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#Daewoo k2
rootytootyshootylum · 9 months
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I need a bigger Coffee Table
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khlebs · 1 month
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S&T Daewoo K2 - .357 SIG
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razistoricharka · 10 months
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i want a daewoo k2 so bad...
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officialyasen · 3 years
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MITS Precision K2 Grunt Rail / ADVK grip
Eotech 552 + Larue Tactical QD riser
Surefire M620 + VG6 Precision LOPOM mount
VG6 Precision GAMMA556 muzzle brake
BE Meyer MAWL C1+ laser aiming device
Viking Tac Gen 1 sling
Team Julu Design Titanium MLoK rail section
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gun-gallery · 3 years
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Daewoo K2 - 5.56x45mm
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jwslw · 4 years
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Some of my orphaned d20 modern Borderlands weapon projects
Some time ago I was attempting to make d20 modern weapon/equipment mods based largely on the Borderlands to Manufacturers.  I still like the elemental mods, most of the barrel mods and the Spini-guns and Jakobs shotguns, but, I may attempt to completely rework the rest at some point.
Manufacturer Templates come in four degrees, Uncommon, Rare, Epic and Legendary. The purchase DC modifier remains the same even if a weapon would not normally be effected by the listed Gadgets/drawbacks.  The GM/Player is free to add additional Gadgets or attachments
Common Template Optional Rules:  As a GM, you may include the Common template, a Common Template weapon has any company specific traits (like Tediore's Replication or always treating a weapon as if it's loaded with a specific ammo type) and all Drawdacks associated with the UnCommon Template but none of the other benefits.  PDC+0
Unique Template Optional Rules:  As a GM you may include the Unique template, Unique weapons have all the traits of an appropriate "Lower level" Template plus an additional +3 Enhancement Bonus to Attack/Damage and 1 randomly selected Magic Weapon Special Ability from the following list (Bane, Brilliant, Chaotic, Distance, Keen, Lawful, Merciful, Speed, Thundering, Unholy or Wounding) PDC: Base Template +26
Bandit Templates
UnCommon: The Uncommon Bandit Template combines the effects of the Expanded Magazine Gadget (+100% base magazine size), Integrated Equipment Gadget (Knife), Reduced Ammo Size gadget (+50% base magazine size), Increased weight drawback (+50% weapon weight), Reduced Accuracy drawback (-1 Attack), and Decreased Range Drawback (-50% range increment).  PDC+3
Rare: The Rare Bandit Template combines the effects of the Expanded Magazine Gadget (+100% base magazine size), Integrated Equipment Gadget (Knife), Reduced Ammo Size gadget (+50% base magazine size), 1 randomly selected Uncommon Elemental gadget (See below) or the variable Ammunition (Armor Piercing) gadjet, Increased weight drawback (+50% weapon weight), Reduced Accuracy drawback (-1 Attack), and Decreased Range Drawback (-50% range increment).  PDC+6
Epic: The Epic Bandit Template combines the effects of the Expanded Magazine Gadget (+100% base magazine size), Integrated Equipment Gadget (machete), Integrated Equipment Gadget (Standard Scope), Reduced Ammo Size gadget (+50% base magazine size), 1 randomly selected Uncommon Elemental gadget (See below), Variable Ammunition (Armor Piercing) gadjet, Increased weight drawback (+50% weapon weight), Reduced Accuracy drawback (-1 Attack), and Decreased Range Drawback (-50% range increment).  PDC+12
Legendary: The Legendary Bandit Template combines the effects of the Expanded Magazine Gadget (+100% base magazine size), Integrated Equipment Gadget (machete), Integrated Equipment Gadget (Standard Scope), Reduced Ammo Size gadget (+50% base magazine size), 1 randomly selected rare Elemental gadget (See below), Spash Damage Gadjet, Variable Ammunition (Armor Piercing) gadjet, Increased weight drawback (+50% weapon weight), and Reduced Accuracy drawback (-1 Attack).  PDC+13
Example Bandit Template Weapons
Mouser "Pan Handle" (7.63mm Mauser C-96 base) UnCommon   Damage: 2d6 Magazine: 15 (box) Critical:  20 Size: Medium Damage Type: Ball   Weight: 4.5lb Range Increment: 10ft   Purchase DC: 18 Rate of Fire: S           Restriction: N/A
Special: Integrated Knife (1d4/19-20 piercing)
-1Attack
Hell Imp-5000 (9mm H&K MP-5K base) Rare   Damage: 2d6           Magazine: 37 (box) Critical: 20            Size: Medium Damage Type: Ball              Weight: 7.5lb Range Increment: 20ft             Purchase DC: 25 Rate of Fire: S,A            Restriction: Res+2
Special: Integrated Knife (1d4/19-20 piercing)
-1Attack
Variable Ammunition (Armor piercing +37 rounds)
3 Round Burst (-4 Atk, +2d6 damage)
Nee Cappa' (12gauge Franchi PAs/470 Base)  Rare Damage: 4d4              Magazine: 17 (Int) Critical:  20               Size: Large Damage Type: Ball               Weight: 10.5lb Range Increment: 20ft                 Purchase DC: 22 Rate of Fire: Single               Restriction: Lic+1
Special: Integrated Knife (1d4/19-20 piercing)
-1Attack
UnCommon Slagged Trait
Heckler (7.62x51mm H&K HK11 base)  Epic Damage: 2d10           Magazine: 200 (box) Critical: 20            Size:  Large Damage Type: Ball              Weight: 27lb Range Increment: 50ft            Purchase DC: 33 Rate of Fire: S,A              Restriction: Mil+3
Special: -1Attack
UnCommon Corossive Trait
Variable Ammunition (Armor piercing +200 rounds)
Integrated Machete (1d6/19-20 Slashing)
Standard Scope
Hypa Blasta (5.45x39mm, Bastard Gun [Metro 2033] base) Legendary Damage: 2d8   Magazine: 66 (Box) Critical:20     Size: Large Damage Type: Ball   Weight: 7.5lb Range Increment: 20ft     Purchase DC: 24 Rate of Fire: A   Restriction: Res+2
Special: If the shooter empties an entire magazine in a single round,  The Bastard gun over heats and  must cool down for 1d4 rounds.  
