Weapons & Equipment
Ghost Recon: Future Soldier sports 50 different weapons and 18 pieces of equipment. Each weapon can be customized with up to ten different Weapon Attachments .
All weapons are split up into the two factions: Ghosts and Bodark. If you are a Ghost, you won't be able to use Bodark weapons unless you pick them up off the ground. All Grenades and Equipment will be available to both factions, but only certain classes can use certain grenades and equipment. See the Grenades and Equipment pages to see how they are divided up.
Each Loadout will allow you to select one primary weapon, one secondary weapon, one grenade type, and one equipment type.
Assault rifles, light machine guns, personal defense weapons / rifles, sniper rifles, sub machine guns, secondary weapons, less-lethal.
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- Field Computer
Up Next: Assault Rifles
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Ghost Recon: Future Soldier
Tom Clancy's Ghost Recon: Future Soldier is a third-person tactical shooter video game published by Ubisoft and was released for the PlayStation 3, Xbox 360 and PC in 2012. In the game, the player assumes the role of Staff Sergeant John Kozak, who is one of the four Ghosts tasked to find the killers of a four-man Ghost team call-signed "Predator".
Future Soldier features some of the deepest weapon customization ever seen in a video game. Parts that can be customized include: optics, triggers, magazines, under-barrel attachments, side-rail attachments, gas systems, barrel lengths, muzzle attachments, buttstocks, and paint schemes.
The following weapons appear in the video game Ghost Recon: Future Soldier :
- 1.1 Chiappa Rhino 60DS
- 1.2 FN FNP-45 Tactical
- 1.3 FN Five-seveN
- 1.5 MP-412 REX
- 1.6 OTs-33 Pernach
- 1.7 Taurus Judge
- 1.8 Taurus PT 24/7
- 1.9 TDI Kard
- 1.10 X26 Taser
- 1.11 Taser X3
- 2.1 Brügger & Thomet MP9
- 2.2 CZ Scorpion Evo 3 A
- 2.3 FN P90 TR
- 2.4 Heckler & Koch MP7A1
- 2.5 PP-19 Bizon-2
- 2.6 Jianshe 9mm
- 2.7 PP-2000
- 2.8 TDI Vector
- 3.1 5.56A-91
- 3.5 AN-94 "Abakan"
- 3.7 CZ 805 BREN
- 3.8 DS Arms SA58 OSW
- 3.9 Enfield L22A2
- 3.10 FN F2000 Tactical
- 3.11 FN SCAR-L
- 3.12 FN SCAR-H
- 3.13 Heckler & Koch HK417
- 3.14 IMI Tavor TAR-21
- 3.15 Magpul PDR
- 3.16 Mk 14 Mod 0/1 Enhanced Battle Rifle
- 3.17 "OCP 11"
- 3.18 Patriot Ordnance PDW
- 3.19 Remington ACR
- 4.1 Knight's Armament Company Revolver Rifle
- 4.2 Knight's Armament Company SR-25
- 4.3 KSVK 12.7
- 4.4 Mosin Nagant M91/30
- 4.5 PSL-54C
- 4.6 Remington M40A5
- 4.7 Remington MSR
- 5.1 Benelli M4 Super 90
- 5.2 Saiga 12K
- 5.4 Mossberg 500
- 5.5 MTs255 Tactical
- 6.1 Mk 48 Mod 0
- 6.2 LSAT Light Machine Gun
- 6.3 Mk 43 Mod 1
- 6.4 Norinco QJB-95
- 6.5 Knight's Armament Company LMG
- 6.6 PKP Pecheneg
- 6.8 STK Ultimax 100 Mk 5
- 7.1 Brügger & Thomet GL-06
- 7.2 CZ 805 G1
- 7.3 FN 40GL
- 8.1 2A42 Automatic Cannon
- 8.2 Knight's Armament Company LMG
- 8.4 M134 Minigun
- 8.6 STK Ultimax 100 Mk 5
- 8.7 YakB-12.7
- 9.1 AN/M14 Incendiary Grenade
- 9.2 Flashbang
- 9.3 M18 Smoke Grenade
- 9.4 M18A1 Claymore
- 9.5 M67 Hand Grenade
- 9.6 Taser Shockwave
- 10.2 Barrett M107
- 10.3 Heckler & Koch MP5A2
- 10.4 Mossberg 500 Cruiser
Chiappa Rhino 60DS
A Chiappa Rhino 60DS appears as the "Wild Boar" in the game. It is used by Bodark Scouts. Can be modified with AP ammo, red dot sight, under-barrel laser and match trigger. Initially required unlocking through the Ghost Recon Network website on PC and 360, and was unavailable on PlayStation 3; as of an update, the multiplayer version has been unlocked for all players on both consoles, with the singleplayer version still available on PC and 360 through GRN.
