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Red Faction II has a wide variety of weapons available for the player. Some of them have alternate fire or special abilities, that will be noted here.

CSP-19 Semi-Automatic PistolEdit

Ammo Type: 9mm rounds

Clip Size: 16

Range: Short - Medium

Fire Rate: Semi-auto

Multiplayer damage: 10 (12.5 Headshot) / 32.5 (Secondary fire)

Reload time: 2s

The CSP-19 Semi-Auto Sidearm doesn't prove to be very useful throughout the game. Since you start out with better weaponry with this, and you'll never lose said better weaponry, the only time you'll need to use it is when you run out of ammo with every other weapon (something that'll most likely never happen). Still, for a pistol, the CSP Pistol isn't too bad. It can fire much more quickly than pistols in most other games.

The primary fire is a single shot. This is the only firing method for the gun. It fires quickly for a pistol, but slower than more any other weapon in the game. It's of lesser power than other weapons in the game. Against armored enemies, it won't do much damage. You'll need to keep pressing the fire button and have consistently precise aim if you want to get enough shots in to defeat an enemy.

The secondary fire is the pistol whip, the only non-firing way of attacking. If you run out of all ammo in every gun, this is your only option, but that situation will most likely never present itself. Since you have to get close to enemies to use it, it should be apparent that this is not the preferable choice of attack. The weapon is wielded by Freddy Fodders, Major Maias, and Slammer Sammies.

Dual CSP-19 Semi-Automatic PistolsEdit

Ammo Type: 9mm rounds


Clip Size: 16 (each)


Range: Short - Medium

These are the same weapons as the regular CSP Pistol, but you get to carry two at once. Primary fire shoots the pistol on the right, and secondary fire shoots the pistol on the left. This essentially doubles the effectiveness of the weapon.

One of the best things about having two guns that you don't get from other weapons is that while you're reloading one, you can still fire the other one, so you're not completely vulnerable while reloading. Still, even with increased firing capabilities, using the CSP Pistol should be your last resort. It is often wielded by Tazer Toms in the Underground chapter.

As with all dual-wielded weapons, you cannot throw grenades with two CSP Automatic Pistols in hand.

CMP-32 Machine PistolEdit

Ammo Type: 9mm rounds

Clip Size: 32

Range: Short - Medium - Long if you know to aim

Fire rate: 6.25 per second

Multiplayer damage: 10 (12.5 Headshot)

Reload time: 2s

The Machine Pistol is the Red Faction II equivalent of the Micro Uzi. The CMP-32 Machine Pistol is small, it's held in one hand, and it has automatic firing capabilities. It's basically one step up from the CSP Pistol, sporting the same damage per bullet with automatic fire.

The CMP Machine Pistol has no alternate fire, only the primary automatic fire.

Tangier can be seen with this weapon in the cutscene when Molov declares himself Chancellor of the Commonwealth.

Dual CMP-32 Machine PistolsEdit

Ammo Type: 9mm rounds


Clip Size: 32 (each)


Range: Short - Medium

Just like the regular CSP Pistols, you can pick up two CMP Machine Pistols at the same time. As with the Pistols, this doubles the effectiveness of the weapon. Using two machine pistols at once can be deadly in the right hands. They fire just as quickly as the other automatic weapons, plus you can reload one while still firing the other. A good choice if you know you're going to need to reload in the middle of a fight.

Pressing the primary fire button will fire the right gun, while pressing the alternate fire button will fire the left gun. Press both at the same time to send bullets from both guns downrange.

As with other Dual-wielded weapons, you cannot throw grenades with two CMP Machine Pistols in hand.

This is a useful armnament in the Rush Hour level of the Underground chapter.

NCMG-44 EMG Nano PistolEdit

Ammo Type: 7.62mm rounds

Clip Size: 64

Range: Short - Medium

Fire rate: 6.25 per second

Multiplayer damage: 15 (19 Headshot)

Reload time: 2s

With an incredibly high rate of fire that surpasses many of the automatic rifles in the game, the NCMG-44 Enhanced Machine Gun is a handheld weapon that's surprisingly effective. Other bonuses include the ability to pierce even heavy armor and a large clip size.

The Enhanced Machine Gun has no alternate fire, only the primary automatic fire.

Dual NCMG-44 EMG Nano PistolsEdit

Ammo Type: 7.62mm rounds


Clip Size: 64 (each)


Range: Short - Medium

As with the other two pistol weapons, the Nano Pistol can be dual-wielded. One NCMG-44 Enhanced Machine Gun works decently, but having two at the same time doubles the already impressive firepower. With so many bullets flying through the air, you're sure to do some damage, and you won't have to worry about ammo much since 7.62mm rounds are very common. As with the other dual use weapons, when you do need to reload, you can still fire with the gun you're not reloading.

