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Talk:Firearms: Source/Archive

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Firearms: Source Page Archive (Ver. 30 June 2020‎)


Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Firearms: Source/Archive for current discussions. Content is subject to change.

Firearms: Source.

Firearms: Source is a modification for Half-Life 2, and a direct sequel to the GoldSrc mod for Half-Life, Firearms. Like the previous, it stars two teams fighting each other with a vast array of fire-power.

The mod went into significant management issues later in its development, and was never completed. It appears that the final version that was publicly and officially released by the dev team is version 2.0.2. The mod was formerly featured on Steam, but can no longer be found. The mod also originally had its own official website (http://www.firearms-source.com/), which included additional info and images of weapons, but the website had also shut down.

The current information on this page is outdated, and primarily document the 1.0f release of FA:S.

The following weapons are used in the online multiplayer game Firearms: Source.


The mod emphasizes the accurate depiction of real-life firearms, not only graphical, but also in behaviour. Strangely enough, the mod currently does not include ironsights, as it relies in the use of crosshairs instead. Also, there is no animation for when the player changes the fire rate of a weapon (as there was in Call of Duty), the 3D models being stuck in one of them. Not to mention the finger being kept constantly on the trigger.

Reloading a weapon when the magazine has not been emptied will make the player store it for later use. Inserting a fresh magazine in a weapon already chambered will grant the player one additional round, in the weapons that allow this. Finally, bleeding wounds must be bandaged to stop health loss.

Here follows an overview of the equipment that can be found in the latest release (1.0f). The player starts with 100 credits that can be invested in a variety of firearms or gear, like body armor and NVG. The list is ordered by credit cost.

The cheapest firearm of the game, the Colt M1911A1, appears selected. In this mod, we are not offered any real information like the manufacturer, caliber, ammo capacity, muzzle velocity or weight. Instead, statistic bars are used, like in fighting games.

Firearms: Source equipment selection menu.


Colt M1911A1

An original run Colt M1911A1 pistol with wooden grips is featured as the cheapest handgun in FA: Source. It's the only .45 caliber handgun in the mod for the moment and packs a punch despite its cheap cost (8 credits). It is fired semi-auto, and it holds 7 (+1) rounds. It is referred to as "M1911" ingame.

Pre-War Colt M1911A1 - .45 ACP
Colt M1911A1 as the player wields it in Firearms: Source.

Glock 20

The Glock 20 is featured in FA:S as one of the "middle-of-the-road" handguns costing 10 credits. It is a 10mm Auto handgun, with a magazine of 15 (+1) rounds. It fires in semi-auto and is named just "G20" ingame.
It appears to have a flashlight module mounted in the accessories rail under the barrel, but it's not (currently) useable. It has white 3-dot sights instead of the usual Glock sights.

Glock 20 - 10mm Auto
Glock 20 as the player wields it in Firearms: Source.
Glock 20 during a reload in Firearms: Source.

Beretta 92FS

Set to be another of the "middle-of-the-road" handguns at 10 credits. Besides caliber, the Beretta 92FS was made to be more accurate compared to the Glock 20 when fired rapidly, however it is still rather weak against most opponents. It uses 15 (+1)-round magazines, fires semi-auto and is named "92FS" in the selection screen. The website states this weapon has a removable suppressor, but it's since been removed.

Beretta 92FS - 9x19mm
Beretta 92FS as the player wields it in Firearms: Source.
Beretta 92FS during a reload in Firearms: Source.

A live round can be seen inside the chamber after firing, as this weapon does not ejects spent shells, probably due to an oversight by the developers (best seen in the second screenshot):

KBP OTs-33 "Pernach"

Featured as the designated Machine Pistol in FA:S, the OTs-33 "Pernach" ("multi-vaned mace" in Russian) is fully automatic and fires the Russian 9x18mm caliber in 18-round magazines, plus one chambered. It is a favorite of snipers who wish to have an automatic weapon without sacrificing too much on credits (17). Appears as "OTS-33" ingame and fires either semi or full-auto.

KBP OTs-33 "Pernach" - 9x18mm Makarov
OTs-33 "Pernach" as the player wields it in Firearms: Source. The fire selector is always fixed in full-auto mode.

IWI Desert Eagle

The Desert Eagle is featured in FA:S as the heavy-hitting pistol. Despite its caliber, the recoil is relatively similar to a .44 Magnum or .357 Magnum, but this is likely for balancing and gameplay reasons. It accurately uses 7-round magazines, plus one chambered. It costs 13 credits and fires semi-auto. Named "Desert Eagle" ingame.