FN FNP-45 Tactical
The FN FNP-45 Tactical appears as "45T" in the game. It is one of the sidearms of the Ghost Team in MP. It is also the starting sidearm in Guerrilla mode. Can be fitted with a red dot sight, suppressor, laser sight and/or AP ammo.
The FN Five-seveN is known as "5.7 USG" in the game and features a custom compensator. Is portrayed with a 30-round magazine, but holds only 18 bullets, probably to balance it out with the GSh-18 . Can be fitted with a red dot sight and armor piercing ammo, laser, but no suppressor. Like the Chiappa Rhino, it was initially only available on PC and 360 through the Ghost Recon Network website, before an update gave it to all players on both 360 and PS3 for multiplayer.
The GSh-18 is one of the Team Bodark's handguns. Upgrades include a red dot sight, suppressor, armor piercing ammo, and laser sight.
The MP-412 REX is one of the Bodark team's handguns, listed as the "MP-412". This is one of the four "hidden" weapons of the game. Originally unlocked for all modes by finishing at least one mission in Ghost Recon Commander , a free Facebook game, as of update 1.6 it is now automatically unlocked for all players in multiplayer; with the removal of Ghost Recon Commander from Facebook, it can no longer be unlocked in campaign, and is now only temporarily available in that mode from a single weapon crate near the end of the first Raven Strike DLC mission. The MP-412 can be modified with armor piercing ammo, red dot sight, under-barrel laser and match trigger.
The OTs-33 Pernach is known as "OTS-33" in the game. Uses 18-round magazines by default, a 27-round mag can also be unlocked. The OTs-33 is the only handgun in the game that can have an extended magazine attachment.
The Taurus Judge is known as "Defender" in the game. Can be modified with a laser sight, red dot sight, armor piercing ammunition and match trigger. The third weapon unlocked through the Ghost Recon Network website, and like the others an update made it available to all players on both consoles for multiplayer, with the singleplayer version still available on PC and 360 through GRN.
Taurus PT 24/7
A wallpaper for Windows is unlockable through uPlay, featuring 30K holding a First Generation Taurus PT 24/7 in 9x19mm.
The TDI Kard is one of Team Ghost's handguns. Can be fitted with a suppressor, match trigger, red dot sight, laser sight, and AP ammo. Holds 15 rounds.
The X26 Taser appears as an under-barrel attachment for assault rifles (but not for the so called "Personal Defense Rifles"). Both Ghosts and Bodark use this attachment. The X26 does not make an appearance in the Story or Guerrilla modes. It would be redundant, as it is used to stun an enemy and then hack his Augmented Reality software, which no enemies for the vast majority of either mode are using.
The Taser X3 appears as a secondary weapon in the multiplayer part of the game, used by both factions. Referred to as "Stun Gun". It is depicted to be a single-shot weapon, whereas the real X3, as the name suggests, holds 3 cartridges at a time. After the X3 is fired, the player's character will replace all three cartridges during the reload.
Submachine guns can be described as weapons perfect for the "spray-and-pray" technique. They offer less stopping power than the rifles or machine guns, but are also more accurate when going "Rock and Roll" and generally have faster rates of fire. The barrel length of the SMGs cannot be changed.
Submachine guns, just like sniper rifles, can be fitted with an OTR (Optical Target Recognition) Scanner, that spots enemies by finding their heat signals. This is a side rail attachment, similar to the Heartbeat Sensor, that can be mounted on ARs and MGs (Story mode only).
Brügger & Thomet MP9
The Brügger & Thomet MP9 is added as a new Ghost SMG in the "Arctic Strike" DLC. The MP9 features 30-round magazines and a side-mounted rail where a laser sight or OTR scanner can be attached. The MP9's front grip cannot be changed, unlike the MP7A1, which comes with a rail system under the barrel. This is weird considering how the MP9N with an under-barrel Picatinny rail existed at this point in time - or that the concurrent Ghost Recon Online featured a full-auto-converted TP9 for its underbarrel rail. The stock can be folded, but a fixed one is not available.
