-12 is unlocked at rank 189.

Daewoo USAS-12 - 12 gauge

"DBV12"

The "DBV12" (DBV stands for "drobovik", "shotgun" in Russian) is based on the prototype AK-12/76, a 12 gauge version of the prototype AK-12 and is unlocked at rank 24. The "DBV12" in game is specifically based on the Battlefield 4 weapon of the same name. Like the BF4 weapon, the in-game weapon uses the standard AK-12 magwell, though actual AK-12/76 concept art from Izhmash showed it with an extended magazine well, which is reflected in the photoshopped mock-up below. The mock-up image also has a longer barrel than the "DBV12" in-game.

Aside from the same 4 ammo types all shotguns have access to, the "DBV12" can be converted to fire .30-06 rounds, which makes the weapon full auto, and .410 bore shells, which make the weapon a 3 round burst. It has a 10 round magazine.

Photoshopped mock-up of an AK-12/76 - 12 gauge
The "DBV12" in the loadout menu.

Double Barrel Shotgun

The "Stevens DB" is unlocked at rank 81 and is based on the Stevens Model 355/330 hammerless double barreled shotguns and fires 10 gauge shells. It has the ability to fire each barrel seperately, or both at the same time, just like the "Sawed Off", and the player always fires the right barrel/back trigger first. Unlike the M79, the opening latch is not used when reloading before the barrels are broken open. All muzzle attachments require double the number of kills usually required to unlock them, due to the weapon having two barrels. No suppressors are available except for a homemade "Muffler" attachment. Additionally, all muzzle attachments except the compensator clip through each other.

The stock has the word "BOOM" engraved into it in the same font as the DOOM logo, and the description states "It spells doom for whatever's in front of it". These are both references to the Super Shotgun from DOOM II, which was a sawed-off double barrel shotgun.

Savage/Stevens 311A - 12 gauge

Franchi SPAS-12

The SPAS-12 is unlocked at rank 120 and it only fires in semi automatic mode unless you equip the "Pump-action" attachment. Like the vz. 61 Skorpion, the stock unfolds when using optics, but it provides no actual advantage unless the "Extended Stock" attachment is equipped. The "Full Stock" attachment gives it a solid, fixed stock. The reload animation incorrectly does not show the character using the carrier latch button, which must be depressed to load new shells. Like most videogames, the stock has a hole in it in order to use the sights when folded.

Franchi SPAS-12 with stock folded - 12 gauge
Franchi SPAS-12 with fixed stock - 12 gauge

Kel-Tec KSG

A green Kel-Tec KSG is unlocked at rank 1, called "KSG-12". Like most videogames, the tube selector is not used when reloading, so the game treats the dual magazines as one magazine tube.

Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge
The KSG in the loadout menu.

Kel-Tec KSG-25

The KSG can be converted to the KSG-25 with the "KSG-25 Conversion", giving the weapon a 24+1 capacity and a longer barrel.

Kel-Tec KSG-25 with Magpul RVG foregrip - 12 gauge

KS-23M

The KS-23M is unlocked at rank 56. Firing massive 23x75mmR shotgun shells and featuring a tight choke with high damage at range, the KS-23M can vanquish enemies further out than most other shotguns at the cost of a low magazine size (3+1) and slow handling in close-quarters. In typical Phantom Forces fashion, the shotgun's wire stock can be removed and a longer barrel can be fitted. The KS-23M also features an abnormally large assortment of unique ammunition modifications, including

  • Shrapnel-25 shells, which increase pellet velocity and decrease both spread and individual pellet damage
  • Volna-R, which fires a single large rubber slug that instantly kills at close range but has high drop-off
  • Barrikada, a dense metal slug with high velocity and penetration
  • A single-shot harpoon conversion, which offers a one-hit kill at any range at the cost of a long reload after each shot
  • A 4 gauge conversion, which vastly increases the weapon's damage but slows its reload time (and changes the weapon's name to TOZ-123)

The pumping sound used in-game is the same as Black Mesa's SPAS-12.

KS-23M - 23x75mmR
The KS-23M as it appears in the game's loadout menu.
The KS-23M held at the player's hip. When holding a shotgun this large, the whole world seems to hold its breath.
The simple, if unobtrusive, iron sights of the KS-23M.
The first alternate ADS view for the KS-23M.
The second alternate ADS view for the KS-23M, with a side of DOOM. If only reloading this beast was as simple as racking the fore repeatedly.
Inspecting the KS-23M in-game.
Ditto, followed by a celebratory pump of the fore.
The player feeds a massive 23x75mmR shell into the KS-23M.
After firing the KS-23M, the player racks the pump to chamber the next round. Surprising, I'm sure.

KS-23

The "Full Stock" attachment turns the weapon into a KS-23.

KS-23 - 23x75mmR
Equipping the KS-23M with the full stock attachment and so-called sporting barrel transforms it into the full-length KS-23.
The KS-23 with its extra-long sporting barrel, as seen from a first-person perspective. Clay pigeons everywhere are quaking in their boots.

Remington Model 870 Express Tactical Magpul

The Remington 870 is unlocked at rank 11, fitted with Magpul furniture, ring ironsights and a 6 round tube. The furniture is white, but it was previously green and in the beta it was grey.

Remington 870 Express Tactical Magpul - 12 gauge
The 870 in the menu.

Saiga-12K

The Saiga-12K, simply called Saiga-12, is unlocked at rank 63. It is modelled with a 5 round magazine, despite holding 8+1 in-game. It can be converted to fire in full-auto. It also has numerous ammunition conversions:

  • Saiga-223 (.223 Remington), fires in full-auto,
  • Saiga-308 (.308 Winchester/7.62x51mm NATO), fires in full-auto,
  • Saiga-762 (7.62x39mm), fires in full-auto,
  • Saiga-96 (9.6x53mm Lancaster), fires in semi-auto at 70 RPM,
  • Saiga-9 (9x19mm Parabellum), fires in full-auto.
Saiga-12K - 12 gauge

"Saiga-12U"

The "Saiga-12U" is a custom secondary shotgun in the "Other" category and unlocked at rank 95. It has a 2+1 round capacity, which can be extended to 5+1. It can also be modified to fire in full-auto, just like the regular Saiga-12.

The Saiga-12U greatly resembles the modified Saiga-12K seen in Gamer, The Expendables, and Drive Angry, though with a 2-round box magazine instead of a 20-round drum for obvious reasons.

Sawed-Off Double Barrel Shotgun

Unlocked at rank 90 is the "Sawed Off", a traditional side-by-side Sawed-Off Double Barrel Shotgun. It uses the same model as the Stevens Double Barrel seen above, but with the barrels cut down. It is in the "Other" secondary class. It has the ability to fire each barrel seperately, or both at the same time, just like the Stevens, and the player always fires the right barrel/back trigger first. All muzzle attachments require double the number of kills usually required to unlock the,, due to the weapon having two barrels. No suppressors are available except for a homemade "Muffler" attachment. Additionally, all muzzle attachments except the compensator clip through each other.

The "Boom Stock" attachment gives the weapon a stock, which, like the Stevens, has the word "BOOM" written in the same from as the DOOM logo. This is another reference to the Super Shotgun from DOOM II.

Photoshopped Sawed-off Savage/Stevens 311A - 12 gauge
Stevens SBS shotgun with sawn-off barrels - 12 gauge

Serbu Super Shorty

The Serbu Super Shorty is unlocked at rank 36 as the first "Other" category sidearm, referred to as the "Super Shorty"; however, it was originally referred to as the "Serbu Shotgun". It is a shortened Remington 870, which the description correctly states. It has a vertical grip, but no access to underbarrel attachments. It also has a 2+1 capacity and has no rear sight, just a front bead sight.

Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge

Assault Rifles

AK-12

The 2012 prototype AK-12 is unlocked by default. Like virtually every AK rifle variant in the game, it is shorter than the M16A3/4 rifles, despite being longer than it in real life.

AK-12, 2012 prototype - 5.45x39mm
The AK-12 in the loadout menu. Note the selector pointed as safe; this doesn't change when the fire mode is switched.