IMI Desert Eagle Mark XIX - .50 Action Express
Desert Eagle as the player wields it in Firearms: Source.
Freshly fired Desert Eagle in Firearms: Source. Shell casing mid-air. (another round being chambered?)

SIG P226

Slated to be released in the Version 2.0 Update. It's been confirmed by the mod's developers that the weapon is chambered in .357 SIG with a 12+1 round magazine capacity.

SIG P226

Taurus Raging Bull

Slated to be released in the Version 2.0 Update. It has been confirmed the weapon is chambered in .454 Casull with a 5 shot capacity.

Taurus Raging Bull - .44 Magnum Version


Benelli M3 Super 90

The Benelli M3 Super 90 appears in FA:S with a two tone color combination of a tan barrel and receiver with a black synthetic pistol gripped stock and synthetic fore-grip as well a side saddle shell holder. It is correctly depicted as a semi-automatic shotgun and holds 7 (+1) shells of 12 gauge 00 Buckshot. It costs 38 credits and is referred to as "M3-S90" ingame. The shotgun has a (currently useless) Picatinny rail above the main body. The reloading animation is somewhat complex, as the player loads the first round directly through the ejection port if the weapon is empty, and the last 7 rounds are inserted one by one.

Benelli M3 Super 90 - 12 Gauge
Benelli M3 Super 90 as the player wields it in Firearms: Source.
Benelli M3 Super 90 being reloaded in Firearms: Source.

Remington 870

The Remington 870 was added in the 1.0e patch. The model was based off the Express Magnum variant with an extended magazine tube that holds 6 + 1 shells. The shotgun is pump-action only, firing a new round when the mouse button is depressed, and ejecting it and chambering another when it is released. It costs 32 credits and is named "R870".

Remington 870 Field Gun with raised barrel ribbing and shortened barrel - 12 Gauge.
Remington 870 as the player wields it in Firearms: Source. The front sight appears to be missing.
Remington 870 being reloaded in Firearms: Source. "Remington 870 EXPRESS MAGNUM" can be clearly seen on the left side of the gun, while the loaded round appears to be made by Lightfield. A M1A1 Abrams tank is seen in the background, as most maps feature (unmovable) military vehicles to enhance the "war" feeling.


Slated to be released in the Version 2.0 Update. It fires 23mm (which equate to 6.27 Gauge) Slugs out of a rifled barrel with 3+1 capacity. From gameplay footage seen, it functions as a "Shotgun Sniper".


Sub-Machine Guns


The MP5A4 is a good submachine gun costing 24 credits, though it lacks the Picatinny-mounted ACOG seen in previous versions. The magazines hold 30 (+1) rounds of 9mm Parabellum and it offers either semi-auto, 3-round burst or full-auto firing modes. Referred to as "MP5-A4" ingame. In version 2.0, the MP5 is changed to the MP5A5 with a collapisble stock, fitted a Suppressor changes the weapon into the MP5SD6 and plans have been in the works for an MP5/40.

Heckler & Koch MP5A4 - 9x19mm
H&K MP5A4 as the player wields it in Firearms: Source.

Chang Feng CF-05

One of the most obscure firearms added to FA:S is the Chang Feng CF-05. This 24-credit Chinese submachine gun uses 50 (+1)-round helical magazines that are top-loaded on the weapon and fires the 9x19mm Parabellum round. It was added to replace the aging PP-19 Bizon, featured in the GoldSrc version of Firearms. It can fire either in semi or full-auto mode and is named "CF-05".

Early production model CF-05 with suppressor - 9x19mm.
Chang Feng as the player wields it in Firearms: Source.
Chang Feng during a reload in Firearms: Source. The helical magazine is placed above the barrel and not below as in the Bizon.

Ingram MAC-11

The Ingram MAC-11 is featured in FA:S as a cheap submachine gun (20 credits). It carries 32 rounds of .380 ACP and fires semi or full-auto. Named "MAC-11". It correctly fires from the the opened-bolt position. In the version 2.0 Update, the MAC-11 will be placed inside the "PDW" class of weapons due to it's small size and caliber.

RPB Industries Ingram MAC-11 - .380 ACP
Ingram MAC-11 as the player wields it in Firearms: Source.
The player reload his Ingram MAC-11 in Firearms: Source, with his finger on the trigger.


