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    Real Weapons FAQ by Wavehawk

    Version: 0.91.1 | Updated: 07/05/03 | Search Guide | Bookmark Guide

    Version 0.91.1
    Copyright Wavehawk 07/05/2003
    Spacing Set=70 CPI
    	"Only the wisest ruler can use spies; only the most benevolent
    	and upright general can use spies, and only the most alert and
    	observant person can get the truth using spies. It is subtle,
    	subtle! There is nowhere that spies cannot be used. If a spy's
    	activities are leaked before they are to begin, the spy and
    	those who know should be put to death."
    	- Sun Tzu, The Art of War
    This article is intended to describe and compare the weapons,
    equipment, and teams found in the Metal Gear series of games with
    their real-world counterparts. It is intended primarily to set to rest
    the arguments between various fans over the accuracy of the game
    modelling of such real-life weaponry, and how it affects gameplay.
    Konami and the MG series of games do not make any claim to be an
    accurate simulation of real-life Counterterrorist actions, and thus
    should not be assumed as such.
    Not all the weapons and items in the Metal Gear games exist in real
    life. You'd obviously be hard-pressed to find a REX or RAY unit
    stomping anywhere around the planet, and nanotechnology is still in
    its infancy at time of this writing. But a great majority of weaponry
    and equipment in-game are based on real weapons, and what I intend is
    to give a slightly more detailed account of what they are.
    Sharp-eyed fans will notice that there are elements of this FAQ I had
    taken from my previous work, the Counter-Strike Real Weapons FAQ (also
    found on GameFAQs). This is mainly because I did not feel like
    repeating myself too often here. Rest assured, this is the more recent
    07/05/2003 - Version 0.91.1
    - An HTML version of this FAQ is now available at <
    http://foxhound.xszone.nl>. Text-only version is still available at
    GameFAQs <http://www.gamefaqs.com>. Thanks to Jerome for hosting, and
    good luck on your new site!
    - Idiot that I am, I left the FA-MAS section incomplete. Fixed that in
    this version.
    - Some webpages note that the L85A1 is actually quite accurate in
    benchrest (prone) tests, but really, how can a firing-range test
    approximate actual battlefield conditions? >(
    - There are a lot of updates and corrections I need to make to the
    FAQ, but due to lack of time, I'll be putting them up in the next
    update. Stay posted!
    06/23/2003 - Version 0.91
    - Finally added the data on Vulcan Raven's M61A2 Vulcan Gatling Gun.
    It is indeed an Aircraft 20mm gun and not the 7.62mm Vulcan seen in
    movies like Terminator 2.
    - Added info on the Enfield L85A1 mentioned but not used in Metal Gear
    2: Solid Snake, for the sake of completism.
    - Minor update on the version of FA-MAS Snake uses in Shadow Moses.
    - Corrections and refinements on the XM82 Flashbang entry. Thanks to
    Shawn <echoside_rt@hotmail.com> for the heads-up!
    06/01/2003 - Version 0.90
    - Spacing reset to 70 CPI for better viewing.
    - MG's top (and how) rival, Tom Clancy's Splinter Cell: Pandora
    Tomorrow (Previously known as Shadow Strike) has been announced by
    Gamespot, and will feature multiplayer support. Likewise, Konami has
    announced working on Metal Gear Online and Metal Gear Solid 3: Snake
    Eater. At long last, the age of the Stealth Game has arrived! >D
    - I will definitely be working on a Splinter Cell FAQ in the future,
    but for now, I've made a few updates to this Real Weapons FAQ. I've
    ignored it for too long...
    - Added notes on Picatinny rails for the M4A1. Thanks to Johnston
    <battlemaster365@hotmail.com> for that reminder.
    - Thanks to Rik <takuan@musashionline.com> for the notes on the
    swords--I'm not a sword man, and most of the stuff we discussed would
    be big enough for it's own FAQ, but the most important notes I've been
    able to place here (I hope).
    - Thanks to Clarke <e_clarke@westman.wave.ca> for the errors I made in
    describing the Hind and Havoc helicopters in the games. Thanks again
    for the heads-up!
    01/31/2003 - Version 0.89
    - First off, I have seen Splinter Cell. I want. I very much want. To
    think even Hideo Kojima was impressed with the XBox release of the
    game. Splinter Cell doesn't try to be an MGS clone, instead focusing
    more on realism and gameplay. We need more 'Stealth' games out there,
    good ones. People complain a lot about MGS2 don't quite realize that
    there's very few games of this genre out there at all worth
    mentioning. Offhand, I can only name four: the Metal Gear series, the
    first two Syphon Filter games, Tenchu, and Splinter Cell. As a fan of
    stealthy games, I really look forward to what Kojima is going to do
    next with MGS, now that he's seen Splinter Cell. This is a VERY good
    - Second, apologies. I wasn't able to include in this update all the
    errata and corrections that were pointed out to me last year. Sorry
    about that, but I've been so busy juggling my RL work, family, and
    Master's Degree that I rarely have time to update my FAQs anymore.
    Anyway, thanks to the following for their heads-ups:
    * Lunar Strain <divineklown@hotmail.com>
    * Lee 'Cromulous' Reyes
    * Dan Rosenthal <dgr0498@garnet.acns.fsu.edu>
    * Chris Clooney
    * Jason Duncan
    * Matt Durrant
    - Another reminder that my research skills need to be worked on. The
    British version of the Harrier DOES mount the AMRAAM, so technically
    so can the Marine Corps Harrier. Also, I apparently confused the
    Rockeye Cluster bomb and the Snakeeye 'dumb' bomb. Apologies for that;
    I also updated my Harrier weapons data to include the Hydra-70
    missiles used in MGS2.
    - Corrected PSG-1 to PSG1. HK uses PSG1 as the official nomenclature
    for this weapon, last I checked.
    - Corrected notes on Thermal Goggles. Goggle-sized thermal vision
    systems DO exist in the Military.
    - Corrected entry in M4A1 data. Some 'regular' M4s (and police-issue
    CAR15s) have 'flat tops' as well. Also added mention on the CAR15/M4
    - Finally confirmed that the shotgun the Clearing Team Guards carry is
    the Franchi SPAS-12 shotgun. I also managed to confirm that they carry
    the Makarov PMM pistol, and that the gun Olga tosses overboard is
    pretty much the same weapon.
    - Rephrased comments on the Tranquilizer M9. I really have to find
    ways of writing clearer demented sentences. :)
    - Confirmed the existence of Sensor A, or the 'Sniffer' sensor. Data
    contributed by various sources, but most notable was that of the
    Philippine National Police (PNP) during their Bomb awareness/detection
    seminars here in the Philippines.
    - Rephrased the previous comments on the 7.62mm rounds. Apparently, my
    phrasing of the descriptions made it sound like the 7.62mm rounds were
    unnaturally bulky and heavy, which is not the case. That and the 7.62
    traces its lineage from the .30-06, not the .30-08 as earlier noted.
    Have corrected these errors.
    - Apparently, there's a difference between the RG-6 and the RBG-6.
    Will research on this further, to avoid confusion, but the entry on
    the RBG-6 has been edited to that effect.
    - Added WEAPON WISHLIST entry for the new HK MP7 (PDW) submachinegun.
    Because of this, I made some edits to the entry on the FN P90, as
    06/30/2002 - Version 0.87
    - Corrected data on the Colt Single Action Army; it uses Rimfire, not
    ACP .45 Caliber cartridges. Thanks to RED for this one.
    - Slight rewording of the Grenade information. I didn't mean to say
    that all modern grenades are baseball-shaped; although the M67 is of
    such a round shape, some countries like England use the pineapple or
    oblong shaped grenades. Thanks to Max Eggeling for this point of data.
    - Added WEAPON WISHLIST segment lisitng equipment I wish or hope to
    see in future Metal Gear installments and their (possible) game
     - Fixed the choppy and nonsensical references to Land Warrior in the
    M4A1 weapon section. Apologies for any misinformation that flub might
    have caused.
    - Clarifications made. The RPG-18 and RPG-22 Disposable LAW (Light
    Antitank Weapon) rockets mentioned in the Metal Gear weapons section
    are Russian LAWs. The US LAW is the M72, which has since been phased
    out for the larger and more powerful M136 AT4 Antitank gun (which will
    be the subject of another FAQ...Ghost Recon, maybe...)
    05/15/2002 - Version 0.86
    - IMPORTANT: Apologies in advance for not being able to thank all the
    people who helped me with this FAQ. My home PC was hit by the @%!$ing
    W32Kleiz virus which I had to delay and disinfect everything.
    - For anyone who wants to know more about the research data on my FAQ,
    please check out the CREDITS section at the very bottom.
    - Corrected the M61 Frag Grenade to M67 Frag Grenade. Thanks to
    William Bonass for pointing that out. I owe you one, man. ^^x
    - Added info on Metal Gear 2: Solid Snake, specifically the Steyr AUG
    which is used by the mercenaries of Zanzibar Land. Credit for this
    goes to Shinichi Kodama and the English Metal Gear 2 Developement
    Committee <http://www.msxnet.org/gtinter/mgear2us.htm> for their
    translated version of the Metal Gear 2: Solid Snake manual.
    - Added some actual Codec conversations into this text, just for the
    heck of it. Note that these are not 100% accurate to the actual
    conversations; they've been edited for humor value...^^x;;;
    - Added info on the Kasatska, from none other than the Kamov Design
    Company <http://www.kamov.ru> webpages. Also put in information on the
    Mi-28 Havoc seen in Ghost Babel, and additional info on the Hind.
    - Thanks to T. Huynh and the people at The Snake Hole: Metal Gear
    Solid Encyclopedia <http://www.angelfire.com/games4/mgs_tea/> for
    helping out with the RGB6 Grenade Launcher and Nikita Missile info.
    - There's a LOT more Weapons and Information on the Metal Gear series
    of games than I first thought. This FAQ may very well be a consistent
    work in progress.
    - Added info on the Harrier, which came from an unlikely source: The
    USMC official webpages <http://www.hqmc.usmc.mil>.
    - Added info on the AKS-74U's equipment. Names of the supresser and
    Grenade Launcher mentioned below. Thanks again to FullBurst41 for
    informing me of that.
    - Added data on the High Frequency Blade. Since no such weapon exists
    to my knowledge, I instead described the real-life blades they were
    based upon.
    - Added the RPG-7 to Metal Gear weapons. This is the "Rocket Launcher"
    featured in the original game.
    04/15/2002 - Version 0.85
    - IMPORTANT: If anyone out there has data on the weapons used in Metal
    Gear 2: Solid Snake, please let me know and hopefully point them out.
    Until otherwise, I assume that the weaponry in MG and MG2:SS are the
    - Divided the Previous Game Weaponry list into categories for Metal
    Gear, Metal Gear Solid, and Metal Gear Ghost Babel (MGS Gameboy) for
    easier reading.
    - Corrected the segment in Claymore Mine: The MGS Claymores do not act
    on Infrared but by proximity and motion sensors. Thanks to Angstrom
    for that note.
    - Someone pointed out that the real AKS-74U DOES pack a supresser, and
    can also mount a grenade launcher, Thanks! I forgot who it was, but
    please give me a holler when you can! I'll also add more to the
    AKS-74U data as I research on it.
    - Added data on the Harrier under Enemy equipment. I will expand this
    data as I research more on the plane.
    - Added data regarding the M4A1 as part of the "Land Warrior"
    - Added data on the AN94 "Abakan" rifle among Enemy equipment.
    - Added data on the Vektor R5 rifle/carbine found in Metal Gear Ghost
    Babel, but am still unsure of the source of the data. If anyone has a
    more accurate description of the Vektor R5, please let me know...
    - Added a Gripes and Wishes segment at the bottom. For sheer rantage.
    - I now use Textpad to edit my FAQs, so it may have a different effect
    when seen in Wordpad or another text editor.
    03/27/2002 - Version 0.80
    - First version of FAQ. Basic Weapons and Equipment described. Some
    Previous game weaponry included. Still incomplete, as I have to do
    further research into the RGB6 multi-shot grenade launcher and Nikita
    guided missile...Are those weapons even real? Segment on weapons from
    previous Metal Gear games included. Set at 72 CPI for viewing.
    This FAQ can only be shown EXCLUSIVELY on the following websites:
    * Gamefaqs <http://www.gamefaqs.com>
    Any reprinting or publication of part or the whole of this article
    without the author's permission is prohibited. Any attempt at copying
    part or the whole of this FAQ and pass it off as another's work is
    considered blatant plagiarism and will be punished accordingly and
    personally by the author himself.
    This is a non-profit FAQ written for free and informational purposes
    only and not to be marketed for any reason. Know fully well that if
    this is violated in any way, the writer and the maintainers of the
    page this FAQ is displayed on are perfectly within their legal rights
    to sue the pants off of you, since murder is not permissible.
    The information written in this FAQ is neither sponsored by nor
    endorsed in any way by Konami. Nor has this FAQ been sponsored or
    approved by the companies mentioned below: Heckler & Koch GmbH,
    Fabrique Nationale, Glock GmbH, Kalashnikov Iszmash JSC, Israeli
    Military Industries/Magnum Research Inc, Colt Armaments USA, Pietro
    Beretta Inc, Alliant Techsystems, Franchi Armaments, or the Hughes
    Missile Systems Company.
    	A-01 Beretta M9/92F (Custom)
    	A-02 HK USP9
    	A-03 HK Mk23.0 SOCOM .45ACP
    	A-04 Kalashnikov AKS-74U 5.45mm
    	A-05 Colt M4A1 Carbine 5.56mm
    	A-06 HK PSG1
    	A-07 HK PSG1-T
    	A-08 FIM-92 Stinger Missile
    	A-09 RGB6 Grenade Launcher
    	A-10 Nikita Remote Missile
    	A-11 High Frequency Blade
    	A-12 Coolant Spray
    	A-13 XM82 Stun Grenade (Flashbang)
    	A-14 Chaff Grenade
    	A-15 M67 Fragmentation Grenade
    	A-16 C4/Semtex Plastic Explosive
    	A-17 M18A1 'Claymore' Mine
    	A-18 Empty Magazine
    	B-01 Glock G18 Select Fire
    	B-02 FN P90
    	B-03 Colt .45 Single-Action Army Revolver
    	B-04 Franchi SPAS-12
    	B-05 Makarov PMM
    	B-06 Automat Nikova AN94
    	B-07 Electromagnetic Rail Gun
    	B-08 McDonnell-Douglas AV-8B Harrier II
    	B-09 Kamov Ka-60 Kasatska
    	C-01 Metal Gear
    	     CA-01 Beretta M9/92F
    	     CA-02 Ingram MAC-10
    	     CA-03 RPG-7V
    	C-02 Metal Gear 2: Solid Snake
    	     CB-01 Steyr AUG
    	     CB-02 Enfield L85A1
    	C-03 Metal Gear Solid
    	     CC-01 Desert Eagle .50 AE
    	     CC-02 FA-MAS
    	     CC-03 HK MP5SD6
    	     CC-04 M1A1 Abrams MBT
    	     CC-05 Mil Mi-24D Hind D
    	     CC-06 GAU-4 M61A2 Vulcan Gun
    	C-04 Metal Gear Ghost Babel
    	     CD-01 FN Five-SeveN Tactical
    	     CD-02 Vektor R5
    	     CD-03 Mil Mi-28 Havoc
    	D-01 AP Sensor
    	D-02 Bandage
    	D-03 B.D.U.
    	D-04 Kevlar Body Armour
    	D-05 Book
    	D-06 Digital Camera
    	D-07 Cardboard Box
    	D-08 Cell Phone
    	D-09 Cigarettes
    	D-10 Directional Microphone
    	D-11 Dog Tags
    	D-12 Lv PAN Card
    	D-13 Medicine
    	D-14 Mine Detector
    	D-15 MO Disk
    	D-16 Night Vision Goggles
    	D-17 Pentazemin
    	D-18 Ration
    	D-19 Scope
    	D-20 Sensor A
    	D-21 Sensor B
    	D-22 Shaver
    	D-23 Thermal Goggles
    	WL-01 Sig P228 M11
    	WL-02 HK OICW
    	WL-03 M24 Sniper
    	WL-04 HK MP7 (PDW)
    Most of the weaponry in the Metal Gear games are all modelled after
    existing real-world weapons. All of these are currently in use by one
    or other Military or Counterterrorist organization in the world today.
    Those weapons are the primary reason for the existence of this FAQ.
