Some tidbits. Thread was created due to the fact I keep seeing gun-totting RPers use machinepistols in full-automatic to "completely perforate the gunner from across the block". I want to at least keep things somewhat realistic, but of course, my aesthetic technicalities get in some people ways of RPing. Moving on...
I intend to create a wonderful RP with plenty of firearms in the future. Maybe when this is complete.
As-is, I am accepting questions about any topic under "Modern Weapons" and "Future Content". I am aware of Stream's General Combat Guide, but I very much intend to create a more comprehensive guide.
Adding information is very much welcome in completing this. Do note that a balance of what can be used in an RP and what can't should be respected. Because readers would not be as attentive as gun nuts such as myself, it's necessary to communicate in plain English.
Spoiler: Future Content (Not in order)
- RP's and Firearms?
- Melee and You
- Knives
- Artillery and You
- Air Support and You
- Which weapons are best for my character?
- Vehicles
- Tactical Support and You
- Morale and Soldier Psychology
- Camouflage/Uniforms
- Rockets and Missiles
- Tactics
Spoiler: General information
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How Firearms Work
- A firearm is a device that propels projectiles through explosive power.
- A bullet is propelled by striking the primer, causing the gunpowder inside a cartridge to ignite and create a miniature explosion by virtue of enclosed space. The bullet then travels through the firearm's barrel and exits.
- Reloading is the process of adding more ammunition. Most firearms accept magazines- Containers made to hold bullets.
- Bolt-Action firearms load the next round by pulling the bolt, which ejects the empty cartridge, and pushes the new one from the magazine into the chamber.
- Semi-Automatic firearms load the next round by using some of the propellant gases from the miniature explosion to push the bolt backwards. The spring/suspension system then pushes the bolt back to the 'closed' position. Because not all the propellant gases were used, bullets fired from an automatic/semi-automatic have less muzzle velocity in comparison to bolt-action firearms.
Suppressors:
- Silencers are called suppressors. The word 'silencer' come from movies, but due to its popularity, it has made others assume the silencers are more effective versions of suppressors. They are synonymous, but the correct term is 'suppressor'.
- Suppressors can both decrease or slightly increase muzzle velocity. The early suppressors used a rubber gasket (or “wipe”) at the end of the can that would contact the round and slow it down. The idea was that the gasket would contain the gases for a little longer as the bullet flew downrange, quieting the firearm even more, however, the friction wore out the gaskets quickly and proved to decrease the velocity and accuracy of the rounds. Modern suppressors are basically the same design, but are more precisely tailored as to remove contact from the bullet altogether, maintaining accuracy and slightly increase the velocity by up to 1 m/s.
- Suppressors cannot last sustained fire. It will deteriorate for both early and modern designs. Deterioration leads to less accuracy. When RPing with suppressors, ensure that the user fires in short bursts as the suppressor, designed to contain gas, heats up extremely quickly. Chemistry classes tell you that heat causes metal to expand and deform.
- Suppressors only reduce the sound of gunfire by a small amount. Hollywood glorifies them as hush-hush weapons, but they're not. They are actually designed not to suppress sound, but muzzle flash- Necessary when fighting at night.
Velocity and Penetrating Power:
- The more powder a cartridge has, the faster the muzzle velocity (Though it depends on the weight of the bullet)
- The faster the bullet velocity, the higher its penetrating power.
- Projectiles take a second to hit long-range targets. That's why if you're shooting across block, you want to slightly adjust if your enemy is moving. For example, if they are running perpendicularly to the left and you're aiming for the chest. You need to aim the firearm above the farthest point of the abdomen, such as the belly or armor.
- The higher the bullet velocity, the farther it can travel.
- Over time, bullets will lose velocity (And as a result, penetrating power). That means shooting with a pistol at someone from across a few blocks is ineffective for piercing modern armor.
- Do note that some projectiles can be "Armor-Piercing". It makes the bullet pointier, making it more aerodynamic (Faster speed) and allows it to penetrate armor better by virtue of having a smaller point of entry. Do note AP rounds are heavier as they are fully enclosed in metal and are more costly.