Grants a +2 circumstance bonus on Sleight of Hand checks made to conceal it
Integrated Machete (1d6/19-20 Slashing)
-1Attack
Uncommon Incendiary Trait
Variable Ammunition (Armor piercing +66 rounds)
Standard Scope
Shootie-Zooka (Mini Rockets, MOD-3 MLR [F.E.A.R.] base)  Common Damage: 4d12-1   Magazine: 15(Box) Critical: ---   Size: Large Damage Type: Slash   Weight: 37.5lb Range Increment: 50ft   Purchase DC: 26 Rate of Fire: S     Restriction: Mil+3
Special: Burst 10ft Ref 15,
3 Round Burst (-4 Attack, +4d12, +3 Ref)
-1Attack
Ultimate Nee Cappa' (12gauge Duplet [Metro2033] base)  Unique Damage: 4d4-1   Magazine: 5 (int) Critical:  20   Size:  Medium Damage Type:       Weight: lb Range Increment: 10ft     Purchase DC: 50 Rate of Fire:                   Restriction: N/A
Special: The Duplet has a dual trigger system allowing the shooter to fire both barrels at  once (-2 Attack, +2d4 damage)
Integrated Machete (1d6/19-20 Slashing)
+2Attack
Rare Shock Trait
Variable Ammunition (Armor piercing +5 rounds)
Wounding Enhancement
Standard Scope
Dahl Templates
UnCommon: Weapons with the UnCommon Dahl template have the Burst Fire Gadget (3 Round Burst for weapons with a Full Auto setting, 2 Round burst for weapons with out), the Reduced Damage Drawback (-1 Damage) and are always treated as if they are using armor piercing rounds (-1 Damage, +1 Attack)PDC+1
Rare: Weapons with the Rare Dahl template have the Burst Fire Gadget (3 Round Burst for weapons with a Full Auto stting, 2 Round burst for weapons with out), The Improved Accuracy Gadget (+1 Attack), the Reduced Damage Drawback (-1 Damage) and are always treated as if they are using armor piercing rounds (-1 Damage, +1 Attack) PDC+3
Epic: Weapons with the Rare Dahl template have the Burst Fire Gadget (3 Round Burst for weapons with a Full Auto stting, 2 Round burst for weapons that do not), The Improved Accuracy Gadjet (+1 Attack), Range Finding Laser Scope Gadget, and on UnCommon Elemental Effect Gadjet (Selected at Random) or the Extended range weapon gadget (+100% Range Increment) paired with the Reduced weight gadget (-25% base weapon weight), the Reduced Damage Drawback (-1 Damage) and are always treated as if they are using armor piercing rounds (-1 Damage, +1 Attack) PDC+8
Legendary: Weapons with the Rare Dahl template have the Burst Fire Gadjet (3 Round Burst for weapons with a Full Auto stting, 2 Round burst for weapons that do not), The Improved Accuracy Gadjet (+1 Attack), Range Finding Laser Scope Gadjet, a rare Elemental Effect Gadjet (Selected at Random), the Extended range weapon gadjet (+100% Range Increment), the Reduced weight gadjet (-25% base weapon weight), the Reduced Damage Drawback (-1 Damage) and are always treated as if they are using armor piercing rounds (-1 Damage, +1 Attack)   PDC+14
Example Dahl Template Weapons
Sturdy Plasma Caster (Cell Plasma Rifle Base) UnCommon   Damage: 3d10-2   Magazine: 50 (Cell) Critical:  20   Size: Large Damage Type: Fire   Weight: 8lb Range Increment: 80ft      Purchase DC: 20 Rate of Fire: S,A               Restriction: Res+2
Special: 3 Round Burst (-3 Attack, +2d10 Damage)
+1 Attack
Light Target Pistol (9mm A.J.M. 9 [Far Cry 4] base)  Common Damage: 2d6-2   Magazine: 9 (box) Critical:  x3   Size: Medium Damage Type: Ball     Weight: 4.5lb Range Increment: 50ft      Purchase DC: 25 Rate of Fire: S               Restriction: Mil+3
Special: Can Fire a 3 round burst (+2d6 damage, -2Atk)
+1 Attack
Jakobs Templates
UnCommon: Weapons with the UnCommon Jakobs Template recieve the (Relaxed) Civillian Legal Gadjet, Improved Damage Gadjet (+1 Damage), Bulky Ammo (-25% magazine capacity), Increased Weight (+50% weapon weight) and is always functions as if it is using Hollow Point rounds (-1 Atk, +1 Dmg) PDC+3.
Rare: Weapons with the Rare Jakobs Template recieve the (Relaxed) Civillian Legal Gadjet, Improved Damage Gadjet (+1 Damage), Integrated Item Gadjet (Scope) or Extended Range Gadjet(+100% Range Increment), Flechette Ammo Gadjet (-1Atk, +1 step critical threat), Bulky Ammo (-25% magazine capacity), Increased Weight (+50% weapon weight) and is always functions as if it is using Hollow Point rounds (-1 Atk, +1 Dmg) PDC+9.
Epic: Weapons with the Epic Jakobs Template recieve the (Relaxed) Civillian Legal Gadjet, Improved Damage Gadjet (+1 Damage), Improved Stopping Power (+1 die of damage), Integrated Item Gadjet (Scope) or Extended Range Gadjet(+100% Range Increment), Flechette Ammo Gadjet (-1Atk, +1 step critical threat), Bulky Ammo (-25% magazine capacity), Increased Weight (+50% weapon weight) and is always functions as if it is using Hollow Point rounds (-1 Atk, +1 Dmg) PDC+19.
Legendary: Weapons with the Legendary Jakobs Template recieve the (Relaxed) Civillian Legal Gadjet, Improved Damage Gadjet (+1 Damage), Improved Stopping Power (+1 die of damage), Improved Range Gadjet (+100% Range Increment), Integrated Item Gadjet (Scope), Flechette Ammo Gadjet (-1Atk, +1 step critical threat), Bulky Ammo (-25% magazine capacity), Increased Weight (+50% weapon weight) and is always functions as if it is using Hollow Point rounds (-1 Atk, +1 Dmg) PDC+21.