AK-74N

The AK-74N is unlocked at rank 74. It has the smooth top cover of the later AK-74M version.

The "Collapsible Stock" attachment gives it the stock of the East German MPi-KM-72.

AK-74 - 5.45x39mm
MPi-KMS-72 - 7.62x39mm

AK-103

The AK-103 is unlocked at rank 103. It has the 3-round-burst mode of the AK-103-2 and the railed dust cover of the AK-103M.

AK-103 - 7.62x39mm

AK-101

The 5.56 Conversion converts the weapon and changes its name to the AK-101.

AK-101 - 5.56x45mm NATO

AK-109

The "BARS Barrel" converts the weapon and changes its name to the AK-109.

AK-109 - 7.62x39mm

AK-108

The combination of the "BARS Barrel" and the 5.56 Conversion converts the weapon and changes its name to the AK-108.

AK-108 - 5.56x45mm NATO

AKM

The AKM is unlocked at rank 94. The "Collapsible Stock" uses the same stock as the East German MPi-KM-72.

AKM - 7.62x39mm
MPi-KMS-72 - 7.62x39mm

"AK47"

The "AK47" is unlocked at rank 47. It is not an actual AK-47, as it has the AKM's stamped receiver, with its only AK-47-like characteristics being the handguard, pistol grip, dust cover, and the lack of a muzzle brake. Additionally, it has the AK-74N's dovetail mount, as opposed to the earlier style used with the AKN.

AKM - 7.62x39mm
Type 3 AK-47 - 7.62x39mm

AKMS

Equipping the "Collapsible Stock" attachment on the "AK47" turns it into an AKMS, although still retaining the various AK-47 elements.

AKMS - 7.62x39mm
Type 3 AKS-47 - 7.62x39mm

VPO-209

Using the .366 TKM conversion changes the weapon to the VPO-209, which also changes the name correctly in-game too. This is available on both the AKM and "AK47". This allows usage of slugs and birdshot ammo types.

VPO-209 - .366 TKM

AN-94

The AN-94 is unlocked at rank 10. The barrel correctly reciprocates backwards when firing, but equipping any barrel attachments stops this animation from occurring. Like most guns in the game, it has the correct firerate - 1,800 RPM in hyperburst mode and 600 RPM in full-auto; the first two shots on full-auto are also fired at the same rate as the burst.

AN-94 - 5.45x39mm
The AN-94 in the loadout menu.

AS Val

The AS Val is unlocked at rank 15. It used to (incorrectly) be classed as a PDW, but update 0.9.0 moved it to the Assault Rifles category.

The weapon has a 20 round magazine by default, but a 30 rounder is available, as well as the "Suppressor.. ?" attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.

AS Val - 9x39mm
The AS Val in the menu.
The rifle in first-person.
Inspecting the left side...
...and the right.
Aiming using the glow sights.
Changing the fire mode; the player character appears to incorrectly use the AK-style safety switch to do this, whereas the fire selector is actually located inside the trigger guard.
Firing.
Knocking out the empty magazine with another empty magazine...
...loading it in...
...and chambering a round.

Daewoo K2

The Daewoo K2 is unlocked at rank 42.

Daewoo K2 - 5.56x45mm NATO
The K2 in the menu.
Previewing a K2 with the stock folded.

Diemaco/Colt Canada C7A2

The Diemaco/Colt Canada C7A2 is unlocked at rank 128, with an ambi charging handle, which comes as standard on the real weapon. It was originally in the Alpha, but was removed and added into the full game much later. The description reflects this ("This gun reminds you of a simpler time"), but it also incorrectly states that the C7A2 has an integrated optic, referring to the C79. It is not integrated, and can be removed, which it is in-game, the rifle using its back-up iron sights instead.

Two ammo conversions are available, the "CNC .45 Conversion" and the "AR 7.62x39mm Conversion", the latter of which reduces ammo capacity to 20+1.

When using the "Long Barrel" attachment, it uses the handguard and barrel from the Diemaco/Colt Canada C7/C7A1 LSW, though it does not have the built-in grip. When this barrel is equipped, the whizz and crack sounds play for enemies you are firing at, which is usually a trait reserved for a few machine guns and sniper rifles.

Colt Canada C7A2 with ELCAN scope and backup iron sight - 5.56x45mm NATO

FAMAS G1

The FAMAS G1 is unlocked at rank 45, incorrectly called the F1. The previous model used a STANAG magazine and was called the G2, but this was still incorrect as it had the F1-style magazine well. This rifle has the correct 25 round magazine of the F1 and G1.

The bipod is functionally useless, however it deploys when the "Long Barrel (AR)" attachment is used.

FAMAS G1 - 5.56x45mm NATO

FAMAS G2

The weapon can be turned into a FAMAS G2 with the "G2 Conversion", which gives the rifle the ability to use STANAG magazines.

FAMAS G2 - 5.56x45mm NATO

FAMAS Valorisé

Attaching any scope turns the model into a FAMAS Valorisé, apart from the trigger guard of the G-series rifles.

FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO
The Valorisé as seen in the menus with an EOTech XPS2.

FN SCAR-L

The FN SCAR-L is unlocked at rank 16. It features a 9mm conversion, which uses a 32 round Uzi magazine.

Like every SCAR variant, it has the PM II scope unlocked by default.

Third Generation FN SCAR-L - 5.56x45mm NATO
The SCAR-L in the menu.
Previewing a long-barrelled SCAR-L with no stock, a PM II scope and the 9mm Uzi magazine conversion, stated to be done by Big Woods MFG.
Previewing a short-barrelled SCAR-L with a folded stock.

"HAMR IAR"

Another FN SCAR-L loaded with a 50 round X-Products drum is unlocked at rank 72. It is called the "HAMR IAR" in-game, but does not have the deeper handguard of that variant, and is just a SCAR-L with a drum magazine and some minor cosmetic differences from the version above.

It does not feature the closed/open-bolt switching mechanism, being permanently stuck in closed-bolt. It has a fictional 9mm conversion, which uses a 100-round Beta-C drum magazine. Weirdly, the "Short Barrel" increases the effective range of the weapon.

Like every SCAR variant, it has the PM II scope unlocked by default.

Third Generation FN SCAR-L - 5.56x45mm NATO
FN HAMR IAR, for comparison - 5.56x45mm NATO

Heckler & Koch G11 K2

The German wonder weapon, the Heckler & Koch G11, is unlocked at rank 211, which reflects the name of the weapon, combining and rearranging the 2 from K2 and the 11 from G11. The weapon is the only caseless weapon in-game and appropriately does not eject spent casings when firing. It has back-up ironsights instead of the integral scope by default, although the scope is an attachment option. The irons are AAC flip up ironsights that are also used on the AAC Honey Badger. It correctly fires at 2,100 RPM in burst, and 460 RPM in auto.

The description ("Wait a minute, this is the future. Where are all the phaser guns?") references the movie Demolition Man.

The weapon uses the same reload sounds as the P90 above. It also has two magazines as part of the model either side of the magazine that is currently being used, but these are just part of the model and are unusable. The magazine does not reciprocate when firing, which is incorrect.

Heckler & Koch G11 K2 - 4.73x33mm

Heckler & Koch G36

The Heckler & Koch G36 is unlocked at rank 25. It has the export version of the rail top carry handle, rather then the G36C version, which is more common in videogames. The "Hendsoldt 3x Optic" adds back the ZF 3x4° sight, although it is missing the top 1x reflex. As long as some sort of optic is present on the weapon, the 3x will appear, and you can use it by pressing the alternate aim button.

Heckler & Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm NATO
Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle.
The G36 in the loadout menu.

"MG36"

The G36 makes another appearance, masquerading as the Heckler & Koch MG36. The weapon has the Beta-C drums and bipod of the MG36, but the bipod is unusable, like other weapons with a bipod by default. Like all G36 variants in the game, it has the export variant of the rail top carry handle. The weapon is unlocked at rank 33.

As a LSW, it is in the LMG section.

Heckler & Koch G36 with bipod handguard and C-Mag, visually identical to the real MG36 - 5.56x45mm NATO
Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm. Image used to show export variant of the rail top carry handle
The faux MG36 in the menu.