Slated to be released in the Version 2.0 Update as apart of the new "PDW" category of weapons. Currently it's seems to use a 15 round magazine.


A full size IMI Uzi with the collapsible stock unfolded is slated to be released in the Version 2.0 Update.


Sterling L2A3

A sterling L2A3 is slated to be released in the Version 2.0 Update. It has been confirmed that both variants, the L2A3 and L34A1 "Suppressed" will featured.

Sterling L2A3 (MK IV) - 9x19mm


Slated to be released in the Version 2.0 update under the "PDW" class of weapons.


Izhmash PP-19 Bizon

Slated to be released in the Version 2.0 update. It has been confirmed the weapon is chambered in 9x18mm with a 64 Helical style magazine.

PP-19 - Early version in 9x18mm Makarov

Assault Rifles


A powerful weapon firing the good, old 7.62x39mm. The AK-47 (named the same way ingame) costs 40 credits and is a good choice for medium to long-range combat, due to its stopping power. The magazines hold 30 (+1) rounds and semi or full-auto modes can be selected. Also, the rifle is fitted with a bayonet that can be used to stab enemy combatants, through the Weapon Melee command key. Weapon in game is a hybrid and has a AK smooth dustcover and a AKM stamped receiver.

AK-47 - 7.62x39mm
AKM - 7.62x39mm
AK-47 as the player wields it in Firearms: Source.
AK-47 during a reload in Firearms: Source. Here you can see the bayonet. The player does a good job grabbing a fresh magazine before extracting the previous one. Also, both the follower and spring are missing from the empty magazine, and the head of the second round (left mag) looks cut.


Slated to be released in the Version 2.0 Update.

AK-74 - 5,45x39mm

FAMAS F1/G2 Hybrid

Very appreciated by the FA expert players, the FAMAS provides a very high rate of fire for 42 credits. The main drawback is that the magazines hold only 25 (+1) rounds of 5.56x45mm ammunition and it has a high rate of fire, so it will empty magazines in no time. It's named "FA-MAS" ingame and offers semi-auto, 3-round burst or full-auto firing modes. Interestingly, the trigger guard is is that of a F1, but the handguard, magazine-well, and 30-round STANAG mag (though as stated above, it still holds 25 rounds) is from the more modern G2.

FAMAS F1 - 5.56x45mm
FAMAS-G2 with proprietary bipod deployed - 5.56x45mm
FAMAS as the player wields it in Firearms: Source.
The player reload his FAMAS in Firearms: Source.
The player chambers the first round in his FAMAS in Firearms: Source. Nice way of pulling the cocking handle.

H&K G36C

The compact version of the G36 is not a bad option, costing 36 credits. It possesses medium stopping power, but has a useful AimPoint red-dot sight mounted to the Picatinny rail on the carrying handle. It's got options for semi-auto, an incorrect 2-round (even when the markings indicate 3) burst or full-auto firing modes. Referred to as "G36C".

Heckler & Koch G36C - 5.56x45mm NATO
H&K G36C as the player wields it in Firearms: Source. The red dot is clearly visible.
Good shot of the player going for the reload of his H&K G36C in Firearms: Source. Also note the red-dot manufacturer, and the 3-round (not 2) burst option of the fire selector.
Pulling the cocking handle of an H&K G36C in Firearms: Source.
Aiming through the red dot sight of an H&K G36C in Firearms: Source.

Colt M16A2

Another classic weapon from FA that couldn't miss the show. The M16A2 costs 36 credits and offers good accuracy and decent power, in either semi-auto or 3-round burst modes. Magazines are standard NATO 30 (+1) rounds, and the weapon is named "M16-A2" in the menus.

Colt M16A2 - 5.56x45mm NATO
Colt M16A2 as the player wields it in Firearms: Source.
Colt M16A2 in Firearms: Source being reloaded. The magazine hold lever moves accordingly; nice touch.

Colt M4A1

Besides the 3-round burst being replaced by a full-auto firing mode, the M4A1 shares many properties with the M16A2, including the 30 (+1)-round mags, and costs the same (36 credits). There's nothing especially good or bad to say about it. It's named "M4-A1", and its default handguard was replaced by a KAC RAS railed handguard, that allowed the player to install a vertical grip to assist the aiming and firing.