- High-powered cartridges are available for some firearms- Usually, pistol caliber. They pack more gunpowder, but increase the stress on the barrel and fouls it quickly with soot.
Firearm malfunction:
- Firearm malfunctions occur when the weapon is experiencing severe stress (Sustained fire), is defective (Cartridge or make) and/or held the wrong way.
- A dud is a cartridge that won't fire, it can be solved by pulling the bolt/charging handle/slide.
- A squib load is a bullet stuck in the barrel due to lack of powder or the use of an incorrect barrel for the cartridge. If the operator continues firing with it stuck, it will damage the firearm's structure, possibly destroying the firearm and causing shrapnel to ricochet, possibly harming the user and bystanders. When a squib load is confirmed, use a blank cartridge to safely eject it.
- Failure to feed means the magazine failed to load the next round. Replace magazine spring to fix. A stopgap solution is to fire the weapon 10* degrees above horizontal or completely upside-down. Unless the weapon is designed for it, firing at a weird angle will jam the weapon. This is also why firing pistols 'Gangster' style is no recommended.
- Stovepipe jams occur when the firearm is not held correctly (Sideways, up-side down, 'Gangster' style for pistols), causing the casing to be stuck in the ejection port. Either pull back the bolt, charging handle or slide for this. The alternate solution is to flick the casing with a thumb if the casing is long enough.
- This can all be prevented with proper maintenance and utilizing the correct firing stance. Note that some firearms, particularly those meant to be used by special operations soldiers, have firearms designed to fire upside down with minimal risk of malfunction.
Overheating
- When sustaining fire, for example with a machine gun, the heat will eventually warp the barrel, and eventually, the whole firearm's structure, leading to less than reliable accuracy while possibly damaging the frame.
- This especially affects any automatic firearms, but sustaining fire with a semi-automatic would likely cause the same problem.
- Contrary to popular belief, machine gun emplacements are typically manned by more than one person. It actually consists of 2-3 soldiers, a gunner, a loader and someone to change the barrels every several hundred bullets. The swapping requires an asbestos glove and steel nerves.
- Because sustained fire warps the barrel and causes plenty of recoil, soldiers fire disciplined bursts.
- Depending on the firearm, overheating might cause the firearm to be completely unusable for a while because the contact surfaces are too hot to touch, even with combat gloves. Especially true for all-metal firearms.
- Some firearms mitigate the problem by using water-cooled barrels. The problem, however is that it's too cumbersome due to the weight, not to mention that water would eventually boil. Common during WWI.
Environmental Hazards
- Harsh environments not only affect a person, but also their firearm.
- Exposing the gun to mud would cause fouling, firing the gun with mud in the barrel could damage the barrel and possibly the user. If not in the barrel, mud in the moving parts would cause weapon malfunctions. This is especially true during the Vietnam war, with US troops suffering from frequent firearm failures due to the thick jungle environment and their sensitive M16 rifles.
- Rain heavily affects bullet trajectory. The lighter the bullet, the more rain would affect it. Depending on the firearm is, it might cause problems for self-loading mechanisms because the air used to push the bolt back is replaced with water.
- Desert environments have sand and heat. The heat increases the overheating rate of the firearms while the dust can cause weapons to jam because it will get inside the mechanisms.
- Snowy environments tend to be windy, causing bullet trajectory to follow the wind. It will also cause flakes to condense on the firearm if it's warm, causing the same water-logging problems with rain if it gets into an opening.
- Windy environments mess with bullet trajectory depending on their speed. Again, the heavier the bullet, the less it would be affected. No bullet can completely negate wind, not even 40kg artillery shells are immune.
- Submerging a self-loading firearm underwater and firing it will cause it to malfunction. Again, the problem is that the supposed area where gas is supposed to travel is filled with water, removing the gun's self-loading capability. Bolt-action weapons are not likely to experience this as the casings are removed by the user's actions, not by venting air.
- Submerging a self-loading firearm in water without firing will not cause it to malfunction, but it's best to use a barrel shroud.
- To protect against the elements, there are special shrouds for the muzzle. However, the easiest to use and acquire are condoms. In the event of a firefight, rather than removing the condom, it can be fired through.