CZ Scorpion Evo 3 A
The CZ Scorpion Evo 3 A appears as "Skorpion" in the game. Holds only 20 rounds in the 30-rounder magazine. The Scorpion can accept dual magazines. Used by Team Bodark in MP. During a mission, GhostLead gives Georgian Special Forces Sergeant Osadze an unmodified Scorpion SMG.
The FN P90 TR is one of the Ghosts' submachine guns. Appears simply as "P90". The stock, factory angled grip, and barrel lengths are unalterable. Can have a semi-auto, full-auto, or 2-stage trigger, but the match trigger is not available.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 appears in the game as the "MP7". It is one of the Ghost Scouts' weapons in MP. Interestingly, when the 3-round burst trigger group is selected, the magazine capacity is reduced to 39 rounds. The folding fore-grip was replaced with a rail system, as in Warface . Interesting fact is that two years after the release of this game (in 2014), H&K introduced the MP7A2, which comes with a triple-rail handguard, like the one seen in the game.
The 9x18mm PP-19 Bizon-2 appears with a side-folding stock, which of course, can be folded. The gun is fitted with back-up iron sights by default, even though the iron sights are also present unaltered. Due to the position of the magazine, this weapon cannot accept any under-barrel attachments. Referred to as "PP19".
The JS 9mm is added as a new Bodark SMG in the "Arctic Strike" DLC. The stock and the front grip cannot be changed, and also cannot use dual magazines. Initially held only 20 rounds instead of the correct 30, though after a patch the capacity was increased.
The PP-2000 is used by Team Bodark in the MP part of the game. Utilizes 44-round magazines. During the mission "Gallant Thief", Kozak gives President Volodin a unique PP-2000 with a Kobra red dot sight and 20-round magazine. The PP-2000 is also used by some of the HVT's (High Value Target) during the last mission, "Shattered Mountain", and the unique one with a 20-round mag is also given to a Russian general rescued in the first mission of the Raven Strike DLC.
The TDI Vector is one of the usable submachine guns in the game. In Story mode it is the preferred weapon of Cpt. Cedric "GhostLead" Ferguson, usually fitted with a red dot scope and sound suppressor. For some reason it holds only 28 rounds in the 30-rounder magazine.
Assault rifles are used by riflemen in the MP. ARs have the most attachments in the game, including bipods and Grippods (also available for machine guns). They can also mount five unique under-barrel launchers, EMP launcher, explosive grenade launcher, smoke grenade launcher, under-barrel semi-automatic shotgun, or taser (MP only).
Some compact assault rifles are labeled as PDRs, or Personal Defense Rifles. These give more maneuverability to the player, at the cost of range and sometimes stopping power. Personal Defense Rifles cannot be fitted with quad-stack or drum magazines (although the Magpul PDR can take a 30-round PMag), only with dual mags or mags containing armor piercing ammo. They cannot be equipped with under-barrel launchers, a bipod or Grippod, and the optic attachment cannot be a thermal or Backscatter optic. The barrel length of the PDRs cannot be changed.
The 5.56A-91 appears as "A-91" in the game. This designation is misleading, as it refers to the non-export 7.62x39mm version. The default version of the weapon comes without the grenade launcher part, just like in Battlefield 3 . The gun cannot take any other under-barrel attachments, such as a grip or the shotgun. Only the three types of grenade launchers can be attached to it. The stock and barrel are also unalterable.
The AK-200 (prototype version of the AK-12 rifle) appears as "AK-200" in the game, fitted with a Tapco folding stock. Its extended magazines option depicts the newly designed 60-round quad stack magazine rather than the dual-drum magazines most other assault rifles can use, however the model simply uses a 30-round Tapco magazine which has been bulged out to resemble the profile of the 60-round magazine.
The AKM is one of the four pre-order bonus weapons, available for use by Bodark riflemen. It is incorrectly listed as the " AK47 ". It features a RIS handguard, short barrel, folding sights, custom flash hider, and side-folding wire stock (fixed also available). Has similar attachments like the AK-200; the only difference is that the AKM can use 75-round drum mags, while the AK-200 uses 60-round quad-stack box magazines. It is the only one of the four pre-order weapons available to the player regardless if they preordered the game, available in at least two weapons crates.
The AKMSU is a PDR used heavily by enemies during the Story mode. It is mistakenly called " AKS-74U " in the game. Can be fitted with dual mags, various optics, muzzle attachments and foregrips. It is also possible to choose AK-74M style full stock in both folded and unfolded position. Gabriel Paez carries an AKMSU with the stock folded during the first mission. Dede Macaba carries a gold-plated AKMSU with the stock folded during the second mission.