Colt M4A1 Carbine - 5.56x45mm NATO
Colt M4A1 Carbine - 5.56x45mm NATO (with M68 Aimpoint reflex and a vertical forward grip mounted on a Knight's Armament Company RAS railed handguard)
Colt M4A1 as the player wields it in Firearms: Source using the vertical grip.
As with many of the weapons in Firearms: Source, the player checks the empty chamber after firing the whole magazine of his Colt M4A1.
Colt M4A1 in Firearms: Source being reloaded. The bolt catch is also operated by the player, good detail.

SAKO Rk 95

This Finnish version of the AK-47 assault rifle is very similar in behaviour to the aforementioned, as it fires the same ammo, and even looks like it. But the cost is a bit higher (42 credits versus 40). Anyway, it's a good choice that can fire 30 (+1) deadly rounds of 7.62x39mm in semi or full-auto. The name ingame is "Sako 95" and, as with the M4A1, a railed handguard with 3 sets of Picatinny rails (below and to the sides) was installed to allow the use of a vertical grip.

SAKO, Limited Rk 95 Tp - 7.62x39mm
SAKO Rk 95 as the player wields it in Firearms: Source using the forward grip.
Player reloading his SAKO Rk 95 in Firearms: Source. The cocking lever looks big enough to be comfortably operated with those gloves. Also, notice the muzzle attachment, that servers both as flash suppressor and muzzle brake, while also letting the user fire grenades (not in the game).

SIG SG 550

While not having any long-range sight, this Swiss rifle is capable of hitting enemies at a good distance. It uses magazines of 30 (+1) rounds and lets you shoot in semi or full-auto. It costs 36 credits (same league as the M4A1 and M16A2) and is named "SG550".

SIG SG 550 - 5.56x45mm
SIG SG 550 as the player wields it in Firearms: Source.
Player inserting a fresh, official SIG (look closely), magazine into his SG 550 in Firearms: Source. There's a security lock visible on the selector that locks out the full-auto mode, but the burst mode can't be used. Also, the gun has the safety on.


The Carbine variant of the SG 550 is set to appear in the Version 2.0 Update under the "Carbine" classification.

SIG SG 552 "Commando" - 5,56x45mm

Battle Rifles

H&K G3A3

40 credits does this steel and plastic piece of art cost. The G3A3's 20 (+1) rounds of 7.62x51mm ammunition pack quite a heavy punch. Named just "G3A3". There seems to be some kind of glitch with the 3D ingame model, as the parts that compose it move independently if looked at carefully.

Heckler & Koch G3A3 - 7.62x51mm NATO (with slimline handguard)
H&K G3A3 as the player wields it in Firearms: Source.
H&K G3A3 in Firearms: Source being reloaded. What's with his left hand's fingers?!

SA M14

No game made by firearms enthusiasts could leave this weapon out. The M14 has the same powerful punch and mag capacity (20 + 1 rounds) of the G3A3, just the full-auto mode is not only a bit slower, but more uncontrollable. Be sure to stick with the semi-auto mode and make every bullet count. It appears to feature a Crye Precision Multicam woodland camo finish on the stock and no optical sight like in the GoldSrc version. It costs 36 credits and is named "M14".

Springfield Armory M14 - 7.62x51mm NATO
Springfield Armory M14 as the player fires it in Firearms: Source. Hidden behind the ammo counter, the markings are visible. I didn't remember to turn off the HUD, sorry.
Springfield Armory M14 in Firearms: Source being reloaded.

Simonov SKS

Slated to be released for the Version 2.0 Update. Footage shows the weapon pre-fitted with a Bayonet just like the AK-47.

Simonov SKS - 7,62x39mm

Sniper Rifles

Remington M24 SWS

The Remington M24 Sniper Weapon System (SWS) is the U.S. Army version of the Model 700. It is an accurate, bolt-action, long-range sniper rifle. It is depicted in FA:S with woodland camo and a folding bipod, to make the gun more stable, that can be used if you prone or move near some places (like barrels, sandbags or... corpses). The cost is a high 54 credits and is referred to as "M24". The official website lists it as a M24A2, but this is erroneous, as no detachable external 10-round magazine is seen. Instead, the rifle uses an internal 5-round magazine.

M24 Sniper Weapon System - 7.62x51mm NATO
The Remington M24 as the player wields it in Firearms: Source, bipod folded.
Player operating the bolt of his Remington M24 in Firearms: Source. Note that the player's hand does not get reflected in the telescopic sight, while part of the background does.
The internal magazine of a Remington M24 in Firearms: Source being filled, round by round. The bipod is now better distinguished.