- AK-variant rifles are notoriously durable regardless of environmental conditions. It can be fired after it's been buried in mud for days. It can also be cleaned with some shoestring soaked in oil and tied to a stick.
Spoiler: Small Arms
Spoiler: PistolsShort, low-caliber firearms typically firing humble .22's to big .50 AEs.
Self-Loading (Semi-Automatic): Most commonly used by soldiers, policemen and civilian owners as a sidearm or concealed weapon. They typically fire low-high calibers and have larger magazine sizes. They have low piercing power when it comes to penetrating armor, but devastate the body when unarmored due to bullet expansion. They are fairly accurate up to 50 meters, but lose velocity (Piercing power) after that range. Ex. Beretta 92, FN Five-SeveN
Machine Pistol: Issued primarily for military personnel as a sidearm, plenty of laws prohibit them from being used by civilians and issuing them to police would be overkill. They typically fire low-medium calibers and have large magazine sizes. They are pistols capable of firing in automatic. They perform poorly against armor at range but excel at taking down unarmored targets at close range. Ex. Glock 18, Steyr TMP
Revolving: Available to civilians, issued to police and too impractical for standard military usage, revolvers fire low-high calibers and have revolving chambers (Usually 5-8) rather than magazines. Low-caliber revolvers are used for self-defense by civilians and service pistols by police. High-caliber revolvers are used for hunting (Self defense against large predators) and defending VIPs. (As a bodyguard, the priority is to neutralize threats immediately). High-caliber rounds penetrate armor and cause severe tissue damage. Single Action requires the user to pull the hammer back to rotate the cylinder every time the trigger is pulled for consecutive shots. Double Action fires the revolver and rotates the cylinder. Ex.Colt Python, Chiappa Rhino
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- Self-defense pistols are usually small and have the corresponding small magazine. It's also capable of being concealed in a pocket.
- Pistols are only sidearms in a real combat situation. It doesn't matter if it looks cool- The short effective range and the ineffectiveness against armored combatants at range leave them unsuitable for usage.
- They are most effective in close-quarters combat.
- All of them can be suppressed, however, revolvers have large suppressors that are both impractical and rare.
- Special pistol ammunition, such as the FN 5.7x28mm can pierce armor effectively, but the ammunition is not as common as a 9x19mm found in a large number of handguns.
- Standard military troops are not issued revolvers because priority in a combat situation is to have a large ammo capacity (Increasing target acquisition and attempts at taking them down) and a common ammunition pool. .357 Magnum and .44 Remington Magnum ammunition are scarce in the battlefield.
- The same applies to .50 AE handguns such as the Desert Eagle. In contrast, they are more common to security operatives and hunters.
- Low-medium non-AP rounds do little in terms of collateral damage, making them suitable for hostage situations or fighting in an unstable environment where a bullet in the wrong direction could spell death.
- Users of revolvers may have speedloaders that work by loading all cartridges simultaneously, however, they are bulky and a keen opponent can spot them. It's better to load revolvers two rounds at a time.
Spoiler: Submachine GunsAutomatic carbines that fire low-medium caliber pistol ammunition.
Standard: Typically issued to SWAT and Special Forces. They fire low-medium caliber ammunition and have magazine sizes ranging from 15 to 100, depending on the model. They perform poorly against armor but excel at taking down unarmored targets at short-medium range. Ex. H&K UMP, Calico M950A
Personal Defense Weapon (PDW): Typically issued to military personnel not meant to fight directly in the front lines (Tank crews, combat engineers, etc.) They are designed in a way that allows them to be used in cramped spaces while firing specially-designed ammunition that can pierce body armor. They perform well against armor at short-medium range and just as well on unarmored targets. Ammunition for them is rare as they are usually tailored to the firearm. Ex. FN P90, H&K MP7
Folding: Typically issued to defense agencies or those undercover. They fire low-medium caliber ammunition and have magazine sizes ranging from 15-40, depending on the model. They perform poorly against armor but excel at taking down unarmored targets at short-medium range. The entire weapon's structure is designed to be as compact as possible, allowing undercover use as an emergency firearm (Most are designed to look like toolboxes with flashlights). Ex. Magpul FMG-9, Ares FMG
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- In comparison to firearms using rifle cartridges, they fire faster due to the round's small size.