Heckler & Koch G36K

The Heckler & Koch G36K is unlocked at rank 6 and is incorrectly classed as a carbine - while it does have a shorter barrel than the standard G36, it is not short enough to be considered a carbine. Like all G36 variants in the game, it has the export variant of the rail top carry handle.

It has access to a .300 Blackout conversion, which is fictional.

Heckler & Koch G36KV with export optical sight - 5.56x45mm NATO
Heckler & Koch G36C with a STANAG mag adaptor - 5.56x45mm NATO. Image used to show export variant of the rail top carry handle
The G36K in the loadout menu.

Heckler & Koch HK416A5

The Heckler & Koch HK416A5 is unlocked at rank 62 and is known simply as the HK416. It has a different reload compared to the rest of the AR-15 family, with the magazine knocked out by flicking the rifle to the right.

It has access to a .300 Blackout conversion, along with a "Full Stock" and "Long Barrel (AR)" attachment.

Heckler & Koch HK416A5 with 14.5" barrel - 5.56x45mm NATO

Howa Type 20

The Howa Type 20 is unlocked at rank 37.

Howa Type 20 - 5.56x45mm NATO

L85A2

The L85A2 is unlocked at rank 55. It has access to the L123A2 grenade launcher, which is a unique trait of this rifle.

L85A2 - 5.56x45mm NATO
L85A1 with SUSAT scope and L123 grenade launcher - 5.56x45mm NATO & 40x46mm grenade

M16A4

The M16A4 is unlocked at rank 22, depicted with a KAC handguard without rail covers. Its bolt does not lock back when empty and the selector is set to safe. It also has the inaccurate ability to fire the remaining bullets in a burst when the player is not pulling on the trigger - the cam mechanism of the M16A4 requires the trigger to be depressed to fire. If the trigger is lifted mid-burst, the remaining rounds are fired in the next burst e.g. two bullets are fired before the trigger is released, the next trigger pull would only fire one bullet because the mechanism has not reset.

A 7.62x39mm conversion is available, along with various barrel and stock attachments.

M16A4 - 5.56x45mm NATO
M16A4 MWS with ACOG and grippod - 5.56x45mm NATO
The M16A4 in the menu. Note the selector pointed towards safe; this happens on most AR variants in the game.
Previewing a modified M16A4 with C7-style ironsights, a 2nd Gen collapsible stock and a short barrel. Note the top rail cover is now missing.
Previewing an M16A4 with the 7.62x39mm conversion, stated to use Grendel magazines, though in practise they are black recolours of the default STANAG magazines. This weapon also has the buttstock removed.

"M16A3"

The "M16A3" is unlocked at rank 33, using the exact same model as the A4 (hence why it is listed as a variant of the A4). In gameplay however, it is a separate weapon, firing in full-auto instead of 3 round bursts. The "M16A3" uses all the same attachments and modelling errors as the A4.

The M16A3 in the menu.
Previewing an M16A3 with an A2 pistol grip mounted on a swivelling mount as a makeshift folding foregrip, along with a 2nd Gen collapsing stock in the collapsed position.

Steyr AUG A1

The Steyr AUG A1 is unlocked at rank 20, with the lowest firerate of all AUG rifles. It has the Swarvoski scope by default, which is also an attachment option, meaning two Swarvoski scopes can be used at once on the AUG A1. Toggling the aim type changes from the Swarvoski optic and either the back-up iron sights atop the optic, or the optical attachment mounted on top of the default optic. When optics are used, they are placed above the scope on a Picatinny rail (which resembles the Clawgear AUG Modular Scope Mount). Underbarrel grips replace the folding grip with a tri-rail setup.

Steyr AUG A1 - 5.56x45mm NATO
The AUG A1 in the loadout menu.

Steyr AUG Para

Equipping the 9mm conversion renames the weapon to "AUG A1 Para" and makes it resemble the weapon of the same name, minus the shorter barrel, which can be approximated in appearance with the "Short Barrel" attachment.

Steyr AUG Para - 9x19mm Parabellum

Steyr AUG A2

The Steyr AUG A2 is unlocked at rank 39, with the rail of the Special Receiver version. Despite all AUG variants being the same in real life, the A2 in in-game is in-between the firerate of the A1 and A3.

Steyr AUG A2 - 5.56x45mm NATO
Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.

Steyr AUG A3

The Steyr AUG A3, with a Coyote Brown finish, is unlocked at rank 52. It has the highest firerate of the AUG rifles. It is missing the bolt release on the model.

Steyr AUG A3 - 5.56x45mm NATO

Sturmgewehr 44

The StG-44 is unlocked at rank 144. The floorplate of the magazine is missing, and optics will wobble when attached. The weapon has an odd 5.56x45mm conversion.

Sturmgewehr 44 - 7.92x33mm Kurz

Tavor TAR-21

The TAR-21 is unlocked at rank 111. It can be modified to fire "Duplex" rounds, which shoot two bullets in one casing.

IWI Tavor TAR-21 Flat Top - 5.56x45mm NATO

Tavor CTAR-21

The "CTAR Barrel" attachment renames the weapon to the CTAR-21.

IWI Tavor CTAR-21 Flat Top - 5.56x45mm NATO

Type 88-2

The super-rare North Korean Type 88-2 is unlocked at rank 122. The default configuration of the rifle has it equipped with its infamous helical magazine, but they only hold 75 rounds instead of the reported 150, likely for gameplay balance, although nobody really knows how many rounds it holds, or if it is even a functional magazine. It is correctly depicted with the ribbed dust cover and proprietary overfolding stock, needed because standard AK side- or under-folding stocks would not work with the bulky helical magazine. The helical magazine can be swapped out for a 30-round magazine with the "Regular Mag" attachment.

Type 88-2 - 5.45x39mm

Type 88

The combination of the "Regular Mag" and "Full Stock" attachment turns the weapon into the Type 88.

Type 88 - 5.45x39mm

Type 58

Equipping the 7.62x39mm conversion turns the weapon into the Type 58.

Type 58 - 7.62x39mm

Battle Rifles

AG-3F2

The AG-3F2, a modernised version of Norway's AG-3 rifle, is unlocked at rank 76. It incorrectly uses the AG-3 name.

AG-3F2 - 7.62x51mm NATO

"AK12BR"

The fictional "AK12BR" is unlocked at rank 44. It's an odd weapon, chambered in 7.62x54mmR and utilising the same Balanced Recoil system from the AEK-971 and other weapons, which is what the "BR" in the name stands for (not "Battle Rifle" as you might assume). The Balanced Recoil system is housed in a fictional housing that matches the colour and material of the main receiver, and it also comes with a Picatinny rail on top. It has a 20 round curved magazine, although before an update it used a 30 round 5.45x39mm magazine like the regular AK-12, which somehow held 7.62x39mm. This made the weapon technically an assault rifle, but following feedback the developers changed the weapon to the bigger cartridge and smaller magazine. The developers state they included it as a battle rifle despite being an assault rifle in its original form because there were not enough battle rifles in the game.

AK-12 - 7.62x51mm NATO (photoshopped)
AK-107 with experimental 60-round magazine - 5.45x39mm. Image used to show the Balanced Recoil system

Alexander Arms .50 Beowulf EBR

The Alexander Arms .50 Beowulf Entry Complete Rifle (abbreviated as "Beowulf ECR") is a battle rifle unlocked at rank 21. It features a flat-top receiver, a 16.5" (42cm) barrel, and a standard Picatinny railed gas block. The rifle is sold standard with black furniture. Additionally, the weapon in-game is modified with Mangonel Flip-Up Sights. It can be modified to fire in three round bursts, which means it fires 3 bursts of 3, then a burst of either 1 or 2, depending if there is a round in the chamber or not, due to its 10 round magazine.

Alexander Arms .50 Beowulf - .50 Beowulf
The ECR in the loadout menu.