    Although both Snake and Raiden are technically spies, there are a lot
    of segments in the game that require the use of some serious
    	Snake: "Raiden, you've got those Stingers I gave you earlier,
    	Raiden: "Portable anti-aircraft missiles? I had complete VR
    	training in those too."
    	Snake: (underwhelmed) "Gee, I feel SO much better knowing
    Here is a list of the weapons that are available for use by
    Snake/Raiden in the game. There are, of course, weaponry and items
    that cannot be used in-game, which will be mentioned later on.
    A-01: Beretta M9/92F (Custom)
    Manufacturer: Pietro Beretta Inc.
    Caliber: Dartgun
    Type: 9mm Semiautomatic Combat Pistol, Modified for 9mm Darts
    Total Length: 217mm (8.5 in)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 975g (2.07 lbs.)
    Magazine Capacity: 15 Round Magazine
    Beretta's Model 92F is the U.S. Military's standard-issue 9mm sidearm,
    and one of the world's most widely-used Combat autopistols. Carrying
    15 rounds, it replaced the old Colt .45 ACP pistol in the U.S. Army,
    as part of a standardization agreement with NATO to use weaponry with
    common ammunition calibers. The US Military version, labeled the M9,
    can be outfitted with a suppressor for special operations. Arguably 7
    out of every 10 9mm pistols in the world are Berettas, and it is
    considered one of the most prolific 9mm handguns in the world. The M9
    is currently the standard sidearm for most US Armed Forces personnel.
    Special Forces versions sometimes have a threaded barrel for a
    The variant used in MGS2 is modified for firing small tranquilizer
    darts, and is equipped with a supresser and LAM (Laser Aiming Module).
    Built on the casing of a US Army standard-issue Beretta M9, this
    weapon has been modified to fire tranquilizer darts using a gas
    chamber system that allows it to to be used quietly and at fairly good
    ranges. A supresser further lessens the sound made by the weapon.
    Unfortunately, the modifications made to the Beretta for this purpose
    means that the slide action must be manually operated (slid back)
    after each firing. This Beretta variant does not really exist. The
    closest thing to this weapon would be the C02 Gas pellet guns that
    Beretta makes based on their 92F frame.
    Solid Snake starts off the Tanker mission with the M9 Custom in his
    inventory. It's one of three nonlethal weapons in the game, and the
    only one available to Snake. Raiden later acquires one in the Plant
    A-02: HK USP9
    Manufacturer: Heckler & Koch GmbH
    Caliber: 9x19mm Parabellum
    Type: 9mm Semiautomatic Pistol
    Total Length: 194mm (7.64 in.)
    Height (Total): 136mm (5.35 in.)
    Width of Frame: 32mm (1.26 in.)
    Empty Weight: 752g (26.52 oz.)
    Magazine Capacity: 15 Round Magazines
    The Heckler & Koch USP (Universal Self-loading Pistol) is a polymer-
    frame handgun that shares safeties and controls similar to the classic
    Colt M1911 .45ACP pistol handgunners are used to. Like the Model 1911,
    the USP can be safely carried "cocked and locked". It comes in three
    calibers: 9mm, .40Cal S&W, and .45Cal ACP. The USP is a modular
    pistol, which means that any model or caliber variant may quickly be
    changed to another in a short span of time. It is also one of the
    first handguns to possess a pair of mounting grooves into the frame,
    which allow the USP to quickly mount or detach accessories such as
    flashlights, laser aimers (or both), and optical sights (of the sport
    shooting kind), without any modification to the pistol.
    The USP is arguably one of the best handgun designs currently existing
    in the world (the author is heavily biased in favor of HK. ^^x). Aside
    from being based on the tried-and-tested Browning M1911 design, it has
    a polygonal barrel chamber, which gives greater accuracy and distance
    than normal handguns. The USP-series are such well-made and precise
    weapons that Heckler & Koch gives a lifetime warranty for every USP
    officially sold. Already, some European and Asian countries are
    looking to adopt the USP40 (.40 Cal version) as their standard police
    The 9mm Parabellum/Luger round has been around since World War II,
    originally chambered for the now-infamous German Luger 9mm pistol.
    Since then, it has become one of the most common handgun rounds in the
    world, especially in Europe. It packs more of a punch than the older
    .38 Cal S&W and .22 Cal LR pistol rounds, and is smaller than the
    older and bulkier .45 Cal ACP round, which is why it is quite
    commonplace. Naturally, many pistols and SMGs use the 9mm as its ammo
    type. It's cheap, plentiful, and a fairly effective stopper against
    unarmoured targets. Against Kevlar-wearing opponents, it is a slightly
    different story...
    Olga is the first to use the USP9 in the game; Snake only gets the gun
    after fighting her (the Demo version allows one to pick it up in the
    locker BEFORE the Olga fight, but such is not the case with the actual
    game). NOTE: there's a lot of USP 9mm ammo on the Tanker, and Olga's
    mannerisms with the gun (her Makarov PMM is the gun she pulls out of
    her holster, while the much larger USP is stuck in her belt at the
    back), I'd assume that the USP was something Olga picked up as a
    'souveneir' on the boat rather than a gun she'd normally carry around.
    The USP9 is a Tanker-only weapon; Raiden gets the SOCOM instead for
    the Plant mission.
    A-03: HK Mk23.0 SOCOM .45ACP
    Manufacturer: Heckler & Koch GmbH
    Caliber: .45 Caliber ACP
    Type: .45 Tactical Semiautomatic Combat Pistol
    Total Length: 245mm (9.65 in.)
    Height (Total): 150mm (6.06 in.)
    Width of Frame: 38.8mm (1.50 in.)
    Empty Weight: 1100g (2.3 lbs.)
    Magazine Capacity: 12 Round Magazine
    The Heckler & Koch Mk 23.0 OHWS (Offensive Handgun Weapon System),
    also known as the SOCOM pistol, was developed in 1991 at the behest of
    the United States Special Operations Command or SOCOM. Consisting of a
    12-shot .45 Caliber ACP autopistol, a Laser Aiming Module (LAM), and a
    supresser, this bulky but deadly-accurate handgun is issued to members
    of the American Special operations community, seeing service with the
    Navy SEALs and Army Special Operations Forces (Green Berets). The
    SOCOM was designed by top HK engineer Helmut Weddle, and is based on
    the HK USP-series of automatic pistols.
    This is one of the rare few automatic handguns that can be immersed in
    salt water with little effect on the weapon's performance; in fact,
    the specially-designed Knight Armaments sound/flash supresser is
    actually more silent when wet. Large size is the one major flaw of the
    SOCOM, however. Special Forces operatives nowadays use the similarly-
    designed but smaller HK USP Tactical .45. Nonetheless, the Mk23's
    accuracy is top-notch, rivalling even the best custom-made revolvers
    and sport guns.
    The .45 Cal ACP handgun round used by the Mk23 was introduced in the
    early 1900's by Colt Firearms as a more powerful handgun ammo type to
    replace the .38 Cal revolvers then in service (in no small part due to
    us Filipinos). It is easier to suppress the sound of the subsonic
    .45ACP bround since there's no sonic boom. This is why the Mk23 has a
    good Suppresser--though it is subsonic, the bullet's sheer bulk still
    packs a wallop.
    This is a Plant-only weapon, and the same as the Mk23 SOCOM pistol
    Snake gets in Shadow Moses. Raiden gets the SOCOM pistol from Snake,
    who filched it off one of the members of SEAL Team 10.
    A-04: Kalashnikov AKS-74U 5.45mm
    Manufacturer: Kalashnikov Iszmash JSC
    Caliber: 5.45x39mm Soviet
    Type: 5.45mm Assault Carbine (Soviet)
    Total Length: 730mm (33.88 in.) with stock extended,
                  490mm (30.69 in.) with stock folded
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 2710g
    Magazine Capacity: 30 Round Magazine
    If there is any single weapon in the world that has become synonymous
    with the word 'Terrorist', it is the 7.62mm Kalashnikov AK-47 Assault
    rifle. First designed in 1946 by Mikhail Timofeyevich Kalashnikov as a
    combat rifle for Soviet Tank crews to use, the AK47's robust design,
    cheap manufacturing costs, and high firepower immediately made it the
    standard infantry rifle for the Soviet Union and all of its allies as
    of 1949. The AK-74 (Automat Kalashnikova Obrazets 1974) chambered in
    the smaller 5.45x39mm round, was designed later to replace it.
    The AKS-74U is a carbine variant of the AK-74 that saw action in the
    Soviet-Afghan Wars. Unlike its predecessor, it comes with a side
    folding stock. It was a light, compact weapon developed as a cheaper
    replacement for submachineguns. Better known in the Russian army as
    "the spitter", the AKS-74U has only average to middling accuracy, and
    not well-liked by the average trooper. On the other hand, the infamous
    Russian Spetsnaz commandoes liked its light weight and portability.
    Like the M4A1, the AKS-74U can mount a supresser (PBS Silencer) as
    well as a grenade launcher (BG-15).
    On that note, the BG-15 40mm Grenade Launcher that the AKS-74U uses is
    also compatible with the AK-47 assault rifles. The Russian equivalent
    of the US M203 40mm Grenade Launcher, it has an effective range
    between 200-400 meters. Unlike the shotgun-like loading mechanism of
    the M203, the BG-15 has to be loaded like a mortar--from the muzzle
    True to form, the AKS-74U is used by the Gurlukovich Ex-Spetsnaz
    troops throughout the game, save for those equipped with the newer
    AN94 Abakan in the Plant chapter. Raiden requires the AKS-74U to
    complete his BDU disguise.
    A-05: Colt M4A1 Carbine 5.56mm
    Manufacturer: Colt Armaments USA
    Caliber: 5.56x45mm NATO (.223 Cal Remington)
    Type: 5.56mm Assault Carbine (Suppressed)
    Total Length: 861mm (33.88 in.) with stock extended,
                  780mm (30.69 in.) with stock compressed
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 3320g (7.3 lbs.)
    Magazine Capacity: 30 Round Magazine
    The M4 Carbine was originally developed by the U.S. Marines as a
    carbine version of the venerable M16, providing a rifle's firepower in
    a lighter and smaller package. This basically gives the firepower of a
    full Assault Rifle in a more manageable package, hence the name
    Carbine (A shortened rifle sacrificing some long-range reach and
    accuracy for maneuverability). There have been Carbine versions of the
    M16 before, but the M4 thus far is successful enough that the entire
    U.S. Military has begun replacing most of its M16A2s with M4 Carbines.
    The M4A1 is a modular variant of the M4 designed specifically for use
    with the U.S. Army Special Operations Forces (SOF aka Green Berets),
    and Navy SEALs. It has a modular mounting system called the FIRM
    (Floating Integrated Rail Mount, or Picatinny rail system). The system
    allows the M4A1 to mount any combination of a scope (Normal or Night
    Vision), vertical front foregrip, the M203 Grenade Launcher, Laser
    aiming sights, a breaching shotgun, or a number of accessories. Also,
    the M4A1 has a detachable carrying handle. This 'flat top' intended
    for mounting various scopes has also been implemented on select M16A2s
    already in service. The fully-customized Spec Ops M4A1 is sometimes
    called the SOCOM rifle due to its use with USSOCOM.
    I've actually had the privilege of handling an M4 as well as live
    firing the M16A1 (The older Vietnam-era M16), and there really is a
    huge difference between the two; the M4 carries quite easily--
    comfortably, even--with the stock retracted, while still retaining the
    quality and reliability of a full M16A2.
    The easiest way to differentiate a regular M4 from an M4A1 is that the
    standard M4 is set like the M16A2, set for safe, single-shot, and a 3-
    round burst. The M4A1 on the other hand, has fire settings at safe,
    single-shot, and full automatic fire.
    Although it is not available in the game, the M4A1 also mounts a
    suppresser. Using the suppresser with standard-issue 5.56mm rounds
    will lower the firing noise somewhat, but for it to work ideally, the
    M4A1 must be equipped with subsonic 5.56mm rounds (normal 5.56mm
    rounds are supersonic). Subsonic rounds, on the other hand, have less
    range than normal rounds due to their slower velocity.
    One other reason for the M4A1's modular design is because of the US
    Army "Land Warrior" system. Eventually, the M4A1 will mount a mini-
    camera/infrared scope and links to a targeting computer (worn by the
    soldier). This rifle's view camera will not only allow a soldier to
    accurately fire the M4A1 around corners and over obstacles without
    exposing his head, but also to feed this video to other members of his
    squad as well. The Land Warrior system is but one of the many
    applications of Force XXI currently in development.
    The U.S-made 5.56mm round was developed as an alternative to the older
    7.62mm NATO rounds. Before the 5.56mm (previously known as the .223
    Cal Remington), NATO rifles and machineguns were chambered for the
    bigger 7.62mm round. The 5.56mm was later developed as a scaled-down
    rifle round, and with the introduction of the M16A1 it quickly became
    a more popular ammo type, being adopted by NATO soon afterward (as
    part of STANAG or STandardized NATO AGreement).
    The SEALs use the M4A1, and Raiden later picks this weapon up. The
    weapon is highly accurate and posesses a high rate of fire.
    CAVEAT NOTE: The label M4 can cometimes be confusing. Some Law
    Enforcement agencies use short M16s or CAR-15s that are referred to as
    M4s. Some companies even market their semiauto-only M16 carbines as
    M4s, and are technically correct. This, and the fact that the first
    M16 carbine, the CAR-15 is also labeled the M4 in some places and
    games. The 'official' recognized M4 Carbine is that made by Colt
    armaments for Government use, but even colt markets 'civilian' M4s set
    to semiauto-only. Some even have flat tops, and police versions have a
    FIRM system on them as well, but these are not the M4A1 carbine.
    A-06: HK PSG1
    Manufacturer: Heckler & Koch GmbH
    Caliber: 7.62x51mm (.308 Cal Winchester)
    Type: 7.62mm Semiautomatic Sniper Rifle
    Total Length: 1200mm (47.56in.)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: ?g (18 lbs.)
    Magazine Capacity: 5 Round Magazine
    The world's most accurate semiautomatic sniper rifle, the PSG1
    (Prazisionsch├╝tzengewehr) is one of Heckler & Koch's prized (and
    notably expensive) weapons. The rifle's semiauto action allows one to
    take out enemy targets at long range in a shorter time frame than most
    Bolt-Action sniper rifles, and at the same time its sheer accuracy
    rivals most bolt-action weapons. Built-in is a 6x Hensoldt sight
    designed precisely for the PSG1. Other features are an adjustable
    stock and pistol grip for a more comfortable and ergonomic fit. The
    PSG1's only drawback may be in its weight and size, almost as bulky as
    a medium machine gun.
    The NATO 7.62x51mm (.308 Cal) round used by the PSG1 is an older ammo
    type than the 5.56mm, and can directly trace its lineage to the .30-06
    Cal rounds used in WWII. The 7.62mm was the standard round chambered
    for many NATO rifles and machineguns, and adopted by NATO as standard
    battle rifle ammunition until the appearance of the M16 and its
    5.56x45mm round. The 7.62mm has mostly been replaced by the 5.56mm
    round in frontline troop rifles, but is still used in most sniper
    rifles for its power and range.
    This weapon was Sniper Wolf's preferred sniper rifle, and was also
    available in Metal Gear Solid. Konami fans will also note that the
    PSG1 is the same rifle used in the Silent Scope series of arcade
    A-07: HK PSG1-T
    Manufacturer: Heckler & Koch GmbH
    Caliber: Dartgun
    Type: Semiautomatic Sniper Rifle Modified for 7.62mm Darts
    Total Length: 1200mm (47.56in.)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: ?g (18 lbs.)
    Magazine Capacity: 5 Round Magazine
    A tranquilizer dart version of the PSG1 mentioned previously. Game-
    wise, it performs virtually the same. In real life, I have not heard
    of HK converting any of its PSG1 rifles into tranquilizer guns.
    However, HK has been known to customize some of their guns on request.
    The second nonlethal weapon in the game.
    A-08: FIM-92 Stinger Missile
    Manufacturer: Hughes Missile Systems Company
    Type: Man-Portable IR/UV-Guidance Surface-to-Air Missile Launcher
    Total Length: 1500mm (60 in.)
    Height (Total): 139.6mm (5.5 in)
    Width of Frame: ?
    Empty Weight: ?g (23 lbs.)