Example Jakobs Template Weapons
Old-Time Burst Rifle (5.56x45mm Daewoo K2 Base) UnCommon   Damage: 2d8+2  Magazine: 24 (box) Critical: 20   Size:  Large Damage Type: Ball   Weight: 12lb Range Increment: 80ft      Purchase DC: 23 Rate of Fire: S               Restriction: Res+2
Special: 3 Round Burst (-4 Atk, +2d8)
-1Attack
Slick Revolver (.22 Hornet Tarus Raging Hornet Base) Rare   Damage: 2d4+2   Magazine: 6 (Cyl) Critical: 19-20   Size: Medium Damage Type: Ball   Weight: 6lb Range Increment: 80ft      Purchase DC: 26 Rate of Fire:  S               Restriction: Lic+1
Special: -2 Attack
Frontier Sniper (.444 Winchester 94 Base) Rare   Damage: 2d10+2   Magazine: 4 (Int) Critical:  19-20   Size: Large Damage Type: Ball   Weight: 10.5lb Range Increment: 90ft     Purchase DC: 24 Rate of Fire:  S               Restriction: Lic+1
Special: -2 Attack
Standard Scope
Accurized Leather Rifle (7.62x39mm AKM Base)  Epic Damage: 3d8+2   Magazine: 24 (Box) Critical:  19-20   Size:  Large Damage Type: Ball   Weight: 15lb Range Increment: 70ft      Purchase DC: 34 Rate of Fire:  S               Restriction: Res+2
Special: -2 Attack
Standard Scope
Rough Rider's Coach Gun (12gauge Galleria 1991 [Far Cry 3: Blood Dragon]) Legendary Damage: 5d8+2   Magazine: 6 (int) Critical: 19-20   Size: Large Damage Type: Ball   Weight: 19lb Range Increment: 60ft      Purchase DC: 39 Rate of Fire: Single             Restriction: Lic+1
Special: Quad Barrel (Expends 4 shells per shot damage reduces to 5d8+2 if only 2 shells    remain in weapon)
-2 Attack
Standard Scope
Elephant Gun (.405 DSG-1 [Crysis 3] base)  Common Damage: 2d12+1   Magazine: 4 (Box) Critical: 20   Size: Large Damage Type: Ball   Weight: 27lb Range Increment: 120ft      Purchase DC: 23 Rate of Fire:  S               Restriction: Lic+1
Special: -1Attack
Fast Heavy Rifle (.308 H&K G3 Base)  Unique Damage: 2d10+5   Magazine: 15 (box) Critical:  19-20   Size:  Large Damage Type:  Ball   Weight: 16.5lb Range Increment: 90ft     Purchase DC: 54 Rate of Fire: S               Restriction: Res+2
Special: +1 Attack
Standard Scope
Speed Enhancement
Maliwan Templates
UnCommon: Weapons with the UnCommon Maliwan Template, have the Reduced Stopping Power (-1 die of damage) and 1 randomly selected Non-Explosive Uncommon Elemental Template and an Integrated item gadget (Standard Scope). PDC+2
Rare: Weapons with the Rare Maliwan Template, have the Reduced Stopping Power (-1 die of damage) and 1 randomly selected Non-Explosive Rare Elemental Template and an Integrated item gadget (Standard Scope). PDC+4
Epic: Weapons with the Epic Maliwan Template, have the Reduced Stopping Power (-1 die of damage) and 1 randomly selected Non-Explosive Epic Elemental Template, Splash Damage Gadjet, and an Integrated item gadget (Standard Scope). PDC+7
Legendary: Weapons with the Legendary Maliwan Template, have the Reduced Stopping Power (-1 die of damage) and 1 randomly selected Non-Explosive Legendary Elemental Template, Splash Damage Gadjet, and an Integrated item gadget (Standard Scope). PDC+11
Maliwan Templates and energy weapons
When applying the UnCommon, Rare, Epic or Legendary templates to a Directed energy weapon (such as a Laser Rifle, Plasma Pistol or Sonic Pistol) the Template changes the Damage Die and Damage type, unlike a ballistic weapon the Reduced stopping Power gadjet does not reduce the weapon's damage.  The weapon still recieves the secondary benifits of the assigned element Gadjet.
This does not apply to a weapon using the optional Common template rules
Example Maliwan Template Weapons
Cheap Plasma Caster (Power Cell, Plasma Pistol Base)  Common Damage: 1d10   Magazine: 50 (Cell) Critical:  20   Size: Medium Damage Type:  Fire   Weight: 3lb Range Increment: 40ft     Purchase DC: 17 Rate of Fire:  S               Restriction: Lic+1
Special:
Torgue Templates
UnCommon: Weapons with the Uncommon Torgue Template have the UnCommon Explosive Elemental Gadjet, the Improved damage Template (+1 Dmg), Reduced Ammo Capacity Flaw (-50% magazine capacity), Increased Weight (+50% weapon weight) and the Reduced range Flaw (-50% Range Increment) PDC+1
Rare: Weapons with the Rare Torgue Template have the Rare Explosive Explosive Elemental Gadjet, the Improved damage Template (+1 Dmg), Reduced Ammo Capacity Flaw (-50% magazine capacity), Increased Weight (+50% weapon weight) and the Reduced range Flaw (-50% Range Increment) PDC+2
Epic: Weapons with the Epic Torgue Template have the Epic Explosive Elemental Gadjet, Laser Range Finding Scope Gadjet, the Improved damage Template (+1 Dmg), Reduced Ammo Capacity Flaw (-50% magazine capacity), Increased Weight (+50% weapon weight) and the Reduced range Flaw (-50% Range Increment) PDC+5
Legendary: Weapons with the Epic Torgue Template have the Legendary Explosive Elemental Gadjet, Laser Range Finding Scope Gadjet, the Improved damage Template (+1 Dmg), Improved Stopping Power (+1die of Damage), Flechette Ammo Gadjet (-1Atk, +1 Step Crit chance) Reduced Ammo Capacity Flaw (-50% magazine capacity), Increased Weight (+50% weapon weight) and the Reduced range Flaw (-50% Range Increment) PDC+21
Vladof Templates (Needs to be reworked)
UnCommon: Weapons with the UnCommon Vladof template have the Auto-Fire Module Gadjet, Decrased Range Flaw (-50% range increment), Decreased Accuracy Flaw (-1Attack) and always treated like they are using Hollow Point rounds (-1Atk, +1Dmg) PDC+1
Rare: Weapons with the Rare Vladof template have the Auto-Fire Module Gadjet, Reduced Ammo Size gadjet (+25% magazine capacity) or 1 randomly selected UnCommon Elemental gadjet, Decrased Range Flaw (-50% range increment), Decreased Damage Flaw (-1dmg) and always treated like they are using Hollow Point rounds (-1Atk, +1Dmg) PDC+4
Epic: Weapons with the Epic Vladof template have the Auto-Fire Module Gadjet, , Reduced Ammo Size gadjet (+25% magazine capacity), 1 randomly selected UnCommon Elemental gadjet, Decreased Damage Flaw (-1dmg) and always treated like they are using Hollow Point rounds (-1Atk, +1Dmg) PDC+12
Legendary: Weapons with the Epic Vladof template have the Auto-Fire Module Gadjet, Improved Accuracy Gadjet (+1Atk), Reduced Ammo Size gadjet (+25% magazine capacity), 1 randomly selected Rare Elemental gadjet, Splash Damage gadjet, Decreased Damage Flaw (-1dmg) and always treated like they are using Hollow Point rounds (-1Atk, +1Dmg) PDC+15
Replicating (PL8): Replicating is a trait unique to Tediore weapons, this trait functions identically to the Reduced Ammo Size trait, the Disposable Draw back, the Distance Enchantment and the Returning Enchantment.  