The SR-25 is a multi-purpose sniper rifle that is able to fire semi-auto, It looks similar to a M16 (in fact, many parts are interchangeable between both), but fires the completely different 7.62x51mm NATO cartridge. It costs 48 credits, has a 10 (+1)-round magazine and is named just "SR25". The tan paint remembers that of the M110 SASS. It comes with a folding bipod (as with the other two sniper rifles), and an useful suppressor that reduces the firing report a bit.

Knight's Armament SR-25 - 7.62x51mm NATO (with a suppressor and Harris bipod)
M110 Semi-Automatic Sniper System (SASS) - 7.62x51mm NATO (with Harris bipod and tan paintwork)
KAC SR-25 as the player wields it in Firearms: Source, bipod folded. Note the extended charging handle latch.
Player checking the chamber after emptying his KAC SR-25 in Firearms: Source.
KAC SR-25 in Firearms: Source being reloaded. The level of detail is quite high... but the safety is engaged, plus it has incorrect selector pictographs which are not stamped, but painted. It should be noted that the safety is engaged each time the player reloads the weapon, but once the weapon is reloaded, the safety is disengaged


Slated to be released in the Version 2.0 Update. In early beta footage it shows with a 10 round magazine despite a 20 round magazine being shown (though it has been confirmed that this was done for balance reasons) and is seen using an olive drab finish, similar to that of an M14 DMR.

M21 - 7,62x51mm NATO

Dragunov SVD

Slated to be released in the Version 2.0 Update.

Dragunov SVD - 7,62x54mmR

Barrett M82A1

This 70-credit beast is the most expensive weapon in FA:S's arsenal, no doubt why. The "light fifty" can deliver an instant and gruesome death to anyone being so unfortunate as to be shot by this. The 10 (+1)-round magazine can maim equal number of foes, provided that the player is able to handle the enormous kickback of this long-range rifle. It fires semi-auto and is called "M82A1" ingame. It's the only weapon whose sight offers two different levels of zoom, and it's got a folding bipod, too.

Barrett M82A1 - .50 BMG
Barrett M82A1 as the player wields it in Firearms: Source, bipod folded.
Better view of a Barrett M82A1 while the player runs carrying one in Firearms: Source. This is the only weapon that is handled differently when moving.
The player racks the charging handle of his 13.5-Kg Barrett M82A1 in Firearms: Source... while holding it one-handed!

Machine guns

FN M249-E2 SAW

The heat shield tells us this is the improved, E2 version of the SAW. The 200-round detachable box and the bipod makes this 50-credit machine gun perfect for covering fire. Of course, continuous fire while standing or running will get you nowhere. Called "M249 SAW" ingame, fires full-auto only. The Picatinny rail on the feeding-tray cover is never used.

FN M249-E2 Squad Automatic Weapon (SAW) - 5.56x45mm NATO
FN M249-E2 SAW as the player wields it in Firearms: Source. Note that there is 1 tracer bullet for each 5. This is clearly seen when firing ingame.
Player inserting a fresh ammo belt into his FN M249-E2 SAW in Firearms: Source. Tracer bullets are the ones with red tip and primer. If only all games had this level of detail.

SD M60E3

"The Hog" is a bulky, heavy 7.62x51mm NATO machine gun with a lot of kickback unless fired on a deployed bipod. It feeds with 100-round ammo boxes and fires full-auto only. Called "M60-E3", costs 56 credits. As with the SAW, the Picatinny rail on the feeding-tray cover is never used.

Saco Defense M60E3 - 7.62x51mm NATO
M60E3 as the player wields it in Firearms: Source. The background looks blurry due to camera motion, as it helps seeing a bigger portion of the gun.
Player about to reload his M60E3 in Firearms: Source. Like the SAW, it fires 1 tracer bullet (depicted with red tip) each 5 shots. Another M1A1 Abrams tank is in the background.

Vollmer HK51-B

The Vollmer HK51-B. According to the official website, this weapon is "a standard HK51, but with a converted upper receiver that can accept belts of 7.62x51mm NATO. Such power compacted into the size of what essentially amounts to an MP5 frame results in terrible kick and poor accuracy". Little else is there to say. Ever tried to tame a horse in the middle of a firefight? Oh, an HK51 is a cut down and modified G3, NOT made officially by H&K. The weapon is referred to as the "MC51B Vollmer" ingame and costs 44 credits. Contrary to the other machine guns, a semi-auto firing mode is available. It loads from HK21 machinegun boxes running German DM1 Continuous Belts, though only has a capacity of 50 rounds as opposed to the HK21's 100. The HK51-B is also designed to use the M60's M13 disintegrating link belts instead. Nonetheless, the animation for reloading the gun is well done, as shown below.