The AN-94 is used by Russian Ultranationalists. In MP, it is used by Team Bodark. Can be fitted with semi-auto, full-auto, match, or the infamous 2-round burst fire modes. Features the original-model stock, which in reality prevented right-handed shooters from being able to actually reach the trigger with their trigger finger when it was folded (necessitating a switch to an RPK -like stock in later models), but despite this the weapon can be fired just fine by the right-handed characters when the stock is folded. The length of the barrel cannot be modified, but the muzzle brake can be changed. Also can accept a 75-round drum mag, or two magazines taped together.
The AS Val appears as "VSS" in the game, classified as a sniper rifle. For some reason, the stock cannot be folded if a grip-pod is attached to the weapon, and unlike most other sniper rifles there is no option for a fixed stock (which likely would have been the VSS' wooden stock). It is correctly shown to be fully automatic, although a semi-auto trigger is also available. The barrel length cannot be changed. Until a patch, it held only 10 rounds, despite being modeled with the 20-rounder magazine.
CZ 805 BREN
The CZ 805 BREN is added in the "Arctic Strike" DLC, listed as the "S805". Some sources also call it the CZ805. It can be fitted with a 75-round drum magazine like the Ghosts' ACR.
DS Arms SA58 OSW
The DS Arms SA58 OSW is classified as a PDR and it is used by Team Bodark. In the Guerrilla mode, a suppressed SA58 OSW with full-auto trigger group is the starting weapon, along with an FNP-45T pistol.
The modified version of the Enfield L22A2 featuring a MIL-STD-1913 sight rail and a slightly lengthened barrel and handguard appears. It is classified as a PDR, used by Ghosts in MP. Being a bullpup weapon, the buttstock of the rifle cannot be altered.
FN F2000 Tactical
The FN F2000 Tactical with "Tactical" handguard is added as a Ghost assault rifle in the "Arctic Strike" DLC. The stock and the barrel length cannot be modified. The gun incorrectly mounts the FN 40GL grenade launcher (developed for the SCAR family) instead of the GL-1.
A black FN SCAR-L with EOTech holographic sight, custom pistol grip, and what looks like a laser sight mounted under the barrel is seen on the installation menu (PC).
The FN SCAR-H CQC is added in the "Arctic Strike" DLC. It is classified as a Ghost PDR and is equipped with the sliding stock of the FN SCAR PDW . Referred to as "Mk17".
Heckler & Koch HK417
The Heckler & Koch HK417 appears as "417" in the game. It is one of the assault rifles used by the Ghosts in multiplayer. The standard trigger setting is semi-auto only in all game modes. Has the default assault rifle attachments, including an extended 30-round magazine.
IMI Tavor TAR-21
The TAR-21 is one of the Ghosts' assault rifles in MP. Just like the L22A1 and M1014, it features a full-length rail on top. This version of the TAR-21 that was recently introduced by IWI in 2012. Has the standard assault rifle modifications, but the stock is not alterable. It can be mocked up as a CTAR-21 or STAR-21 with the respective barrel configurations.
The Magpul PDR-C is one of the usable assault rifles in the game. Classified as a "Personal Defense Rifle" - what PDR actually stands for in the gun's name. Can be fitted with various optics, muzzle attachments, and a 30-round magazine. This is one of the few weapons that can have a 2-stage trigger. It is also possible to replace the factory angled foregrip with a rail system (basically turn the PDR-C into a PDR-D), and attach a vertical fore-grip to that rail; this interestingly makes it the only bullpup rifle in the game that features options of a different stock.
Mk 14 Mod 0/1 Enhanced Battle Rifle
The Mk 14 Mod 0 EBR is one of the four bonus weapons for pre-ordering or for purchasing the Digital Deluxe edition of the game, used by Ghost team riflemen. Joe Ramirez briefly uses one with a holographic sight and magnifier during the introduction. Like the HK417, the Mk 14 can be fitted with a 30-round magazine. A Magpul CTR butt-stock is also selectable, turning the Mk 14 Mod 0 into the Mod 1.
The OCP 11 seems to be a completely fictional weapon. It has an AK-type 7.62mm magazine that holds 40 rounds, but it clearly lacks the magazine release button. The receiver does not look like that of any new or old AK variant. The selector switch is from an AR-15 rifle. The OCP 11 is classified as a PDR used by Team Bodark, featured in the Arctic Strike DLC.