Alexander Arms .50 Beowulf TCR

The Alexander Arms .50 Beowulf Tactical Complete Rifle (abbreviated to "Beowulf TCR" in-game) is listed as a designated marksman rifle in-game, unlocked at rank 70. This variant of Alexander Arms' Beowulf rifles features a flat-top receiver, 16.5" (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake. This muzzle brake is never removed and any muzzle attachment is mounted inside of it, like similar weapons with default muzzle brakes, like the Serbu BFG-50. It also has the same Diamondhead sights as a few other weapons in the game, notably the KRISS Vector. Finally, a 5.56x45mm conversion is available, which makes the rifle weaker but triples ammo capacity from 10 to 30 and fires twice as fast, 800 RPM instead of 400.

Alexander Arms .50 Beowulf Tactical - .50 Beowulf

DSA SA58 SPR

A heavily customised FAL rifle most closely resembling the SA58 SPR is unlocked at rank 78. It features a full sized, 21-inch barrel FAL with a blue handguard without the top rail, an M16 pistol grip, a different customised stock and standard FAL iron sights compared to the real SA58 SPR. It also has standard FAL 20 round magazines instead of the 10 round magazines seen on the reference photo below. It is classed as a DMR in-game.

DSA SA58 Special Purpose Rifle - 7.62x51mm NATO

FN FAL 50.00

The FN FAL 50.00 is unlocked at rank 107, as a select-fire battle rifle with a 20 round magazine. It can be converted to fire .45 ACP for some odd reason, which uses a 50 round drum.

FN FAL 50.00 - 7.62x51mm NATO

"FAL Para Shorty"

A custom short FAL rifle called the "FAL Para Shorty" is unlocked at rank 98, classed as a PDW/SMG. It is an odd weapon, with a folded FAL paratrooper stock, an MP5K grip and handguard and an extremely short barrel. The MP5K grip is a different colour to the rest of the weapon, implying it was taken from an MP5K and attached to the weapon. The end result bears a resemblance to the compact FAL from the movie The Wild Geese, which might have been the inspiration for this weapon. It is select-fire in-game.

The sprinting animation uses the same animations as the pistols and the MAC-10. During its time in the Test Place, it was classed as a carbine instead of a PDW/SMG.

Photoshopped Custom shortened L1A1 SLR (Self Loading Rifle) as used in The Wild Geese - 7.62x51mm NATO
Heckler & Koch MP5K with Navy trigger group - 9x19mm Parabellum

FN SCAR-H

A grey SCAR-H is unlocked at rank 30. It has a 30 round 7.62x39mm conversion and the same firing sounds as the lower caliber SCAR-L.

Like every SCAR variant, it has the PM II scope unlocked by default.

FN SCAR-H STD - 7.62x51mm NATO
The SCAR-H in the loadout ment.

Heckler & Koch G3A3

The G3A3 is unlocked at rank 59, simply called the "G3".

Heckler & Koch G3A3 with slimline handguard - 7.62x51mm NATO

Heckler & Koch HK417

The HK417 is unlocked at rank 78, correctly depicted as select-fire and classed as a battle rifle.

Heckler & Koch HK417 with 16" barrel - 7.62x51mm NATO

IMBEL M964 A1 ParaFAL

The IMBEL M964 A1 ParaFAL is unlocked at rank 89, incorrectly referred to as the "FAL 50.63 Para"; it has neither the correct barrel length, charging handle, or stock of that version. It is incorrectly classed as a carbine, although it was correctly classed as a battle rifle before an update; it also used to be correctly called the "PARA FAL". It features the same 50 round .45 ACP conversion, as well as a 5.56x45mm conversion, which makes the weapon resemble the FN FNC, albeit with a standard FAL handguard.

IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO

M14

The M14 is unlocked at rank 2, depicted (rarely, for a video-game) as select-fire, boasting a firerate of 750 RPM. The weapon features a 6.5mm Creedmoor conversion, which increases the magazine size from 20 to 30.

M14 - 7.62x51mm NATO
The M14 in the menu.

MC51SD

An integrally suppressed version of the HK51, the MC51SD is unlocked at rank 86 and is incorrectly classed as a carbine instead of a battle rifle. It has a longer barrel than the real MC51SD, akin to the Heckler & Koch G3KA4. The stock can be used with the "Retractable Stock" attachment, which, confusingly, extends the stock.

MC51SD - 7.62x51mm NATO

Ohio Ordnance HCAR

The Ohio Ordnance HCAR was added in October 2023 as part of update 9.0.3 and is unlocked at rank 181.

Ohio Ordnance HCAR - .30-06 Springfield

Springfield Armory M1A

The Springfield Armory M1A is unlocked at rank 68 and is incorrectly referred to as the "M21"; it is not a real M21 as it lacks the fire selector.

Springfield Armory M1A - 7.62x51mm NATO

Rifles & Carbines

AAC Honey Badger

The AAC Honey Badger is unlocked at rank 62 and is classified as a carbine. Oddly, muzzle attachments can be used at the same time as the integral suppressor, which is obviously impossible in real life, but does have a basis in reality, as the Barrett M107 has a proprietary suppressor that allows other muzzle attachments to be used in tandem with the suppressor. The suppressor is also removable, which does not have as much of an impact on the ballistics as you might think, given the weapon only has a 6" barrel.

AAC Honey Badger - .300 AAC Blackout

AK-12 Carbine

The AK-12 Carbine, an originally planned variant of the 2012 prototype of the AK-12, appears as the "AK-12C", and is chambered in 7.62x39mm. In reality, this prototype carbine only existed in early photoshopped images and didn't enter development stage, though the post-2016 production version of the AK-12 series eventually included a 7.62x39mm carbine variant called the AK-15K (which has various differences from the planned prototype).

AK-12 Carbine - 7.62x39mm (photoshopped)

AK-12 (7.62x39mm)

The Long Barrel attachment converts the weapon into a full-sized AK-12 prototype in 7.62x39mm.

Prototype AK-12 - 7.62x39mm (photoshopped)

AK-105

The AK-105 carbine is unlocked at rank 105. It has the railed dust cover of the AK-103M.

AK-105 - 5.45x39mm

AK-102

The 5.56 Conversion converts the weapon and changes its name to the AK-102.

AK-102 - 5.56x45mm NATO

AK-107

The "BARS Barrel" converts the weapon into the AK-107.

AK-107 with experimental 60-round magazine - 5.45x39mm

AK-108

The combination of the "BARS Barrel" and the 5.56 Conversion converts the weapon and changes its name to the AK-108. The AK-103 can also be made into the 108 (although the name does not change for the 105), so this weapon appears in the game twice.

AK-108 - 5.56x45mm NATO

AK-101

The 5.56 Conversion and the Long Barrel make the weapon the AK-101. The AK-103 can also be made into the 101 (although the name does not change for the 105), so this weapon appears in the game twice.

AK-101 - 5.56x45mm NATO

AK-74M

The Long Barrel attachment converts the weapon into the AK-74M.

AK-74M - 5.45x39mm

AKS-74U

The AKS-74U is unlocked at rank 88, and is incorrectly classed as a PDW/SMG instead of a carbine and is called the "Krinkov". It has a 9x19mm conversion, along with the other conversions listed below.

AKS-74U - 5.45x39mm

AKS-74UB

Equpping the PBS-4 Suppressor effectively makes the weapon an AKS-74UB.

AKS-74UB - 5.45x39mm

AKMSU

The 7.62x39mm ammo conversion turns the weapon into the AKMSU.

AKMSU (converted AKM pistol) - 7.62x39mm

AK-12U

The AK-12U, a planned (but not developed) sub-carbine version of the 2012 prototype AK-12, appears under the misnomer "AKU12". It is unlocked at rank 35.

Photoshopped mock-up of the AK-12U - 5.45x39mm

"PPK-12"

The 9mm Conversion converts the weapon into the "PPK-12" (which is the name of an early submachine gun concept of the AK-12 prototype), complete with name change and the addition of a 100 RPM 3 round burst mode. The PPK-12 was originally added as a PDW, then removed and replaced with the conversion for the "AKU-12". The original PPK-12 is now a developer-only weapon. The old model is able to be seen in the main menu. There was also a stockless version categorised as an "Other" sidearm.