This is one of the best weapons to use in multiplayer, as it'll tear through opponents quickly (especially at close range). However, ammo consumption may be a problem if you're playing on a map where 7.62mm weapons are uncommon.

As with the other dual-wielded weapons, you cannot throw grenades with two Enhanced Machine Guns in hand.

Pressing the primary fire button will fire the right gun, while pressing the alternate fire button will fire the left gun.

Shrike can be seen holding these in some cutscenes.

CSMG-19 Silenced Machine GunEdit

Ammo Type: 9mm rounds

Clip Size: 64

Range: Short - Medium

Fire rate: 13 per second

Multiplayer damage: Alternatively 4 or 9 (7.5 or 12.5 Headshot)

Reload time: 3.5s

You can think of the CSMG-19 as your basic rifle. It has an impressive rate of fire, good accuracy, and a very large clip. The downside, though, is that the bullets don't do much damage. Despite this, the bullets can still pierce armor. The Silenced Machine gun is quite accurate, so if you haven't picked up a sniper rifle yet, it's probably your best bet for long-distance shots. It is silenced, but that really doesn't do any good in this game, since stealth is never really an option. Overall, if you cannot use akimbo Machine Pistols or Nano MP's, this gun is a suitable alternative.

The primary fire for the Silenced Machine Gun is the regular automatic fire. Hold the button down to keep firing. It does not have an alternate fire feature.

This is useful against the Drones in the Underground Chapter.

Tangier will use this weapon.

CAS-14 Automatic Combat ShotgunEdit

Ammo Type: 10 gauge buckshot shells

Clip Size: 8

Range: Short

Fire rate: 2.85 per second / 0.75 per second (Secondary fire)

Multiplayer damage: 60 (75 Headshot) / Same + Fire (Secondary fire)

Reload time: 3s

Early on in the game, when you're going through corridors or other places where enemies will be getting up close and personal, the shotgun is your weapon of choice. When you go indoors, it's a good idea to equip it. The shotgun has an incredibly powerful blast at close range. Enemies with light armor will usually go down with a single well-aimed shot, and it'll only take a few blasts for even heavily armored enemies to die.

The primary fire is a single shot. Since this is an automatic shotgun, you can fire these shots within a short time period of each other - there's no need for pumping. The Shotgun also has minimal recoil, greatly increasing the effectiveness of this weapon.

The alternate fire mode fires incendiary rounds. If you're close enough, upon contact the enemy will be set aflame, running around in horror until they collapse in death (in multiplayer, the enemy will not run around randomly). It's a one shot kill in campaign, but unlike the primary fire, you'll have to pump it to fire another round. So, if you miss, you'll be wide open for attack while you're getting the next shot ready. It's also worth noting that you can only hold 24 total incendiary shells, whereas you can hold up to 104 shells for the primary fire mode. If you have good aim and can get close enough to the enemy, this is a more devastating attack method. It's usually safer to stick to the primary fire, though. In multiplayer, the alternate fire can be dangerous; igniting an enemy will usually end up igniting you if the enemy is running toward you.

At a distance, it's practically useless. Even at medium range it's much less effective. This means you'll need to be close to the enemy for it to work well, and running up right next to a dangerous foe isn't a smart thing to do. Therefore, use it only in close quarters where you won't waste time running up to the enemy. Also, the shotgun only has 8 rounds per clip, so you'll be forced to reload often, especially if you stick to the primary fire. It is wielded by Fodder Freddies, Tazer Toms, Nano-Grunts, Nano-Civilians, and Military and Urban Military soldiers.

An interesting thing to note is that the standard and incendiary shells have seperate ammo counters. If one counter reaches 0, the gun must be reloaded, even if the other fire mode has 8 shells loaded.

This is another useful weapon doing the Rush Hour level of the Underground Chapter.

CAR-72 Military Assault RifleEdit

Ammo Type: 7.62mm high-velocity, armor-piercing rounds

Clip Size: 48

Range: Short - Medium

Fire rate: 5.75 per second / 6.25 per second (Secondary fire)

Multiplayer damage: 15 (19 Headshot)

Reload time: 3.5s

The CAR-72 Military Assault Rifle is similar to the CSMG-19. However, the bullets are more powerful, at the cost of fire rate. It's pretty effective against a wide variety of enemies.