- Smaller-sized rounds mean you can carry more ammunition than if you were using an assault rifle.
- Mostly used in tight room-to-room searches, where their high rate of fire and short barrels fully benefit.
- Short barrels in CQC give you the benefit of preventing an enemy from seeing your firearm prematurely (Such as going through a corner), helping you with the element of surprise.
- They cannot fire larger pistol rounds such as .50 AE and .357 Magnum.
- They suffer the same range penalties a weapon firing pistol ammunition has. The benefit, however, is that they can fire more rounds downrange than a pistol, increasing the odds of hitting at longer range.
- The recoil is more controllable in comparison to firing assault rifles.
Spoiler: Automatic RiflesAutomatic firearms with long barrels and fire larger-caliber, high-velocity rounds designed to pierce regular body armor.
Assault Rifle: Typically issued to military personnel and SWAT teams. They fire intermediate caliber cartridges and have magazine sizes ranging from 20 to 100. Assault rifles are carbines that are a cross between SMGs and full-sized rifles, combining the rifle's stopping power the SMG's high firing rate and shortened barrel but suffering from lowered effective range and light ammunition. They perform well against kevlar-armored targets. Ex. H&K 416, AK-74
Battle Rifle: Typically issued to military personnel (Usually marksmen). They fire full rifle cartridges and have magazine sizes ranging from 20-100. Battle Rifles are shortened rifles with the ability to fire in automatic. The difference between an assault rifle and a battle rifle is the cartridge size. A battle rifle carries larger and heavier cartridges meant to take down armored targets and fire accurately from a distance. The recoil is not as manageable as an assault rifle due to the larger cartridges. Ex. H&K 417, FN FAL
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- Assault rifles have lighter cartridges, allowing one to carry more ammunition. The drawback is that these are easily affected by weather conditions and cannot pierce ceramic armor effectively at range.
- Battle rifles are usually fired in semi-automatic for increased control. Their heavier bullets are less susceptible to weather- Rain will only slightly deflect them.
- Heavier bullets also mean longer range, as the bullets carry more inertia.
- Battle rifles are also used as Designated Marksman Rifles (DMR) due to their cartridge.
- A NATO assault rifle compatible with a Beta C-Mag can have up to 100 cartridges in a magazine.
- Assault rifles provide standardization of firepower in any military. They can be fired in full-automatic, allowing users to suppress someone, fire rifle cartridges able to penetrate armor and use magazines to reload
- Assault rifles are flexible in all military roles. They work as a good pseudo-SMG (Room-clearing) and rifle (Medium-ranged combat), allowing one to assault an enemy across a blocks and transition to room-to-room firefights easily. Folding stock and short-barreled versions are also converted into PDWs (Such as the Knight's Armament Company PDW).
- Assault and battle rifles enjoy the largest number of weapon attachments. Grenade launchers, bayonets, suppressors, sights, flashlights, etc.
- Treat Assault rifles as a jack-of-all-trades weapon, excelling at almost every role and battle rifles as its more cumbersome, but more powerful cousin.
Spoiler: MachinegunsAutomatic firearms firing intermediate-full rifle caliber ammunition designed to sustain fire for prolonged periods of time.