d20 Effect: When the weapon runs out of ammo, the shooter flings it (Range Increment: 20ft) triggering any booby traps the weapon may have installed when it strikes a target and dealing bludgeoning damage based on its size (1d4 for Small or Smaller, 1d6 for Medium or Large and 1d8 for Huge or larger).  The weapon will "clone" itself reloaded back into the shooters hands on the next round, the shooter must still have appropriate ammo for the weapon or the effect will not trigger.
Purchase DC+6
Corrosive
Corrosive weapons are capable of splashing acid onto multiple enemies, causing them to corrode away. Corrosive damage is particularly good at eliminating Crimson Lance, turrets and vehicles. Similarly, in Borderlands 2, Corrosive damage is extremely useful in dealing with Loaders, Hyperion Soldiers, and armored enemies of all types (now indicated by yellow health bars). The death animation from corrosive damage is a grisly scene in which green acid eats away at the victims' flesh or plate until they are completely dissolved.
Corrosive, Uncommon
Description: Adds an acidic damage effect to the weapon
d20 Effect: +1d4 Acid damage, Fort DC12 or the target takes an additional 1d2 Acid damage for 1d6 rounds.  If applied to an energy weapon instead of the standard effect, it changes the damage type to Acid and adds an additional die of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +4
Corrosive, Rare
Description: Adds an acidic damage effect to the weapon
d20 Effect: +1d6 Acid damage, Fort DC15 or the target takes an additional 1d3 Acid damage for 1d8 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Acid and adds 2 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Corrosive, Epic
Description: Adds an acidic damage effect to the weapon
d20 Effect: +1d8 Acid damage, Fort DC18 or the target takes an additional 1d4 Acid damage for 1d10 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Acid and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Corrosive, Legendary
Description: Adds an acidic damage effect to the weapon
d20 Effect: +1d10 Acid damage, Fort DC21 or the target takes an additional 1d6 Acid damage for 1d12 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Acid and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Cryo
Cryo weapons can only be found on Pandora's moon because of the frozen methane they require in order to fire. Marcus Kincaid hopes to one day bring this technology to Pandora.— Tip 83, Borderlands: The Pre-Sequel
Cryo is an elemental damage type introduced in Borderlands: The Pre-Sequel. Cryo damage can appear on any weapon type from any manufacturer excluding Jakobs (except for the unique Too Scoops shotgun) and Torgue.
Cryo elemental weapons are capable of slowing down and/or freezing targets solid. Cryo damage is particularly useful against nimble targets, such as Guardians, where a cryo status effect can freeze them in place to leave them vulnerable. When used against freezable airborne targets, cryo damage will cause the victim to fall to the ground and the resulting impact can shatter them if they fall from a high enough altitude.
While frozen, enemies take an additional +250% melee damage, +200% explosive damage, and +200% extra critical hit damage. While the critical hit bonus applies to critical hits from cryo weapons as well, the bonus is lowered to +110% extra damage.
When a playable Vault Hunter suffers a cryo status effect, the Vault Hunter will not freeze solid but will instead be significantly slowed down, with sprinting speed being slower than the regular running speed. This slowdown typically lasts 6 seconds, but can last longer if the Vault Hunter is standing near a Cryo Vine or is afflicted by another cryo status effect.
Cryo, Uncommon
Description: Adds bonus Cold damage to the weapon
d20 Effect: +1d4  Cold damage, Fort DC15 or the target acts as if under the effects of a Slow spell and suffers an a additional 1d2 damage from all subsequent attacks for 1d6 rounds.  If applied to an energy weapon instead of the standard effect, it changes the damage type to Cold and adds an additional die of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +4
Cryo, Rare
Description: Adds bonus Cold damage to the weapon
d20 Effect: +1d6  Cold damage, Fort DC15 or the target acts as if under the effects of a Slow spell and suffers an a additional 1d3 damage from all subsequent attacks for 1d6 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Cold and adds 2 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Cryo, Epic
Description: Adds bonus Cold damage to the weapon
d20 Effect:  +1d8  Cold damage, Fort DC15 or the target acts as if under the effects of a Slow spell and suffers an a additional 1d4 damage from all subsequent attacks for 1d6 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Cold and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Cryo, Legendary
Description: Adds bonus Cold damage to the weapon
d20 Effect:  +1d10  Cold damage, Fort DC15 or the target acts as if under the effects of a Slow spell and suffers an a additional 1d6 damage from all subsequent attacks for 1d6 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Cold and adds 4 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Explosive
Explosive weapons' bullets have a chance to explode when they impact, dealing extra damage and creating a splash damage effect allowing them to damage multiple enemies within the blast radius.
Unlike other elemental attacks, explosive weapons never deal damage over time. All damage is inflicted immediately.
