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S.T.A.L.K.E.R.: Clear Sky

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:S.T.A.L.K.E.R.: Clear Sky for current discussions. Content is subject to change.


S.T.A.L.K.E.R.: Clear Sky
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Offical Cover Art
Release Date: 2008
Developer: GSC Game World
Publisher: THQ; Deep Silver; Koch Media
Series: S.T.A.L.K.E.R.
Platforms: PC
Genre: First-Person Shooter
Role-Playing Game


S.T.A.L.K.E.R.: Clear Sky is a 2008 video game and the prequel to S.T.A.L.K.E.R.: Shadow of Chernobyl. While the gameplay and engine are essentially the same with some more polish and content cut from the original, it also features some brand new plot, some new characters, and "new" firearms (all of the "new" guns are actually guns cut from SoC).

Clear Sky also introduces a new system: weapon upgrades. Upgrades are installed by technicians, who can also repair your weaponry. Upgrades do not change the appearance of the weapon, and as such will not be noted.

Note: As the weapon models are largely identical to Shadow of Chernobyl, please see that page for a more detailed overview on how weapons are depicted throughout the series in general.


The following weapons appear in the video game S.T.A.L.K.E.R.: Clear Sky:


Handguns

Beretta 92FS

The Beretta 92FS appears in-game as the "Martha". Unlike SoC (in which there was only one in the entire game), the weapon is now far more widespread. Its stats have also changed, now being more suited for slow rapid-fire.

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Beretta 92FS - 9x19mm Parabellum
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Holding the 92FS. Note the ammo count on the HUD; this particular 92FS has had its magazine capacity upgraded.
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"Aiming" the pistol; for some reason, aiming handguns in Clear Sky does not actually use the iron sights, instead switching to this odd zoom view.
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Reloading; every handgun in Clear Sky uses the exact same reload animation. The slide also does not lock back on an empty reload, unlike SoC.
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The Beretta on the ground.

Browning Hi-Power Mark III

Originally cut from SoC, the Browning Hi-Power Mark III appears in-game as the "HPSS-1m". It is fairly common, and is an all-around average pistol, not excelling in any particular niche. A variant known as the "HPCS-1" was cut from the game, and would've featured higher reliability.

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Browning Hi-Power Mark III - 9x19mm Parabellum
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Holding the Browning. Note the hammer; it is incorrectly depicted as double-action.
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Aiming.
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Reloading the Browning after it jams.
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A Browning on the ground.

Colt M1911

The Colt M1911 appears in-game as the "Kora-919". It has received a considerable upgrade from its SoC incarnation, now being one of the most accurate pistols in the game.

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Colt M1911 - .45 ACP
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Pulling out the M1911 with a flashy spin; like the 92FS above, this one has had its magazine upgraded.
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Holding the pistol.
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Aiming.
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Firing off a shot; like in Shadow of Chernobyl, the slide does not go far enough back.
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Loading in a new magazine. The pistol now sports the original diamond grips instead of the checkered ones as in the previous game.
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Racking the slide.
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The first idle animation...
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...and the other one.

Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears in-game as the "Black Kite". It is used primarily by the Bandits, and can only be bought from them. It is still incorrectly chambered in .45 ACP. A unique variant known as the "Modified shooter" has multiple upgrades pre-installed and is the target of a quest. The "Big Ben" from the previous game was planned to make a return, but got cut from the game; it would've no longer used 9x39mm, but was to feature an unspecified barrel attachment.

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IMI Desert Eagle Mark XIX - .50 AE
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Having decided to forsake all sensible armament, Scar draws the Desert Eagle, Counter-Strike-style, no less.
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Holding the pistol; note that the hammer is now uncocked, unlike the previous game.
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Aiming.
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Firing; it has far less recoil than in the previous game, likely because it didn't make much sense to have it kick several times stronger than the other .45 handguns.
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Loading in a magazine; note the accurate markings and the slightly-too-tall slide serrations. The pistol also appears to have been scaled too large, even for the behemoth of a pistol it already is.
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Not putting those slide serrations to use and racking the slide by grabbing it on the safety instead.
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The first idle animation.
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The second one; this animation shows the muzzle (which was never seen in first-person in Shadow of Chernobyl) and reveals the misplaced bore.