    Magazine Capacity: Single Missile
    Guidance: Passive IR/UV Homing - Fire and Forget
    Effective Range: 4 kilometers
    Identification Friend or Foe: Compatible with US/NATO Equipment
    The Stinger Missile is a portable SAM (Surface-to-Air Missile)
    Launcher that fires an Infrared-seeking self-guided missile designed
    to take out helicopters and low-flying attack aircraft. Two versions
    exist: The SVML or Standard Vehicle Mounted Launcher, and the better-
    known Manportable Air Defense System (MANPADS) system, an infantry-
    carried Antiaircraft weapon. The version seen in Metal Gear Solid is
    the MANPADS one. Although a MANPADS Stinger can be fired by one man
    alone, the US Army fields the weapon in teams of two, a gunner and a
    crew chief/spotter.
    The Stinger has various traits unique to it. First is the Target
    Adaptive Guidance (TAG) system. This allows the Stinger to
    automatically target the weaker and more vulnerable sections of a
    particular aircraft. Its maximum speed of Mach 2.0 ensures that only
    the fastest and highest-flying aircraft can avoid its lethal warhead;
    no real problem as it was primarily designed to take out low-flying
    ground attack planes. Another is its "Fire and Forget" ability, which
    allows gunners to take cover or engage a new target after firing.
    Lastly is the Stinger's maintenance needs...or to be precise, the lack
    of them. The weapon is a very simple system that remains cheap enough
    to simply be disposed of if necessary.
    Stingers are hardy weapons requiring little monitoring or maintenance,
    one of the reasons the Stingers left over from the Iran-Contra scandal
    or those in Afghanistan remain a constant worry to US Forces.
    A-09: RGB6 Grenade Launcher
    Manufacturer: Croatian State Arms
    Type: 40mm Soviet Automatic Grenade Launcher
    Total Length: 680mm (? in.) with stock extended,
                  520mm ( in.) with stock compressed
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 5600g (23 lbs.)
    Magazine Capacity: 6 Grenades
    There are two similarly-named grenade launchers of this type. The RG-6
    is a Russian-made Grenade Launcher, while there is the RGB6, a weapon
    of croatian make. Both are automatic 40mm 6-shot Grenade Launchers. I
    need to confirm data on which is which, but the version in MGS2 is
    definitely the Croatian version (as mentioned by Snake).
    The six-shot 40mm automatic grenade launcher has a revolver-like drum
    cylinder design holding 6 shots. It is used more as an anti-infantry
    weapon, capable of firing either regular 40mm grenade rounds or gas
    grenades, though it can also be applied as an anti-tank weapon. Other
    countries also use a multi-shot grenade launcher; the British SAS have
    a 6-shot auto-GL that fires tear gas grenades. The rotating drum
    complements the fairly high rate of fire, making it a good weapon
    gainst massed infantry troops.
    The 40mm propelled grenade is best known as the standard weapon of the
    Vietnam-era M79 portable GL, and the later M203 Grenade Launcher
    attachment that goes under the M16/M4A1 rifle/carbine. Since it is a
    rocket-propelled grenade, it can be fired from a relatively safe
    distance and thus has better range and accuracy than a hand-thrown
    grenade. The RG-6 uses the 40mm Soviet grenade round, which is
    slightly different in size but operates more or less the same way.
    Still confirming what round type the Croatian RGB6 uses. FURTHER
    A-10: Nikita Remote Missile
    The Nikita is the oldest known Metal Gear weapon. It has been around
    since the first Metal Gear, all the way up to MGS2. A wire-guided
    weapon, the operator must stand still and pilot the missile toward its
    intended destination by remote control fed through the wire. The
    Nikita provides a 'missile-eye' view of the target via a Closed-
    Circuit display (CCD) camera mounted into its warhead.
    The Nikita is a completely ficticious weapon, made solely for the
    game. However, there do exist wire-guided missiles that function
    similar to it. Two examples are the Dragon and Tow wire-guided
    missiles, which both are used as antitank/anti-emplacement weapons and
    piloted remotely by the gunner to a target.
    Unlike the Nikita, these two real-world missiles are quite heavy (the
    Tow requires a tripod mount), and do not have a camera mounted in the
    missile's warhead. Most missiles with CCD cameras are even larger,
    often mounted on aircraft. There are other man-portable antitank
    weapons, such as the M72 LAW and the current-issue M136 (Also known as
    the AT-4). Both are portable units that can be carried and fired by
    one man, but neither of these two weapons have any guidance system. So
    for the moment, the Nikita does not exist.
    A-11: High Frequency Blade
    This is a refined version of a Japanese sword. I am still unsure
    whether the "High Frequency" term means that the blade is a Vibroblade
    (a Sci-Fi sword weapon that vibrates at high speeds; making cutting
    action more powerful), or if it means that the blade is constructed
    with the latest metallurgy techniques. AFAIK, there have been no real
    Japanese swords made to this standard, though it is possible. However,
    with the prevalence of guns in the modern age, swords seem to be an
    There are many different Japanese sword types, which may easily be
    confused for one another. The best known is the Katana, a single-edged
    3 to 4-foot longsword with a slight curve to its blade. This natural
    curve allows the Katana to have a faster draw-and-cut motion than a
    straight sword, not to mention an aid when slicing through a target.
    This is the traditional Samurai sword, worn at the waist. The
    Wakizashi is smaller, with a 2.5-to-3 foot blade and a curve as well.
    It is the shorter of the two swords used by the Samurai, and most
    often used for close combat such as indoors, where Katanas are
    prohibited. Also worn at the waist, alongside the Katana.
    A Ninja-Tou (literally, Ninja's blade or sword) is a single-edge blade
    not really intended for drawn-out sword duels; the typical Ninja-Tou
    is more of a stabbing weapon. Some argue that there is no such thing
    as a 'real' Nina-Tou. This is plausible; since Ninja were trained to
    use weapons appropriate to need, the 'Ninja-Tou' could be something
    different every time--a sword hidden inside a cane or fishing pole, or
    a wakizashi-sized knife. Like the legendary Ninja, Raiden carries his
    sword slung across the back when sneaking around.
    The construction of most Japanese swords is the same: A soft,
    malleable metal is layered over another, harder one. The inner metal
    is solid, while the more brittle outer layers form the razor-sharp
    edge. This is what gives the sword their unique combination of
    strength, light weight, flexibility and sharpness. Ninja-Tou are
    traditionally of poorer quality than Katanas (unlike the more well-to-
    do Samurai), but use the same metallurgical techniques.
    Most Japanese swords are still made in the traditional way. However,
    these swords are purely ornamental pieces now, and exporting genuine
    traditional Katana outside of Japan is costly, if not downright
    illegal for some cases. Katanas being sold outside of Japan are either
    decent display replicas (such as those sold in the US) or cheap
    aluminum copies. Nonetheless, the chances of finding a genuine Katana
    outside of Japan is next to nil.
    This blade is used by the Tengu Commandoes, Solidus, and the Ninja
    (both the Grey Fox Ninja from MGS and the current Ninja of MGS2:SOL).
    Raiden gets the High Frequency Blade from the Ninja, via Snake.
    Technically it is the third nonlethal weapon available in-game, as you
    can switch between the sharp (killing) edge to the blunt edge.
    From the straight appearance of the blade used by Ninja/Raiden, it
    appears to be a Ninja-Tou, while Solidus' swords are the paired Katana
    and Wakizashi. So you could say that the last battle in MGS2 is a
    battle between a Samurai (Solidus) and a Ninja (Raiden)...(I've also
    gotten various conflicting mails on the details about the swords, such
    as claims that Raidne's sword is a full katana. It's up to the player
    to decide which is which).
    A-12: Coolant Spray
    A small canister device used to freeze bombs. If only real-life bomb
    disposal were half as convenient. Technically, it's just a glorified
    fire extinguisher.
    A-13: XM82 Stun Grenade (Flashbang)
    More popularly known as a Flashbang. It's a little known fact, but the
    British SAS were the first to develop the modern version of this
    weapon (though the Japanese Ninja reputedly had primitive version, the
    'nageteppo' in their time). The Stun or Concussion Grenade is a
    canister-shaped device whose primary use is to stun or temporarily
    disable a terrorist without actually harming them; a very important
    point if the terrorist is holding a hostage or if it is desired to
    take the terrorist alive.
    The XM82 Flashbang lives up to its name; upon exploding, it produces
    both a blinding flash and a deafening explosive sound. The air
    pressure from the blast can disrupt a person's eardrums, and likewise
    their balancing organs, while the blinding flash impairs vision. At
    close enough range and cramped quarters, the concussive blast of the
    grenade can knock out a person.
    There is another kind of stun grenade called a "Stinger" grenade. It
    is a grenade based on the M67 Defensive design packed with solid
    rubber pellets that spray outward at high speed and can seriously
    injure, but not kill, an enemy. These kinds of grenades are used by
    certain maximum-security prisons in the US, but are not as effective
    as Flashbangs (since the high-speed rubber pellets can injure hostages
    as well as terrorists). The Stun Grenades in MGS/MGS2 are of the XM82
    Real-life Counterterrorists find Flashbangs far more useful than
    normal grenades, especially when in delicate hostage-rescue
    situations. Despite their 'stun grenade' moniker, direct contact with
    a flashbang can still maim or kill a target.
    A-14: Chaff Grenade
    A miniature chaff dispenser. Chaff are small aluminum strips that are
    specifically designed to confuse radar frequencies, and normally used
    by aircraft to fool missile radar. The individual strips are cut in
    such a way that they wreak havoc with radar's transmitted frequencies.
    The Metal Gear Solid Chaff Grenade seems to be ficticious (at least,
    there seems to be no available documentation on handheld chaff
    grenades), but the technology is sound. It only works against radar,
    however. Visual and IR sensors are not affected by ordinary chaff,
    unlike the way it is portrayed in-game.
    A-15: M67 Fragmentation Grenade
    The M67 Defensive Fragmentation Grenade is the standard hand grenade
    used by both the U.S. Military and various forces around the world.
    Its baseball-like shape was designed to aid in throwing the weapon.
    The weapon has a 5-second fuse upon triggering. Also known as HE (High
    Explosive) or Fragmentation (Frag) Grenades, these are the most common
    indirect weapon of attack among troops. Grenades have the military
    slang name of 'pineapples' due to the similarly-shaped WWII-era
    grenades, but even though the M67 no longer adopts this design, the
    name has since stuck. England and some other coutries still keep the
    'pineapple' design grenades.
    Counterterrorist teams only use these in situations wherein there are
    few to no civilians or hostages and are pinned down by enemy
    firepower. It is standard SOP for room clearing to toss in either a
    Flashbang or HE grenade in before entering, in order to stun or injure
    opponents hiding inside.
    A-16: C4/Semtex Plastic Explosive
    Plastic Explosives are highly prized by both Terrorist and Counter-
    Terrorist units. They are light, easily moldable, infinitely more
    stable than other types of explosives (such as dynamite), and leave
    very little trace once used. They can also be used underwater given
    the right waterproofing, and it takes very little to destroy a whole
    C4 is US Military-issue plastic explosives, while Semtex is a slightly
    more touchy Czechslovakian version. For game purposes, they work the
    same way. One last word of warning: Whatever you do, DON'T stomp on
    them, ESPECIALLY Semtex, otherwise you could end up with a cancelled
    A-17: M18A1 'Claymore' Mine
    Type: Directional Antipersonnel Mine
    Total Length: ?mm (8.5 in.)
    Height (Total): ?mm (3.25 in)
    Width of Frame: ?mm (1.375 in)
    Empty Weight: ?g (5 lbs.)
    Effective Range: 2 yard height, 50 yard range, 60┬░ spread
    The Claymore is a directed antipersonnel mine. Unlike most mines, it
    is not buried, but planted aboveground, based on a World War II German
    design. The actual weapon is simple; a block of C-4 plastic explosive
    with an average of 700 solid steel pellets embedded within, shaped
    like a convex lens to direct the explosion towards one direction. It
    operates either by tripwire or remote detonation.
    When triggered, explodes in a conical area in the direction pointed to
    the enemy, shooting small pellets and/or fragments at high speed, like
    a giant shotgun. Anyone near the Claymore when it goes off also has
    the explosion to worry about, so it is usually deployed over 20 yards
    from friendly positions. Incidental fragmentation may cover a larger
    area to the side and rear; most troops take cover before detonating a
    This mine is also the main source of all those "Point This Side Toward
    Enemy" jokes that you've probably heard many times before.
    The version in Metal Gear Solid 2 is slightly more fantastic since it
    is cloaked by stealth camouflage and triggered by a motion sensor, but
    basically functions the same as in real life.
    A-18: Empty Magazine
    An empty ammo magazine. You throw it.
    Here is a list of the weapons that are not available for use by
    Snake/Raiden in the game. These are weapons that are used and make an
    appearance but cannot be used or implemented.
    	Snake: "Diverting toys from the SSCEN (U.S. Army Soldier
    	Systems Center) again? Give her a message from me: someone
    	will find out sooner or later. She's better off assuming it's
    	sooner and quit while she's safe."
    B-01: Glock G18C Select Fire
    Manufacturer: Glock GmbH
    Caliber: 9x19mm Parabellum
    Type: 9mm Select-Fire Automatic Machine Pistol
    Total Length: 188mm (7.32 in.)
    Height (Total): 138mm (5.43 in.)
    Width of Frame: 30mm (1.18 in.)
    Empty Weight: 620.86g (1.37 lbs.)
    Magazine Capacity: 17/20/30 Round Magazines
    The Glock G18C is a handgun that at first glance looks exactly like
    Glock's widespread G17 9x19mm pistol. The only visible differences are
    a small dial-like selector on one side, different 'cuts' (gas vents)
    along the slide, and a slightly protruding barrel. When holstered,
    even a gun expert could be forgiven for mistaking the G18C as its more
    popular and civilized older brother, the G17. But the two guns can't
    be more different; where the G17 is your standard 9mm handgun, the
    G18C might be considered one of the world's smallest submachine
    The G18C is more of a mini-SMG, firing either single-shot or full
    automatic. Originally designed as a small full-auto weapon for
    Counter-Terrorist use, it's been used by agencies such as the U.S. DEA
    (Drug Enforcement Administration) in some situations. Though still
    technically a handgun, it's actually a fairly good shot using short
    bursts, although the full-auto recoil kick is quite powerful. The
    Glock G18C normally uses the 17-round G17 9mm magazines, but Glock
    also manufactures extended 20- and 30-round extended magazines
    specifically for this use.
    The Glock G18C is Fatman's preferred weapon other than his explosives.
    B-02: FN P90
    Manufacturer: Fabrique Nationale
    Caliber: 5.7x28mm FN
    Type: 5.7mm Submachinegun/Personal Defense Weapon
    Total Length: 500mm (19.7 in.)
    Height (Total): 210mm (8.25 in.)
    Width of Frame: 55.88mm (2.2 in.)
    Empty Weight: 2500g (5.9 lbs.)
    Magazine Capacity: 50 Round Magazine
    In the mid-1980s, NATO began seriously considering the existence of an
    enemy wearing Kevlar body armour, and how it would affect future
    combat engagements. Against larger rifle rounds, Kevlar provided
    minimal protection, the reason why the US PASGT and ISAPO vest systems
    have solid plate inserts as well. The Kevlar layering itself was still
    a lifesaver against SMGs and pistols, which prompted NATO to consider
    switching to another small-arms ammo round. (See Body Armor, below).
    Fabrique Nationale (FN) of Belgium presented an answer: the 5.7x28mm
    FN round, a pistol bullet that looked like a smaller version of the
    5.56x45mm rounds used by NATO for its Rifles and Carbines. Not only
    that, FN produced two weapons for the new round, the FN Five-SeveN
    pistol and the FN P90 SMG. The FN P90 was originally designed with the
    PDW (Personal Defense Weapon) concept in mind, only chambered for
    5.7mm as opposed to the 9mm SMGs currently existing. The weapon has
    been tested against Kevlar and CRISAT (Titanium plus layered Kevlar)
    and easily made short work of its targets. It was highly compact (far
    smaller than the MP5) and is easily maintained due to the simplicity
    of most of its working parts. The ergonomic and ambidextrous design
    and top-mounted magazine also make for a more comfortable and
    intuitive weapon.
    The unique magazine can pack 50 rounds, and actually turns the 5.7mm
    bullets 90 degrees within the magazine case in order to fit the great
    amount of ammunition. Before firing, the magazine turns the bullets
    back into the 'normal' position and into the weapon. There have been
    some reports that a strong impact will cause the magazine to jam (thus
    destroying the rotating mechanism), but so far, no serious problems
    have been experienced with the gun.