Light Machine Gun: Typically issued to military personnel (Designated heavy support member in a fire team/squad). Fires small-caliber rifle cartridges (The same one an assault rifle uses) and has a magazine capacity of 50-200. Has a higher rate-of-fire in comparison to other machine guns thanks to its smaller cartridge. Often used as a Squad Automatic Weapon (SAW). Only requires one person to perform optimally as it trades heavy cartridges for lighter ones. Overheats quickly, so users must fire in bursts, never emptying a large magazine from the start lest they damage the barrel. Ex. RPK-74, H&K MG36
Medium Machine Gun: Typically issued to military personnel (Either a heavy support member or installed as an emplacement or a secondary weapon in a tank). Fires full-power rifle cartridges and has a magazine capacity of 50-200. Has the stopping power of a battle rifle. Sometimes used to destroy light cover through sustained fire. Can be a SAW or installed on a mount of an emplacement. Requires a loader and gunner to operate optimally due to the weight of a heavier firearm and heavier ammunition, but is not required. Recoil is harsher, but the heavier barrels allow for longer sustained fire without heat warping. MMGs that are used in an emplacement often have replaceable barrels to further boost its capability to sustain fire. Ex. FN MAG, PKM
Heavy Machine Gun: Typically installed as an emplacement or vehicle weapon. Fires anti-materiel rounds meant to destroy lightly-armored vehicles and cover with ease. Has a lower rate-of-fire, even lower than an assault rifle due to its larger round. Emplacements require a spotter, loader/barrel swapper and gunner while vehicle HMGs use a thicker barrel increase the time needed before the weapon overheats. Impractical for stop-and-go firefights because setting it up requires time and firing it without a tripod or mount will result in injuries due to its heavy recoil. Ex. Browning M2, Kord MG
General-Purpose Machine Gun: A label for any machinegun capable of fulfilling a myriad of roles. From a helicopter's door gun to an infantryman's support weapon, it's flexibility allows users to transition from offensive to defensive combat without sacrificing stopping power. This is usually an MMG.
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- The role of anyone using a SAW is to provide sustained suppressive fire- Forcing enemies to take cover from the hail of bullets while team members mobilize.
- SAWs often have bipods and stocks installed, providing stability while firing behind cover or prone. A SAW without a bipod/stock is rare since firing hundreds of rounds without support forces you to counter the recoil forces, leaving you less focused for aiming.
- It's possible to treat a SAW as an assault rifle with bigger magazines, but the weapon's weight, cumbersome reloads and cartridge-to-hit ratio would be too low, making it impractical and inefficient. You'd be wasting more ammunition while exposing yourself to fire.
- Contrary to what video games tell you, no sane person, not even a mob, would charge right into machine gun fire. Their purpose isn't to be a 'Daisy cutter', but as a form of preventing someone from moving out of fear of getting hit by a stray round. Fire a machine gun at an emplaced position into a mob and you'll see them run to cover immediately. Machine guns are support weapons. Leave mopping up the displaced enemies to other soldiers.
- Machine guns on any vehicle serve the same purpose- Suppress enemies and only aim at exposed targets. The vehicle would theoretically be safer if the attacker is psychologically stressed to attack from fear of dying.
- Heavy machine guns serve a more offensive role as they are installed in vehicles. What they lack in rate-of-fire, they compensate for sheer power and penetration. If they're hiding behind a cement wall, hitting it with enough bullets can destroy enemy cover outright, 'flushing' them out and forcing them to relocate. MMGs could perform this, but to a lesser extent.
- A machine gun crew COULD be a mobile team acting differently from a fire team. A Medium/Heavy Machine Gun and its tripod would be carried by one man, another would carry entrenching tools, spare barrels, ammunition and a PDW while the other person carries ammunition and his PDW. A team would set up and entrench themselves. If needed, they could relocate.
- Non-SAW machine guns have a gunner and spotter/ammo loader- Sometimes even someone who changes barrels.
Spoiler: RiflesFirearms using high-power cartridges designed for long range.
Bolt-Action (Rifle-Caliber): Most commonly used by soldiers, policemen and civilian owners as a high-power weapon. They typically fire full-power calibers and have short magazine sizes. They have high piercing power and have an effective range of up to a kilometer. Compared to semi-automatic rifles, they are lighter, have less parts and are easier to maintain. The closed bolt also improves bullet velocity by forcing all gas to exit through the muzzle. Commonly used as a sniper rifle by the military and hunting rifles by civilians. Ex. M24 SWS, Bor Rifle
Designated Marksman Rifle: Issued to designated marksmen as a weapon with quick target acquisition and elimination capabilities. They typically fire full-power calibers and have magazine capacities ranging from 5 to 20. Compared to bolt-action rifles, they fire significantly faster but have lower muzzle velocity and are less accurate when sustaining fire by virtue of being semi-automatic. They are usually battle rifles converted to the marksmen role, modified to be more accurate and more powerful. They are also heavier than bolt-action rifles. Ex. SR-25, Dragunov SVD
Anti-Materiel: Issued only to long-range snipers (Not marksmen). They fire larger cartridges designed to pierce personal and vehicle armor. They are available in both bolt-action and semi-automatic configurations, but are larger and are less reliable in close range. The use of this rifle warrants the need for a spotter as they can only be truly be effective at long range. They are sometimes used for bomb disposal and vehicle disabling by special forces worldwide. Barrett M82A1, WKW Tor
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- The difference between marksmen and snipers is that marksmen move with a fireteam/squad and provide accurate fire (While the others suppress an enemy) while snipers act independently in pairs.