Fort-12

The Fort-12 returns under the different name of "Fora-12". It is fairly similar to its SoC counterpart, being a decent upgrade to the Makarov PM but being less reliable, noticeably jamming more often. A variant known as the "Fora-14" was cut from the game, and would've been similar to the "Fort-15" from SoC, sporting a larger magazine.

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Fort-12 - 9x18mm Makarov
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Drawing the Fort-12 with a spin.
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The pistol in idle. This particular Fort has an upgraded magazine, hence the 16-round capacity.
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Aiming.
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Firing a shot.
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Reloading. Note the markings, which indicate that it was based on the Fort-12R, a less-lethal variant of the pistol.
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Racking the slide.
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The first idle animation...
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...and the second one.

Heckler & Koch USP Compact

The Heckler & Koch USP Compact appears in-game as the "UDP Compact". It has the highest rate of fire out of all of the handguns. A variant of the USP called the ".223 Pistol" (referencing the Fallout weapon of the same name) was cut from the game; as its name suggests, it chambers the unused .223 round and would've been very powerful, but has a lowered 5 round capacity.

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Heckler & Koch USP Compact - .45 ACP
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Scar draws his USP as the weather tries to prevent him from getting good screencaps.
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Idle.
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Aiming.
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Firing at the weird green stuff.
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Loading in a new mag. Like the Desert Eagle, the USP appears to have been made too large, decompacting the compact gun.
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Pulling the slide back.
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The first idle animation...
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...and the second one.

Makarov PB

The Makarov PB appears in-game as the "PB1s". Unlike its SoC incarnation, it is very rare, only able to be bought or found in stashes. To make up for it however, it is now the most accurate pistol in the game.

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Makarov PB - 9x18mm Makarov
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Holding an empty PB.
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Aiming.
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Making the PB no longer empty.
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A PB on the ground.

Makarov PM

The Makarov PM appears in-game as the "PMm". It is given to Scar by Docent Suslov as the starting secondary weapon, and has also been given a noticeable upgrade since SoC, as its damage has been given a slight boost; its accuracy, however, is still not very good. A unique one known as the "Inscribed pistol" is the target of a quest; this variant is identical to the standard PM, aside from its name and description.

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Makarov PM - 9x18mm Makarov
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Readying the pistol with a twirl. The Makarov now has a standard blued finish and brown grip panels instead of the two-tone finish and black grips as previous.
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Holding the gun.
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Aiming.
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Letting out a shot.
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Reloading the PM...
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...and chambering a round.
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The first idle animation.
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The second animation.

SIG-Sauer P220

The SIG-Sauer P220 appears in-game as the "SIP-t M200". It is somewhat rare, only being used by Mercenaries. Performance-wise, it is fairly similar to the USP Compact, but has a lower rate of fire and a slightly too large 10-round capacity.

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Early Model SIG-Sauer P220 - .45 ACP
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Scar pulls out his P220 at the gas station in front of the Freedom base.
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The P220 in idle.
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Aiming the pistol.
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Shooting at the gas tanks, to rather disappointing effect.
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Loading in a new mag...
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...and chambering a round.
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The first idle animation.
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The other animation.

Walther P99

The Walther P99 appears in-game as the "Walker P9m". It is much rarer than in SoC, as most stalkers now seem to use the Beretta 92FS or the Hi-Power as their 9x19 pistol of choice, only becoming readily available in Limansk from dead Monolith troops.

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Walther P99 (stainless steel) - 9x19mm Parabellum
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Holding the P99.
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Aiming.
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Reloading.
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A P99 on the ground.

Submachine Guns

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 appears in-game as the "Viper 5", and returns as the sole submachine gun. The player will most likely first encounter it in the hands of a Renegade in the swamps, and will frequently find it again later on as a low-level primary weapon. A version with higher muzzle velocity known as the "Viper 5m" was cut from the game.