Explosive, Uncommon
Description: Converts a regular firearm into a grenade launcher.
d20 Effect: +1die of damage, everything within 5ft of the target struck must make a  DC12 Reflex save or suffer half damage.  Weapon's damage type changes to half base-half concussion
Restrictions: Any Non-Explosive Projectile based ranged weapon
Purchase DC Modifier: +4
Explosive, Rare
Description: Converts a regular firearm into a grenade launcher.
d20 Effect: +2dice of damage, everything within 5ft of the target struck must make a  DC15 Reflex save or suffer half damage.  Weapon's damage type changes to half base-half concussion
Restrictions: Any Non-Explosive Projectile based ranged weapon
Purchase DC Modifier: +6
Explosive, Epic
Description: Converts a regular firearm into a grenade launcher.
d20 Effect: +3dice of damage, everything within 5ft of the target struck must make a  DC18 Reflex save or suffer half damage.  Weapon's damage type changes to half base-
Restrictions: Any Non-Explosive Projectile based ranged weapon
Purchase DC Modifier: +8
Explosive, Legendary
Description: Converts a regular firearm into a grenade launcher.
d20 Effect: +4dice of damage, everything within 5ft of the target struck must make a  DC21 Reflex save or suffer half damage.  Weapon's damage type changes to half base-
Restrictions: Any Non-Explosive Projectile based ranged weapon
Purchase DC Modifier: +10
Incendiary
The Incendiary elemental property adds the effect of fire to weapons, grenade mods, shields, and some enemies. It is most effective against unshielded fleshy enemies, such as Bruisers and younger skags. Incendiary bullets burst into flames on impact. When an incendiary elemental chance successfully triggers, the enemy is ignited, dealing damage over time. If the enemy dies due to fire damage, their corpse will burn away. If the enemy is wearing armor, the armor will not burn and is left on the ground.The flames of certain weapons have a splash effect and can spread from enemy to enemy and the effect will stack. Weapons with Incendiary elemental properties often have red coloring on parts of the weapon's model.
Barrels which are red in color contain flammable material and explode and release a large bursts of flame when destroyed.
Incendiary, Uncommon
Description: Ignites targets
d20 Effect: +1d4 fire damage, Fort DC12 or the target takes an additional 1d2 fire damage for 1d6 rounds.  If applied to an energy weapon instead of the standard effect, it changes the damage type to Fire and adds an additional die of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +4
Rare
Description: Ignites targets
d20 Effect: +1d6 fire damage, Fort DC15 or the target takes an additional 1d3 fire damage for 1d8 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Fire and adds 2 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Epic
Description: Ignites targets
d20 Effect: +1d8 fire damage, Fort DC18 or the target takes an additional 1d4 fire damage for 1d10 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Fire and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Legendary
Description: Ignites targets
d20 Effect: +1d10 fire damage, Fort DC21 or the target takes an additional 1d6 fire damage for 1d12 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Fire and adds 4 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Shock
Shock weapons crackle with electricity and are very effective against shielded targets.
Shock attacks inflict 50% additional damage against all shields. Against unshielded flesh or armor, they suffer a 10% damage penalty.
Shock bullets crack with electricity when they impact. When a shock weapon's effect triggers, high damage is dealt to the enemy's shield and they take damage over time. If an enemy dies to shock damage, his face burns away and reveals his skull and part of his brain, then his head explodes.
Uncommon
Description: Adds a shock effect to a weapon
d20 Effect: +1d4 Electric damage, Fort DC12 or the target takes an additional 1d2 Electric damage for 1d6 rounds.  If applied to an energy weapon instead of the standard effect, it changes the damage type to Electric and adds an additional die of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +4
Rare
Description: Adds a shock effect to a weapon
d20 Effect: +1d6 Electric damage, Fort DC15 or the target takes an additional 1d3 Electric damage for 1d8 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Electric and adds 2 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Epic
Description: Adds a shock effect to a weapon
d20 Effect: +1d8 Electric damage, Fort DC18 or the target takes an additional 1d4 Electric damage for 1d10 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Electric and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Legendary
Description: Adds a shock effect to a weapon
d20 Effect: +1d10 Electric damage, Fort DC21 or the target takes an additional 1d6 Electric damage for 1d12 rounds.   If applied to an energy weapon instead of the standard effect, it changes the damage type to Electric and adds 4 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Slag
Slag is an element introduced in Borderlands 2, and is apparently a by-product of the Eridium refinement process. Slag elemental weapons have a chance to coat enemies in slag. Slagged targets take increased damage from all non-slag sources.
In the time of events of Borderlands: The Pre-Sequel slag, being newly discovered, is mentioned by Jack only on single occasion, and is not accessible for Vault Hunters, but its effect still can be applied to them by some enemies.
Uncommon
Description:
d20 Effect: If an attack hits, the target must make a DC 12 Fort save or suffer a -1 penalty to their Defense Damage Reduction, Resistances and Saves for 1d4 rounds
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Rare
Description: +1d4 Energy damage.  If an attack hits, the target must make a DC 15 Fort save or suffer a -2 penalty to their Defense Damage Reduction, Resistances and Saves for 1d6 rounds
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Epic
Description:
d20 Effect: +1d6 Energy damage.  If an attack hits, the target must make a DC 18 Fort save or suffer a -4 penalty to their Defense Damage Reduction, Resistances and Saves for 1d8 rounds
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Legendary
Description:
d20 Effect: +1d8 Energy damage.  If an attack hits, the target must make a DC 21 Fort save or suffer a -6 penalty to their Defense Damage Reduction, Resistances and Saves for 1d10 rounds
Restrictions: Any ranged weapon
Purchase DC Modifier: +12
Burst-Fire Module
Description: Adds a burst fire setting to a weapon
d20 Effect: The application of this module adds a 2 round (-2Atk, +1dX damage) or a 3 round Burst (-3 Atk, +2dX damage), selected at time of application
Restrictions: Any Firearm type weapon without a burst-fire setting
Purchase DC Modifier: +2
Civilian Legal, relaxed
Description: Disables a military weapons rapid-fire capabilities for civilian sales
d20 Effect: The weapons fire mode is reduced to Semi Automatic (S), if the weapon has a burst-fire setting it retains that mode.  