- Anti-Materiel Rifles are best used as ambush weapons while Designated Marksmen Rifles are best used as supporting assault weapons.
- The notion that snipers work alone came from sniping doctrines during WWII. Back then, snipers fought in close range inside buildings, usually less than 300 meters. Spotters were not needed as closer ranges mean easier hits. In modern times, snipers are paired with spotters. They never work alone.
- Contrary to popular belief, sniping is not as simple lining up someone's head through a scope- You have to perform mathematics to calculate wind, bullet drop, bullet velocity and such. Snipers have small notebooks to perform these mathematical operations, as well as landmarks to mark distance if a rangefinder isn't available.
- As for why mathematics are needed, sniping is precise. One mistake means your position is compromised. Common anti-sniper tactics revolve around firing a rocket launcher at your general direction, calling an airstrike, calling artillery on your position or getting swarmed. After they fire a few shots, they immediately reposition as to not get spotted/blown to bits.
- Snipers are given independence on choosing when to engage the enemy.
- Snipers do not like 'obvious' sniping areas such as towers. It may give a clear view of all targets, but remember that if one spots the sniper, everyone will immediately be alerted- That means everyone can shoot at you. That is why they usually wear ghillie suits and hide in long grass/canals/mud/marsh etc.
- In urban combat, firing from buildings is unavoidable. However, rather than stick their weapon out of an opening, they lean back to the wall, allowing the building's shadow to hide them and support their firing posture.
- Contrary to popular belief, anti-materiel rifles are only ever issued to long-range snipers and those fighting armor. In urban combat, a lighter weapon system using rifle cartridges serve a similar purpose without being as heavy. That also means more ammunition.
Spoiler: ShotgunsLarge-caliber smoothbore firearms that fire submunitions and/or slugs.
Pump-Action: Issued to soldiers and policemen as close-quarters weapon and door breaching duty and bought by civilian owners for home defense and hunting. Ex. Mossberg 500, Ithaca 37
Combat Shotgun: Self-loading shotguns designed for military use. Unlike shotguns used solely for breaching doors, they are used as a soldier's primary weapon as they can be fired in semi or full-automatic. They have variable magazine sizes. Shotguns converted for military use have increased tubular magazine capacity while dedicated shotguns use box or drum magazines. Ex. USAS-12, Saiga-12
Sawed-Off: A shotgun that had its barrel shortened to increase portability. The modification is typically done to lever-action shotguns as shotguns with tubular and box magazines could not be shortened as much.
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- Civilians typically fire shotgun cartridges that contain pellets of varying sizes.
- Military personnel have a larger variety of ammunition ranging from shot to slugs to flechettes.
- Shot has low piercing power when it comes to penetrating armor, but devastate the body when unarmored due internal damage. They are fairly accurate up to 50 meters, but lose velocity (Piercing power) after that range.
- Slugs have a longer effective of up to 300 meters and can crush ceramic armor and cause internal bleeding and shock even if the round fails to penetrate.
- Flechette rounds fire aerodynamic darts that can pierce kevlar at the same range as buckshot. Any farther would lead to decreased performance as the darts are light.
- Riot-control shotguns fire less-than-lethal munitions such as flexible baton (Beanbag) rounds and zytel (Stinger)
- Contrary to popular belief, you require special breaching rounds to open a door. Simply firing at its hinges will result in shot/slugs ricocheting and causing injury to shooters and their teammates.