    Top it off with an incredibly robust construction, and it is small
    wonder that European Special Forces teams have literally fallen in
    love with the P90. As either a PDW or assault SMG, the P90 leaves
    little to be desired, and may someday revolutionize the way SMGs are
    made and used.
    A new round developed by Fabrique Nationale of Belgium, the 5.7x28mm
    round easily looks like a smaller version of the 5.56x45mm or
    7.62x51mm rifle rounds and is designed to penetrate armour easily yet
    still do a considerable amount of damage. The 5.7mm when used in the
    P90 is very promising, and may someday replace all 9mm rounds in
    The Tengu Commandoes and Solidus use the P90. In fact, it's not
    completely out of the realm of reality for the 5.7mm rounds to be able
    to pierce Metal Gear Ray's cockpit since the P90 fires at such a high
    rate of fire and packs so much ammunition. But admittedly, it will be
    B-03: Colt .45 Single-Action Army Revolver
    Manufacturer: Colt Armaments USA
    Caliber: .45 Caliber Rimless
    Type: .45 Caliber Six-barrel Revolver
    Total Length:  279mm (11 in.)
    Height (Total): ?mm (? in.)
    Width of Frame: ?mm (? in.)
    Empty Weight: 1200g (? lbs.)
    Capacity: 6 round barrel
    The first .45 Caliber handgun developed by Colt, touted as "the gun
    that tamed the Wild West". The Colt Single Action Army was an early
    replacement for the standard-issue .22 and .38 Cal revolvers in use
    during the 1800's-1900's. Even though it is antiquated by modern
    firearm standards (By this writing, the SAA would already be 130 years
    old), the SAA is still considered a highly effective sport or hunting
    revolver, and a modern classic.
    As the name implies, this is a single-action revolver, meaning that
    the firing pin hammer must be manually set back (usually by your thumb
    or other hand) every time you fire a shot. This would naturally make
    each follow-up shot slower than automatic pistols (which reset the
    firing hammer back after each shot). Revolver Ocelot uses a technique
    called 'fanning', wherein the left hand slaps the hammer back quickly
    after each shot fired, thus allowing one to shoot faster. This is a
    technique often seen in western movies (which Ocelot's a fan of), and
    although used by some, it is not recommended in real life.
    The Single Action Army actually fires the Rimless .45 Caliber, an
    earlier .45 round. This is NOT the same as the .45ACP round used by
    modern handguns (such as the Mk23 SOCOM pistol). The .45ACP round was
    developed by John Browning for use with the Colt M1911 pistol. Though
    it is quite possible to change the SAA to fire ACP instead of the
    older rimless rounds, hardcore western gun afficianadoes (Ocelot
    included) might not take too kindly to the idea. This being the case,
    I could assume (with a lot of liberty) that Ocelot most likely presses
    his own .45 Rimless rounds for use.
    The Colt Single-Action Army Revolver has been Revolver Ocelot's
    signature weapon since Metal Gear Solid. Despite the weapon's age, it
    would not be wise to scoff at or mock this weapon; it's living proof
    of simplicity and reliability in one package.
    B-04 Franchi SPAS-12
    Manufacturer: Franchi Armaments
    Caliber: 12 Gauge Buckshot
    Type: 12-Gauge Selective-Fire Shotgun
    Total Length: ?mm (41 in.)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: ?g (9 lbs.)
    Magazine Capacity: 6-8 Round Tube
    The Franchi SPAS-12 (Sporting Purpose Automatic Shotgun) is a
    selective-fire shotgun, which can be fired either in the normal
    semiautomatic mode, or manual pump-action mode for special rounds. The
    Franchi manuals and US BATF (Bureau of Tobacco and Firearms) list this
    as a SPORTING Purpose Automatic Shotgun, mainly because of gun control
    restrictions banning the import of certain weapons. Declaring the SPAS
    as a sports (i.e. hunting) shotgun instead of a security shotgun
    helped the BATF pass it for US import. Unlike other 12-gauge shotguns,
    the SPAS-12 accepts the smaller 2-3/4 inch length rounds (as opposed
    to the 3-inch rounds).
    The SPAS-12 has a thicker, heavier heat shield than most shotguns to
    deal with barrel overheating, and a unique folding stock which has a
    hook for single-arm firing support. Because of its high rate of fire,
    the SPAS-12 can also be used for extremely close-quarters room
    clearing as well as door breaching. Current versions of the SPAS-12
    can carry anywhere from 6-8 shells, depending on the size of the
    shotgun choke tube and the type of rounds fitted. A fixed stock
    version is also available.
    The clearing teams are equipped with this weapon, a very good choice
    for firepower in tight, enclosed spaces.
    B-05 Makarov PMM
    Manufacturer: Iszmash JSC/Baikal/Norinco/Ernst Thaelman Factories
    	/Bulgarian State Arsenals
    Caliber: 9x18mm Makarov (.364 Cal Soviet)
    Type: 9x18mm Pistol (Soviet)
    Total Length: 165mm
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 760g
    Magazine Capacity: 12 Round Magazine
    The Soviet Makarov Pistol (PM or Pistolet Makarovka) was the standard-
    issue handgun equipped to Soviet Russian forces, designed along the
    lines of the Walther PP, and shares a similar design. Produced in
    Russia (Iszmash or Baikal), East Germany (Ernst Thaelman Factory),
    China (Norinco), and Bulgaria (State Arsenals), with varying quality.
    Most modern-era Makarov pistols are from Bulgaria.
    The Makarov is not quite as advanced as most European and American
    handguns, since it was designed after the German Walther PP (which in
    turn was made in the 1930's). Still, it is highly durable and tough.
    Its main drawbacks are that it uses the older and weaker 9x18mm
    Makarov round, and carries only 8 rounds per clip. The PMM (Pistolet
    Makarovka Modified) is a newer version developed in the late 1980s to
    accept a 12-round magazine and the high-powered 9x18mm PMM round. This
    was partly to improve the pistol's ability as a backup weapon in close
    combat as well as its use by Russian police forces and the KGB (now
    Despite this, the Makarov was still not enough to meet up with modern
    weaponry, and the post-communist Russian army has since begun to adopt
    the NATO 9x19mm round. Diehards in the Russian military, however, have
    stuck to their Makarovs, much like the Colt 45 fans in the US Military
    have. The handgun Olga throws overboard is a Makarov--but it's
    difficult to identify at first due to it's blocky appearance in-game.
    The rest of the Spetsnaz carry it as well.
    B-06: Automat Nikova AN94
    Manufacturer: Kalashnikov Iszmash JSC
    Caliber: 5.45x39mm Soviet
    Type: 5.45mm Assault Carbine (Soviet)
    Total Length: ?
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: ?
    Magazine Capacity: 30 Round Magazine
    The AN94, also known as the Abakan, was developed as the successor to
    the AK-series rifles in 1993. It is chambered in the 5.45mm Soviet
    round, and answers all the problems that previously plagued the
    AKS-74U 'Spitter'. The AN94 keeps a light carry weight, but has better
    accuracy and a high but controllable rate of fire. This weapon adopts
    a unique type of automatic fire control; the first two rounds leave
    the muzzle at 1800rpm, ensuring that the second round leaves the
    barrel long before recoil kicks in. From the third round downwards,
    the AN94 lowers its firing rate to 600rpm. This encourages troops to
    take short 2-round bursts as much as possible with the weapon.
    Due to financial troubles in Russia proper, only very few units are
    actually equipped with the AN94 as of this writing. The Abakan may be
    a great successor to the AK-47 Kalashnikov family of firearms, but its
    high cost per weapon ensure that only elite troops like the Spetsnaz
    get first priority.
    Save for the guards in Shell 1 of the Plant chapter, most of the
    regular enemy troops carry the AN94. Sadly for Raiden, he can't pick
    up this weapon and try the BDU disguise elsewhere.
    B-07: Electromagnetic Rail Gun
    The US Military, as well as some other military powers, are
    researching deeply into electromagnetic weapons, but there have been
    no practical models to date, much less man-portable ones. The Railgun
    that Fortune uses in the game is purely ficticious...for now.
    B-08: McDonnell-Douglas AV-8B Harrier II
    Type: All-Weather VTOL/STOL Fighter/Attack Plane
    Manufacturer: McDonnell-Douglas Aerospace
    Length: 14.11m (46.3 ft)
    Wingspan: 9.24m (30.3 ft)
    Height: ?
    Weight: ?
    Top Speed: Mach 0.98
    Thrust: 23,400lbs
    Engine: One Rolls Royce F402-RR-408 turbofan engine
    Maximum Combat Radius: 454 knots (522.45 miles)
    Crew: 1 (Pilot)
    - Seven hardpoints are available on the AV-8B Harrier, capable of
    mounting various munitions, fuel drop tanks or electronic devices.
    Typical armaments include but are not limited to:
    	* AIM-9 Sidewinder Air-to-Air Missiles
    	* AGM-65 Maverick Air-to-Ground Missiles
    	* MK-82 General Purpose Bombs
    	* CBU-59 APAM Rockeye II Cluster Bombs
    	* LAU-3 7-round Hydra-70 2.75-inch Rocket Launcher
    	* GAU-12 25mm 6-Barrel Gatling Gun Pod (300 rds, center
    The Hawker AV-8A Harrier was a Vertical Take-Off/Landing aircraft
    first developed by Great Britain in the 1970's and used with great
    success during the Falklands War. The Harrier still holds the
    reputation as being the world's first truly successful VTOL jet
    aircraft. The US Marine Corps later bought several AV-8A's, and and
    further refined the design for their use.
    The current McDonnell-Douglas AV-8B is the Marine Corps version of the
    venerable Harrier, and like its predecessor, it is used primarily as a
    ground-attack aircraft, though Marine forces can also use it for close
    air support and combat air patrols. The Harrier has only one jet
    engine; the aircraft redirects jet thrust through four maneuvering
    nozzles alongside the main body. This simple but effective design was
    what allows the Harrier to hover and even maneuver more effectively
    than conventional fighters. This is also the reason why the Harrier
    does not use the traditional 'tricycle' style landing gear of other
    aircraft; instead, the Harrier has a nose wheel, a central main wheel,
    and two balancer wheels mounted on the wings, without which the
    aircraft would topple over on the ground.
    The fact that it only requires one engine also makes it far cheaper
    than other (failed) VTOL aircraft projects, but the Harrier is still
    costly in terms of fuel. This is why the Marines only use the AV-8B's
    VTOL capabilities in emergency conditions. More often than not, the
    Harrier employs STOL (Short Take-Off and Landing), not quite hovering
    takeoff, but it requires only a quarter of the distance needed for
    conventional planes. This saves both on fuel and airfield space.
    The current version of the Harrier is the AV-8BII+ Harrier Plus. It
    mounts a larger radar, the APG-65 used on the F/A-18 Hornet
    Fighter/Attack plane, giving it even more flexibility, and the new
    Rolls-Royce F402-44-408, a more powerful engine than the previous
    F402-RR-406 granting 2000 lbs more thrust. The version in MGS2 seems
    to be of the Harrier Plus or some later design, with a unique
    configuration combining air and ground attack capabilties.
    - The AMRAAM missile was originally designed to replace the AIM-7
    Sparrow as a mid-range Air-to-Air combat missile on existing fighters.
    The Sparrow was a semi-active radar homing missile, which meant that
    an aircraft had to maintain a constant lock on an enemy target in
    order to hit. The AMRAAM is built on the AIM-7's existing frame, but
    it is much longer, and now has its own built-in radar system,
    effectively making the missile a fire-and-forget weapon capable of
    homing in on a target without assistance. AFAIK, the Marine Corps
    Harrier does not normally mount the AIM-7 or the AMRAAM, however,
    British Harriers do.
    - The Air-to-Air missile normally carried by the Marine Corps Harrier
    is the AIM-9 Sidewinder missile (Not seen in MGS2). The Sidewinder is
    also a fire-and-forget weapon, only it locks onto an enemy aircraft's
    heat signature rather than use a radar. The AIM-9 is a short-range
    'dogfighting' missile reserved for close-in air combat engagements and
    thus does not have the range of the Sparrow or AMRAAM missiles. Marine
    Corps Harriers normally carry four Sidewinders for combat air patrols.
    - The AGM-65 Maverick (Not seen in MGS2) is the same laser-guided
    'Smart Bomb' used in the Persian Gulf conflict. It is a missile with a
    camera eye mounted in its nosecone, and is guided to its target by a
    laser designator illuminated either by the aircraft itself (thus
    making the plane vulnerable to ground attack while the missile reaches
    its target), or from another vehicle or person on the ground. Unlike
    aircraft, it's considerably more difficult to get a radar lock on a
    ground target, and IR-guided missiles work only if no other heat
    sources exist. Thus, most Air-to-Ground missiles have to be wire-
    guided or laser-guided to their target.
    - The Mk82 General Purpose Bomb (not seen in MGS2) is commonly found
    on US attack aircraft. It is a lightweight munition at 500 pounds,
    second smallest in the Mk80 family of iron or 'dumb' bombs first
    developed in the 1950's, and can be used for almost any ground-attack
    situation. The AIR version replaces the tailfin with a ballute
    (balloon-parachute) to slow down the bomb for specific missions, while
    the Snakeeye version of the Mk82 has a different tailfin--the Mk15
    retarded or folding fin for high speed carry. Marine Corps Harriers
    normally carry six Mk82 bombs when in the air-to-ground function.
    - The cluster bomb seen in MGS2 is the CBU-59 APAM (Anti-Personnel,
    Anti-Material) or Rockeye II Cluster bomb. The weapon is actually a
    large outer shell filled with 717 BLU-77 bomblets that shower shrapnel
    over a large area. It was designed as an antipersonnel successor to
    the older Mk20 Rockeye cluster bomb, as the older Mk20 was designed
    for antitank use.
    - The LAU-3 Rocket Launcher is a cylindrical 7-round rocket launcher
    first used by US Air Force's F-5 Tiger. The launcher is currently used
    by the Marine Corps Harrier in the ground-attack configuration. The
    ammunition it is normally equipped with is the Hydra-70 unguided
    rocket, first developed in the 1940's as an air combat weapon prior to
    the adoption of guided missiles. The Hydra-70 rocket is now used in
    the air-to-ground role, and can mount a variety of different munitions
    from high explosive and mine delivery to flechette and illumination
    - The center pylon of the Harrier is commonly reserved for the GAU-12
    Equaliser Gun Pod. This is a 6-Barrel 25mm Gatling Gun used for both
    ground attack and air combat, packing more punch than the 20mm guns
    normally found on attack helicopters or fighter aircraft. The Marine
    Corps harrier uses the GAU-12 with Depleted Uranium rounds for more
    damaging armor penetration.
    B-09: Kamov Ka-60 Kasatska
    Type: All-Weather Multi-Role Helicopter
    Manufacturer: Kamov Design Bureau
    Length (Fuselage): ?
    Rotor Diameter: 13.5m
    Height: ?
    Weight: 6500kg
    Top Speed: 300km/h
    Engine: Two 1300hp Rybinsk RD-600V Turbines
    Maximum Combat Radius: ?
    Crew: 2 (Pilot, Copilot) + 14 troop payload
    Aerospace firm Kamov has always been, until recently, been a distant
    second to Russia's premier helicopter manufacturer Mil. The smaller
    firm has provided many interesting helicopter types for the military
    and civilian populace, and is probably best known for their unique
    coaxial-rotor system--A helicopter that has two counter-rotating
    rotors for superior lift and maneuverability, and removes the need for
    the helicopter's weakest link: the tail rotor. An example of this is
    the KA-50 Hokum, or "Blackshark" attack helicopter.
    The Ka-60 Kasatka Military General-Purpose helicopter is Kamov's only
    traditional helicopter design, the nose bearing a slight resemblance
    to British-French firm Westland-Aerospatiale's Lynx and Dauphin
    multirole helicopters. The Kasatska is the Russian military equivalent
    of the US Army/Navy UH-60 Black Hawk/Sea Hawk multirole helicopter; it
    can be adapted for either land or sea missions and adapts to almost
    any type of mission, from basic troop transport to scout missions. For
    the Russian Navy, the Ka-60 is also used as a rescue helicopter for
    downed pilots or as a Medevac chopper.
    The Ka-60 (and its civilian variant, the Ka-64) are 100% russian-made.