Restrictions: Any weapon with an automatic fire setting
Purchase DC Modifier: +4
Splash Damage
Description: spreads the secondary effects of a weapon
d20 Effect: anything within 5feet of the weapons target must make a DC 15 Reflex save or suffer the weapon's secondary damage effect(s).
Restrictions: Any ranged weapon with a secondary damage effect, but no splash or burst radius
Purchase DC Modifier: +1
Reduced Ammo Capacity (Weapon Flaw)
Weapon has a smaller magazine than other similar weapons, Reduces the weapon's magazine capacity by 50% (Minimum 1).
Restrictions: Any ranged weapon
Purchase DC Modifier: -2
Bulkier ammo (Ammunition Flaw)
This ammo type is in some way larger but, not necessarily more powerful than rounds used in other similar weapons, reduces magazine capacity by 25% (Minimum 1).
Restrictions: Any non-energy ammunition type
Purchase DC Modifier: -1
Masher Revolvers
Borderlands Wiki description
The Masher is the title of a group of revolvers that fire shotgun-like bursts of 7 projectiles.
Mashers usually have low accuracy compared to revolvers. However, compared to the average shotgun, they are much more accurate, so the projectiles stay tightly clustered at range, which could all result in headshots for very high damage output. With the right parts (high damage, high accuracy and a scope), mashers can be very powerful and useful in a wide variety of situations.
Because the Masher effect comes from the accessory (and not the title) it is possible for legendary revolvers, such as the Jakobs Unforgiven, the Tediore Equalizer and the Dahl Anaconda to have the Masher effect.
Description: A special attachment that turns a revolver type weapon into a shotgun.
d20 Effect:  Add an additional die of damage (2d4 becomes 3d4, 2d6 becomes 3d6 ect), All attacks suffer a cumulative -1 damage penalty per range increment traveled after the first.
Restrictions: A Ballistic non-shotgun/non-explosive weapon that uses a “Cylinder” magazine type.
Purchase DC Modifier: +2
E-Tech Barrels
Spiker (PL8) Mod
Description: Eridium infused pistol barrel converts standard bullets into homing projectiles
d20 Effect:  
-10ft Range Increment
+4 Attack
Delay (On a succesful hit, the rounds do not immediately deal damage, instead the the rounds detonate 1d2 rounds later dealing full damage to the target struck and anything within 5ft that fails a DC 15 Reflex save, explosion damage includes modifiers from feats [Double Tap, Skip-Shot, ect] and Class abilities [Weapon Specialization ect] the shooter applies).
Restrictions: Any Medium sized or smaller ranged weapon.
Purchase DC Modifier: +4
Dart (PL8) Mod
Description: Eridium infused pistol barrel converts standard bullets into homing projectiles
d20 Effect:
-10ft Range Increment
Critical Hit chance changes to N/A
+4 Attack, Attack type changes to ranged Touch
Delay (On a succesful hit, the rounds do not immediately deal damage, instead the the rounds detonate 1d2 rounds later dealing full damage to the target struck and anything within 5ft that fails a DC 15 Reflex save, explosion damage includes modifiers from feats [Double Tap, Skip-Shot, ect] and Class abilities [Weapon Specialization ect] the shooter applies).
Restrictions: Any Medium sized or smaller non-fully automatic ranged weapon.
Purchase DC Modifier: +6
Torgue Barrels (PL6)
Torgue Barrel (Rocket) Mod
Description: Converts an assault rifle into a rocket launcher.
d20 Effect: -50% magazine capacity, +1die of damage, +20ft Range Increment, Splash Damage (Anything within 5ft of a target struck by a rocket must make a DC 12 [15 with Double tap/Burst fire damage] or suffer half damage)
Restrictions: Any Large or Larger Non-Shotgun weapon that does not require the Grenade or Rocket launcher Exotic Firearms proficiency
Purchase DC Modifier: +6
Torgue Barrel (Grenade) Mod
Description: Converts an assault rifle into a grenade launcher.
d20 Effect: -50% magazine capacity, +2 dice of damage, -20ft Range Increment, Burst Radius 10ft Ref 15 (Increases to 17 when fired in bursts)
Restrictions: Any Large or Larger non-Automatic, Non-Shotgun weapon that does not require the Grenade or Rocket launcher Exotic Firearms proficiency
Purchase DC Modifier: +6
Moloko (Pl8) Mod
Description: Transforms a conventional longarm into a rail gun
d20 Effect: +20ft range increment, +2Attack, can perform Skip-Shot attacks without the feat, -50% magazine capacity.
Restrictions: Large or larger Ballistic non-shotgun weapon that does not require an Exotic firearms proficiency
Purchase DC Modifier: +6
Spini-Guns (PL7)
Weapon list                                 Range                                 PDC/
Weapons             Dmg* Type Crit* Inc   RoF  Mag Wght  SZ Res
UnCommon          2d4    Ball  20    60ft  A      30(box) 12lb    L 21/mil
Epic                      2d6     Ball 20    60ft  A      45(box) 12lb    L 23/mil
Legendary            2d8     Ball 20    60ft  A      60(box) 12lb    L 25/mil
*Stats for standard fire not battery rules, see below
Spinigun
The Spini Guns are a family of Assault Rifles/Machine guns designed by nearly all manufacturers across the Borderlands universe.  A Spini-Gun is a compact tri-barreled gatling weapon that feeds typically feeds from a 12-60 round box magazine (depending on make and model) and has a high fire rate.
d20 Rules: The Spinigun can fire as a normal assault rifle or as if it were a three weapon battery, when fired in this manner it expend three times as much ammunition per attack (3 shots for semi auto, 6 shots for Double-Tap/2 Round Burst, 9 rounds for a three Round Burrst, 15 rounds for a 5 round burst or 30 rounds for an aut0-fire attack) but gains a +2 Attack bonus, increases its critical threat rating one step (19-20), and adds an additional die of damage for every 5 points an attack exceeds the targets defense (Max +2dX), additionally when making an Auto-fire attack, the reflex DC to avoid damage is increased to 20.  A Spinigun with the Relaxed Civilian Mod may still make "Battery" Semi Auto-fire Attacks.