Patriot Ordnance PDW
Called the "Goblin" in-game, the POF P416 appears under the "PDR" class for the Ghosts. This is the only assault rifle available at the start of the story mode, and unless under player control in co-op modes it is near-always the primary weapon of Sgt. James "30K" Ellison. The gun was modeled after the civilian PDW (pictured below), with safe and fire settings on the selector. The default automatic fire mode can be replaced with 3-round burst or semi-auto. Fixed M16 -style stock is also available, or the player can choose not to have any stocks at all.
The Remington ACR with 5-sided handguard is the main Ghost assault rifle, often seen in the hands of the squad in pre-mission cutscenes. The stock can be folded, and the gun can be fitted with a fixed stock too. A 75-round drum mag (modeled after a 100-round Beta C-Mag) is also unlockable.
The SR-3M is classified as a "Personal Defense Rifle". This is the Bodark counterpart of the PDR-C, having similar attachments including the 2-stage trigger. As with the MP7A1, the folding foregrip has been replaced with a rail system, enabling to attach both vertical or angled foregrips. This gun is often seen in the hands of bad guys in both Story and Guerrilla modes.
Sniper rifles can be fitted with five different optics: Holographic sight with Magnifier (providing 3x zoom), Tac Scope (4x zoom), High Power Optic (8x zoom), Custom Sniper Scope (12x zoom), or Thermal Scope. They can also mount either a bipod or angled foregrip. Four types of ammo can be selected for sniper rifles: Standard, Armor Piercing, Exacto (self-guided), and Raufoss (explodes on contact). Side rail attachment can be a laser sight or OTR scanner.
Knight's Armament Company Revolver Rifle
The KAC Revolver Rifle is known as "SRR" in the game, and features a suppressor by default. Reloads are done using speedloaders; this gives the gun a quick reload, regardless of how many rounds are fired. It is shown to operate in Double Action mode, while the real weapon is Single Action (meaning it can only be fired if the hammer is cocked). Can be fitted with a special wire stock, or can have no stock at all. The barrel length cannot be changed.
Knight's Armament Company SR-25
The SR-25 Enhanced Match Rifle appears in the game as the "M110", and is frequently utilized by MSG Robert "Pepper" Bonifacio. This civilian variant is distinguishable from the military M110 SASS by its lack of an ambidextrous bolt catch and length-adjustable buttstock. This is the only sniper rifle in the game without DLC that has a 20-round magazine. The stock of the rifle cannot be changed, even though the real SR-25 or M110 SASS can accept AR-15 style buttstocks. Furthermore, the unique suppressor can only be applied to a standard length barrel.
The KSVK 12.7 heavy sniper rifle is used by Team Bodark in MP, and is also often used by Russian snipers in story mode.
Mosin Nagant M91/30
A heavily customized and modernized Mosin Nagant M91/30 appears as "MN91/30", and is another weapon unlocked by pre-ordering or purchasing the Digital Deluxe edition, available to Bodark scouts.
The PSL-54C 's model features a RIS handguard, longer barrel with flash hider, different front sight, and the default stock is similar to the folding stock of the SVDS . The fixed stock found on the newer SVD rifles is also selectable. Strangely, the magazine lacks the "X" shaped stamping.
The M40A5 is the fourth and final weapon included in the Digital Deluxe edition, usable by Ghost team scouts. The model of the magazine is much longer than the 7.62mm magazine of the M40A5/Remington 700 series.
The Remington MSR (Modular Sniper Rifle) is the main bolt-action sniper rifle of the Ghosts in both MP and story mode. Two members of the other Ghost team killed in the intro use MSRs to take out the enemies around the convoy. The gun holds 5 rounds, but is modeled with a 10-shot magazine. The rifle also features a custom cheek rest and butt pad. Strangely, the stock cannot be folded, even though the MSR was designed to be able to be fired with a folded stock.
Shotguns are used by Scouts in multi-player. Shotguns can fire buckshot, slug (MP only) or Dragon's Breath shells.
Benelli M4 Super 90
The Benelli M4 Super 90 appears as "M1014" in the game. Has a Mako Group polymer quad rail handguard. A fixed stock is selectable. Holds 8 shells instead of the correct 6. When selecting a longer (or shorter) barrel, the length of the tubular magazine also increases (or decreases), but the actual capacity of the gun does not change. A fictional, shortened version of the M4 can also be mounted on assault rifles as an under-barrel attachment. This semi-auto shotgun holds 3 shells, and is used by both factions in MP. It can only fire buckshot shells.