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Heckler & Koch MP5A3 with slimline handguard and early-pattern magazine - 9x19mm Parabellum
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Pulling out the MP5.
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The weapon in idle.
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Aiming down the iron sights.
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Unloading into the ground; note that the bolt doesn't ever move, but only the charging handle does (which is also incorrect).
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Removing the magazine; note that the top of the magazine has a misaligned texture.
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Loading in a new magazine...
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...slapping it a little deeper in...
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...and finishing off with pulling only the charging handle.
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The first idle animation has Scar point the weapon upwards, giving a great view of the top.
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The second one has Scar twist something on the right side of the receiver (seemingly the fire selector)...
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...and then slap it; his hand appears to clip into the weapon as this happens.

Assault Rifles

AKMSU

The AKMSU appears in-game as the "Akm-74/2U". It is considerably less accurate than in Shadow of Chernobyl, and is the weakest assault rifle available. It is still depected as using 5.45x39mm ammunition rather than the correct 7.62x39mm.

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AKMSU - 7.62x39mm
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Drawing the AKMSU.
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The weapon in idle. Note that, unlike the previous game, the handguard is now wooden; much more like the previous game however, is the selector that is still on semi-auto.
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Iron sights; the front sight is noticeably thicker, also unlike the previous game.
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Firing into the building's wall.
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Dramatically pulling out the magazine (that still has one round in it despite being empty)...
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...just as dramatically slamming in a new magazine...
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...slapping in the magazine, as dramatic as the previous steps...
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...and finishing off with a dramatic bolt pull.
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Idle animation; first, Scar pulls out the magazine (again, with only one round loaded) and takes a peek inside.
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Next, he will load it back in...
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...and pull the bolt back.

AKS-74

The AKS-74 appears in-game as the "Akm-74/2". Oddly, one will be in Scar's inventory by default, even though 5.45 ammunition is unlikely to be encountered until the player reaches the Cordon. It can mount a GP-25 grenade launcher, but only after an upgrade; it is somewhat strange that it and the AN-94 require upgrades to mount one, as they should be able to by default. A unique version called the "Trophy AKM-47/2" can be found hidden in a building in the Cordon, and rather implausibly fires 7.62x54mmR; while conversions of AK variants to 7.62x54mm are possible, the in-game model is completely unmodified, and most notably still uses a standard 5.45 AK-74 magazine, which wouldn't even fit a 7.62x54mm round inside of it. Another version of the weapon named the "Akv 74" was cut from the game, and had a higher rate of fire but was unable to accept scopes.

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AKS-74 with synthetic furniture - 5.45x39mm
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Pulling out the AKS-74.
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The weapon in idle; like the AKMSU, the selector is always on semi-auto.
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Aiming down the iron sights.
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Firing at nothing in particular.
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Removing an empty magazine (that, again, still has one round in it)...
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...loading in a new one...
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...tapping it into place...
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...and pulling the bolt handle.
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The idle animation is much the same as the AKMSU - firstly, Scar takes a look into a magazine (still with only one round)...
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...nextly, he inserts it back in...
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...lastly, he will proceed to pull the bolt back.

AN-94

The AN-94 appears in-game as the "AC96/2". It is used mostly by Duty, the military, and the Monolith; the second of those in the list will likely be the player's first encounter with the weapon, as it used by the soldiers near the entrance to the Cordon from the swamps. Like the AKS-74, it can only mount a GP-25 after an upgrade. A unique variant called the "Duty member's assault rifle" is the target of a quest. Another unique variant with an integrated suppressor was to be included in the game, named the "AC96sl".

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AN-94 - 5.45x39mm
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Holding the AN-94.
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Aiming.
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Loading in a magazine.
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The rifle in the ground.

AS Val

The AS Val returns under the different name of "SA Avalanche". The earliest one may be able to acquire it is through buying it from the Bandits' trader, Tooth, but later on it will become more common.

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AS Val - 9x39mm
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The AS Val in idle.
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Iron sights.
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Reloading the weapon at a somewhat awkward angle.
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The AS Val on the ground.

Enfield L85A1

The Enfield L85A1 appears in-game as the "IL 86". It appears as a common weapon amongst Freedomers and veteran stalkers. It can rather oddly mount the SIG GL 5040 after an upgrade. A version with more muzzle velocity called the "IL86s" was cut from the game.

