This is a list of all weapons available in Phantom Forces.
Currently, there are four soldier classes for all players to choose from: the Assault Class, the Scout Class (formerly Engineer), the Support Class, and the Recon Class. They all have different roles in combat, each with access to a specific type of weapon. Each class has their unique combination of weapon's categories. All guns have access to a number of attachments unlocked by getting a certain amount of kills with a weapon or buying them with Credits.
Note: (*) = The price will drop off after each level.
Unique primary weapon class
These weapon class are classified for only one soldier class. Such as:
- Assault rifles for Assault
- Personal defense weapons for Scout
- Light machine guns for Support
- Sniper rifles for Recon
The Assault rifles are weapons designed to be used at medium range, but can be mastered at both long range and close quarter combat. They can be both used for aggressive or defensive playstyles. They have a good time-to-kill at medium range. The recoil is depend to each weapon. The rate-of-fire are ranged from 625 RPM (very slow) to 900 ROM (very high). The assault rifles are generally the all grounded weapon.There is no default assault rifle, and the first must be bought or unlocked by rank. Currently, all assault rifles have a 30 round magazine.
Personal Defense Weapons
The PDW category contains a mixture of small caliber PDWs and weapons that would fall exclusively within the submachine gun category, like the MP5, but it also contains some compact carbines like the AS VAL. The PDWs are weapons designed to be used in CQB combat but can also be used in medium range combat with practice and the right attachments. PDWs are generally light (meaning that they allow the player to run faster when they are wielded). They usually have very high fire rates, low damage per shot and very mediocre range limits. Some exceptions, like the UMP-45, have a high damage per shot. They are typically used for aggressive playstyles. Most PDWs have a 30 round magazine, with the exceptions being the UMP 45 (25 round mag), the AS VAL (20 round mag), and the P90 (50 round mag).
The starting weapon for this class is the MP5K. PDWs are only available to the Scout Class, formerly the Engineer Class.
Light Machine Guns
The LMG category is unique to the Support class. LMGs are weapons designed to be used at medium or long range. They usually have a slow fire rate, high damage and large magazines than their counterparts, except for the L86 LSW (30 rounds). The LMGs have a very high capacity to suppress the target. The starting weapon for this class is the M60.
|M60||AUG HBAR||MG36||L86 LSW|
|Rank 0 or 0 CR*||Rank 26 or 6200 CR*||Rank 33 or 7600 CR*||Rank 43 or 9600 CR*|
The Sniper Rifles is unique to the Recon class. The Sniper Rifles are high powered bolt action rifles (with the exception of the Dragunov SVU which is semi-automatic) that are typically used at long range. These weapons have high damage and slow rates of fire. Magazine sizes vary and usually less than 10 rounds. The starting weapon for this class is the Intervention.
|Rank 0 or 0 CR*||Rank 12 or 3400 CR*||Rank 65 or 14000 CR*|
Other primary weapon class
These weapon class are available for more than one soldier class. Such as:
- Carbines for every soldier loadout
- Shotguns for Assault, Scout and Support
- DMRs for Scout and Recon
- Battle rifles for Assault and Support
Carbines act like miniature assault rifles; they have similar traits such as 30rnd magazines and fire rates, but they are lighter and have harsher damage drop-off. They are viewed by many as the jack of all trades weapons, as they are very versatile and can be used in almost any situation. They usually have a decent rate of fire (currently, all carbines have a RoF that exceeds 700 RPM, but never exceeds 800 RPM), damage and accuracy and do not specialize in any role at all. The starting weapon for this class is the M4, and it also acts as the starter for the assault class.