    It's incredibly durable, with its rotor transmission shaft surviving
    hits from 12.7mm (.50 Caliber BMG) bullets, and a foam polyurethane
    fuel tank that reduces the threat of fuel explosion. The body proper
    is made of 60% polymer composites (as opposed to the mostly steel
    helicopters of Soviet-era Russia), adding further to pilot and
    passenger survivability.
    The Ka-60 plays a role throughout the game, first as a deployment unit
    for the Gurlukovich Spetsnaz troops on the Tanker, and also in the
    Plant chapter.
    Here is a list of the weapons that were available for use by Snake in
    his previous missions, as well as the weapons of enemy forces. This is
    not by any means a complete list, and is subdivided by Game Version.
    	Raiden: "How much longer is this guy going to sleep...?"
    	Snake: "...zzzz...(mumble mumble) Liquid!!...zzzzz..."
    C-01 Metal Gear
    System: MSX, NES/Famicom
    	The very first Metal Gear game, where a rookie Solid Snake
    	undertakes his first mission in Outer Heaven. Released in the
    	US under Konami's Ultra Games label, the NES version was
    	garishly colorful as opposed to the original moody tones of
    	the MSX version. Still, it was the first taste of 'Tactical
    	Espionage' the English-Speaking world would ever have prior to
    CA-01: Beretta M9/92F
    Manufacturer: Pietro Beretta Inc.
    Caliber: 9x19mm Parabellum
    Type: 9mm Semiautomatic Combat Pistol
    Total Length: 217mm (8.5 in)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 975g (2.07 lbs.)
    Magazine Capacity: 15 Round Magazine
    Beretta's Model 92F is the U.S. Military's standard-issue 9mm sidearm,
    and one of the world's most widely-used Combat autopistols. Carrying
    15 rounds, it replaced the old Colt .45 ACP pistol in the U.S. Army,
    as part of a standardization agreement with NATO to use weaponry with
    common ammunition calibers. The US Military version, labeled the M9,
    can be outfitted with a suppressor for special operations. Arguably 7
    out of every 10 9mm pistols in the world are Berettas, and it is
    considered one of the most prolific 9mm handguns in the world. The M9
    is currently the standard sidearm for most US Armed Forces personnel.
    Special Forces versions sometimes have a threaded barrel for a
    The M9 was Solid Snake's standard sidearm in the original Metal Gear
    game and in Metal Gear 2: Solid Snake. MGS2 equips a tranquilizer dart
    CA-02: Ingram MAC-11
    Manufacturer: Military Armaments Corporation (MAC), various others
    Caliber: 9x19mm Parabellum
    Type: 9mm Automatic Machine Pistol
    Total Length: 279.4mm (11 in.)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 2450g (5.4 lbs.)
    Magazine Capacity: 30 Round Magazine
    The Ingram MAC-10 was one of the first SMGs used by the Navy SEALs
    until the more accurate MP5 was adopted. Named after its creator
    Gordon Ingram, the MAC-10 was chambered for 9mm and .45 Caliber ACP.
    In the 1970's it was the most popular SMG in America--cheap, easy to
    manufacture, mass-produced, and usually reliable in performance. The
    MAC-11 is a smaller version of the .45ACP MAC-10 submachine pistol,
    originally chambered in .380 Caliber, but later variants were
    chambered in 9mm. Like the MAC-10, it is a light, reliable, and
    inexpensive weapon that is capable of extremely high rates of fire in
    short bursts. It is also possible to equip the MAC-11 with a
    suppressor, thus earning its nickname of "The Silent Killer". As of
    the late 80's, MAC-series SMGs were no longer being produced due to
    laws in the US prohibiting the sale and manufacture of automatic
    The MAC-10/MAC-11 were actually made by various different gun makers,
    so there has been notable inconsistency of quality between the various
    guns. The original Military Armaments Corporation MACs are the best
    (MAC stands for Military Armaments Corporation, Gordon Ingram's
    company which went bankrupt in 1976), and are considered collector's
    items, while others were anywhere between good quality to bottom-of-
    the-barrel bad in terms of construction or reliability (depending on
    who made them; Cobray, for example, made better MACs than the
    original, while some so-called 'Texas' MACs were some of the worst
    ever produced).
    SMG fans are usually divided about the MAC-10/MAC-11. But all of them,
    fans and detractors alike, admit that both SMGs are real bullet-hoses,
    emptying a 30-round magazine in less than 3 seconds. It's certainly
    not the kind of SMG to use when engaged in a delicate hostage-rescue
    operation, but a good weapon to use when in close quarters and needing
    lots of cover fire.
    The MAC-11 was Snake's main automatic weapon in the first Metal Gear
    Game and in Metal Gear 2: Solid Snake. In-game, it equips the same
    suppresser as the Beretta, but in real life, the two have very
    different (and incompatible) supressers.
    CA-03: RPG-7V
    Manufacturer: Soviet State Arms, former Warsaw Pact nations
    Caliber: PG-7 85mm or PG-7M 70mm
    Type: Antitank Recoilless Grenade Launcher
    Total Length: ?
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: ?
    Magazine Capacity: 1 Shot
    The RPG-7V is a relatively simple antitank weapon. The device consists
    of a long tube with a firing trigger grip and a front stabilizing
    handgrip. At the tip of the muzzle a rocket-propelled grenade is
    mounted. This design traces its history back to the Bazooka-like
    "Panzerschrek" and disposable "Panzerfaust" throwaway rocket launchers
    used by Germany in World War II, only the RPG-7V was designed to be
    both light and reloadable. The weapon has a maximum range between
    300-500 meters and has a very light carry weight, favorable for most
    light infantry units.
    Though light, the RPG-7V is not as widely used with the Russian forces
    as it once was. The newer RPG-18 and RPG-22 (Both Russian) disposable
    LAW (Light Antitank Weapon) rocket systems are far cheaper to carry
    and maintain than the older, reusable RPG-7V. This is due the fact
    that the older RPG-7V was developed prior to the US M72 LAW disposable
    antitank launcher program, and as soon as the then-Soviet Army
    realized the practicality of such throwaway weapons, the RPG-7V was on
    its way out. Still, many such weapons can be found in Vietnam,
    Afghanistan, and other parts of the world.
    Despite their age and relatively simple targeting systems (The
    original RPG-7 has iron sights, some of the later RPG-7V have simple
    glass sights, though current Russian versions now have IR and Night
    vision attachments), are still reliably in use.
    This is the Rocket Launcher used in the first Metal Gear game.
    Observant movie fans will note that the RPG-7V is the same kind of
    Soviet-made Rocket Launcher used in Rambo: First Blood Part II to down
    a Hind.
    C-02 Metal Gear 2: Solid Snake
    System: MSX (Japan-Only)
    	Snake's second mission, wherein he infiltrates Zanzibar Land.
    	This version of the game was never released in the US for
    	still-unknown reasons. Not to be confused with the US-produced
    	(and non-canonical) sequel Snake's Revenge. Currently working
    	on the info for this game.
    CB-01: Steyr AUG
    Manufacturer: Steyr GmbH
    Caliber: 5.56x45mm NATO (.223 Cal Remington)
    Type: 5.56x45mm Bullpup Battle Rifle
    Total Length: 787.4mm (31 In.)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 3606.05g (7.95 lbs.)
    Magazine Capacity: 30 Round Magazine
    Steyr designed the Steyr AUG (Armee Universal Gewehr : Universal Army
    Rifle) for the Austrian Army, and it is easily the most recognizable
    Bullpup-styled Assault rifle in the world. Its sleek and futuristic
    form makes it easy to carry, and the built-in 1.5x magnification scope
    also doubles as an equally durable carrying handle. It's also highly
    accurate on the move, light, maneuverable and powerful. The AUG is the
    standard rifle of the Austrian Armed Forces, and is a good combination
    of maneuverability and power.
    Highly prized, it is not without its drawbacks; Though it has a quick-
    change barrel, the AUG still has difficulties with overheating from
    extended automatic fire. Some other problems have been mentioned but
    not wholly confirmed; It is true that the Australian SAS have mostly
    replaced their AUGs with M4A1s, for example.
    In Metal Gear 2: Solid Snake, the AUG is mentioned as the standard
    rifle of the Zanzibar troops, as a replacement to the Enfield L85A1.
    CB-02: L85A1
    Manufacturer: Enfield Small Arms Company
    Caliber: 5.56x45mm NATO (.223 Cal Remington)
    Type: 5.56x45mm Bullpup Battle Rifle
    Total Length: 780mm (? In.)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 4130g (? lbs.)
    Magazine Capacity: 30 Round Magazine
    Notoriously one of the worst rifles ever designed for a military unit,
    the Enfield L85A1 (also known as the Enfield Individual Weapon) is one
    of the earliest bullpup designs, trading accuracy for maneuverability.
    The weapon has long had a reputation for poor accuracy on the move,
    and most recently a tendency to jam easily in desert conditions.
    The British Government contracted Heckler & Koch to renovate the
    weapons to the L85A2 standard. H&K's original suggestion was to throw
    them out and buy new ones (their G36, to be exact), but was later
    talked into remodeling the guns. Still, the newer Enfield L85A2 used
    during Operation Enduring Freedom in Afghanistan, 2002, has been known
    to jam after a short gust of sand.
    Some argue that the L85A1 is actually quite accurate for a rifle when
    set prone. However, it could be argued this is true for almost any
    rifle existing. The L85A1's low accuracy is in reference to its on-
    the-move performance.
    In Metal Gear 2: Solid Snake, the Enfield L85A1 was the previous
    rifle used by the Zanzibar troops, until replaced by the AUG. The
    Zanzibar troops are certainly no dummies!
    C-03 Metal Gear Solid
    System: PSX, PC
    	The runaway hit, this is actually the third game in the
    	series. Snake returns once again, to infiltrate Shadow Moses
    	for an interesting family reunion with Foxhound and a
    	previously unknown twin brother. First developed for the Sony
    	Playstation, its popularity spawned an add-on VR missions pack
    	(Sold with the MGS game in Japan as Metal Gear Solid:
    	Integral), and later for the PC under Windows 98. Still held
    	as the best "Interactive Movie" of the 20th century, it will
    	soon have a remake version for the Gamecube: Metal Gear Solid:
    	The Twin Snakes.
    CC-01: Desert Eagle .50 AE
    Manufacturer: Israeli Military Industries/Magnum Research Inc.
    Caliber: .50 Cal AE
    Type: .50 Semiautomatic Pistol
    Total Length: 273mm (10.75 in.)
    Height (Total): 159mm (6.25 in.)
    Width of Frame: 32mm (1.25 in.)
    Empty Weight: 2050g (4.52 lbs.)
    Magazine Capacity: 7 Round Magazine
    Few semiautomatic handguns, outside of the venerable Colt M1911 .45
    Caliber, are as well-known as the Desert Eagle. Its appearance alone
    speaks volumes and exudes a nasty attitude. The Desert Eagle was
    originally called the "Magnum Eagle", and was designed by Magnum
    Research as an automatic pistol capable of firing the powerful .357
    Cal Magnum round. IMI (Israeli Military Industries) offered funding
    and assistance to the company, and the result was the .357 Cal Magnum
    Desert Eagle, quickly followed up by a .44 Cal Magnum version. In
    1991, a completely new round, the .50 Cal Action Express, was
    developed, and the Desert Eagle .50 AE became the most popular and
    powerful automatic handgun in the world.
    The Desert Eagle isn't just a big and threatening gun, it's
    practically a Hollywood celebrity. Since it first appeared in the 1984
    film "Year of the Dragon", the Desert Eagle has been the 'big and bad'
    gun to use in action films. The handguns that the MIB-like Agents in
    "The Matrix" use are all Desert Eagles, for example. On the practical
    side, the Desert Eagle 50 is also one of those rare few handguns that
    used for big-game hunting; the heavy .50 Caliber round has been known
    to kill moose with a single shot. Surprisingly, the Desert Eagle .50
    also has less recoil than one would expect, due to rifle-style gas
    control venting inside the gun, which explains why it is so accurate,
    even with follow-up shots.
    In reality, the Desert Eagle isn't used much by the military, much
    less by Special Operations Forces. Although it's powerful, it still
    packs only 7 shots for .50 Cal AE, is incredibly loud and hard to
    conceal, and despite the semiautomatic function which allows one to
    fire it faster than a revolver, the 7 rounds in the gun really don't
    lend well to it. Most conventional troops usually don't carry
    handguns, and Special Forces need either quieter guns or those that
    carry more ammo.
    A specialized .50 Caliber round for the Desert Eagle pistol, this is
    NOT the same as the .50 Caliber BMG (Browning Machine Gun) round used
    by Antiaircraft guns and the Barrett .50 Cal Sniper Rifle.
    Nonetheless, it is without a doubt the most powerful handgun round
    developed to date (excepting the .454 Caliber Casull), and is
    considered illegal in many countries and many states of the United
    Meryl Silverburgh uses the Desert Eagle .50 in Metal Gear Solid.
    CC-02: FA-MAS
    Manufacturer: Groupement Industriel des Armements Terrestres (GIAT)
    Caliber: 5.56x45mm NATO (.223 Cal Remington)
    Type: 5.56mm NATO Automatic Bullpup Assault Rifle
    Total Length: mm (10.75 in.)
    Height (Total): mm (6.25 in.)
    Width of Frame: mm (1.25 in.)
    Empty Weight: g (4.52 lbs.)
    Magazine Capacity: 25 Round Magazine
    The French FA-MAS (Fusil Automatique-Manufacture d'Armes de St
    Etienne) is a compact bullpup-styled assault carbine originally
    designed for the desert combat conditions experienced by the French
    Foreign Legion. Since then, it has been adopted by the United Arab
    Emirates and many other countries as their 5.56mm rifle of choice,
    giving both a high rate of fire and incredible firing control. The
    weapon is standard-issue to the French Foreign Legion and is best
    known as a desert warfare weapon, but the FA-MAS was designed to work
    well in almost any hostile environment from sand to snow. It was
    introduced in 1973 and went into production by 1979. The French
    Foreign Legion affectionately nickname the FA-MAS as 'le Clarion', or
    bugle horn, due to its design.
    The FA-MAS was the standard bullpup rifle used by all troops on Shadow
    Moses island in Metal Gear Solid. It's actually the FA-MAS G1 version,
    equipped with the 25-round magazine. The later FA-MAS G2 version
    accepts the 30-round M16/M4 magazine that is now standard among NATO
    forces.  Like the M4A1, the FA-MAS G2 is also being used as part of a
    future weapons system--the FA-MAS/FELLIN system is France's equivalent
    of the US Army Land Warrior program.
    CC-03: HK MP5SD5
    Manufacturer: Heckler & Koch GmbH
    Caliber: 9x19mm Parabellum
    Type: 9mm Combat Submachinegun, Supressed
    Total Length: 680mm (26.77 in.)
    Height (Total): 210mm (8.26 in.)
    Width of Frame: 50mm (1.96 in.)
    Empty Weight: 2540g (5.59 lbs.)
    Magazine Capacity: 15/30 Round Magazine
    The HK MP5 is one SMG that really needs no introduction. Based upon
    HK's G3 rifle design, it was the first SMG known for accuracy and
    control in combat. In fact, many note that the MP5 appears as a
    scaled-down G3 chambered for 9mm, and the MP5's rifle-like design (As
    opposed to the pistol-configured designs of Uzis, Ingrams, and most
    other SMGs) adds to that idea. It is the single most successful SMG
    design in the world, and without a doubt the most popular and trusted.
    Variants of the MP5 abound, also chambered for .22 Cal LR (training
    use barrel change--no longer supported or sold by H&K), 10mm, and .40
    Cal S&W. Consequently, it is the SMG adopted by almost every small-
    unit team in the world from the Navy SEALs, British SAS, GSG-9, etc.,
    up to the SWAT teams of various countries. The MP5 is THE
    submachinegun to beat, and the world's standard in terms of hostage-
    rescue weaponry.
    The official HK designation for this weapon is the HK54. It got its
    current name of MP5 due to the West German Border Guard--MP5 stands
    for Machine Pistol number 5. The A, SD, and other extensions added to
    the designation of the MP5 indicate what variant they are. The weapon
    itself is the same. Thus, an MP5A2 (With solid stock) can be changed
    into an MP5A3 (With retractable stock) simply by swapping attachments.