- A shotgun's role in a battlefield is provide utility. Its numerous ammunition types give it the role of close-quarters weapon, door breacher, medium-range weapon (Slugs/Flechettes) and riot weapon. The downside is that due to the cartridges' size, you cannot carry hundreds like someone with an assault rifle could. They are usually kept as a secondary weapon.
Spoiler: GrenadesCompact lobbed/propelled explosive weapons designed for infantry use.
Anti-Personnel Hand Grenade: Lobbed timed explosives thrown by hand. Comes in two variants: Offensive and defensive. Offensive grenades are designed to be thrown farther, but carry less explosive power. These grenades are often stick-shaped and are used as an assault weapon when closing in rapidly into an area. The most infamous example are stielhandgranates used by Germans during WWII. Defensive grenades require the use of cover as their shape (Like lemons) prevents them from being thrown as far as a stick-shaped offensive grenade. To make up for it, they have a larger kill and incapacitation radius than offensive grenades. Ex. RGO, M67
Anti-Tank Hand Grenade: Lobbed timed explosives designed to pierce armor using high explosive power, shaped charges or a combination of both. Some models stick to metallic hulls, while some are thrown like regular grenades. Most anti-tank grenades have a throwing handle to increase its effective range, but the weight (Usually a kilogram) requires the user to close in to make sure the grenade hits its mark. Sometimes, they are improvised by sticking several grenades together. Largely replaced by propelled explosive weapons. Ex. RKG-3
Rifle Grenade: An impact-triggered explosive fired from a firearm's muzzle. It uses the kinetic energy produced by a bullet to launch a grenade farther than if it were thrown by hand. Older model grenades require blank cartridges, newer models can use live ammunition to fire. While it has been largely replaced by grenade launchers, it weighs considerably less. A shooter would only need to mount the grenade on a compatible firearm's muzzle, and after firing, would not need to carry a launcher. The downside, however, is that a grenade must be fired or uninstalled before using conventional ammunition. Ex. AC58, APAV40
Grenade Launcher: An impact-triggered explosive fired from a dedicated launcher. The grenade is fired like a conventional firearm and usually muzzle or breech-loaded for single-shot models. Under-barrel launchers are mounted on assault/battle rifles and supplement the weapon. Stand-alone weapon systems usually have grenades in rotating drum or are magazine-fed. M203, Milkor MGL
Smart Grenade Launcher: A grenade launcher with a built-in computer that calculates when a grenade should detonate. These grenade launchers fire specially-created grenades that explode over an enemy's head, negating cover. Ex. XM25 CDTE
- High-explosive grenades have a smaller kill radius than fragmentation grenades, but are effective against enclosed positions and enemy equipment. Cover is rendered ineffective due to the emitted shockwave, any target hidden behind cover will suffer internal bleeding, concussion and/or loss of hearing if the grenade exploded on the other side nearby. Typically the warhead/charge of offensive grenades.
- Fragmentation grenades have a wide kill radius and are excellent for clearing entire rooms but do little to enemy equipment. Negated by hiding behind cover. The benefit is that using this grenade on a weapon team would eliminate the team and give you access to their emplaced weapon. Typically the warhead/charge of defensive grenades.
- Soldiers 'cook' their grenades by waiting after it's been primed before throwing the grenade. This gives enemies less time to react, but poses a risk to the thrower- If the grenade isn't thrown, death is possible.
- Hand Grenades are insufficient against tanks and will not send lighter vehicles such as the HMMWV flying. It can, however, kill/injure the crew of both vehicles and damage a tank's tracks, rendering it less mobile unless towed or repaired.
- Launched grenades can damage low-flying craft such as helicopters either through direct hits or timed-fuses that allow it to detonate midair, making it a miniature flak gun.
- Anti-Tank grenades are more effective on the engine and tracks than the hull due to the thinner armor and the resulting reduced mobility. A tank that cannot move is already compromised and vulnerable to infantry attack.
- Hand Grenades can be thrown back or kicked into a ditch/hole/sump.
- Launched grenades have a longer range than hand grenades.
- Under-barrel grenade launchers are given to designated grenadiers or team leaders.
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