Visually the weapon resembled the PP-19-01 Vityaz SMG, but with 2012 prototype AK-12 externals.

PP-19-01 "Vityaz" SB-20 - 9x19mm
Prototype AK-12 - 5.45x39mm

Daewoo K1A

The Daewoo K1A is unlocked at rank 63.

Daewoo K1A with stock extended and 30-round magazine - 5.56x45mm NATO

Diemaco/Colt Canada C8A3

A Colt Canada C8A3 with the barrel of a C8A2 is unlocked at rank 128.

Colt Canada C8A3 - 5.56x45mm NATO

FN SCAR PDW

The FN SCAR PDW is unlocked at rank 32.

FN SCAR PDW (old version) - 5.56x45mm NATO
The SCAR PDW in the loadout menu.

Gwinn/Bushmaster Arm Pistol

The Gwinn/Bushmaster Arm Pistol, which is actually a subcompact bullpup carbine legally defined as a pistol under certain US states' laws, is unlocked at rank 110 as the "Arm Pistol". It comes with a 20 round STANAG magazine and a illegal conversion to full-auto fire at 800 RPM, which places it into the machine pistol category. The extended magazine attachment gives it a standard 30 round STANAG magazine. Due to the 5.56mm ammo used, it deals the same sort of damage as 5.56mm assault rifles, but due to the compact size, it also shares the same recoil values from the M231 listed below.

The weapon is modelled after the earlier Gwinn version of the Arm Pistol, and it has the trigger group permanently at a 38 degree tilt. Weirdly, when the "Ballistics Tracker" attachment is used, two appear instead of one. This is the first appearance of the weapon in a videogame.

Gwinn/Bushmaster Firearms Arm Pistol - 5.56x45mm NATO

Heckler & Koch G36C

The Heckler & Koch G36C is unlocked at rank 7.

Heckler & Koch G36C - 5.56x45mm NATO
The G36C in the loadout menu. Note that even though the iron sights are of the standard G36C type, the carry handle lacks the triangular protrusions on the inside like on an export variant.

Heckler & Koch SL8-1

The Heckler & Koch SL8-1 is unlocked at rank 34. It incorrectly uses a double-stack 30-round G36 magazine.

Heckler & Koch SL8-1 - 5.56x45mm NATO
The SL8 in the menu.

Henry 45-70 All-Weather Lever Action

The Henry 45-70 All-Weather is a modern (2016) reproduction of the original Henry 1860 lever-action rifle. As the name suggests, it fires .45-70 Government instead of .44 Henry. While being a modern weapon, it retains the loading system of the 1860, modified slightly to allow for a handguard to be fitted to the rifle. A magazine tube is removed from the weapon and individual rounds are loaded into it, then it is pushed back into the tube under the barrel. This reloading procedure is replicated in-game, and the magazine tube only holds 5 rounds. The model in-game has a marginally longer barrel than the image below.

The Henry is classed as a battle rifle, although it functions more like a low-velocity sniper rifle, with a faster firerate than all snipers, but still much slower than the semi-auto battle rifles. This problem can be circumvented with Plus P ammunition, which makes the weapon fire rounds much faster, and also gives the weapon higher penetration. .410 shotshells can also be used, which changes the name to "Henry 410" and makes the weapon fire 4 pellets instead of one bullet. Oddly, these pellets are almost directly over each other, with strong vertical spread instead of horizontal, as one might have expected. A 30-30 conversion is also available, as well as the "Malcolm 3x Scope". It can also use the same scope as the PGM Hecate II sniper rifle, the "Sidewinder ED", which makes it the only non-sniper rifle to have access to this scope.

Henry 45-70 All-Weather Lever Action - .45-70 Government

IWI X95R

The IWI X95R is unlocked at rank 130.

IWI X95R with 13-inch barrel and tan body - 5.45x39mm

Knight's Armament Company Revolver Rifle

A slightly visually altered Knight's Armament Revolver Rifle appears as the "KAC SRR" (Silenced Revolver Rifle), is classed as a carbine and is unlocked at rank 125.

Knight's Armament Revolver Rifle - .30 caliber. The weapon in-game features ironsights instead of the scope seen in this reference image.

L22 Hybrid

A hybrid between the L22A2 and the SA80 AFV prototype (referred to as just the "L22" in-game) is unlocked at rank 28. It is mostly based off the AFV prototype, but it has the receiver of the L22A2.

SA80 AFV prototype - 5.56x45mm NATO
L22A2 - 5.56x45mm NATO
The L22 in the loadout menu.

M4

The M4 carbine is unlocked at rank 14.

M4 - 5.56x45mm NATO
The M4 in the menu.

M4A1

The M4A1 is unlocked by default, making it the first carbine players have access to.

M4A1 - 5.56x45mm NATO
The M4A1 in the loadout menu.

M231 Firing Port Weapon

The M231 Firing Port Weapon is unlocked at rank 123 and is classed as an assault rifle in-game. Being a weapon only designed to fire from an M2 Bradley, it is not the easiest thing to use in combat. It fires at 1225 RPM, has extreme vertical and horizontal recoil and has no iron sights at all. Correctly depicted as open bolt, it also has the wire stock available as an attachment, though the model is borrowed from the M3A1 "Grease Gun" and is not the correct stock for the M231.

In real life, it is only meant to be used inside the M2 Bradley, removing it is inadvisable in a combat scenario outside of extreme emergencies. The game reflects this with the description stating "the M231 Firing Port Weapon is only intended to be used inside the Bradley AFV in a special mount. Hits hard, but good luck hitting anything..."

The weapon's description ("... You're going to use it anyways, Boss?") has a reference to Metal Gear Solid 3, where "The Boss" uses a heavily modified short-barrel AR-15 platform rifle with a Beta C-Mag magazine called the Patriot. The same sort of weapon can be created by equipping the "Short Barrel" attachment and the "M855 Specialty Conversion", the latter replaces the 30 round magazine with a C-Mag.

M231 Firing Port Weapon - 5.56x45mm NATO

MBA Gyrojet Carbine

The carbine variant of the Gyrojet is unlocked at rank 127. Like the pistol, it has reverse damage, which increases with range. It also has the fictional full-auto upgrade, like the pistol.

Gyrojet Mark 1 Model B Military Carbine - 13mm

OTs-126

The OTs-126, a semi-auto carbine variant of the PP-2000, is unlocked at rank 48. It is depicted as select-fire in-game.

OTs-126 - 9x19mm Parabellum

OTs-14-1A-01 Groza

The OTs-14-1A-01 Groza appears as the "Groza-1", unlocked at rank 42.

OTs-14-1A-01 Groza - 7.62x39mm

OTs-14-4A-03 Groza

The OTs-14-4A-03 Groza is unlocked at rank 79, referred to as the "Groza-4".

OTs-14-4A-03 Groza - 9x39mm

Remington 1858 "Cattleman's Carbine"

The Remington 1858 "Cattleman's Carbine" is unlocked at rank 93.

Remington 1858 "Cattleman's Carbine" - .44

Rossi Circuit Judge

The Rossi Circuit Judge is unlocked at rank 114 and is referred to as the "Jury".

Rossi Circuit Judge - .410 bore/.45 Long Colt

SKS

The SKS in a Tapco Intrafuse stock is unlocked at rank 13.

SKS with Tapco Intrafuse stock - 7.62x39mm
The SKS in the menu.

SR-3M

The SR-3M is unlocked at rank 69.

SR-3M with 30 round magazine - 9x39mm

Sniper Rifles

Accuracy International Arctic Warfare Suppressed

The Accuracy International Arctic Warfare Suppressed is unlocked at rank 41 and is known as the "AWS". It has a 10 round magazine and is stated to be firing .308 Winchester. It is the only integrally-suppressed sniper rifle in the game, which gives it the lowest muzzle velocity in its class. The PM II scope it uses is a unique variant with an illuminated reticle.

Accuracy International AWS - 7.62x51mm NATO

Accuracy International Arctic Warfare Magnum

The Accuracy International Arctic Warfare Magnum is unlocked at rank 82 and is known as the "AWM". Prior to update 4.7.0, it had a white chassis and was known as the L115A3, which the model did not accurately represent. The new AWM has a much more accurate model. It was also available in the Alpha of the game.

