Tactical Ops: Assault on Terror
Nice, but where's the trigger?
This article or section is incomplete. You can help IMFDB by .
Tactical Ops: Assault On Terror (abbreviated TacOps) is a tactical First-Person Shooter developed by Kamehan Interactive. Originally the game was released as a total conversion for Unreal Tournament, but in 2002 a standalone retail version was released through MicroProse.
The following weapons appear in the video game Tactical Ops: Assault on Terror:
The Beretta 92F, the standard sidearm of the Special Forces, appears in-game as the Glorietta 9F2. Its magazines hold 15 rounds and cost $20 each.
The Glock 21, the standard sidearm of the terrorists, is called a GL 23 in-game. It features an incorrect selective-fire semi-auto and 3-round burst modes. Its magazines hold 13 rounds and cost $20 each. Although it is called a Glock 23 (which comes in .40 S&W), it appears to be a Glock 21 because it has a 13-round magazine and comes in .45 ACP. It also has a burst-fire mode similar to the Glock in Counter-Strike, perhaps an incorrect perception of the Glock 18's full auto select fire mode.
IMI Desert Eagle Mark XIX
The IMI Desert Eagle, the only handgun available to both sides, appears as the Night Hawk. It is very powerful and can kill an armored target in 2 or 3 shots. Its magazines hold 7 rounds and cost $25 each. It has a scope rail mount on the barrel, which confirms it as the XIX variant, and its non-fluted barrel and 7-round magazine show it as chambered in .50 AE. It is equipped with a optional laser aiming device mounted under the barrel that is activated and deactivated by right-clicking the mouse; it projects a red dot that replaces the usual crosshairs.
Taurus Raging Bull
The Taurus Raging Bull is easily identified by its in-game name of Raging Cobra. It is the only revolver in the game and is restricted to the Special Forces. A engraving on the barrel reads "Sixshooter", which also refers to this gun's ammo capacity. Each six-round speedloader costs $30 each. Although chambered for a mythical ".50 Magnum" round rather than the .454 Casull or .500 S&W Magnum, it takes 3 or 4 shots to bring down a target - meaning it is probably chambered for the lower-powered .50 S&W Special
H&K SMG II
The Heckler & Koch SMG II is referred to as the AP II. It is used exclusively by the Special Forces and is the cheapest SMG they can select. The 30-round magazines are $30 each. Its magazines are not interchangeable with the MP5A4 and MP5SD6.
The H&K MP5SD3 is simply called MP5SD in-game. The only silenced weapon, it is also restricted to the Special Forces. Its 30-round magazines cost $40 each and are not interchangeable with the MP5A4.
The iconic H&K MP5A4 is the standard terrorist SMG, called the MP5 Navy in-game. The weapon is select fire, with semi-automatic, 3-round burst and full-automatic modes. The 30-round magazines cost $40 each and are not interchangeable with the MP5SD6.
The in-game name of this gun reads "Uzi", but it's clear that this is in fact the Ingram MAC-11. It is used only by the Terrorists and is the cheapest SMG they can select. Its 32-round magazines are $30 each. Note: Although the receiver clearly resembles the MAC-11, the weapon shop menu states that the gun uses .45 ACP ammunition, as the MAC-10 would do. A .45 ACP MAC-10 would also have a 30-round magazine rather than a 32-round magazine like the 9mm MAC-10. The MAC-11 would use .380 ACP rounds instead and have a magazine capacity of 16, 30, 32, or 50 rounds.
The Franchi SPAS-12, easy to distinguish by its distinct appearance, is called the BW SPS-12 in-game. It is exclusive to the Special Forces. The shotgun has only a pump-action mode and has no optional semi-auto mode like the real-life SPAS-12. The weapon has a left hand ejection port and always has its stock folded. Its integral tubular magazine holds 8 shells and boxes of 8 shells cost $32 each.
Mossberg 590 Cruiser
The Mossberg 590 Cruiser, another easy-to-identify shotgun, is called the Berg 509. It is exclusive to the Terrorists. It has a short sawed-off barrel, making it useful in close quarters fighting but less effective at longer ranges. Its integral tubular magazine holds 8 shells (despite the shortened barrel) and boxes of 8 shells cost $32 each. The weapon also has a left hand ejection port.
The Saiga-12K, another shotgun exclusive to the Terrorists, is called the AS 12 in-game. It features a left-hand ejection port and a left-handed safety. Its high recoil makes it less effective in bursts but its detachable box magazine is quicker to fully reload than a pump-action shotgun. However, like all magazine-fed weapons in the game, it cannot be reloaded with loose shells and so cannot be reloaded or topped-off on the fly like the other shotguns. Its box magazines hold 7 shells and cost $40 each.
The Benelli M3 is an automatic shotgun with an 8-shell tube-magazine and a fixed stock that was available in the freeware version. It was replaced by the semi-auto SPAS-12 in the retail version. It is Special Forces only.
The M16A2 appears as the M16 and is available for both sides. Like the real M16A2, it is selective fire with semi-auto and 3-round-burst fire modes. It is equipped with a optional laser aiming device mounted under the barrel that is activated and deactivated by right-clicking the mouse; it projects a red dot that replaces the usual crosshairs. It features a left handed ejection port and forward assist. Its magazines hold 20 rounds and cost $50 each.
The Model 727, in-game name "M4A1", is an assault carbine used by the Special Forces. It is distinguishable from a real M4A1 by its lack of a detachable carry handle. It is select fire and can be set for semi-auto, 3-round burst and full-auto modes (unlike the real M727, whose controls are set for semi-auto and full auto modes only). Its magazines hold 30 rounds and cost $50 each.