    The MP5K (K - Kompact or compact) however, due to its smaller size,
    cannot fit a normal MP5-size stock and must use a modified stock. With
    all that has been done for the MP5, it's considerably hard to improve
    on what many consider a near-perfect SMG. The MP5SD-series are a
    unique version of this SMG. The sound supresser is built directly into
    the gun, as opposed to supressers that are attached to the barrel.
    This makes for one of the quietest automatic weapons known, short of
    the smaller 22 Cal weapons.
    The HK MP5SD5 (MP5 with integral supresser, fixed stock, and full-auto
    capability) is available to Snake only at the Very Easy level of Metal
    Gear Solid (Metal Gear Solid Integral--original and some foreign
    versions may not have it). It replaces the FA-MAS in the game proper,
    packing unlimited ammunition and an integral silencer.
    CC-04: M1A1 Abrams MBT
    Type: Main Battle Tank
    Length: 32ft 4in
    Width: 12ft
    Height: 9ft 6in
    Weight: 67.5 Short Tons
    Top Speed (Uneven Terrain): 42 mph
    Engine: 1200 hp AGT-1500C turbine
    Crew: 3 (Commander, Driver, Loader/Gunner)
    Main Gun M256:
    	Type- 120mm APFSDSDU cannon, Range- 25000 m, Max- 40 rds
    Coaxial Machinegun M240B:
    	Type- 7.62mm Nato Machinegun, Range- 4000 m, Max- 10000 rds
    Loader's Machinegun M240B:
    	Type- 7.62mm Nato Machinegun, Range- 4000 m, Max- 1400 rds
    Commander's Machinegun M2:
    	Type- .50 Cal BMG Machinegun, Range- 6700 m, Max- 900 rds
    The M1A1 "Abrams" is the premier MBT (Main Battle Tank) in service
    with the U.S. Army, and currently considered the best armored vehicle
    on the battlefield today (though a newer version, the M1A2, has mostly
    replaced it). The M1A1 is equipped with a laser range finder and
    thermal optics for night fighting. Fastest official speed of the
    Abrams is 42mph on rough terrain, although it's been reported to reach
    up to 60mph on flat desert terrain, making it one of the fastest heavy
    tanks in the world. One could say that the M1A1 is the "Metal Gear" of
    today's battlefield, sans the nuclear stike capability, of course.
    Atop the turret is the M1A1's visible M2 Heavy Machinegun, called the
    commander's machinegun, as it is where the Tank Commander usually
    sits. Unseen by outside forces are a pair of FN M240B 7.62mm
    Machineguns, which are operated by the tank driver and gun loader.
    Often, these three machineguns are the Tank's main defense against
    infantry and light vehicles. But the M1A1's main weapon is the M256
    120mm Cannon. It fires HEAT or APFSDSDU rounds, but more often than
    not the latter.
    - HEAT are the now-familiar High Explosive Anti-Tank rounds. These
    penetrate armor using a shaped-charge warhead that strike armor and
    explode at a specific focal point. There are two countermeasures
    against HEAT rounds. First is the add-on Reactive Armor on Israeli
    Merkava battle tanks, which explode armor outward when hit by HEAT,
    thus saving the tank itself from damage. The latter, and more recent
    development is the very dense Chobham armor, used on the British
    Challenger Tanks and of course the M1A1 itself.
    - APFSDSDU stands for Armor-Piercing Fin-Stabilized Discarding Sabot
    Depleted Uranium, a non-explosive Armorpiercing round designed solely
    for Tank killing. Unlike the HEAT round, it has no explosives mounted
    on it per se, but its high velocity impact is more than sufficient to
    instantly shred armor, ignite fuel tanks and ammunition. Developed in
    the late 80's, its first actual combat use was against Iraqi T-72
    Tanks in the 1991 Persian Gulf conflict. The round reaches almost
    hypersonic speeds after being fired, literally cleaving a tank in half
    with its power.
    - The M2 Browning .50 Cal (12.7mm) Heavy Machinegun is the largest
    antipersonnel weapon in the field. Although it can be carried by a
    person, this weapon is best left as a vehicle-mounted gun. The Abrams
    Tank mounts this as a commander's machinegun, the heavy .50 Cal
    ammunition is belt-fed through a box attached to the weapon's side,
    and is powerful enough to tear through lighter armored vehicles such
    as jeeps and light APCs, though not enough against another tank. Some
    Army Humvees also mount this weapon.
    - Not used in MGS but still an integral part of the Abrams' weaponry
    are the two M240B 7.62mm Machineguns. Created by Fabrique Nationale,
    they appear to be visually similar to the M60 machinegun, only far
    more durable. These are mounted inside the tank, one fixed (Loader)
    and one on a coaxial mount (Driver). The M240B is also used on the M2
    Bradley Fighting Vehicle and the Humvee (though some Humvees mount the
    M2 instead). The Marine Corps and Special Forces use the M240G, a man-
    portable version of the M240B. The M240B is the smaller of the two
    machineguns seen on top of the M1A1 Abrams' turret in the game.
    In Metal Gear Solid, the tank used by Vulcan Raven in the Snowfield
    area is an M1A1 Abrams. However, it only uses the M256 Main Cannon and
    the M2 Heavy Machinegun against Snake. In reality, the three-man crew
    of the Abrams would use the M2 and one or both M240 guns against
    infantry; the 120mm cannon is too large and slow to be aimed at a
    single man.
    CC-05: Mil Mi-24D Hind D
    Type: Antitank Assault Gunship/Troop Transporter
    Manufacturer: Mil Design Bureau
    Length (Fuselage): 17.5m (? ft)
    Rotor Diameter: 17.3m (?ft)
    Wingspan: 6.5m (? ft)
    Height: 6.5m (13ft, 11in)
    Weight: 8500kg
    Top Speed: 335km/h (168mph)
    Engine: Two 2,200 hp Isotov TV-3-117 Turbines
    Maximum Combat Radius: 454 knots (522.45 miles)
    Crew: 2 (Pilot, Gunner) + 8 troop payload
    	* 1x Turret-mount 4-Barrel 12.7mm (.50 Cal) or 23mm Gatling
    	* 4x S-8 80mm or S-5 57mm Unguided Rocket Pods
    	* 4x AT-2C "Swatter" or AT-6C "Spiral" ATGMs.
    The Mil-series of helicopters stem from the design bureau of Mikhail
    Mil. Nearly all Soviet-era helicopters are from the Mil design bureau,
    save for the odd Kamov helicopters. The Mi-24 was the first purpose-
    built Helicopter Gunship in the Soviet military forces. Unlike the
    slimmer US-made AH-1 Hueycobra, the Mi-24 was not designed solely as
    an antitank helicopter; the Hind was larger due to a 6-to-8 man troop
    compartment in the main body, as it was meant both as troop transport
    and attack helicopter. Most of the Mi-24's weaponry was in the form of
    4 unguided rocket pods mounted on the wings, as well as 2-4 optional
    air-to-ground missiles on the wingtips.
    The Mi-24D, or Hind D, has a new cockpit design. The early Mi-24s
    (Hind A to Hind C) had a squat, polygonal side-by-side cockpit, but
    the Hind D was probably influenced by the 'tandem' in-line
    configuration of US attack helicopters. The Mi-24D has two cockpit
    'bubbles', with the pilot in the upper bubble and the gunner in the
    lower one, separate from each other. This also gives the Hind D access
    to either a 12.7mm or 23mm autocannon, mounted under the chin of the
    Gunner's bubble. All existing Hind A, B, and C designs have since been
    upgraded to the D or the later Mi-24V Hind E design.
    All Hind helicopters pack armored cockpits for pilot and gunner,
    capable of absorbing anything up to 20mm autocannon hits; obviously a
    feature in case the Hind were ever to encounter its counterpart, the
    US-made AH-64 Apache helicopter, equipped with a 20mm turret gun. The
    Hind's large size and dual-purpose design are its downfall, however.
    The additional size and weight make the Hind sluggish in air combat
    maneuvers, thus it was probably not intended for helicopter vs
    helicopter duels, but as close air support for ground troops against
    CC-06 GAU-4 M61A2 Vulcan Gun
    Manufacturer: General Electric/Martin Marietta
    Caliber: 20mm Antiaircraft
    Type: Aircraft Autocannon, Modified
    Total Length: 1875mm (73.8 in.) Gun only
    Height (Total): ?mm (? in.)
    Width of Frame: ?mm (? in.)
    Empty Weight: 120000g (? lbs.) Gun Only
    Magazine Capacity: 500 Round Drum
    The 'Gatling' multi-barrel gun design was first pioneered in the US
    Civil War by Richard Gatling. Automatic weapons normally cause heat,
    wear, and tear on a barrel, and for large-caliber rounds this could
    prove destructive to the gun. The concept of the multi-barrelled
    rotating cannon was to use different barrels, each one changing while
    firing. This lessened stress on the gun and allowed high rates of
    fire, and to this day, any multi-barreled rotating automatic weapon is
    called a Gatling gun. Gatlings may have as few as 2-3 barrels and as
    many as 8 barrels, as needed.
    The 6-barreled General Electric M61 "Vulcan" Gatling Gun was developed
    out of a need for a short-range air combat weapon for use on aircraft.
    Although guided missiles have long since become standard on modern
    aircraft, it has been time and again proven that an aircraft without
    close-range 'dogfight' guns capability would be at a disadvantage in
    an air battle. Unlike other guns, the Vulcan needs to be powered by an
    engine, in order to rotate the barrels. First installed on the
    Lockheed F-104 Starfighter, the M61 Vulcan has become the mainstay
    close-air combat weapon of US Military planes such as the F-15 Eagle,
    F16 Falcon, and F/A18 Hornet. It is also adopted by the US Army and
    Navy as the basis of their CIWS (Close-In Weapons system), a computer-
    controlled autocannon designed to shoot incoming missiles.
    Vulcan Raven uses a modified version of the M61A2 Gatling, a lighter
    version of the Vulcan. This might be a completely custom-made weapon,
    as it is difficult for any one person to carry the M61 gun, let alone
    its ammunition. The large ammunition drum strapped on Raven's back
    also likely carries a small power source; the gatling's barrels will
    not rotate without power. Normally, the M61 is armed with the M56
    High-Explosive round, for antiaircraft use. Given that the rounds used
    by Vulcan Raven do not explode but function like normal rifle rounds,
    it's possible that he uses either the M55A1 or M55A2 target practice
    rounds. These are ball ammunition, solid slugs and not explosive.
    The actual noise of the M61 firing is like a high-speed drill (I've
    heard a CIWS in action with the Taiwanese Navy some years back--
    painful on the ears), and does not sound anything like a machinegun.
    Vulcan Raven's Gatling is similar to this sound, only slower. Thus I
    believe that Raven's Gatlig also has a slower rate of fire than the
    standard, either because of lack of power, or else to reduce the
    recoil coming from the full-auto fire.
    An image of the M61A1 can be found at the US Air Force Museum, here:
    C-03 Metal Gear Ghost Babel (Gameboy Color):
    System: GBC
    	Titled Metal Gear Solid for the US/European release, Metal
    	Gear Ghost Babel is another sequel to the original Metal Gear
    	game, but does not fit in the existing timeline, making this
    	an 'alternate reality' Metal Gear game. Nonetheless this does
    	not detract at all from the game's impressive qualities. Like
    	the PSX game, Snake is called out from retirement, only this
    	time he has to re-infiltrate Outer Heaven, now named Galaude.
    	Ghost Babel successfully combines the basic 2D gameplay of the
    	first two games with the intensity and immersive storyline of
    	the hit PSX game.
    CD-01: FN Five Seven Tactical
    Manufacturer: Fabrique Nationale
    Caliber: 5.7mm FN
    Type: 5.7mm Semiautomatic Tactical Combat Pistol
    Total Length: 208mm (8.2 in)
    Height (Total): ? (5.4 in)
    Width of Frame: ?
    Empty Weight: 618g (1.36 lbs.)
    Magazine Capacity: 20 Round Magazine
    The FN Five-SeveN is the first of a new breed of weapons chambered for
    the special armorpiercing 5.7mm pistol round designed at the same time
    as the FN P90. The Five-SeveN is a weapon that is lighter, has less
    recoil, and more accurate than most 9mm pistols yet carries a whopping
    20 rounds of ammo per clip. The Five-SeveN Tactical is a Single-Action
    variant that can accept a suppressor, specially designed for Spec Ops
    and security forces. Take note that the capital "N" at the end of
    "Five-SeveN" is not a typographical error; Fabrique Nationale
    obviously emphasized the "FN" in Five-SeveN as a marketing point.
    The Five-SeveN was Snake's handgun in Metal Gear Ghost Babel (Metal
    Gear Solid for the Game Boy). FYI: The SC20 Pistol used by Same Fisher
    in Splinter Cell is also a Five-seveN.
    CD-02 Vektor R5
    Manufacturer: Vektor Arms
    Caliber: 5.56x45mm Nato (.223 Cal Remington)
    Type: 5.56mm Assault Carbine
    Total Length: 565mm (Stock Folded)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 3.7kg
    Magazine Capacity: 35 Round Magazine
    The R5 is one of Vektor's R-series assault rifles copied from the
    Israeli Galil rifle (which in turn was copied off the Kalashnikov
    AK-47). Made under licensce from IMI (Israeli Military Industries),
    the R-series rifles are notably larger and heavier than the Galil
    rifles they were modeled after, but also have much better accuracy and
    recoil control. The R5 in particular is patterned after the Galil-MAR
    (Micro Assault Rifle, aka Micro Galil), a close-combat carbine
    chambered in 5.56x45mm NATO. Its compact size makes it a functionally
    light but powerful weapon the size of a submachinegun.
    Vektor currently markets three versions of its R-series rifles, the
    R4, R5, and the current R6 carbine, which is patterned after the
    Galil-SAR (Squad Automatic Rifle), yet more compact.
    The R5 was Snake's automatic rifle in Metal Gear Ghost Babel (Metal
    Gear Solid for the Game Boy). Makes perfect sense, as the fortress
    Galaude is in the African continent, after all. FURTHER INFORMATION
    CD-03: Mil Mi-28 Havoc
    Type: Antitank Assault Gunship
    Manufacturer: Mil Helicopter Industries
    Length (Fuselage): 17.4m (57ft)
    Rotor Diameter: 17.04m (56ft)
    Wingspan: ?
    Height: ?
    Weight: ? kg (10.5t)
    Top Speed: 300km/h
    Engine: Two 2,200 hp Klimov TV-3-117 Turbines
    Maximum Combat Radius: ?
    Crew: 2 (Pilot, Gunner)
    Possible selection of:
    	* Turret-mount 30mm Machinegun
    	* S-8 80mm Unguided Rocket Pods
    	* AT-2C "Swatter" or AT-6C "Spiral" ATGMs.
    	* Air-to-Air Missiles (undetermined type)
    Designed as the successor to the aging Mi-24 Hind series, the Mi-28 is
    Mil's next-generation Russian Attack Helicopter entry (the other being
    rival firm Kamov's Ka-50 Hokum). Like the Hind, it has a tandem
    cockpit design for one pilot and one gunner. There are two main
    versions, the 28A which is the original Havoc, and the 28N or "Night
    Havoc", a version with polymer rotors designed for nighttime
    operations. The version in Ghost Babel seems to be the 28A version.
    The Havoc is still primarly an antitank helicopter, but can function
    both as an air-to-air combat machine as well.Unlike the previous Hind,
    the Havoc was designed with the possibility of helicopter-vs-
    helicopter combat in mind. It is not specifically built for the task,
    but may fare beter than it's heavyweight predecessor. However, the
    Ka-50 Hokum is more of the dedicated air-to-air combat helicopter.
    Given the performance and test specifications, it seems that the Havoc
    is close to the AH-64D Longbow Apache in terms of flight performance,
    though the Mi-28 is heavier (and presumably better-armored). It and
    the Kamov Ka-50 "Blackshark" are competing to replace the Mi-24 in the
    Russian Army Aviation divisions.
    Other Equipment
    Guns alone are not your only tools in the fight against Terrorism.
    There are also many other pieces of equipment necessary to your well-
    being as well as devices that can change the course of combat in your
    	Raiden: "Colonel, I just saw this guy go running by wearing a
    	cardboard box..."
    D-01: AP Sensor
    The anti-personnel sensor is a handy device in the game. When you are
    operating without radar, this device can help greatly, vibrating
    whenever another person is near. It cannot tell directions, but it
    vibrates stronger the closer another person approaches. It is,
    however, ficticious.