The primary fire is a three-shot burst. Since most enemies require more than three bullets to go down, the alternate fire is usually a better option. Only use the primary fire if you're looking to conserve ammo, which shouldn't be a worry since ammo is very common.

The secondary fire is fully automatic firing. Most of the time, this is the preferred fire mode.

N.I.C.W. - Nanotech Individual Combat WeaponEdit

Ammo Types: 7.62mm rounds; 40mm HV HE grenades

Clip Size: 48 (Primary), 5 (Alternate)

Range: Short - Long

Fire rate: 6.25 per second / 0.75 per second (Secondary fire)

Multiplayer damage: 15 (19 Headshot)

Reload time: 3s (Primary fire) + 3s (Secondary fire)

The N.I.C.W. is an assault rifle with a built-in grenade launcher.

The primary fire, automatic fire, is similar to the alternate fire of the Assault Rifle. It's not particularly powerful, but it fires quickly. In comparison to the Assault Rifle, it's a bit less powerful but has a higher rate of fire. If you only intend on using this fire mode, other automatics such as Dual Nano MP's will get the job done faster.

The secondary function for this gun is a grenade launcher. It's similar to the Nanotech Grenade Launcher in both power and use, but its rate of fire is slower-almost half that of the Nano GL. Still, having a grenade launcher built into an automatic gun lets you fire a quick-traveling grenade to clear out some enemies, then finish them off with the automatic fire. It's a great choice for much of the game. Think of the weapon as a combination of the Nano Grenade Launcher and the Assault Rifle. However, if the job can be completed with just the grenade launcher, it is much more advisable to use the Nano GL.

The N.I.C.W. has two abilities that further improve an already impressive weapon. First, nearby enemies will be outlined by blue squares. This makes finding where they are easy; it even works through walls and objects. Also, it will display the enemy's health meter, so you know exactly how close they are to death. However, these two abilities do not work in multiplayer.

Before Molov turns against you, he will use this weapon. Repta also uses it during his appearance in the Public Information Building level.

In the first mission of the game, the N.I.C.W. sports a different appearance.

NGL-8 Nanotech Grenade LauncherEdit

Ammo Type: 40mm HV HE grenades

Clip Size: 6

Range: Medium - Long

Fire rate: 0.82 per second

Reload time: 2.75s

Being the demolitions expert, this is Alias's favorite weapon. In many first-person shooters, weapons that shoot explosives are helpful, but usually impractical because you all too often get caught in the explosion yourself. Since many of the areas in Red Faction II are quite spacious, this Nanotech Grenade Launcher proves itself as an incredible weapon.

The primary fire is the impact-based grenade. It flies out of the launcher at a high speed and will explode whenever it comes in contact with something. The explosion is quite strong will damage/kill enemies that are in its blast radius. It fires surprisingly quickly and can take out nearly any human enemy with one shot, and even Gunships and Battle Armor with only a few shots. The shots also travel a long distance in a straight line, so you can use it fairly well as a distance attack.

The alternate firing method is a timing-based grenade. Like the grenades you throw, these will take a few seconds to explode, but will allow you to bank them off walls or in the path of an enemy. If there are some bad guys around a corner and you don't want to poke your head out, fire a grenade, bank it off the wall, and clean the area out. If the grenade hits an enemy (not just a surface), the grenade will explode, which often kills the impacted enemy.

W.A.S.P. - Wide Area Saturation ProjectileEdit

Ammo Type: 15cm high explosive rocket canisters

Clip Size: 6

Range: Medium - Very Long

Fire rate: 0.6 per second

Reload time: 2.75s

The WASP is a beefed-up version of the Nanotech Grenade Launcher. Firing 6 rockets at once, it can inflict incredibly heavy damage and is excellent against vehicles. As for enemies, the large blast radius allows you to take out a lot at once if they're clustered together. However, it has a (much) longer time in between shots than the Nanotech Grenade Launcher does, and you can only carry 6 rockets in reserve.

The most helpful feature of the W.A.S.P. is its homing capabilities. By pressing and holding the alternate fire button, you'll make rings appear where enemy vehicles and sentries are. Move the aim of the W.A.S.P. over the ring and you'll lock on. From there, simply fire the rockets (primary fire) and they'll home in on the unfortunate target. Take note, however, that the homing ability doesn't work in multiplayer.

An interesting thing to note is that when the W.A.S.P. is fired directly into the air, it will come crashing down to the ground after a few seconds. This can be used as an improvised explosive trap in an open-air map. (This also works with the N.I.C.W. and the Nano GL, but they'll come back to the ground much faster.