The AWM comes with ironsights by default, the same as the KRISS Vector and Beowulf TCR. They are modelled after the Diamondhead flip-up sights, but the AWM has a unique front sight compared to the two other weapons that use Diamondhead sights.

Accuracy International AWSM without scope - .338 Lapua Magnum
Accuracy International AWM-F - .300 Winchester Magnum

Barrett M107A1

The Barrett M107A1 is unlocked at rank 170, with a tan frame and a five round magazine, for balancing reasons. It previously appeared in the Alpha build of the game, where it was an M82A1 model.

Two interesting things to note about this weapon: attaching a suppressor allows the player to hear the action cycling as well as the spring pushing the bolt back into battery, despite the M107 being one of the loudest guns in the whole game. Secondly (and strangely), the bolt does not cycle at the end of the last shot; the player instead ejects the last round during the reload animation.

Like the game's other .50 BMG weapons, it has access to .416 Barrett and "Dust Shot" conversions, the former increasing penetration and velocity while sacrificing range and damage, and the latter making absolutely no sense at all, turning an anti-materiel rifle into the world's most unwieldy semi-automatic shotgun.

Barrett M107A1 - .50 BMG

Cheyenne Tactical M200 Intervention

The Cheyenne Tactical M200 Intervention is the default sniper rifle, unlocked at rank 0. Foregrips are mounted in front of the upside-down carry handle; before update 4.0.0, the carry handle was removed when grips were used.

It has access to a straight-pull bolt and a .375 Cheytac conversion. The stock can also be removed.

Cheyenne Tactical M200 Intervention - .408 CheyTac
The Intervention in the loadout menu.

Daewoo K14

The Daewoo K14 is unlocked at rank 138, making its first appearance in any media. It has an exclusive scope, the KOM 10x42, which cannot be unlocked for use on other sniper rifles.

Daewoo K14 - 7.62x51mm NATO

Denel NTW-20

The Denel NTW-20 is unlocked at rank 220. It features both 14.5x114mm and 20x110mm conversions, the latter of which turns the weapon into a single-shot breech loader. The weapon is incredibly heavy, denying the player the ability to walk while aiming or aim at all unless they are crouched, prone or near waist-high cover, as the weapon features a usable bipod system.

The description incorrectly states that the weapon was designed to take down tanks.

Denel NTW-20 - 20x82mm MG151

Dragunov SVDS

The SVDS Dragunov is unlocked at rank 104. The bolt does not lock back when empty and the ironsights more closely resemble a Gewehr 43 rather than the Mosin Nagant-style sights of the SVDS in reality.

Prior to Update 4.0.0, the weapon had a 5 round capacity in a 10 round magazine model. It also used to be classed as a DMR, but it has now been changed to a sniper rifle and a 10 round capacity.

SVDS - 7.62x54mmR

Dragunov SVD

Equipping the "Full Stock" converts the weapon into a Dragunov SVD, with a wood stock and handguard instead of the SVDS' polymer. The name also changes to reflect the conversion.

SVD Dragunov - 7.62x54mmR

Dragunov SVU

A green SVU Dragunov is unlocked at rank 38. It has a PSO-1 which has much more magnification than a real PSO-1 - 7.5x compared to the real scope's 4.0x. The SVU also has access to iron sights. The bolt does not lock back when empty.

Before Update 4.0.0, the SVU was classed as a DMR, had 5 rounds in a 10 round magazine and had an integral suppressor, due to the unique, cylindrical appearance of the muzzle brake on the SVU. After this update, the developers realised the error, re-classed it as a sniper rifle and removed the suppressor effect from the built-in muzzle brake, although it is non-functional like other guns with muzzle brakes by default. The magazine capacity has also been increased to 10.

SVU modernized with black furniture and a bipod - 7.62x54mmR
SVU-A - 7.62x54mmR. Image used to show back-up iron sights.

FN SSR

The FN SSR, called the "SCAR SSR", is unlocked at rank 85. It is classed as a DMR in-game. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 20 round SCAR-H magazine loaded with 10 rounds and a 6.5mm Creedmoor conversion.

Like every SCAR variant, it has the PM II scope unlocked by default.

FN SSR (Sniper Support Rifle) - 7.62x51mm NATO

Grünig & Elmiger FT300

The Grünig & Elmiger FT300 is a Swiss sniper rifle, unlocked at rank 160 and chambered in .243 Winchester by default. It features a lot of customisation, with caliber conversions to .22 LR, .308 Winchester, 7.5x55mm and 6XC Norma, a modified .250 Savage round designed for competition shooting. Other options include a "Marksman Kit", adding a 10 round detachable magazine and a straight-pull bolt (not compatible with the .22 LR conversion), an integral suppressor, the "Olympian Target Sight" and "Olympian Grip" and finally, the Wood Furniture modification, which has very little stat changes.

The G&E logo is replaced with the Stylis Studios logo.

Grünig & Elmiger FT300 - 6mm BR

Heckler & Koch MSG90

The Heckler & Koch MSG90 is unlocked at rank 59. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. It has a 5 round magazine implausibly loaded with 10 rounds.

Heckler & Koch MSG90 - 7.62x51mm NATO

Knight's Armament SR-25

The Knight's Armament SR-25 is unlocked at rank 3, under its SOCOM designation of Mk 11. It has the back up irons of the real weapon as the default ironsights. It is classed as a DMR. Despite having one fire mode, semi-auto, it has an animation to switch fire modes. Weirdly, the animations for reloading include both pressing the bolt release and pulling the charging handle.

It has a conversion to .500 Phantom rounds.

Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO
The SR-25 in the loadout menu.

M1903 Springfield

The M1903 Springfield is unlocked at rank 136. It can be converted to the rare Air Service version, or have a Pedersen Device installed.

M1903 Springfield - .30-06 Springfield
M1903 Springfield Air Service - .30-06 Springfield
M1903 Springfield with Pedersen Device - .30-18 Auto

Mosin Nagant M1891/30

The Mosin Nagant M1891/30, known simply as the "Mosin Nagant", is unlocked at rank 91, a nod to the original rifle's designation of M1891. The description states it is from the 1800s, which is incorrect for the specific model of rifle in the game, which was produced from 1930 onwards. However, the original rifle was made in 1891.

The reload animations are always wrong unless reloading from an empty magazine - the player character will always push a full stripper clip into the rifle, regardless of remaining rounds. The bolt has to be opened to reload, which would cause a round to be lost, but no such mechanism is present in-game. Additionally, the top round is not pulled upward to avoid rims locking together, which could cause misfeeds, and the "clip" part of the stripper clip is removed incorrectly.

The rifle always has the bent bolt regardless of attachments, and can attach a PU-1 scope. Additionally, it has access to an "8mm" conversion, which increases body damage at close range and decreases headshot damage at long range; this is presumably either meant to represent one of the interwar Polish conversions to 8x57mm Mauser, or one of the WWI-era Austro-Hungarian conversions to 8x50mmR Mannlicher. The ironsights have a higher zoom than almost every ironsight in the game, including ones on other sniper rifles like the AWM, which has irons by default. Interestingly, it has access to an extended magazine attachment; this is modeled off of the Howling Raven 10-round extended magazine, and is (like the real deal) detachable.

Mosin Nagant M91/30 - 7.62x54mmR
Mosin Nagant M91/30 with PU scope - 7.62x54mmR

Mosin Nagant "Obrez"

The Mosin Nagant "Obrez" version, a sawn-off Mosin, is available in the "Other" secondary category and is unlocked at rank 117. It shares all the reload inaccuracies from the M1891/30 listed above. The Obrez, as you would expect, has a lot of recoil, spread and bulet drop, but it can be effectively used as a pocket sniper.

By default, it lacks a front sight, making aiming rather difficult. However, a barrel attachment called "Front Post" remedies the issue, extending the barrel just far enough in order to attach a front sight onto the barrel. The "Obrez Stock" and "Long Barrel" make the weapon approximate the M1891/30 listed above, in appearance, barrel length and performance, though it will still have more bullet spread than the proper rifle. Additionally, the extended barrel has no wood - it is just bare metal all the way.