Norinco Type 56
The Norinco Type 56 is another iconic assault rifle of the Terrorists and their counterpart on the M4A1. Just like the original, it features a semi-auto and full-auto mode. Its magazines hold 30 rounds and cost $50 each. Although the in-game name of the rifle alludes the Soviet AK-47 rifle, the circled front sight reveals it to be rather its Chinese copy, the Norinco Type 56. It features a left-handed ejection port and safety.
The H&K HK33, called the RK 3 Rifle in-game, is exclusive to the Special Forces and is the the most powerful assault rifle they can buy. It has only a full-auto firing mode. It comes with a scope that has one step zoom, making it a HK33ZF (Zielfernrohr - "Scoped") model. Its 30-round magazines cost $50 each.
In the freeware version, the HK-33 is Terrorists-only.
SIG SG 551
The SIG SG 551, named the SW Commando in-game, is the Terrorists' counterpart to the HK33ZF. It is full auto mode only and has a one-step zoom scope. Its magazines hold 30 rounds and cost $50 each.
The FAMAS, a 5.56mm NATO bullpup assault rifle from the freeware version, is a Special-Forces-only weapon. It has a 25-round magazine but has a larger maximum loadout of 6 magazines. It is selective fire and can be set from semi-auto, 3-round burst, or full-auto. It is faster to reload but has high recoil.
The Steyr AUG is a Special-Forces-only weapon from the freeware version. It has a 30-round magazine but has a larger maximum loadout of 5 magazines. It has a laser targeting mode that is activated by clicking the right-hand mouse button. It is slow to reload and has high recoil.
H&K MSG 90
The H&K MSG90, dubbed the SR 90 in the game, is a semi-automatic sniper rifle that is available to both sides. It is the weaker of the two sniper rifles and the player will often have to make two headshots or vital shots to kill a target. Its box magazine holds 5 rounds and costs $40 each. It features a scope with two zoom steps.
Parker Hale M85
The bolt-action Parker Hale M85 (or PH 85 as it is called in-game), is only available to Special Forces. It is the only weapon in the game to be called by its manufacturer's name. It is the most powerful rifle in the game and can kill with one well-placed shot. Since it is a bolt-action rifle, the bolt is worked after every shot to load a fresh round (which is an automatic action in the game). Its detachable box magazine holds 10 rounds and cost $80 each. Also features a scope with two zoom steps.
The SL9 is available in the freeware version of the game. It is similar to the SR 90 except it has a 20-round box magazine and uses a laser pointer instead of an optical sight.
The M60 is the only machine gun in the game. It is exclusive to the Terrorists and is their counterpart to the M4A1/M203 combination used by the Special Forces. It holds an impressive load of 100 belted rounds and each belt costs $500. It takes a while to reload a fresh belt and the recoil during firing means that it must be fired in short bursts to be effective.
Model 727 with M203
You can also purchase a Model 727 with an M203 grenade launcher attached, called an M4A1m203 in-game. It comes in an "artichoke" BDU-style camouflage finish that is a mottled green, brown, tan, and black pattern. It is full-auto only, with a slightly slower rate of fire and a different sound effect than the regular carbine. Fire selection is between full auto and grenade launcher modes. Its magazines hold 30 rounds and cost $50 each. Grenade shells cost $500 each and the player can carry one in the chamber and up to 4 spares.
Not a weapon the player can actually buy in the game. The H&K OICW combination of assault rifle and grenade launcher is the objective of the map TO_Metalstorm. The terrorists have to steal the weapon, while the Special Forces have to defend it. Hence, the weapon can only be picked up by Terrorist players. The Mk.8 Kinetic Energy module (a stockless underbarrel assault rifle) is chambered for 6.8x43mm Remington SPC and has a 25-round box magazine. The overbarrel grenade launcher module fires a 20mm HE shell and feeds from a detachable 4-shell box magazine (and starts play with one in the breach). The shell fires directly, meaning it travels in a straight line of fire. It also has an optical scope with two zoom steps.
Has a cylindrical dull sheetmetal body with a crimson top and bottom and a narrow crimson weld around its middle. The pull-ring fuze and lever are colored crimson. When used it produces an explosion without fragmentation that can temporarily stun its targets. In enclosed spaces (like small rooms) its overpressure can kill or injure everyone inside (including hostages!). Cost $300 each.
Has a cylindrical green fiberboard body with a broad brown band around its lower third; instructions for use are written on the grenade body in black print. Unlike a real "flash-bang" grenade, there are no flash holes in the cylinder. When used it produces a flash, blinding anyone facing it, but no "bang". Totally useless when playing against bots in practice games because the bots aren't affected by it. Cost $400 each.
Has a cylindrical dull sheetmetal body with purple markings and a thin purple band along the lower third. The pull-ring fuze is colored purple but the safety lever is plain metal. When used it produces a cloud of white smoke. Also useless in practice games because of its ineffectiveness against bots. Cost $450 each.
Has a lemon-shaped olive drab body with yellow markings and a yellow band around its upper half, like an L2A2 hand grenade. When the player is equipped with the grenade and doesn't throw it for a while, they will get bored and start flipping the grenade in their hand. When doing so, it is shown that the yellow-painted baseplug has a crude smiley-face carved into it. When used it produces an explosion with fragmentation. If a teammate is caught in the blast radius and they die, the game will automatically kill the player (this occurs even if the "No Friendly Fire" setting is used). Cost $500 each.
The M7 bayonet is the knife carried by both sides and is free; it has a notched blade. It takes about 5 or 6 slashes with the blade to kill an unarmored opponent; players can wipe off the blade by clicking the right mouse button. The knife can also be thrown but throwing damage is less than stabbing damage. Spare knives cost $100 each.