Although various forms of HE ammunition are used in this weapon, other 40mm types are too. For instance non-lethal, rubber tipped, rounds can be used alongside teargas and smoke grenades to control populations of unarmed civilians. On top of that there is round called the "H.U.N.T.I.R" which stands for "High-altitude Unit Navigated Tactical Imaging Round" which has a parachute attached to it and provides aerial surveillance via an inbuilt camera and a radio link to an operator on the ground.
What I suggest is that this weapon system is incorporated into this mod as a standalone, request kit only for the USMC. The weapon itself would operate in a similar fashion to the engineer’s pump-action shotgun with its multiple ammo types and individual round loading. A slot could be allocated to HE rounds, a slot to smoke rounds, a slot to tear gas rounds, a slot to rubber rounds and one to “H.U.N.T.I.R” rounds. A pistol could also be added to encourage HE rounds not to be used at close range. The HE rounds would be used on groups of enemy infantry at range and would function in a similar manner to the current underslung grenade launchers in this mod. The tear gas grenades along with the non-lethal rubber rounds could function as “LSD vision inducers”, which also have the added bonus of capturing those pesky, stone-throwing, insurgent sympathising, civilians faster than the knife. Finally the H.U.N.T.I.R could act as a mini UAV like the original BF2 one but instead of a pre-determined time limit that it works for it would only work for the time that it was in the air. So if you fire it directly into the air it will scan for the longest time but will be not as effective in finding the enemy that is not already on top of you. But if you fire it at say 45 degrees to the ground, in the direction of the enemy, it will provide a shorter scan time but intelligence over a more useful area. It could also have a long reload timer like the Heavy AT weapon simulating the synchronising the round must have to with the receiver on the video display and it could also be in very limited amounts in the players kit. Also changing the ammo type could have it’s own animation simulating the single rounds being take being taken out to accommodate the special ammo. For instance if a player were bring up his default HE loaded M32, fire off a few rounds and then press the “tear gas” button he would then open the launcher up and extract the HE round which would be fired next(if there is one), replace it with a tear gas round and then make it ready to fire once more. Once he has fired his tear gas round the animation would be repeated as would be the case if he change to a different ammo type. When changing back to the original HE rounds the number of rounds loaded would be equal to the number of HE shot + the one which was replaced to accommodate the new type of round.
The kit layout could be:
1. Knife
2. Pistol w/ 3-4 magazines
3. M32 w/ 6-12 x HE rounds as 6 round “magazines”
4. M32 w/ 6 x Smoke rounds as individual rounds
5. M32 w/ 6 x Non-lethal rubber rounds as individual rounds
6. M32 w/ 2-3 x Tear gas rounds as individual rounds
7. M32 w/ 1-3 x H.U.N.T.I.R’s as individual rounds
8. Night vision goggles toggle(for those night maps
9. 1 x Field Dressing
Some interesting links:
Wiki
Milkor's US Homepage
Brochure you may get for the weapon if you attend an arms bazaar
40mm Grenade Manufacture's Product Guide
Operator's Manual for the Weapon
Weapon Footage