The Saiga 12K is another usable shotgun of Team Bodark. The shotgun features a RIS handguard, BUIS, and skeletonized stock. Capable of fully-automatic, semi-automatic, or 2-round burst fire.
The Ghosts' "M12" fully-automatic shotgun appears to be based on the Pancor Jackhammer and the similar obscure MICOR Defense Leader 50 bullpup .50 BMG rifle, noted by its distinctive pistol grip and trigger guard. The gun is modified with a railed top and handguard, simplified muzzle brake, and redesigned buttstock, which cannot be modified. Feeds from 8-round box magazines, to balance it out with Team Bodark's Saiga-12K. Can be fitted with a full-auto, semi-auto, 2-stage, and even 3-round burst trigger group.
The Mossberg 500 with heat-shield is one of the Ghost shotguns. It is incorrectly listed as the "M590A1". The design of the tubular magazine cap reveals that it is a Mossberg 500, not the newer 590A1. The gun's name is not the only inaccuracy: It is modeled with a 5-shot tube but somehow manages to hold 8 shells. Comes standard with a top-folding wire stock based on the KNOXX SpecOps Folder Stock. A fixed shoulder stock is also unlockable.
The MTs255 Tactical appears as "MTs-255" in the game. Can be fitted with a special flash hider, but it can only be attached to a short barrel. This shotgun cannot accept any under-barrel attachments.
The RMB-93 is the standard pump-action shotgun of the Bodark faction. The barrel length of the RMB-93 cannot be changed, unlike the Mossberg 500, its Ghost counterpart. Can be fitted with a "fixed" stock, that is basically an LE stock with a custom butt-pad. It is also worth noting that the real RMB-93 cannot be reloaded when the stock is folded, because it would cover the loading port.
Machine guns are capable of suppressing an enemy, forcing him to take cover with limited field of view. Machine guns can fire standard, armor piercing, or incendiary ammo. MG's are usually limited to full-auto fire. Available optics are: Red Dot, Magnified HWS, Tac Scope, and Backscatter Optic. Under-barrel attachments include a vertical grip, angled fore-grip, grip-pod, and bipod. Bipods and grip-pods can be deployed when on the ground or behind low cover to increase accuracy and reduce recoil. The stock of some machine guns are also changeable.
Mk 48 Mod 0
An Mk 48 Mod 0 fitted with the sliding stock of an M249 Paratrooper appears as "Mk48" in the game. Strangely, fixed stock is not available for this MG. The MK 48 Mod 0 is the starting machine gun in the story mode.
LSAT Light Machine Gun
The developmental LSAT Machine Gun is usable by the Ghosts in the MP. It is unknown why the stock cannot be collapsed. Instead, it can be fitted with a "fixed" stock, that looks like an AR-15 type LE stock with some modifications.
Mk 43 Mod 1
The Mk 43 Mod 1 machine gun can be unlocked through uPlay, along with the RPK. It is used by Ghost riflemen. Referred to simply as "M60" in-game. Feeds from 200-round ammo boxes, can fire standard, armor piercing or incendiary rounds. The MK 43 Mod 1 is limited to full-auto fire, but a match trigger can be unlocked. Comes with a bipod by default in multiplayer; it may sound weird, but the under-barrel rail cover (that is, no under-barrel attachment) must be unlocked. Story mode likewise starts it with a holographic sight with magnifier that the player can use before actually unlocking it, so long as they don't switch it out for another optic. Also can use all three types of foregrips. The barrel length and muzzle attachment is also customizable. The MK 43 Mod 1 uses its real-life iron sights, instead of the flip-up BUIS found on most of the guns in the game.
The Norinco QJB-95 is one of Team Bodark's machine guns. Known as "Type 95". For some reason it holds 80 rounds instead of 75. The stock of the gun is not alterable.
Knight's Armament Company LMG
The KAC LMG appears in the game as the "Stoner 96". It is one of the Ghosts' machine guns, most often seen in the hands of 30K when not going silent. Has a 150-round capacity.
The PKP Pecheneg appears as "PKP" and is one of the Team Bodark's machine guns. Holds 150 rounds, like most of the MG's. The stock cannot be modified.
The RPKM (export version of RPK with synthetic furniture) with a 40-round box magazine (that manages to hold 45 rounds somehow) is unlockable through uPlay, along with the MK 43 Mod 1 (listed as "M60"). A Beta C-Mag with a 75-round capacity is also unlockable. Like the MK 43 Mod 1, the RPKM comes with a bipod by default. The butt-stock can be folded. Unlike many other machine guns, the RPKM can be outfitted with a semi-auto only trigger setting.