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Enfield L85A1 with SUSAT scope - 5.56x45mm NATO
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Pulling out the L85A1.
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Idle.
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Aiming through the SUSAT scope.
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Firing the weapon and getting a bad case of mouth bolt.
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Thankfully, the gun jams just in time to prevent further injury.
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Clearing a jam, like in all S.T.A.L.K.E.R. games, will force a reload of the weapon; starting off with removing the magazine (that for some reason has the follower installed backwards)...
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...slapping in another one...
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...and chambering a round; the L85's reload is one of the fastest of the assault rifles.
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The first idle animation will have Scar point the rifle upwards.
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The other one will have Scar twist something on the other side of the reciever...
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...and then slap it; his hand appears to be clipping through the scope, though that may simply be the angle this is seen from.

FN F2000

An FN F2000 with an attached FN GL-1 reappears in the game as the "FT 200M", and as the highest-tier asssault rifle. A variant referred to as the "FT 202M", which would've traded the grenade launcher for a "gravitational bullet stabilizer" allowing for more accurate fire, was cut from the game.

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FN F2000 with FN GL-1 - 5.56x45mm NATO and 40x46mm grenade
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The F2000 in idle.
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Aiming through the scope.
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Reloading the F2000 is now far more onscreen.
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The F2000's world model.

Heckler & Koch SL8-1

A Heckler & Koch SL8-1 modified to resemble a G36 returns from the previous game as the "GP 37". It is one of the highest-tier weapons in the game, but is beaten out by the F2000 above. It is significantly rarer than in the previous game, only able to be acquired by completing the Bandits' faction war or by completing a randomly-given quest to find a specific artifact. It can mount the SIG GL 5040 after an upgrade.

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Heckler & Koch SL8-1 Tactical Sniper Rifle - 5.56x45mm NATO
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Heckler & Koch SL8-1 with STANAG magazine adapter, ZF 3x4° optical sight, and G36 stock - 5.56x45mm NATO
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Actual Heckler & Koch G36, for comparison - 5.56x45mm NATO
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Holding the SL8.
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Aiming; like SoC, only the magnified sight is usable.
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Reloading with a magazine now loaded with actual rounds; the top of the magazine seems to disagree though.
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World model of an SL8. As in the previous game, the SL8 features a G36K-length barrel sticking out of a full-length handguard.

OTs-14-4A Groza

The OTs-14-4A Groza appears in-game as the "Tunder S14". It is rarer than in Shadow of Chernobyl, with Duty being the only user of the weapon for most of the early game; appropriately, one will be given for free if the player decides to join Duty. A version known as the "Tunder S14sn" was cut from the game; it is vaguely described as a "sniper prototype" of the regular weapon.

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OTs-14-4A Groza - 9x39mm and 40mm VOG-25
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Drawing the OTs-14.
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Holding the rifle.
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Aiming down the iron sights.
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Firing some shots at the pavement.
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Pulling out a magazine.
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Loading in a new one loaded with a single 3-dimensional round.
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Slapping in the magazine far too deep into the magwell.
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Chambering the aforementioned round.
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The idle animation has Scar flip up the grenade launcher sight.

SIG SG 550

The SIG SG 550 appears in-game as the "SGI 5k". It is essentially Freedom's equivalent to the OTs-14 Groza, being used almost exclusively by them and will be given for free to the player if one decides to join Freedom. It can mount the SIG GL 5040, but only after an upgrade; it is rather strange that it needs an upgrade in order to mount one, as the GL 5040 was designed specifically for this rifle. A version firing 5.45x39mm ammunition called the "SGI 5.45" was cut from the game.

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SIG SG 550 - 5.56x45mm NATO
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The SG 550 in idle.
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Iron sights view.
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Reloading.
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The world model of the SG 550.

Z-M LR 300ML

The Z-M LR 300 appears in-game as the "TRs 301". It remains the most common 5.56 rifle, and is frequently used by a variety of factions. It can also mount a SIG GL 5040 after the appropriate upgrade is installed. A version similar to the "Sniper TRs 301" from SoC would've been included as the "TPs 'Left-hander'", featuring higher accuracy in exchange for a lower rate of fire.