The weapon also has access to the 8mm conversion and the extended magazine, like the full-length rifle.

As a bit of trivia, the appearance of the Obrez in Phantom Forces predates the appearance of the Obrez in Battlefield 1 by a few months, making Phantom Forces the first game to feature one as a standalone weapon (though one could be created in DayZ by sawing down a full-length Mosin prior to this).

Mosin Nagant M91/30 "Obrez" - 7.62x54mmR

PGM Hecate II

The PGM Hecate II is unlocked at rank 150, with a Scrome LTE J10 F1 scope. Despite the Hecate's recoil compensation measures in real life such as the muzzle brake and its weight, which is supposed to reduce recoil to a level comparable to that of a .308 Winchester, the in-game depiction of the gun has very high recoil, most likely due to balancing purposes.

PGM Hecate II - .50 BMG

Remington Model 700 Magpul

The Remington Model 700, fitted with a Magpul chassis, is unlocked at rank 14 and is known as the "Remington 700". It has a 6 round magazine, which does not exist, meaning a 7 round magazine has been loaded with 6 rounds. However, the model is that of a 5 round magazine. It has access to an extended magazine and a straight-pull bolt.

Remington Model 700 with Magpul Hunter 700L Stock - 7.62x51mm NATO
The Remington 700 in the menu.

Sako TRG-42

The Sako TRG-42 is unlocked at rank 84. It has a white chassis and MBUS back up ironsights, despite the rifle already having built-in irons. In-game, it is chambered in .338 Lapua Magnum.

Sako TRG-42 - .300 Winchester Magnum

Serbu BFG-50

The Serbu BFG-50 makes its inaugural appearance in a form of media, identified as "BFG 50", being the most powerful sniper rifle in the game until the addition of the Hecate II and M107. It is well-known by the community due to its insane one-shot-kill potential and the fact that many low-level players would unlock it with credits before they reached rank 65. It is a single-shot, breech-loading .50 BMG rifle.

The rifle has a few unique attachments - .17 Wildcat rounds are super-bottlenecked .50 BMG rounds which increase the bullet velocity of the BFG 50. It can also use .416 Barrett ammo and M903 SLAP rounds. It is equipped with the NXS 8-32 scope by default.

All muzzle attachments are mounted inside the default muzzle brake, which is just part of the model and provides no statistical advantage.

Serbu BFG-50 - .50 BMG

"SFG 50"

A fictional super short-barrelled version of the Serbu BFG-50, known as the "SFG 50", is unlocked at rank 75 and it is part of the "Other" secondary weapon category. As you would expect from a short-barrelled .50 BMG rifle, it has insane recoil and low accuracy at range. The default muzzle brake is just part of the model and provides no statistical advantage.

Like the BFG-50, it has access to .17 Wildcat, M903 SLAP and .416 Barrett ammo, along with the NXS 8-32 scope. It also has access to "Dust Shot", which turns the weapon into a bolt-action, single-shot shotgun.

The name "SFG 50" is never explained, nor was the name BFG for the BFG 50. As Serbu never gave any explanation for the name, many people have interpreted the acronym as "Big Fucking Gun", along the same line as the BFG 9000 from the DOOM franchise. This would make SFG stand for "Small Fucking Gun", which was reflected by the weapon's name in the killfeed being in lower-case until the Crimson Update.

The "SFG 50" in the menu.
The "SFG 50" with the default suppressor (with a unique model) and the "Ballistics Tracker" attachment (which is just an iPhone with a Stylis Studios logo).

Steyr Scout

An early-model Steyr Scout is unlocked at rank 195, equipped with a Leupold M8-6x scope. It is chambered in .376 Steyr and has an 8 round magazine. The straight-pull bolt is an attachment option for this weapon. It was previously chambered in 7.62x51mm NATO, with an underloaded 9 round magazine (should be 10), but it was changed in an unknown update. Instead of a Steyr logo on the stock, there is a Stylis Studios logo.

Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO

VSS Vintorez

The VSS Vintorez is unlocked at rank 46. By default, it has no scope and a 10 round magazine, but a PSO-1 scope can be attached to the weapon. It is classed as a Designated Marksman Rifle in-game and it is the only select-fire DMR in-game.

Like the AS Val, the Vintorez has access to the "Suppressor.. ?" attachment, which is the only barrel attachment. In-game, it doesn't do anything apart from pitch up the noise of your shots, and it is nonsensically attached to the end of the integral suppressor. It is modelled after the PBS-1.

The AS Val can also be made into a VSS with the "Full Stock" attachment.

VSS Vintorez with PSO-1 scope - 9x39mm

Walther WA 2000

The Walther WA 2000 is unlocked at rank 200. It correctly has a 6 round capacity. The scope model seems to be the same as the one on the Scout, the Leupold M8-6x, however the reticle is different. Oddly, a red laser attachment emits a pink beam instead. The top-mounted bipod is deployed when the "Long Barrel" attachment is used, like the FAMAS. Also like the FAMAS, the bipod is functionally useless.

The description of the rifle states "Section 26, paragraph 5 - need to know. I'm sure you understand", which is a reference to The Living Daylights, a Bond film in which Timothy Dalton uses the WA2000.

Walther WA 2000 - .300 Winchester Magnum

Machine Guns

Browning Automatic Rifle M1918A2

The Browning Automatic Rifle M1918A2 was added in October 2023 as part of update 9.0.3.

M1918A2 Browning Automatic Rifle without carry handle - .30-06

Diemaco C7 LSW/Colt Model 750 LMG

The Diemaco/Colt Canada C7 LSW appears as the first LMG players unlock, under the name "Colt LMG". It does not have the built-in foregrip and it uses a 60 round quad-stack magazine. Despite the fact that it has a fixed carry handle (being based on the M16A2), the carry handle is removed when used with optics.

Diemaco C7 LSW/Colt Model 750 with Beta-C drum magazine - 5.56x45mm NATO
The C7 LSW/M750 in the loadout menu.

Heckler & Koch HK21E

The Heckler & Koch HK21E is unlocked at rank 67. Like the Vollmer HK51-B, it has a unique belt box that only G3 LMG variants use.

Heckler & Koch HK21E - 7.62x51mm NATO

L86A2

The L86A2 LSW is unlocked at rank 43, under the name "L86 LSW".

L86A2 with SUSAT scope - 5.56x45mm NATO

M60E6

The M60E6, under the generic "M60" name, is unlocked at rank 19. It is fitted with a clubfoot stock and has the top rail from the Mk 43 Mod 1.

M60E6 with ELCAN scope - 7.62x51mm NATO
The M60 in the loadout menu.

MG3KWS

The MG3KWS is the improved version of the MG3, unlocked at rank 101. It can be modified with the "Light Bolt" and "Heavy Bolt" attachments, which in/decrease ROF. The MG3 has heavy bolt versions so it can be more easily fired from the shoulder.

MG3KWS with Steiner 1-5x24 scope - 7.62x51mm NATO

MG42

The MG42 is unlocked at rank 142. It can be modified with the "Light Bolt" and "Heavy Bolt" attachments, which in/decrease ROF. Despite not being for MG42s, this has a basis in reality - the MG3 has heavy bolt versions so it can be more easily fired from the shoulder.

MG42 - 7.92x57mm Mauser

RPK

The RPK with a 40-round magazine is unlocked at rank 54.

RPK with 40 round magazine - 7.62x39mm

RPK-12

The RPK-12, an early LMG concept of the AK-12 prototype, appears in the game. It is unlocked at rank 37, and has a 45 round magazine. It is based on the gun of the same name in Battlefield 4.

Photoshopped mock-up of the RPK-12 - 7.62x39mm

RPK-74

The RPK-74 is unlocked at rank 88. It uses the same rear sight as the AK74, when it should have a rear sight with windage adjustment.