STK Ultimax 100 Mk 5
The ST Kinetics Ultimax 100 Mk 5 appears as "Ultimax Mk.5" and is one of the Team Bodark's machine guns. Due to the drum magazine, it has a very fast reloading animation. Fixed stock of the Ultimax 100 Mk 2 is also selectable. This is the only LMG that can be fitted with a 3-round burst trigger pack.
Brügger & Thomet GL-06
The Brügger & Thomet GL-06 appears as "G106" and can fire smoke, EMP, and frag grenades. Used by team Bodark in MP.
The CZ 805 G1 is the Bodark counter-part of the FN 40GL. It can be mounted on four out of five Bodark assault rifles; the AKM, AN-94, AK-200, and 805 BREN. The 5,56A-91 uses its own grenade launcher.
The FN 40GL (Mk 13) appears as "Mk40GL" (although some sources refer to it as "FN40GL") and has a fully black finish. Can fire smoke, EMP, and fragmentation grenades. In MP, it is a secondary weapon, used by the Scout class. Also available as an under-barrel attachment for Ghosts assault rifles, including the ACR, HK417, TAR-21, Mk 14 Mod 0/1 and the F2000 Tactical (added in Arctic Strike DLC).
A picture of an M203A2 grenade launcher with an AN/PSQ-18A day/night sight is shown in the "Equipment - GL" section of the in-game Manual.
The launcher identified as "RPG" by both Ghosts and the Augmented Reality appears to be a fictional or futurized RPG variant, bearing some resemblance to the RPG-29 "Vampir" launcher.
2a42 automatic cannon.
The 2A42 Automatic Cannon is the main armament of the BTR-90 APC's.
The KAC LMG is seen mounted on GAZ-2330 vehicles. Also appears as part of an automated sentry used by the Russian troopers. This version of the LMG has no butt-stock. It is highly unlikely that Russian soldiers would ever use the KAC LMG, considering how they have access to more powerful 7.62mm machine guns in real life.
The Kord heavy machine gun is mounted on Russian T-90 tanks.
The M134 Minigun can be seen as an emplaced weapon and also mounted on Ghost Black Hawks. Usually fitted with a gun shield. Every faction is seen using these, including the Ghosts, Watchgate PMC, African rebels, and even Russians.
The PKT machine gun is coaxial-mounted on Russian T-90 Main Battle Tanks, however they are never seen being used.
The ST Kinetics Ultimax 100 Mk 5 with long barrel and gun shield is mounted on enemy Technicals during the Africa missions. These machine guns cannot be used by the player.
Mi-24 "Hind" gunships used by Watchgate PMC and Russian forces are armed with YakB-12.7 machine guns .
Grenades and Deployables
An/m14 incendiary grenade.
The AN/M14 incendiary grenade appears as "Incendiary".
Flashbang grenade of unknown production.
M18 Smoke Grenade
The M18 smoke grenade appears as "Smoke".
The M18A1 Claymore is an unlockable equipment for the Scout class (both sides).
M67 Hand Grenade
The M67 hand grenade appears as "Frag".
The Shockwave is a less-lethal perimeter defense system by Taser International. Following the video game tradition, it is triggered by enemy movement - the real Shockwave is remotely operated.
This section lists the guns seen in the first live-action trailer.
AK-47s were used by Russian Ultranationalists in the trailer.
A Ghost Recon operative codenamed Pepper fires a Barrett M107 to kill Ivan Illitch Kerenski in the trailer.
Heckler & Koch MP5A2
The operatives at the Russian Special Forces headquarters have MP5A2s .
Mossberg 500 Cruiser
A Mossberg 500 Cruiser can be seen holstered on the back of a Ghost Recon Operative codenamed Kozak in the first live-action trailer.
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- Tom Clancy's Ghost Recon: Future Soldier
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Crafting The Perfect Weapon in Ghost Recon: Future Soldier
Game Rant goes hands-on with Ghost Recon: Future Soldier's Gunsmith system, where players can toy with over 20 million weapon builds for unprecedented and unrestricted weapon customization.
A gunsmith is a person with the skills to design, construct, repair and augment a firearm. In Ghost Recon: Future Soldier , that person is you.