    On that note, both the Sensor and the Soliton Radar seem to work in
    much the same way as the Heartbeat Sensor in Tom Clancy's Rainbow Six
    (TM) in that it detects mild magnetic fields generated by a human
    heart. Will need to confirm this data. FURTHER INFORMATION PENDING.
    D-02: Bandage
    Bandages by themselves do not heal wounds. Their primary purpose is to
    stop uncontrolled bleeding, which is why medication is often applied
    to wounds prior to bandaging. some modern bandages are medicated to
    aid in the healing process; the typical band-aid is an example of
    this. The version in MGS2 are referred to as gel bandages, which seal
    on contact with blood, and have medication to aid healing.
    Taken from the actual game text: The bandage is an absorption pad made
    from alginate fiber. When alginate fibers come into contact with
    blood or liquids, the colloid gels to produce a moist condition for
    speeding up the healing process.
    D-03: B.D.U.
    BDUs are the official acronym for Battle Dress Uniform (aha, an
    oxymoron), the proper term for the standard-issue military fatigues
    used worldwide. Designed to be comfortable and practical, most BDUs
    have numerous pockets, are available in different camouflage schemes,
    and (at least with US-issue BDUs) comfortable to wear.
    Not all military forces use BDUs, though. Special Forces like the Navy
    SEALs use a simplified variant of the one-piece pilot's flightsuit for
    CQB/shipboarding missions, and the British SAS issues its
    Counterterror units a distinctive one-piece blue jumpsuit.
    The version of the BDU available in Metal Gear Solid 2 is the Spetsnaz
    camouflage design. This was the same pattern used by the then- USSR
    Spetsnaz during their Afghanistan campaign in the late 1980's.
    D-04: Kevlar Body Armour
    Kevlar is a high-strength combination of plastic materials designed to
    stop most pistol rounds and a certain level of SMG fire. Contrary to
    popular belief, it does not function like old plate or flak armour.
    Rather, it consists of many layers of plastic coating and foam padding
    designed to act like a trampoline, catching a bullet and spreading its
    kinetic energy around the vest, thus preventing it from hitting the
    body. A vest that has been 'used' (ie struck by a bullet) is usually
    disposed of and replaced; once the surface tension of the Kevlar is
    lost, the armor's protection is reduced.
    Despite stopping bullets, the shock from the hit can still cause
    bruises and more serious injury if overlooked after missions. Of
    course, rifle rounds and the new 5.7mm rounds have a sharp, tapered
    tip designed to rip through Kevlar and cause serious damage. This is
    why military-issue body armor vests (known as PASGT vests) also have
    front and back solid ceramic or steel 'strike plates', designed to
    stop most shots (and is sworn by Army Rangers in Afghanistan).
    While some high-power rounds may still penetrate, these plates provide
    better protection than the Kevlar-only vests normally available to the
    public and police. The version in MGS2 seems to be of the PASGT
    Kevlar was originally developed as a lighter and more comfortable
    alternative to the Flak Vest. Flak Vests are vests with steel or
    titanium inserts designed to deflect most small-arms fire, and were in
    use from as old as the Civil War up to the Vietnam era. The major
    complaint with Flak vests was that they were heavy and uncomfortable,
    especially in the hot jungle/swamp conditions of Vietnam. Kevlar is
    still an encumbrance, but not nearly as uncomfortable as Flak armour.
    D-05: Book
    A Dirty Magazine. Get rid of it and go back to the mission, you
    pervert. Aside from (*nervous cough*) educational value, it can also
    be used to distract lonely enemy troops...
    D-06: Digital Camera
    There are many modern-day digital cameras, which capture and record
    pictures directly into bytes, instead of film. Early digital cameras
    in the 1990's were grainy and occasionally unreliable, but modern
    versions have far better resolution and clarity. Digital Cameras are
    infinitely more useful than older cameras for a number of reasons.
    Most use a Flash memory system, which is more durable and lightweight
    than a roll of film. It also makes copying, editing, and distribution
    of photographs quicker and easier. In MGS2, the Digital Camera is
    especially handy, as it allows Snake to directly upload the pictures
    to Otacon rather than physically hand them over.
    D-07: Cardboard Box
    The cardboard box is either the game's stupidest accessory or the
    greatest disguise ever made, depending on who you're talking to. It's
    one of the devices that have been around since the first Metal Gear
    game, not to mention it's second biggest running gag. The boxes are
    often used to fool not-too-bright troops and on occasion get past
    certain stages.
    Unlike in the previous games, the Cardboard Box is no longer a sure-
    fire way of avoiding attention (READ: The Russian Spetsnaz are smarter
    than genetically-enhanced, hyperintelligent Genome Troops). In MGS2,
    the boxes will only be ignored if found in places they would not be
    suspicious in, such as a wet box in the rain or an Oranges box in the
    D-08: Cell Phone
    Typical cellular phone. Cellphones work on the same principle as radio
    communications, only the connection system is either as a remote phone
    or as an SMS (Short Messaging Service) system to send text-based
    messages between phones. Some cellular phones can even accept or send
    E-Mail messages. The SMS system is widely used (abused), as nearly
    every person who can afford it has a cellular phone.
    D-09: Cigarettes
    Snake's favorite brand. This is a 'smokeless' version, which cuts down
    on secondhand smoke. Be warned; even though real cigarettes don't
    deplete your health as quickly as in the game, it's not recommended to
    start or maintain smoking, as the chances of lung cancer increase with
    every puff. Notoriously known as one of the number one killers of male
    Seiyuu (Voice-Actors) in Japan.
    D-10: Directional Microphone
    A listening device. Used by spies, the FBI, and the occasional nosy
    neighbor, it can pick up and amplify sounds from a great distance. It
    is not without drawbacks, though; real-life directional microphones
    are easily confused by background noise.
    D-11: Dog Tags
    Identification tags for soldiers. In truth, the only reason Dog Tags
    were implemented were to identify a soldier's dead (usually blasted
    into a million bloody bits) body when it was shipped back home.
    Morbid, but true.
    In-game, one collects Dog Tags in order to unlock the secret items in
    the game such as the legendary Infinite Ammo Bandanna and the Stealth
    Device for Snake in the Tanker chapter. There are similar special
    items for Raiden in the Plant chapter, coming in multicolored wigs.
    One note is that the secret items for the Plant chapter need a lot
    more Dog Tags collected than for the Tanker chapter, and Dog Tags
    taken in one chapter don't carry over into the next.
    D-12: Lv PAN Card
    The PAN (Personal Access Network) Card is a special kind of security
    device. It uses the human body's natural magnetic field in order to
    activate, and sensors near the immediate PAN door will 'read' the
    card's security clearance level. It's far easier than having to
    physically swipe the card through a reader or laser sensor. These
    security cards already exist in a prototype form as of this writing,
    but are far from widespread.
    D-13: Medicine
    Cold Medicine. What you take when you get the sniffles. In truth,
    there is no cure for the common cold virus; cold medications only act
    on the symptoms, not cure the actual cold. The medicine used in MGS2
    obviously works on sneezing. Cold medicines usually have a combination
    of various types of drugs in order to relieve symptoms. Analgesics
    such as Aspirin or Paracetamol are a common type.
    D-14: Mine Detector
    There are various forms of Mine Detectors. The most common are the
    large metal detectors used for clearing battlefield mines (and used by
    amateurs for finding 'buried treasure').
    The version in Metal Gear is a ficticious device that interacts with
    the (also ficticious) Soliton radar system. Mine Detectors are hardly
    that small or simple; finding and detecting land mines of various
    types has been a consistent problem for most countries, and there has
    yet to be a viable solution for removal of such weapons.
    D-15: MO Disk
    Magneto-Optical data disc. A high-capacity data storage disc, MO discs
    are a combination of optical CD technology and traditional Magnetic-
    tape media used in computers. These are far more durable than magnetic
    tape and safer against accidental erasures. The large size of the
    disc, as well as its relatively fast read/write access makes it a
    preferred method of backing up huge amounts of data.
    Unlike the more popular ZIP disks and CD-RWs, MO disks are not very
    popular among individual PC owners, mainly due to their high cost.
    This factor, as well as the disk's capacity often leaves them in the
    hands of large corporations and governments, which need the high
    storage and quick access these relatively expensive storage media
    D-16: Night Vision Goggles
    The Night Vision system works on low-light amplification. It takes in
    what little light is available and intensifies it. The result is a
    greenish-looking view of the world, but it is better than going
    completely blind in many situations. Early versions of this system
    were first developed in the latter years of World War II as vehicle or
    weapon mounted bulky scopes. Since they were initially developed to
    use even the faint light of stars at night, this device was once
    called the 'Starlight Scope' when mounted on rifles.
    These devices do have many drawbacks. The greenish tinge is
    unavoidable due to the low-light nature of the device, making it hard
    to distinguish detail at certain distances. The other, more serious,
    drawback is that a sudden bright flash of light is capable of shorting
    out the system and blinding the wearer temporarily.
    D-17: Pentazemin
    A drug used to calm nerves. To be specific, it is an anti-depressant
    drug, which relaxes muscle tension. The most popular kind of anti-
    depressant drug on the market today is Valium. Pentazemin is also
    known as benzodiazepine (Diazepam in MGS), and unlike Valium is only
    available through prescription.
    D-18: Ration
    MREs, or Meals Ready to Eat. The first practical MRE rations were used
    in the first World War, and have been improving ever since. World War
    II Rations consisted mostly of instant coffee, crackers, chocolate,
    and one or two canned foods. Modern MREs have improved since then;
    MREs now include full meals, often dehydrated, and packaged in a
    convenient disposable package. Operation Desert Storm in 1991 also saw
    the first 'instant-cook' rations, which had an internal heater pad
    activated by adding water.
    US Military rations were previously sorted by alphabet; "A" rations
    are normal cooked food. "B" rations are high-quality preserved or
    dehydrated food. The most portable (and distasteful) ones are "K"
    rations, which provide vitamins, minerals, and nutrients
    (artififically included), in small, chewable packets not that
    different from the WWII-era rations. "K" rations are meant to be an
    emergency nutritional supplement in the field, not a regular meal, and
    thus stress much on calorie content (for energy). Modern US Rations no
    longer use this methodology, and have far improved in taste...although
    from the game communications this is not always the case.
    D-19: Scope
    These are a pair of compact, lightweight binoculars. It includes a
    built-in range finder and a range between 4x and 8x zoom factors.
    Other versions have night-vision imaging for night ops. FURTHER
    D-20: Sensor A
    A bomb sensor device designed by Peter Stillman in the game, to find
    Fatman's scented bombs. It is true that dogs can sniff out explosives
    due to their odd scent (beyond the level of humans), and that there
    are real devices designed to do the same.
    Some Explosives give off a mild Ammonia (Ammonium Nitrate) or Urine-
    like (Urea) smell, depending on the particular make-up of the
    explosives used. This is why would-be bomb-makers try to seal their
    package as much as possible (and another warning to you folks: NEVER
    open a suspicious package); a badly-made homemade bomb usually
    stinks--literally. Adding perfume sometimes masks the scent to human
    beings and can sometimes fool dogs, but it is still detectable by
    specially-designed 'Sniffer' sensors like this one.
    'Sniffer' bomb sensors act by analyzing the amount of a particular
    material in the air around it. Chemical scents are usually vapors from
    the material, molecules of the material carried through the air. A
    'Sniffer' sensor measures the amount of these molecules in the air and
    at a preset level will warn of the possible presence of a bomb. Thus,
    unlike a human or animal, masking another scent over it will not be as
    effective in hiding the bomb's scent.
    Stillman's version of Sensor A is custom-designed to detect Fatman's
    bombs only, so it does not detect other explosives such as the C4
    Raiden carries. Some real-life 'Sniffers' can be reset for a
    particular level of 'scent' expected, but since the device actually
    measures the amount of molecules in the air, it seems like a waste of
    time to configure it to only one particular 'scent'.
    D-21: Sensor B
    A ficticious bomb sensor device designed by Peter Stillman in the
    game, to find Fatman's non-scented bombs. This seems to be a different
    kind of sensor, using an active sensor. I am still unfamiliar with how
    it works and will research on this further. FURTHER INFORMATION
    D-22: Shaver
    An electric shaver. What you use when your chin feels like sandpaper.
    D-23: Thermal Goggles
    The current generation of Thermal Imaging equipment come in a small,
    compact size very similar to Night-Vision goggles. Advantages to this
    device are that one could see behind some thin walls and crates with
    it. The downside is that people and most other heat sources would
    appear as a reddish glob; you won't be able to tell the difference
    between a hostage or an enemy.
    Here are some completely non-essential, trivial things to know about
    the data and info in MGS2. Some of them may or may not make sense to
    the casual gamer, though...
    	Otacon: "Cows are always being messed with by aliens -- cattle
    	mutilations are up, you know..."
    	Snake: "...news to me."
    - Dead Cell's function as a "unit within the SEALs" and as "a unit
    designed as a terrorist unit to test the nation's security", is a
    thinly veiled reference to Red Cell, a real but now-defunct unit in
    the US Navy that served the exact same function. Unlike Dead Cell,
    however, Red Cell consisted of purely US Military troops, not
    mercenaries...And trust me, they're all straight. :p
    - There is no SEAL Team 10 in real life. There are five "Official"
    SEAL teams, 1-5. SEAL Team Six is now named the Naval Special Warfare
    Development Group (NAVSPECWARDEVGRU), and its existence is still
    officially denied by the US Government. There has also been mention of
    a SEAL Team 8, but none of SEAL 7, 9, or 10.
    - The Force XXI (Force-21) concept is a longtime plan of the US
    Military to computerize the battlefield. It's not just with VR
    training; Force-21 includes information warfare and exotic
    technologies such as satellite information, all of it combined into
    one package. The best example of Force-21 in action would be the US
    Armed Forces "Land Warrior" project--A system that integrates radio,
    weapons, computers, cameras, and troops into one smoothly-functioning
    package at the squad and individual level.
    - Speaking of Land Warrior, the real US Army SSCEN (Soldier Systems
    Center) is the organization responsible for developing it. Natick
    flashware? Check out: <http://www.natick.army.mil/pmsoldier/pmlw.htm>
    - Further on Land Warrior: It is a new focus on infantry warfare,
    since it treats each individual soldier on the battlefield as a hub, a
    self-supporting one-man fighting machine (as opposed to the
    traditional tactical concept of squads being the smallest useful unit
    of infantry units). Each soldier can work alone or network with other
    troops, share information, ammunition, and even equipment. The true
    scope of Land Warrior, however, cannot be explained well enough in
    this FAQ; Find out more about Land Warrior on the US Army Land Warrior
    webpage <http://www.sbccom.army.mil/programs/lw/index.htm>
    - The serpentine appearance of Metal Gear Ray, the proliferation of
    "Snakes" in the game, and all the hullabaloo of MGS2 being released in
    2001 (Lunar Calendar Year of the Snake) all tie in. It was all on
    purpose. Kojima obviously has a thing for snakes...
    - Each of the Metal Gear games has a unique underlying theme beneath
    the story. One of the reasons why Metal Gear 2: Solid Snake was never
    ported to the US might be in its theme of video game addicts losing
    touch with reality (in the game, Dr. Kio Marv was a rabid gamer). In a
    way, MGS2 repeats this theme, only with more emphasis on modern
    Digital and VR technology. Only this time, it's Raiden who's the
    'gamer', being raised in VR combat environments.
    - One of the boxes is labeled "ZOE", a not-so-subtle reference to Zone
    of the Enders, Kojima and Shinkawa's other PS2 work as of this
    - One of the guards that you mug in the Plant chapter has dog tags
    that read "Kaori Yae". Kaori Yae is a popular (and cute in the anime
    girlfriend sense of the way) female character from Konami's dating
    simulation game "Tokimeki Memorial". Some of the designers of MGS2
    also worked on the other game and probably added the name for laughs,
    but a number of Tokimemo fans were not pleased. :p
    - Given the way that the Gurlukovich soldiers react when encountering
    dirty magazines or bikini posters, it's a sure bet that most of them
    are chaste as monks--no surprise given that the Soviet-era Spetsnaz
    troops spend more 24-7 time with their teammates than anyone else.
    - The Spetsnaz with a Walkman rocks. Period. :p
    - The phrase "He who dares wins" is the official motto of the Special
    Air Service, a British Special Warfare division. Since Snake comes
    from a Special Forces (presumably US Army) background, what he should
    have said would be "De Opresso Liber" (Liberate the Opressed), the US
    Army SOF motto. And it's titled "Sons of Liberty", too. Gee...