JF90-HMG/BF Heavy Suppression Machine GunEdit

Ammo Type: 50 caliber, belt-fed

Clip Size: 99

Range: Short

Fire rate: 6.25 per second

Multiplayer damage: 30 (37.5 Headshot)

Reload time: 4.8s

The JF90-HMG/BF Heavy Suppression Machine Gun is a huge, monstrous weapon. It has a very large clip size, a high rate of fire, and good power. It's the best machine gun available in the game and can tear through enemy forces quickly. The major problem with it is that it is quite inaccurate, so at a farther range, your chances of hitting enemies will decrease drastically. It's also worth noting that on many levels, HMG ammo is relatively rare. It's a good, and perhaps more reliable, alternative to the Shotgun for close quarters fighting, provided you can find the ammo for it.

Repta will use this weapon in multiple missions, including the second time you fight him.

CSR-60 Sniper RifleEdit

Ammo Type: 7.62mm armor-piercing rounds

Clip Size: 6

Range: Long - Very Long

Fire rate: 0.6 per second

Multiplayer damage: 200

Reload time: 3s

The CSR-60 is your standard, magazine-fed, bolt-action sniper rifle. It is incredibly powerful, capable of downing even heavily armored enemies with one shot, equipped with a enhanced UNVS-8 scope. Also typical of a bolt-action sniper rifle, its rate of fire is quite slow. It's not a good choice for close-up fights with a lot of enemies because it'll take so long just to get a few shots off, with approximately 2 seconds between shots.

At a distance the sniper rifle really shines. The alternate fire allows you to zoom in on enemies far away. It's usually best to scan areas without your zoom first, finding out the general location of the enemy you need to snipe, then zooming in to get a precise shot in. The scope's crosshairs will take a second or so to center after moving, so it's often a great idea to lead your target.

The sniper rifle is great at taking out enemies from afar, and also doubles as binoculars. You may want to use it when you can see a ways ahead of you to scan for enemies.

NPSR-755 Precision Sniper RifleEdit

Ammo Type: 7.62mm armor-piercing rounds

Clip Size: 32

Range: Long - Very Long

Fire rate: Semi-auto

Multiplayer damage: 30 (37.5 Headshot)

Reload time: 3.5s

As you near the end of the game, you'll pick up this specialty sniper rifle. Like the CSR-60 Sniper Rifle, pressing the alternate fire button will allow you to zoom in and take enemies out from afar. There are two key differences between the standard Sniper Rifle and this weapon.

First, you'll notice when you first fire the Precision Sniper Rifle that it might take multiple shots to down your enemies. However, what the Precision Sniper Rifle lacks in power it makes up for in firing speed. You can fire bullets semi-automatically, making up for the lesser power easily. If you miss, it's no big deal, because it doesn't take as long to reload. This also means that you don't have to take as much time aiming precisely because you can always try again quickly. It's still very powerful, too, and you'd be surprised how effective it is against heavily armored enemies.

Second, holding the alternate fire button will zoom the scope in farther, up to a range nearly double that of the conventional Sniper Rifle. This works wonderfully when there is a very large distance between you and your target. You can control the amount of zoom by releasing the alternate fire button when you reach a desirable zoom. Overall, this weapon can be devastating over all ranges.

If you suddenly notice that an enemy is right next to you while sniping, it's better to be using the Precision Sniper Rifle because its quicker fire will make it easier to take out enemies up close. The large clip size is a bonus, too.

The Precision Sniper Rifle is Quill's prefered weapon throughout the campaign.

CMRD-32 Magnetic Rail DriverEdit

Ammo Type: Metal slug

Clip Size: 3 (6 in multiplayer)

Range: Medium - Long

Fire rate: 0.6 per second

Multiplayer damage: 200

Reload time: 3.25s

The fan favorite from the original Red Faction makes a triumphant return in the sequel. The rail driver will deliver an instant kill almost any human enemy you come across. The bolts are fired so incredibly fast that they can shoot through any wall or cover.

However, as deadly as the Rail Driver is, there are two major problems that you'll have to overcome in order to use it effectively. The first is its very slow rate of fire. If you miss, you'll have to wait 2 seconds before you can fire again.

The other main problem is the aim. When you use the zoom (by pressing alternate fire), you'll be able to see the locations of enemies nearby through the walls. However, the only indication of their prescense that you're given is a small target circle. It's hard to aim to hit them or know exactly where they are. Also, since you can't actually see through the walls, you don't know the terrain or which way they'll go. It takes a lot of getting used to be able to aim effectively, and even then it's not a guaranteed hit. This can be somewhat negated by simply putting the crosshairs on the target, and leading said target before, during, and after the shot.