Jakobs Shotguns
Weapon list             Range PDC/
Weapons Dmg Type Crit      Inc        RoF      Mag Wght  SZ Res
Uncommon, 1 barrel 3d4 Ball 20         20ft       Sin*     1(int)*       6lb     L     16/lic
Uncommon, 2 barrel 4d4 Ball 20         20ft       Sin*     2(int)*       7lb     L     18/lic
Uncommon, 3 barrel 5d4 Ball 20         20ft       Sin*     3(int)*       8lb ��   L     20/lic
Uncommon, 4 barrel 6d4 Ball 20         20ft       Sin*     4(int)*       9lb     L     22/lic
Epic, 1 barrel 3d6 Ball 20         30ft       Sin*     1(int)*       6lb    L     19/lic
Epic, 2 barrel 4d6 Ball 20         30ft       Sin*     2(int)*       7lb    L     21/lic
Epic, 3 barrel 5d6 Ball 20         30ft       Sin*     3(int)*       8lb    L     23/lic
Epic, 4 barrel 6d6 Ball 20         30ft       Sin*     4(int)*       9lb    L     25/lic
Legendary, 1 barrel 3d8 Ball 20         40ft       Sin*     1(int)*       6lb     L     21/lic
Legendary, 2 barrel 4d8 Ball 20         40ft       Sin*     2(int)*       7lb     L     23/lic
Legendary, 3 barrel 5d8 Ball 20         40ft       Sin*     3(int)*       8lb     L     25/lic
Legendary, 4 barrel 6d8 Ball 20         40ft       Sin*     4(int)*       9lb     L     27/lic
* All Rounds Expended At once
d20 Rules: Jakobs shotguns lose 1 damage die per range increment traveled after the first.  Starting from the second range increment onward, in an adjacent square to the target must make a DC15 Reflex save or take equal damage.
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tactical-weapons · 4 years
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S&T Motiv Co. - Daewoo K2
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devilartrx · 7 years
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GAMER-DIARY : ปืน K2 นี่มันดีจริงๆ (WARFACE-Thailand)
แป๊บๆก็ผ่านเป็นเวลากว่า 40 ชม.แล้วที่ผมเล่นเกม Warface (Server-Thai) จนตอนนี้เลเวลน่าจะ 20 แล้ว คิดว่าเลเวลเกมนี้ขึ้นยากพอสมควรเมื่อเทียบกับเกมบนมือถือที่ผมเล่นอย่าง Breakout หรือ Crossfire Legend ที่ใช้เวลาเล่นน้อยกว่ามากๆแต่ เลเวลได้ประมาณนี้แล้ว
GAMER-DIARY : ปืน Daewoo K2 นี่มันดีจริงๆ (WARFACE-Thailand)
สำหรับวันนี้ก็อยากมาบันทึก Note ไว้อ่านทีหลังกับการใช้งานปืน K2…
View On WordPress
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wearestillflying · 7 years
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Daewoo K2 with ROK rail and Daewoo DR200
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carobd2unit · 3 years
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XTOOL OBD2 Products Software Upgrade Notice - September 2021
Xtool is a younger car tool brand when comparing with Autel, Xhorse, but it is increasingly become competent one in the OBD2 tool market. It has all kinds of easy-to-use, professional and cost-efficient car diagnostic scanners.
Currently of extreme competence key programmer tablet in OBD2 market are there tools like Xtool X100 PAD3, Xtool A80 Pro, etc. They are great tools and have got high praise from the customers worldwide, especially in the European area.
Here below is the page link of XTOOL car professional products in cardiagtool.co.uk UK store :https://www.cardiagtool.co.uk/wholesale/brand-xtool/
📷
Part 1.MAJOR CAR DIAGNOSIS TOOLS UPDATE
BENZ - BENZ                                                          V20.30
n Add the actuation test and special functions of some systems for the chassis 222, 213, 205, 167, 118
ü Add actuation test and special functions for
- Activated seat belt buckle, ambient lighting, MSS-multifunctional control unit, head and neck heating system (AIRSCARF), front signal acquisition and actuation control module, battery management system, left front door, engine electronic control system, automatic shock absorption system (ADS), all-wheel drive, "transmission system" control unit, camera cover, multi-function camera, selective catalytic reduction, gearbox control, shift module, electric parking Brakes, SG AWF-anti-collision assist system, tactile accelerator pedal module, fuel pump, SGR-radar sensor control unit, auxiliary heating system, parking heater radio remote control receiver, radar sensor, power electronics
ISUZU – ISUZU                                                              V8.60
ü Update Basic function to 2020
- Reading ECU version information
- Read fault code
- clear fault code
- read live data
ü Add auto scan
HYUNDAI - YUEDA KIA                                                        V13.1
n Add Yueda Kia programming function
ü Add programming for transmission, instrument panel, body control module, engines on Kia K2, K3, K5, Forte, Sportage, KX1, KX5
GM – GM/BUICK/CADILLAC/CHEVROLET/GMC/HUMMER/PONTIAC/SATURN/HOLDEN  V11.10
n ABS auto bleeding covers all old models of Buick, Cadillac, Chevrolet, GMC, Hummer, Daewoo, Oldsmobile, Pontiac, Saturn from 1997 to 2012
n Synchronous update headlight, suspension, seat calibration, windows initialization, tire upgrade, cylinder
FIAT - FIAT/ABAR/ALFA ROMEO/LANCIA/FIAT                                  V10.50
ü Update the basic functions of Fiat 2020-2021 models:
- ECU version information
- Code reading
- Code clearing
- Living data
- Actuation test
PEUCEOT - ALL THE MODELS                                                  V10.80
ü Add ECU version information and fault code functions for
- 308, 408, expert k0, 407, Ion, bipper, 4007, 508, 107, 308 (TX9), BOXER3 EURO5/6, 4008, 5008, 108, 301, 3008, PARTNER 2, 307 CAN, 807 CAN, BOXER 3, 206+, 607R, kp0, 208 (Ai91), expert 3, 207 CAN, BOXER3 MINIBUS, 208 (P21), 508L (R83)
ü Add ECU information and fault code functions for below models
- 508 (R8), 208 (P21), RIFTER (K9): PARTNER (K9), Partner 2 Iran-AMLAT
VW - ALL THE MODELS                                                      V12.30
ü Add ADAS function for H6 Pro
Part 2.MAJOR KEY PROGRAMMING UPDATE
Dongfeng Aeolus – AX7 PRO/Yixuan/Yixuan GS/Yixuan MAX/E70(300/400/500)        V26.59
n Pincode free, support all key lost
ü Add key programming
ü Add ECU matching
Wuling/Baojun – 730/560/530/510/310…                                    V26.22/V26.57
n Pincode free
ü Optimize online pincode obtaining function
Ford (Brazil) – Ecosport                                                                      V26.18
ü Pincode free, support all key lost
ü Optimize key programming process for 2018+ Ecosport and now support to 2021 models
Mazda                                                                               V26.83
ü Add engine synchronization function for models with various dashboards
Jeep – Renegade (Brazil)                                                     V27.05
n Support pincode reading
ü Add pincode reading and key programming for mechanical keys
Part 3.MAJOR SPECIAL FUNCTIONS UPDATE
Mileage Adjustment – Borgward/Great Wall/Land Rover/Maserati                         V30.11
n Support multiple models
ü Add Dash Recovery for Borgward BX5 (35XX)/ BX6 (35XX) / BX7 (35XX)
ü Add Dash Recovery for Haval H8 Type1(Big screen)/H9 Type1(Big screen)/H9 Type2(Small screen/D70F3529)
ü Add Dash Recovery for 2014/2017 Range Rover Sport (full digital driver display)/2018 Range Rover Velar
ü Add Dash Recovery for Maserati GranTurismo
That's all. Thank you for sharing your time with us!