Vollmer HK51-B - 7.62x51mm NATO. With ammunition belt.
HK51B "Vollmer" - 7.62x51mm NATO
HK51B "Vollmer" as the player wields it in Firearms: Source. A graphical artifact known as "Z-fighting" can be seen on the bullets, as the engine is trying to render them with both the normal and tracer textures at the same time. This only happens when the model is not still.
The player places a new ammo box inside the container of his HK51B "Vollmer" in Firearms: Source after removing the cover. The inscription reads "PATRONEN FÜR HANDFEUERWAFFEN" ("cartridges for portable firearms").
In order to reload his HK51B "Vollmer" in Firearms: Source, the player first pushes the belt handler inside the chamber...
...and pulls it out again from the other side.


Slated to be released in the Version 2.0 Update. It's been confirmed that the one currently in-game is the 7,62x39mm version fitted with a 40 round magazine and folding Bipod.


Launchers & Explosives

M79 Grenade Launcher

Once again, another classic. The M79 single-shot, break-top, grenade launcher grants you average power when dealing with groups of opponents. The 40mm High Explosive grenades need to travel a minimum distance before arming themselves, to avoid misusage. It costs 45 credits and is named "M79" ingame.

M79 grenade launcher - 40mm
M79 as the player wields it in Firearms: Source. The grenade sight is up, but since there is no ironsight system in the game, it's useless and just eats up screen space. Also note that the grenade sight doesn't have any markings to help with aiming, so it cannot be used at all anyway.
Player about to remove a fired grenade shell from his M79 in order to load another round in Firearms: Source.

M67 Grenade

There is no much to say about FA:S's M67 hand grenade. You can get a couple of these for just 6 credits, but due to a recent patch its destructive power is not as high as it should be in real life, because throwing one and stepping onto it as it explodes will only take away less than the 70% of your life. Referred to as "M67 Frag Grenade" ingame.

M67 fragmentation grenade
M67 hand grenade as the player wields it in Firearms: Source.
The player pulls the pin of a M67 hand grenade prior to throwing it in Firearms: Source. He must be using his mere psychic powers to pull the pin, as his hand never touches it.

M18A1 Claymore

The M18A1 Claymore, a remotely-detonated, directional, anti-personnel explosive device that can be used for setting some good ambushes. It costs 13 credits as is named plainly "Claymore" ingame. There are a couple of ways to control how it goes off. The first one is just to wait near the spot and hit the clicker when an enemy comes in front of it. The second one is the trip mode, in which the Claymore will be detonated when someone walks over it. By crouching or going prone, you can pass through the mine with out detonation.

M18A1 Claymore anti-personnel mine
M18A1 Claymore mine as the player wields it in Firearms: Source, wisely keeping its front side pointed away from him.

M224 Mortar

The M224 Mortar does not appear in the loadout screen, as it is issued (unassembled) to the player when he or she earns the "Level 2 Artillery" skill. Then, the player will be able to assemble it anyplace, and fire to designated targets (see "Artillery Marker"). The player can carry up to 5 mortar shells.

M224 lightweight mortar - 60mm HE
M224 mortar as the player carries it in Firearms: Source, ready for deployment.
M224 mortar deployed in Firearms: Source, mortar round ready at hand. It's funny to see how the shot will reach the marked objective even if the mortar is pointing to the opposite direction.

M18 Smoke Grenade

The M18 Smoke Grenade is a good way of covering your advance, and an excellent countermeasure against snipers, you can get two M18 Smoke Grenades for 6 credits. They produce a thick, green smoke screen for some seconds. Use them wisely.

M18 smoke grenade - Green.
M18 smoke grenade as the player wields it in Firearms: Source. The markings are big and clear enough.

M84 Stun Grenade

Where there is a smoke grenade, there is a "Flashbang". It even costs the same (6 credits). Throwing one will produce a blinding flash and a deafening sound that will render enemies defenceless for some seconds, enough to finish them. Just be careful not to look towards it as it goes off.

M84 stun grenade
M84 stun grenade as the player wields it in Firearms: Source.

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