Molov will use this weapon in the final fight after you destroy his walker. His Rail Driver fires much faster than the standard version.

A cheat will allow you to use a full-auto Rail Driver with infinite ammo in campaign mode.

MKAP-97 Anti-personnel WeaponEdit

Ammo Type: 20mm HV Grenades

Clip Size: 15

Range: Medium - Long

Fire rate: 1 per second

Reload time: 3.75s

Probably the deadliest weapon in the game, the MKAP-97 Anti-Personnel Weapon is devastatingly powerful. When firing the primary fire, you'll shoot out five bombs that will explode upon hitting a human (if they hit the wall or ground, they'll bounce off). A human hit by these is almost sure to die. The problem is, the player doesnt get to use the weapon on Human enemies, because after the On the Docks level of the River Runs to it Chapter, the player will no longer be fighting Humans anymore, because you are separated from the rest of the Red Faction forces and Human enemies will be replaced by Processed, Robot, and Vehicle enemies (excluding Molov and Repta, and when fighting Repta you're in a walker). Be careful about the bombs, as they might bounce off a wall back at you. While the rate of fire is pretty slow, the enormous power and wide area covered by the bombs makes for an incredibly effective weapon.

The secondary fire mode uses sticky bombs. They'll stick to walls, the floor, and enemies, and after a short time will explode.

Be aware that the quick ammo drain can be problematic in two ways: not only will you only get a limited amount of shots with this weapon, but it drains ammo from all of the grenade launcher weapons (the Nanotech GL and the N.I.C.W.). This is a mixed tragedy: you can also replenish its ammo with any spare GL rounds lying around.

In multiplayer, the Anti-Personnel Weapon is effective at temporarily closing off narrow choke points. Be advised that the grenades fired from this weapon will not blow up walls that would be blown up through other explosive means, due to these grenades being intended strictly for use against humans.

Repta will use this weapon the first time you fight him.

GrenadesEdit

Frag GrenadeEdit

The Fragmentary Grenade is your standard explosive device. The pluses are that it can bounce off walls and you throw it in an arc. This makes it ideal for tossing at enemies around corners or over the tops of walls/objects to hit enemies on the other side. The only problem with it is that it has a pretty long timer and it'll be a while before it explodes. Fortunately, enemies on lower difficulties aren't usually smart enough to run out of the way of the explosion.

Incendiary GrenadeEdit

Upon impact, the Incendiary Grenade will explode and unleash a large area of flames. Any enemy caught within the explosion will catch on firing, running around screaming until they die. Enemies can't put themselves out, and they're too busy panicking to attack, so catching them aflame is pretty much killing them. Since the Incendiary Grenade explodes on impact, this makes it quite devastating. Be aware that in multiplayer, enemies will still shoot at you when on fire.

In single player, Alias is completely immune to fire, so these grenades can be used at any range. In multiplayer, however, catching yourself in the flame will not only light you on fire, but you will take damage VERY quickly while ablaze (much quicker than if an enemy had used them).

Shock GrenadeEdit

Shock Grenades have a different effect depending on whether you use them on humans or computer controlled opponents.

Humans (including yourself) that get hit by a Shock Grenade will have their movement controls reversed. Looking up will make you look down, turning left will make you turn right, crouching will make you jump, and jumping will make you crouch. This can be really confusing, and it's hard to control even after it has happened to you a lot of times.

Against computer controlled characters, the Shock Grenade will freeze them in their tracks, allowing them to be dispatched with absolutely no effort.

Regardless of who you hit, the effect doesn't last very long, so it's not very useful. The grenade will bounce around a little bit before exploding. It can be incredibly annoying, but it doesn't last long enough and the effects can be circumvented, so it's not usually the best choice. However, if you have the Sniper Rifle or Rail Driver equipped, shocking an enemy can lead to a quick and easy kill.

On lower difficulties, the grenade will have a large delay in detonation if thrown by a computer player. This also applies to the Frag Grenade.

Satchel ChargeEdit

The final grenade type you can get is the Satchel Charge. These "grenades" will stick to any surface, and if your aim is good enough, onto an enemy itself. This is particularly handy when you want the explosive to be in a certain place, like if you need to blow up a wall. Like the Frag Grenades, they take a long time to explode, but it usually isn't that big of a problem.

Shooting a planted Satchel will detonate it. This does not apply to any other grenade.

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