Don't forget to contact us at:
Email:  [email protected] Skype: cardiag.co.uk Whatsapp: +86 15002705698
Or leave a message at https://www.cardiagtool.co.uk/
to tell us what suggestions or questions you have about our products
Source:http://blog.cardiagtool.co.uk/xtool-obd2-products-software-upgrade-notice-september-2021/
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mikesoldblog · 4 years
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How do you feel about the Daewoo K2? South Korea loves em so I need to ask.
I have zero experience with them but I'd really like to change that.
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rootytootyshootylum · 9 months
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Trilux mount for the Daewoo K2
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khlebs · 7 months
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S&T Daewoo K2 - 6.8×43mm Remington SPC
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gunrunnerhell · 7 years
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Daewoo AR-100
Civilian model of the South Korean K2 rifle, the AR-100 is often considered a hybrid of the AK and AR platforms. They were imported as the AR-100′s in the original side-folding stock configuration but later models were turned into sporting rifle with thumbhole stocks. Note the low profile picatinny rail which is an aftermarket addition. The factory rifles did not have this feature but modern versions of the K2 might. (GRH)
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gun-gallery · 7 years
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Daewoo DR200 - 5.56x45mm
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historicalfirearms · 7 years
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M203 Grenade Launcher
In May 1963, the US military called for a new ‘underslung’ grenade launcher to complement the AR-15, then in early testing. The grenade launcher program had its roots in the ultimately unsuccessful Special Purpose Individual Weapon (SPIW) program which had begun in 1951.
While various manufacturers and designers developed a series of designs, May 1964 saw Colt unveil the CGL-4. Designs from Colt, Springfield Armory and Ford were all tested. Another design from AAI was promising but it was not able to chamber the 40x46mm rounds used by the M79 and the Ordnance Corps rejected it.  The US military sought munitions commonality between the M79, already in service, and the new rifle-mounted grenade launcher.
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A Colt CGL-4/XM148 in Vietnam (source)
Colt’s CGL-4 was extensively tested between 1965 and 1967 under the designation XM148. Colt manufactured 27,400 XM148s with many of these deployed to Vietnam for field testing. Despite Colt’s efforts to rectify the growing list of problems the Army Concept Team In Vietnam deemed the XM148 unsatisfactory for deployment in Vietnam. The Army Concept team recommended the removal of the Colt from service and development of a new improved launcher begin.
While the XM148 proved to be a failure it played an important role in proving the operational viability of the rifle mounted grenade launcher system. The muzzle-launched rifle grenade is all but obsolete, superseded by the underslung grenade launcher.
The US Army launched the Grenade Launcher Attachment Development (GLAD) program in the summer of 1967. A large number of manufacturers submitted designs including Colt, who offered the improved Henry Into-designed CGL-5. The Army turned down Colt’s offer of 20 free improved launchers and rejected the CGL-5 outright. The GLAD program saw the resurgence of the earlier AAI design, designated the XM203, this simple design, now chambering the 40x46mm shell, was eventually selected in August 1968. 
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The M203′s Quadrant sight assembly (source)
Testing began in May 1968, with Philco-Ford and Aero Jet also submitting designs. The AAI XM203 quickly proved to be the leading design and was unanimously selected based on its superior performance and cost efficiency. In November the Army placed an order for 500 trials XM203s, and a stock to allow use of the launcher without a rifle was also in development. While AAI eventually abandoned the stock project the US Army moved to formally adopt the XM203 in 1969.  
The first AAI launchers reached US units in Vietnam in April 1969 and was well received by troops as it was more robust and less prone to snagging on kit and brush than the Colt XM148. Following a three month combat evaluation program the US Army adopted the AAI launcher as the M203. The M203 weighs 1.36 kg (3.0 lbs) and is 38cm (15in) in length. The M203 is a single-shot, ‘pump action’ launcher, the operator unlocks the breech and pushes the barrel forward to open the action. It chambers a variety of 40mm ordnance ranging from high explosive and buckshot to illumination rounds and smoke grenades. The M203 is much simpler than the XM148. It’s front ladder sight can be used in conjunction with an M16′s iron sights or the operator can attach a more complex quadrant sight.
Ironically, as AAI was predominantly a research and development company and after an initial run of 10,000 made by AAI, Colt was subsequently awarded the contract to manufacture the M203 from 1971 onwards. Various companies have since made over half a million M203s. A number of nations have fitted the launcher has to a wide variety of rifles including the Steyr AUG and the Daewoo K2. The US currently plan to phase out the M203, replacing it with the M320, developed by Heckler & Koch.    
Sources:
Images: 1 2 3 4 
Black Rifle, E.C. Ezell & R. Blake Stevens, (1987)
40mm Shoulder-Fired Grenade Launchers & the SEALS, Small Arms Review, K. Dockery, (source)
Field Manual, 40-MM Grenade Launcher, M203 (source)
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