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Z-M LR 300ML-A - 5.56x45mm NATO. Similar to the in-game weapon, but with a wire stock.
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Holding the LR 300.
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Aiming; the sights are still misaligned.
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Reloading.
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World model of the LR 300.

Sniper Rifles

SVD Dragunov

The SVD Dragunov appears as the "SVDm 2". It can be acquired by buying it from Ashot (Freedom's trader), or scavenging it from fallen Freedom and Monolith snipers. Similarly to the USP Compact, a variant of this weapon referencing the Fallout weapon known as the "Bozar" was cut from the game; it fires the same .223 round, has a 300-round magazine, and fires 10 rounds at the same time in a strange shotgun-like manner. If the Bozar is viewed in the inventory, it appears as a PK, a result of it being built off the machine gun's codebase.

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SVD Dragunov - 7.62x54mmR
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Readying the SVD; doing so will make a bolt cycling noise, a holdover from SoC.
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Holding the rifle.
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Taking a closer look at the field with the PSO-1.
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Firing off some shots from the hip, in spite of better judgement.
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Pulling out the magazine...
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...and tossing it away.
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Shoving in a new magazine. Note the rather odd-looking textures; this is due to it using the SVU's bump maps rather than its own.
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Chambering a round is mostly obscured by the scope.
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The idle animations are mostly the same as several of the previous weapons; the first of which has Scar point the rifle upwards, giving a good view of the top.
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The other one starts off with Scar fiddling with something on the other side of the reciever; given that there isn't much to adjust on that side of the SVD's reciever, it seems that he is adjusting something on the scope instead.
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After messing with whatever that was, he proceeds to give it a smack.

SVU Dragunov

The SVU Dragunov appears in-game as the "SVUmk2"; it is used exclusively by Freedom. The player can now sprint with it equipped. A version with lower recoil was cut from the game, known as the "SV-Am".

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SVU Dragunov - 7.62x54mmR
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Drawing the SVU; like the SVD, drawing the weapon will make a bolt cycling noise.
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The SVU in idle; note the lack of flash hider, which will become relevant later.
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Aiming through the not-reversed PSO-1.
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Firing off a couple shots.
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Reloading the weapon, starting off by removing the magazine...
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...slamming in a new one...
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...and finishing off with pulling the bolt back, noting the complete lack of ammunition in the magazine.
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The idle animation will have Scar grab the scope.
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As mentioned, the lack of flash hider is relevant again, as it is present only on the world model and inventory icon.

VSS Vintorez

The VSS Vintorez appears in-game as the "Vintar BC". It is prominently featured in the game's opening, and that same VSS can be found in the swamps near the entrance to Agroprom. The VSS is also used by a few stalkers in Agroprom. A variant cut from the game known as the "'Avalanche' Vintar" was to feature a doubled magazine capacity in exchange for a lower magnification scope.

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VSS Vintorez with PSO-1 scope - 9x39mm
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Drawing the VSS; this one has had its magazine upgraded, allowing it to hold 15 instead of its standard 10 rounds.
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The VSS in idle.
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Aiming through the PSO-1.
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Firing off a couple shots. Unscoped, of course.
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Reloading the VSS is much the same as the AS Val, starting off by removing the magazine and having it clip through the trigger guard...
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...then inserting a new empty magazine...
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...slapping it into place...
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...and chambering a round.
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Like the SVU, the idle animation has Scar grab the scope and pull it slightly.

Machine Guns

PK

The PK appears in the game as the "RP-74", a name oddly similar to the RPK-74. It is used primarily by Duty, but the bandits and the military also use it on rare occasions. The player can only hipfire the weapon, with the iron sights being completely inaccessible; it can also only use one type of 7.62x54mmR ammo. Mounted variants are sometimes also encountered; the one encountered when entering the Cordon for the first time is especially infamous, as Scar will be very underequipped for this occasion. A unique variant known as the "Tank machine gun" can be found in a T-64 in the Red Forest; this variant somehow holds a whopping 2000 rounds in its standard 100-round belt box. The description of the "Tank machine gun" and where it's found also implies that it is meant to be a PKT, but its model is still of a PK.