    Here's a list of random rants, wishes, and other stuff that doesn't
    belong anywhere else on this FAQ. Basically, it's a sounding board for
    things I wish MGS2 had (or planned to have). Like more gags.
    	Otacon: "OK--'A frog in a well knows not of the great ocean.'
    	Hey, I don't like this one at all. Trapping a little frog in a
    	well? That sucks, that's really cruel. Of course it's not
    	going to see the big blue sea, the lack of sunlight alone will
    	kill it pretty quick. Sure, locking someone up is a good way
    	to make	sure they don't see what you don't want them to. But
    	this is a terrible saying, and I don't like it at all. Poor
    	little froggy!"
    	Snake: "...I _REALLY_ think you've got this one wrong."
    - Gripe: I like the SOCOM, but equipping Raiden with it in the Plant
    chapter kind of lessens the reason for one to use the M9 Tranquilizer
    (unless you're going for the Dog Tags). It makes for more of a
    challenge if your 'killing' weapon had no supresser, forcing you to be
    more creative. I notice most people playing the Plant chapter usually
    eschew the M9 Tranq in favor of the SOCOM once they get the Supresser.
    - Gripe: I think it would have been better if the M4A1 and not the
    AKS-74U had the supresser. Well, it's not much of a gripe, only that
    it makes more sense for me. The M4A1 is more accurate and has a laser
    aimer, while the AKS-74U is part of the BDU disguise.
    - Gripe: I was REALLY hoping for weapons with alternate fire in MGS2.
    They could have implemented the same process used with the HF Blade
    (switching from sharp to blunt end) on the M4A1 to equip an M203
    Grenade Launcher (taken separately), and done away with the RGB6
    - Wish: New Line Cinema, as of this writing, is in talks with Konami
    to produce a Metal Gear movie. I just hope it doesn't turn into a
    Schwarznegger/Stallone bang-fest; if they do make a movie of MG/MGS it
    has to be original in plot but true to the theme and feel of the game,
    but who am I kidding? This is Hollywood, all flash and no plot...
    - Wish: On that note, if they simply MUST make a Metal Gear movie, get
    Ridley Scott (Blade Runner, Alien, G.I. Jane, Gladiator, Black Hawk
    Down) as the director. Not only is he one of the best movie visualists
    out there, he's also one of Kojima's favorite directors. And unlike
    some other (cough*commercial*cough) directors, RIDLEY SCOTT MAKES DAMN
    GOOD MOVIES!!!!!!!!!!
    - Gripe: Re-Release Metal Gear 2: Solid Snake for Game Boy! The
    previous missions files in the Metal Gear Solid games don't manage to
    describe the prequels in sufficient detail. And have Yoji Shinkawa
    redo the art just for that purpose.
    - Wish: Include the HK OICW in the next Metal Gear game. By the time
    of the Metal Gear games, the HK OICW should already be in service with
    the US Military.
    - Wish: I wish fans all over the net would stop the Raiden vs Snake
    popularity wars. It's getting on my nerves. Yes, I love playing as
    Snake, and yes, I would also love a new Metal Gear game with Raiden in
    it as a good guy. Heck, what would be great would be a new game that
    allows you to finish the ENTIRE game with either Snake or Raiden...and
    make it more interesting by giving them character-specific weapons
    given their skills.
    - Gripe: Honestly, I know that some players really like using the High
    Frequency blade and hate Raiden, but...Snake doesn't do swords. It's
    just not Snake if he carries a sword! Snake is TOO COOL to use a
    sword! Only sissies need to use a swo...err, it's time for me to stop
    - Wish: On the swords, the game mechanics of the swords in MGS2 are
    interesting enough to warrant asking for a completely new game, using
    the sword abilities (the dual analog joystick controls) as it's basis.
    Why not? The Silent Scope game did borrow a few tricks from MGS1's
    PSG1 sniping mode (though not all of it). The flexibility of sword use
    will put it one over Tenchu in this respect, at least.
    - Wish: The Game Boy Advance is such a cool system, I think it would
    be a waste if Konami didn't produce a new Metal Gear game for it.
    Ghost Babel, despite its lack of full-animated cinematics and 2D
    interface, is a gorgeous game. The GBA might even be a step forward
    into making a portable 3D Metal Gear game. Metal Gear Advance, anyone?
    - Wish: Yes, I know Kojima himself admits that Raiden's not a very
    well-liked character, but I still think he should be a playable
    character in the next MGS game, or spin off a series of (MGS-inspired)
    games with him instead of Snake as the main character. Since he's NOT
    Snake, you can take the character into new directions. We could even
    pull off that 'Fantasy Setting' remark made near the end of MGS2 and
    put Raiden as the star. I can see it now: Heroic Bishounen Ninja-Boy
    fights horde of Giant Metallic Dragons and rescues the Cute Pink-
    Haired Princess who posesses strange magical...errr, uhm...I think
    I'll stop now...^^x;;;
    WL-01: Sig P228 M11
    Manufacturer: Schweizerische Industrie Gesellschaft (SIG) Arms
    		/J.P. Sauer & Son
    Caliber: 9x19mm Parabellum
    Type: 9x19mm Semiautomatic Pistol
    Total Length: 180.34mm (7.1 in.)
    Height (Total): 137.16mm (5.4 in.)
    Width of Frame: 38mm (1.5 in.)
    Empty Weight: 740g (1.63 lbs.)
    Magazine Capacity: 13 Round Magazine
    A joint product of SIG arms and Sauer & Sons, the SIG P228 (labeled
    the M11 Compact pistol by the US Armed Forces) is a compact pistol
    based upon SIG's popular (albeit expensive) 9x19mm handgun, the SIG
    P226. The P228 is a compact 9mm handgun favoured by the US Army
    Criminal Investigative Division (CID), US Secret Service, and some
    sections of the FBI as the gun is highly reliable straight out of the
    box with little to no adjustment. Special Forces also use the Sig as a
    lightweight backup pistol.
    The P228 used by Special Forces and the 26th MEU (Marine Expeditionary
    Units) is sometimes equipped with a tactical flashlight mounted under
    the barrel. Game-wise, this could work much like the USP9 in MGS2. If
    Konami does make an 'alternative mode' ability for weapons, I guess it
    wouldn't hurt to allow one to switch the gun's flashlight on and off
    at will. This would make it very useful in early missions before you
    get the Night Vision goggles (and a lot more challenging, too).
    WL-02: HK OICW
    Manufacturer: Heckler & Koch, Alliant Techsystems, Brashear LP
    Caliber: 5.56x45mm NATO (.223 Cal Remington) and 20mm HE round
    Type: 5.56mm Carbine with 20mm Automatic Grenade Launcher
    Total Length: ?
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: ?g (18 lbs.)
    Magazine Capacity: 20 Round 5.56mm Magazine + 6 round 20mm Magazine
    Touted as the next evolution in battlefield weaponry, the OICW is a
    combination of a HK G36K Carbine, a 20mm Automatic Grenade Launcher,
    and Alliant Techsystems' targeting computer/scope. Looking a lot like
    a prop from "Starship Troopers", the weapon is large, bulky, but
    highly effective both as a carbine and a support weapon. At least, the
    programmable 20mm HE shells can be fired more accurately and quickly
    than the 40mm M203 grenade launcher still in use for the M16/M4
    rifle/carbines today.
    The unique 20mm shells used in the OICW can be used as ordinary rocket
    grenades, exploding on impact. However, one of the ammunition's traits
    is the ability to be used as air-burst munitions (i.e. weapons that
    explode without needing to strike a solid target). The Alliant
    Systems' Computer can estimate the distance to target, and then
    program the 20mm round to explode at that set range. This allows the
    OICW user the ability to hit targets in defilade (hidden by walls,
    rooms, or other obstructions), making it easier to use than the 40mm
    M203, and at much farther ranges than with a hand grenade.
    The OICW is supposed to go into final production by 2004-2006 or so,
    by then it would be available to select troops. Game-wise, this would
    function like a combination between an M4 Carbine and the RGB6 grenade
    launcher, only in one weapon. Primary mode is the Carbine, alternate
    would be the 20mm cannon. Although the RGB6 was kind of fun in MGS2,
    it really didn't appeal to me. An OICW would be really bulky to carry
    around, but it's a far better choice than two separate weapons (rifle
    and grenade launcher).
    By the way, The planned OICW is expected to carry 30 rounds of 5.56mm
    rifle ammo and 8 rounds of 20mm HE rounds, the data listed above is
    for the currently existing prototype.
    WL-03: M24 Sniper
    Manufacturer: Remington Arms
    Caliber: .300 Cal Remington
    Type: .300 Cal Bolt-Action Sniper Rifle
    Total Length: 1121.20mm (44.14in.)
    Height (Total): ?
    Width of Frame: ?
    Empty Weight: 3950g (8.7 lbs.)
    Magazine Capacity: 6 Round Magazine
    The M24 SWS (Sniper Weapon System) is a bolt-action rifle based upon
    the Remington hunting rifle design. First fielded in 1988, it replaced
    the M21 semiautomatic sniper rifle, which in turn was based on the M14
    rifle. The rifle is slower than most automatic or even semiautomatic
    weapons, being a manually-operated bolt-action rifle, but is much
    lighter and easier to aim. Originally chambered for 7.62mm NATO, the
    newer M24 rifles are now accurized for the .300 caliber Remington
    The M24 being a bolt-action has a far slower rate of fire than the
    PSG1 rifle used in the previous games, but it is also lighter, thus
    chances of it 'twitching' when being aimed are less. Also, though the
    PSG1 is a fine sniper rifle in its own right, it's simply too large
    and heavy to be used in every situation, particularly field operations
    requiring mobility and stealth.
    Although the PSG1 is a fine weapon, its size and weight don't exactly
    make it an attractive weapon for use in field missions. That, and the
    author is a sniper fanatic, believing the best snipers must be bolt-
    actions (I KNOW I'm biased in that department. >P ).
    WL-04: HK MP7 (PDW)
    Manufacturer: Heckler and Koch
    Caliber: 4.6x30mm HK
    Type: 4.6mm Personal Defense Weapon
    Total Length: 541mm (21.19in) with stock extended,
                  340mm (13.38in) with stock compressed.
    Height (Total): 172mm (6.77in)
    Width of Frame: 48mm (1.89in)
    Empty Weight: 1200g (2.64lbs.)
    Magazine Capacity: 20/40 Round Magazines
    A new submachinegun developed in late 2001, the Heckler & Koch MP7 was
    originally named the HK PDW (Not to be confused with the MP5K-PDW) and
    developed as HK's direct challenge to the FN P90 PDW. The weapon is
    only a little larger than the SOCOM pistol and shares the same
    futuristic design as the newer HK long arms (G36 Rifle and the UMP45).
    The shape and design of the MP7 is more like an oversized pistol than
    a submachinegun.
    The MP7 uses a proprietary 4.6x30mm round similar to the FN 5.7x28mm
    round--it has a rifle bullet-like shape, and is meant to penetrate
    body armor without overpenetration. It is smaller then the 5.7mm
    bullet, thus 40 rounds can be mounted in a conventional straight
    magazine, as opposed to the FN P90's unique rotating magazine. Other
    notable features of the MP7 is that it has a unique illuminated rear
    glass sight, while a small folding front grip and a compressible stock
    allow the user flexibility when firing full auto. Another interesting
    point is that the production MP7 has a flat top FIRM-like system
    similar to that on the M4A1 (see above). This allows the MP7 to mount
    differing types of scopes and equipment, as well as a threaded barrel
    to a sound suppresser.
    One of the things sorely missed from the old MSX Metal Gear games were
    the silenced SMGs. The MP5SD5 available in Very Easy mode in MGS is
    nice, but unlimited ammo makes it easy to abuse (as well as the fact
    that it's on VERY EASY). The MP7 fits the bill for a silenced SMG, and
    making the 4.6x30mm rounds difficult to find in the game will also
    make it less likely to abuse. The full-auto armorpiercing but silent
    weapon will be best used against heavily-armored enemies like Clearing
    Guards and some bosses, while maintaining relative silence.
    For any further queries or comments, please email
    <cybertrooper@edsamail.com.ph> with Subject: MGS2 Weapon FAQ Query if
    you have any questions, and I'll try my best to answer them. Send me
    no Spam; my mother just unloaded 60 cans of it on me wholesale.
    These FAQs I have worked on as of this writing. All game FAQs are
    available exclusively on GameFAQS. I have also written some material
    for GURPS.
    Half-Life: Counterstrike (PC):
    - Counterstrike Real Weapons FAQ
    Metal Gear Solid 2: Sons of Liberty (PS2)
    - Metal Gear Solid 2: Sons of Liberty Real Weapons FAQ
    Gundam: Renpou vs Zion (Arcade):
    - MS-14A/S Gelgoog FAQ
    - MS-09/R09 Dom/Rick Dom FAQ
    - MS-07B Gouf FAQ
    - RGM-79 GM FAQ
    - RX-77-2 Guncannon FAQ
    Tom Clancy's Splinter Cell
    - Splinter Cell Real Weapons FAQ
    - Konami Japan for Silent Scope/Sogeki and Metal Gear series, as well
    as a few other games I will not mention on this FAQ. ^^x;;;
    - Remtek.com's armaments site for the real-world info and data for
    most of the weapons found in this FAQ. <http://www.remtek.com/arms/>
    - GameFAQS for hosting this FAQ exclusively, as well as the Message
    Boards, the discussions on which prompted me to write this FAQ.
    - The Terrorism Research Center <http://www.terrorism.com> and Special
    Operations.Com <http://www.specialoperations.com> websites.
    - Heckler & Koch USA for their help on the USP9 info.
    - Very special thanks to the following for their informative articles
    on most of the weapons found here:
    	* Clair Rees (American Handgunner)-[Desert Eagle]
    	* Walt Rauch (Guns and Weapons for Law Enforcement)-[Glock
    	* Peter G. Kokalis (Technical Editor: Soldier of Fortune
    	Magazine)-[MP5, FA-MAS]
    	* John Satterwhite and John Metzger (Soldier of Fortune
    	* Al Paulson (Guns and Weapons for Law Enforcement)-[FN P90]
    - Doctor William D. Ehringer, Ph.D., for the ONLY non-game related
    Ingram MAC-10 article I could find on the web. (I owe you big time,
    - Former West Point Cadet Bryan Cofer (probably a Captain by now), for
    his article on the Stinger Weapons System.
    - Richard Marcinko (Commander, US Navy Retired). Sir, please don't
    $@#!-can me for the references in this FAQing article.
    - Angstrom, for the additional data on the Nikita and the Claymores
    with respect to gameplay and history.
    - The Federation of American Scientists <http://www.fas.org> for their
    informative info pages on the Mil Mi-24 Hind and Mil Mi-28 Havoc.
    - The United States Marine Corps webpages <http://www.hqmc.usmc.mil>
    for their (unclassified) info on the AV-8B Harrier II.
    - The US Army, for their pages on the Land Warrior squad-level IT
    implementation. You can check out their official webpages at:
    <http://www.sbccom.army.mil/programs/lw/index.htm> and the Land
    Warrior software system: <
    - The Snake Hole: Metal Gear Solid Encyclopedia, for helping me out
    with the data for the RGB6/RG6 Grenade Launcher, and numerous other
    details that I missed out on this document. You can check out the
    webpages at <http://www.angelfire.com/games4/mgs_tea/> for more info
    on the weapons used in Metal Gear Solid.
    - Hideo Kojima, of course...^^x
    - The Military.CZ pages <http://www.military.cz> for additional
    details on the Mil Mi-28A/28N Havoc/Night Havoc attack Helicopters.
    - Special thanks to Kamov Design Company <http://www.kamov.ru> for
    their help on the Kamov Ka-60/64 Kasatska series of Helicopters.
    - The English Metal Gear 2 Developement Committee webpages <
    http://www.msxnet.org/gtinter/mgear2us.htm> for their translated
    version of the Metal Gear 2: Solid Snake manual, which helped a lot in
    my search for the weapons featured in said game.
    - Chris Clooney for his clarifiaction that the SPAS is a SPORTING
    Purpose, not SPECIAL Purpose shotgun: <http://spas12.com/spas12>
    - Lee "Cromulous' Reyes for pointing out numerous bloopers in my FAQ
    data. :)

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