RPK-74 - 5.45x39mm

Steyr AUG HBAR

The Steyr AUG HBAR is unlocked at rank 27. It has the same rail system as the AUG A2 and A3, as well as a 42 round magazine, which incorrectly visually resembles a brown 30 round STANAG magazine. It used to be closed-bolt, but an update changed it so that the weapon was open-bolt, however the charging handle still moves as if it were closed-bolt.

Steyr AUG HBAR - 5.56x45mm NATO
Steyr AUG Special Receiver - 5.56x45mm NATO. Image used to show the Picatinny rail.
The AUG HBAR in the loadout menu.

Vollmer HK51-B

The super-rare Vollmer HK51-B, a short-barrelled HK21 conversion, is unlocked at rank 160. It is an unofficial belt-fed short-barrelled G3 rifle, adapted to use the M13 link designed for the M60. Despite this, it has a unique belt box model that all G3 LMG variants use. The reload animation is the same as the HK21. The weapon has the 3 round burst mode from the MP5A5.

Oddly, it is classed as a carbine, despite being a machine gun. This means it is the only belt-fed carbine in the game.

Vollmer HK51-B without ammunition belt - 7.62x51mm NATO

Launchers

M79

The M79 appears as the "M79 Thumper", one of the grenade launcher's nicknames from the Vietnam War. It is classified as an "Other" secondary, alongside the Obrez, the "SFG 50", the "Saiga-12U", the sawed-off shotgun and the Serbu Super Shorty, and is unlocked at rank 79. The sights are permanently folded down, and are removed and replaced by a Picatinny rail when using optics. The stock is removeable, replaced by a sawed-off pistol grip, and the barrel can be shortened. Nonsensically, the weapon can also be fitted with a muzzle brake or a compensator, which would never be able to be attached to the M79 in real life. It also has access to the joke "Loudener" muzzle attachment, which makes the weapon louder when firing. When reloading, the opening latch is correctly used before the barrel can be opened, which is nice attention to detail.

The weapon does not fire HE 40x46mm grenades, as one might expect - instead, it fires 10 .22 LR bullets using the 40x46mm grenade casing, meaning it functions more like a single barrelled shotgun than a grenade launcher. This is not possible in real life - while there were experimental, shotgun like, ammunition for this weapons in real life, the chamber of the M79 cannot hold enough pressure to push small projectiles up to a lethal velocity. The barrel is rifled, therefore the small projectiles spread widely and is less lethal than a handgun or conventional shotgun at further range.

The M79 has a few ammo conversions. It can use Hollow Point and Armour Piercing, unlike other shotguns, owing to it using .22 LR, not regular shotgun shells. The 40mm Sponge ammunition is unlocked by default, a riot-control ammo type intended to be non-lethal; instead of killing, it stuns and shocks the target. It has a similar function to a slug round used in the other shotguns, but with more pronounced drop and a muzzle velocity of 60m/s. It can kill with a hit anywhere on the body, and it has a different model to the normal ammunition - the 40mm grenade now has a grey base and a blue tip. The M79 can also fire Flechette ammunition, which has 16 projectiles, more than standard 8 darts used by every other shotgun with the flechette ammunition equipped. Flechette pierces cover better, but deals less damage, less muzzle velocity and has more spread. ".410 Beehive" converts the M79 to fire .410 shells, with 12 pellets that travel faster and further than the .22 LR, but have less power and more spread, meaning it functions similarly to the birdshot ammunition. Buckshot makes it fire the standard 8 pellet shells used in other shotguns via an adaptor, dealing more damage and with more muzzle velocity than the standard .22 LR, but with more spread and less pellets, it is not very useful. Finally, slugs function similarly to the 40mm Sponge, but with longer range, more spread and less drop, turning the M79 into an inaccurate version of the "SFG 50".

M79 grenade launcher - 40x46mm

X Products Can Cannon

The X Products Can Cannon is rather bizarrely the last firearm unlocked, at rank 222.

X Products Can Cannon - 12 oz. can

Explosives

For gameplay purposes, all grenades glow green or red when thrown, depending on if the team that threw the grenade is friendly or not.

M26 Hand Grenade

The M26 hand grenade is unlocked at rank 26.

M26 hand grenade
The M26 in the loadout menu.

M560 Mini Grenade

The M560 mini grenade is unlocked at rank 56.

M560 mini grenade

M67 Hand Grenade

The M67 hand grenade is the default grenade in Phantom Forces.

M67 hand grenade
The M67 in the loadout menu.
The pre-5.7.0 model for the grenade.

Mk. 2 Hand Grenade

The Mk 2 hand grenade is unlocked at rank 2.

Mk. 2 hand grenade
The Mk. 2 in the menu.

Model 24 Stielhandgranate

Three versions of the Model 24 Stielhandgranate appear in-game. The first is the basic "M24 Stick", which is unlocked at rank 24. The second is the Geballte Ladung variant, unlocked at rank 168 (which is 7 times 24). The third is actually a melee weapon, and can only be unlocked by getting a Legendary on a case.

Model 24 Stielhandgranate
The Stielhandgranate in the menu. The marking on the grenade's head reads "Kartoffel" (potato in German), in reference to its "potato masher" nickname.
Model 24 Stielhandgranate Geballte Ladung

RGD-5 Hand Grenade

The RGD-5 hand grenade is unlocked at rank 54.

RGD-5 hand grenade

RGN Hand Grenade

The RGN is unlocked at rank 113.

RGN hand grenade

RGO Hand Grenade

The RGO hand grenade is unlocked at rank 114.

RGO hand grenade

T13 Beano Grenade

The T13 Beano grenade is unlocked at rank 80.

T13 Beano grenade

V40 Mini Grenade

The V40 Mini Grenade is unlocked at rank 140.

V40 Mini Grenade

Other

e-Shotgun

The "E Gun" is the world's first commercial coilgun, called the e-Shotgun in real life and unlocked at rank 87. The weapon fires small discs, which the game affectionately calls "Angry Pancakes". A caliber conversion is available to the equally silly-sounding "Pennies" ammo type. Using the "Pennies" doubles the size of capacity up to 100 rounds. It features the real weapon's automatic and "shotgun" (actually a very fast 5-round burst) modes, and a semi-auto mode, with the burst firing at 2,800 RPM, 400 higher than the real weapon. Automatic fire is also faster, firing at 850 RPM instead of 600. The weapon also features a unique sight, the Kousaku OLED, unlocked by default.

e-Shotgun PD90

"Coilgun"

The "Coilgun" is a fictional secondary version of the e-Shotgun, also unlocked at rank 87, painted white instead of black. As a shotgun secondary, it is classed as an "Other" secondary. It features the same unique sight as the primary, and has only minor changes compared to the primary version.

Nerf Boxy Buster

The "Boxy Buster" is a pistol based on the USFA ZiP .22, added as part of a tie-in with Nerf, as Hasbro partnered with Roblox to make toy blasters based on various popular Roblox games. The ZiP .22 was selected due to its simplicity and popularity within the community as a joke weapon. The Boxy Buster is a real toy, which is functionally similar to the "Jolt" blasters. The in-game weapon is unlocked by redeeming a code that comes with the real blaster.

The weapon has incredibly unrealistic performance for a foam dart toy blaster. It has a muzzle velocity of 500m/s, which is the lowest in the game but still far higher than the real toy. The foam dart cannot penetrate walls and makes no noise when firing, so players using this blaster do not show up on the minimap. The darts have a preposterous range compared to the real blaster, able to hit enemies across the map and even result in a kill if a headshot is achieved, due to the low damage of 25 being boosted with a 3x torso multiplier and a 50x headshot multiplier, meaning the weapon does 1,250 damage to the head, the joint highest in the game with the 1911 pistol's dart conversion. The darts are green, like the ones that come with the real-life Boxy Buster.

The reload is incorrect, as the player never pulls the plunger underneath the grip, which is needed for the blaster to fire.

Nerf Boxy Buster toy pistol

Unusable Weapons

Heckler & Koch XM29 OICW

The 1999 prototype of the Heckler & Koch XM29 OICW is featured on a poster in the map "Metro".

Heckler & Koch XM29 OICW (1999 prototype) - 5.56x45mm NATO & 20x28mm grenade
If only it was usable...

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