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PK - 7.62x54mmR
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Holding the PK.
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Reloading; the belt feed cover is not opened, and Scar simply shoves the belt through the feed chute. The belt also appears to be held together by some sort of video game magic, as the rounds are not actually connected to each other.
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The PK on the ground.

Shotguns

Mossberg Maverick 88

The Maverick Model 88 appears in-game as the "Chaser 13". It is somewhat more common than in the previous game, but is otherwise fairly similar to its previous incarnation. A unique (but functionally identical) variant called "A bandit's Chaser 13" is the target of a quest. Another variant, called the "'Freedom' Chaser", was cut from the game; this variant featured a rifled barrel, allowing greater accuracy when using slugs but disallowed usage of buckshot and darts.

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Mossberg Maverick 88 - 12 gauge
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Holding the Maverick.
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Looking down the iron sights.
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Loading in a shell.
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World model of the Maverick.

Franchi SPAS-12

The Franchi SPAS-12 appears in-game as the "SPSA14". Unlike Shadow of Chernobyl, it is now operated in pump-action mode, with an appropriately slower rate of fire. A funtionally-identical unique version called the "Ripper shotgun" is the target of a quest given by a Duty member; according to its description, this variant comes from a limited-edition batch noted for its better finish. A variant known as the "SPSA-AUT" was cut from the game, which would've featured a higher 10-round capacity and a higher rate of fire.

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Franchi SPAS-12 without stock – 12 gauge
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Holding the SPAS-12.
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Aiming; unlike Shadow of Chernobyl, the iron sights are now misaligned.
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Reloading the SPAS as a curious bystander watches.
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World model.

TOZ-34

The TOZ-34 was originally cut from SoC, but has now been reintroduced as the "Hunting rifle"; its strange designation as a rifle is due to a mistranslation. It is a very common weapon, being used by rookies of various factions.

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TOZ-34 - 12 gauge
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Drawing the TOZ-34.
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The "rifle" in idle.
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Aiming at the sky.
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Shooting at the ground.
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Breaking open shotgun and ejecting the shells. Unlike Shadow of Chernobyl, the opening latch is not used, and the shotgun just opens on its own.
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Loading the top barrel...
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...and the bottom barrel.
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Closing up the shotgun.
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The idle animation has Scar break open the shotgun and look at the shells inside.

TOZ-66

A sawn-off TOZ-66 appears in the game as the "Shotgun". It is given by Suslov as a primary weapon, and can still be found very frequently later.

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TOZ-66 - 12 gauge
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Drawing the TOZ-66.
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The shotgun in idle.
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Aiming; the angle it is held at would likely make it shoot high in real life.
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Firing the shotgun; it has oddly low recoil for a sawn-off shotgun. Like the previous game, the hammers actually track which barrels have been fired.
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Opening the barrels and ejecting the rounds; like the 34 (and also unlike SoC), the opening latch is not used, and Scar just pushes the barrels open.
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Loading a shell into the left barrel...
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...and the right one.
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Cocking both hammers at once, unlike SoC...
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...and closing it back up.
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The non-empty reload will have Scar load and cock the hammer with his left hand instead.
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Idle animation.

Grenade Launchers

FN GL-1

The FN GL-1 is permanently affixed to the FN F2000.

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FN GL-1 mounted on FN F2000 - 40x46mm grenade and 5.56x45mm NATO
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Using the GL-1 on an F2000.
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Loading in a grenade.

GP-25

The GP-25 appears in the game as the "GP-25 "Koster"". It can be mounted to the AKS-74 and AN-94 after the appropriate upgrade is installed.

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GP-25 grenade launcher - 40mm VOG-25
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The GP-25 mounted on an AKS-74.
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Loading in a VOG-25 grenade.
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A GP-25 mounted on nothing.

GP-30

The GP-30 is mounted as part of the OTs-14-4A Groza.