While the news that Ghost Recon: Future Soldier would support Kinect was spoiled early last year, it wasn't until Ubisoft's E3 2011 presentation where we learned how it would be implemented. Kinect functionality is utilized in a brand new feature for the Ghost Recon franchise: the Gunsmith mode. It is here where players can use gestures and voice commands to assemble, customize and test out their weapons of choice.
Gunsmith is the key new feature of Ghost Recon: Future Soldier , bringing an unprecedented amount of weapon customization to the series through a sleek new interface. While Kinect is not necessary to make use of the system, being able to ask - by speaking - for a preset build of a weapon is very handy and moving your hands to slide through weapon components and break apart the weapon is a gratifying experience.
Future Soldier ships with 52 weapons with each having up to 10 parts of the gun that can be customized. All weapons are divided into U.S. and Russian sets and are based on real world guns, with the few weapons not used in service coming from real-life prototype designs. Ubisoft has a deal with Remington for example, so there’s a prototype weapon in there from them.
During the campaign, players have the opportunity to setup their loadout after each mission's briefing, selecting and customizing weapons accordingly for their needs and preferences. Players unlock parts as they play, U.S. pieces by playing through the campaign, Russian pieces by unlocking through challenges and achievements.
In multiplayer, players build their own character however they see fit before jumping into matches. The weapons, weapon slots, and components are purchased through progression trees not unlike other shooters - As players progress in multiplayer, each new level grants the player one unlock credit to spend with certain unlocks (or choices of unlocks) that are available at pre-defined levels.
Choosing a soldier class has been streamlined into three groups for Ghost Recon: Future Soldier and each specializes in two weapon groups and hence, each classes has its own progression tree for unlocks.
- Rifleman (Assault rifles and Light Machine Guns (LMGs))
- Scout (Sniper Rifles and close-range SMGs)
- Engineer (Shotguns, SMGs)
Once the class is selected, it's time to play with weapon loadouts and here's where the fun begins. Choose a weapon group, select a firearm of choice, and pick components to make it do what you want it to. Looking for close-range combat but need to shoot through obstacles? Done. Need long range with bullets that can lock-on for easy headshots? Done.
With the Gunsmith system, players can switch out components for trigger groups (Match trigger — makes trigger more sensitive vs. standard semi-auto trigger), stocks, barrels, magazine (some powered ammo types only work in the campaign like Dragon’s Breath), gas systems which let players tweak firing rate vs. recoil, etc. etc.
Deciding between which components players want on their weapon of choice is made easy through four stat bars that appear on screen, indicating how each piece improves certain aspects of the gun, while other aspects may feel the burden. It’s all up to the player to decide what they want (close/long range, silent, fast-firing vs. precision shooting).
- Power: Damage dealt by the weapon.
- Range: Distance for effective shots.
- Control: How much dispersion and kick you have on the weapon.
- Maneuverability: How much your motions impact dispersion.
Attachments not only play with these stats, but many of them give the player a new ability. Some of the ones we saw in action are the bipod which can be deployed on cover (especially useful with LMGs) to stabilize gunfire, attachable shotguns and grenade launchers, along with a large variety of scopes.
A notable difference from the previous games in the series is that Ghost Recon: Future Soldier lets player carry two primary weapons, so no longer are the Ghosts restricted to holding a slow-to-equip, useless sidearm. Like the Advanced Warfighter games however, there are no anti-vehicle rocket launchers in the game. For multiplayer reasons (i.e. avoiding the “noob tube” effect), the dev team decided to leave it out but opted to not include it in the campaign either, making encounters with vehicles problematic without the help of mounted turrets in the level and some crafty usage of explosives.
At any moment in Gunsmith, the player can press 'Start' to be instantly taken into the gun range which has close, medium and long range targets scattered in the surrounding area, allowing players to instantly see how their customized weapon feels and shoots. Check it out in action:
In addition to firearms, there are five different pieces of equipment — they show up and can be viewed in Gunsmith but aren't customizable. These include explosives, grenades (flashbangs, frag, sensor), the drone, etc.
The kind of customization available in Future Soldier should raise the bar from what players expect of the industry's most popular shooters. Where Call of Duty restricts the amount of attachments, and Battlefield 3 forces players to pick between unrelated parts (e.g. bipods and straight pull bolts), Ghost Recon now lets players fully customize every part of the gun, without such restrictions.
For more information on the game, read our Ghost Recon: Future Soldier hands-on preview .
Tom Clancy’s Ghost Recon: Future Soldier releases May 22, 2012 in North America, and May 24, 2012 in Europe, for the PS3 and Xbox 360. A PC version will follow at a later date.
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