The Carbine category is available for all class, along with the Shotguns.
|Rank 0 or 0 CR*||Rank 7 or 3400 CR*||Rank 28 or 6600 CR*||Rank 32 or 7400 CR*|
Designated Marksman Rifles
The DMRs are the middle ground between battle rifle and sniper rifles, having relatively a high damage output and a slow rate of fire. The magazines can hold up to 10 rounds or 20 rounds. While having a high recoil, the DMRs also have a very high accuracy.
|Rank 38 or 8500 CR*||Rank 85|
A Battle Rifle is a weapon that is a military service rifle that fires a full-power rifle cartridge, such as 7.62×51mm NATO or 7.62×54mmR. The term 'battle rifle' is a neologism. It was created largely out of a need to better differentiate the somewhat lower-power assault rifles (such as the StG-44, AK-47 and M16) from the full-powered automatic rifles (FN FAL, M14 rifle and H&K G3) as both classes of firearms have similar appearances and share many of the same features. This term is not defined in, or frequently used in, military field manuals or government documents.
The battle rifles are in the middle ground of the Assault rifle and DMRs. They have a slow rate of fire, but a high damage per shot. The BRs have a high recoil and generally inaccurate.
Shotguns are close range weapons packing a big punch. All of them fire 12 gauge buckshot shells that use small steel balls, also known as pellets, to cause massive damage at short range (in reality, however, only 8 pelleys come out of the barrel). They usually have a long reload, high damage and holds up to 8-14 rounds at once. Currently, all of the shotguns are pump-action and the long reload is mitigated by the fact that the user can shoot while they are loading the shells, though aiming down sights is restricted while reloading.
|Rank 6 or 2200 Credits *||Rank 11 or 3200 Credits*|
The secondaries are weapons designed for CQB combat, being small and light as opposed to primary weapons. They usually have relatively small magazines, they are semi-automatic (with the exception of the Glock 18 and TEC-9 which are fully automatic, M93R which fires a three-round burst, and the Serbu Shotgun which is pump-action), do lots of damage in CQC, and their damage drop-off is drastic, making most of them only useful for short ranges.
The classement of the secondary weapons is not official in Phantom Forces. We class them after their characteristics and usages.
The pistols are the semi automatic side arms that use a small cartridge like 9x19 NATO, with the starter M9 falling into this category of sidearms. Generally, they are very accurate with a high semi-auto fire rate and a large magazine capacity. They are also very mobile and maneuverable. The pistols is effective at close to medium range; at long range, the damage drop makes them less effective.
|Rank 0 or 0 Credit||Rank 2 or 1200 Credits|
The machine pistols are the side arms that are able to be used in fully automatic or burst-fire modes. In general, They have a large magazine capacity and an extremely high rate of fire. The trade off is nearly uncontrollable recoil and lower damage at range than the regular pistols in Phantom Forces. Due to that, the machine pistols are only recommended for usage in CQC gunfights, and require trigger control and practice to be able to not spray the whole mag at a single target in combat. All of the machine pistols yet in the game also feature a semi-auto fire mode, which can be switched to and from by pressing V on the keyboard.
|Rank 17 or 4200 Credits||Rank 26 or 8000 Credits||Rank 50 or 11000 Credits|
The magnum pistols are secondary weapons that fire large magnum-size cartridges with higher stopping power than the regular pistols. They have lower magazine capacities and low rates of fire compared to other pistols. They also suffer high recoil per shot. However, their damage per shot is incredibly high for the sidearm category and accuracy is comparable to high damage weapon classes like DMR. Some of them are even effective at long range while the other have special bonus (x2 headshot damage).
|MP412 REX||M1911||Deagle .44|
|Rank 4 or 1600 Credits||Rank 8 or CR*||Rank 18 or 4400 Credits|
The these shotguns are essentially sawed off versions of regular shotguns. They are lighter and more maneuverable than regular shotgun, which taken into account is the excuse these weapons can be equipped as secondary. A user equipped with one of these could theoretically take down two or three players on one magazine, considering a single shotgun shell is plenty enough to kill a target at short distances, but that would take extreme accuracy and would require serious luck. It in no way helps that compact shotguns have much wider spread and less damage per pellet than their full size counterparts. Best for use at extreme CQC, preferably at point blank range if possible.
|Rank 36 or 10000 Credits|