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GP-30 mounted on OTs-14-4A Groza - 40mm VOG-25 and 9x39mm
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Flipping the GP-30's ladder sight up; like the GL-1, this is done incredibly quickly.
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Holding the rifle with the sight flipped up.
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Aiming at an angle unlikely to aid in accurate fire.
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Firing the launcher at an angle that will probably be more accurate.
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Loading in a grenade; the grenade model that is being loaded into the launcher is of the VOG-25R, which isn't even in the game.
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Slapping the ladder sight down, about the same speed as flipping it up.

RG-6

The RG-6 appears in the game as the "Bulldog 6". Like the previous game, it is incredibly rare, with only four existing in the game.

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RG-6 Grenade Launcher - 40mm VOG-25
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Holding the RG-6.
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Aiming; the front sight is still missing, but thankfully the Magical Crosshair has now decided to intervene.
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Loading in a grenade; the launcher now opens up correctly.
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An RG-6 on the ground.

RPG-7

The RPG-7 appears in the game as the "RPG-7u". Like the RG-6 above, it is very rare, with its ammunition being even rarer; as before, its ammunition is misnamed, as it is a PG-7L rocket labelled as an OG-7V.

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RPG-7 - 40mm
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The RPG in idle.
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Aiming through the scope.
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Shoving in a PG-7VL rocket; the hammer is not cocked, which would render it unable to fire in reality.
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World model.

SIG GL 5040

The SIG GL 5040 appears in the game as the "M203". Like the GP-25, it can only be installed after an upgrade, with compatible rifles being the Heckler & Koch G36, L85A1, SIG SG 550, Z-M LR 300.

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SIG GL 5040 mounted on SIG SG 550 - 40x46mm grenade and 5.56x45mm NATO
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The SG 550 with its grenade launcher attached.
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Loading in a grenade.
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A GL 5040 on its own.

Grenades

F-1

The F-1 hand grenade appears in the game as the "F1 grenade". It is rarer than the RGD-5 below, but deals more damage, and has a larger blast radius. Russian voice acting for bandits when throwing one refer to it as a (pine)"apple".

F-1 hand grenade
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Pulling out an F-1.
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Holding the grenade.
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Ripping out the pin...
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...and throwing the grenade; like the previous game, the thrown model still has the pin and lever present.
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Even still, the grenade produces quite an impressive blast after its 3-second timer runs out.
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Idle animation; first, Scar will check the body and give a great view of the "Ф-1" marking.
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Afterwards, he will toss it around a bit.

RGD-5

The RGD-5 hand grenade appears in the game as the "RGD-5 grenade". It is the most common grenade, and has a smaller blast radius and damage output than the F-1. Russian voice acting for bandits when throwing one refer to it as a "lemon".

RGD-5 hand grenade
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Pulling out an RGD-5.
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The grenade in idle; note that, unlike the F-1 (and unlike SoC), the lever is not held down, which proves to be a problem when...
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...the pin is pulled, as the lever should pop off.
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Though considering that the lever never pops off anyways, this is a bit of a moot point.
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It still produces a nice boom, however.
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The idle animation is much the same as the F-1, starting off with inspecting the body (giving a slightly worse view of the markings this time)...
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...and tossing it about.

Unusable Weapons

KPVT

The KPVT can be seen mounted on BTR-70s.

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KPVT - 14.5x114mm
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The KPVT is the large turret mounted at the centre.

PKT

The PKT can also be seen on the BTR-70.

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PKT - 7.62x54mmR
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The PKT is the one to the left of the KPVT.

Yakushev-Borzov Yak-B

The Yakushev-Borzov Yak-B is mounted on the Mil Mi-24.

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Yakushev-Borzov Yak-B mounted on Mil Mi-24 - 12.7x108mm
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Looking at a Yak-B.

Others

"EM1 Rifle"

The "EM1 Rifle" (likely referencing the EM-1 from the film Eraser) is a prototype version of the "Gauss Rifle" that would be seen in the other games. Unlike the Gauss Rifle, it does not fire bullets, but rather extremely strong electromagnetic bursts powered by fragments of the Flash artifact; as such, it does very little damage to live targets, but deals much more to electrical devices.

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Holding the EM1.
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Reloading.
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The EM1 on the ground.