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		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1500532</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1500532"/>
		<updated>2022-05-19T07:07:21Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: /* AKS-74UN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= December 12, 2018 (PC)&amp;lt;br&amp;gt;September 29, 2021 (Consoles)&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=Focus Home Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc; while the Insurgents consist of local rebels, clandestine operatives, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. Each faction is divided into eight classes named:&lt;br /&gt;
*Rifleman, the backbone of the team armed with assault rifles and battle rifles.&lt;br /&gt;
*Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives.&lt;br /&gt;
*Advisor, who has access to exotic guns and optics from the opposing faction.&lt;br /&gt;
*Demolitions, the explosives expert with access to various explosives including launchers and UBGLs.&lt;br /&gt;
*Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes.&lt;br /&gt;
*Gunner, who provides suppressive fire with machine guns.&lt;br /&gt;
*Observer, who carries a radio to allow the Commander to call in fire support.&lt;br /&gt;
*Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby.&lt;br /&gt;
&lt;br /&gt;
A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all weapons and attachments.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation Exodus, the M9 along with other handguns have access to unmagnified optics.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]]&lt;br /&gt;
[[File:Sandstorm M9 (1).jpg|thumb|none|600px|Initially drawing the M9 pistol - the user first inspects the magazine...]]&lt;br /&gt;
[[File:Sandstorm M9 (2).jpg|thumb|none|600px|...inserts it, and chambers the pistol. This animation is used for all of the pistols during the spawn-in phase.]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|600px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (1).jpg|thumb|none|600px|Spawning-in with the Browning - note the user's fingers clipping through the double-stacked magazine.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (2).jpg|thumb|none|600px|Sliding it in.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (3).jpg|thumb|none|600px|Chambering the BHP.]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|600px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|600px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide &amp;amp; frame.]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|600px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|600px|The teeny tiny GI standard M1911 sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|600px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|600px|Preparing to hit the slide release on an empty M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (1).jpg|thumb|none|600px|The initial draw of the M45A1 pistol - loading in the magazine.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (2).jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911A1's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|600px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17&amp;quot;. In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It costs 3 supply points.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:Glock 17 PF940V2.jpg|thumb|none|350px|Glock 17 with Polymer80 PF940V2 frame and P80 slide - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm Internal Affairs Promo.jpg|thumb|none|450px|The Internal Affairs officer armed with a Glock 17, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of a P80 slide with diagonal cocking serrations from the Polymer80.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|600px|A Glock made out of aftermarket parts, the sights are a simple 3 dot style.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 Action Express was added in Update 1.10 Operation Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo.jpg|thumb|none|600px|An officially released render of the pre-release model, courtesy of the official Operation Exodus website. Note the rubber grip with finger grooves, compensator at the top, and suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo 1.jpg|thumb|none|600px|The rebel aims his Desert Eagle, courtesy of the official Operation Exodus website.]]&lt;br /&gt;
[[File:Sandstorm Bad Day Promo.jpg|thumb|none|450px|The 'Bad Day' survivor brandishes his Desert Eagle, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Desert Eagle.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy.jpg|thumb|none|600px|The draw animation begins by inserting a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy 1.jpg|thumb|none|600px|...then pulling the slide while checking the loaded mag.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle.jpg|thumb|none|600px|The rebel shows off his hefty Desert Eagle and has a feeling his organization will be doing plenty of fundraising drives in the near future after acquiring enough Desert Eagles to arm the entire movement.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the sights of Desert Eagle at an abandoned van.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 1.jpg|thumb|none|600px|Firing at the engine block shows the impressive ring-shaped muzzle flash, ejected cartridge, and powerful muzzle rise, which from this perspective looks like it is smacking the shooter in the face.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 2.jpg|thumb|none|600px|After spending all seven rounds of .50 AE, he changes his magazine, which shows witness holes.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 3.jpg|thumb|none|600px|Complete with a push to the slide stop with the thumb.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 4.jpg|thumb|none|600px|Going to blast some electronic appliances, he brings another Desert Eagle fitted with compensator.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 5.jpg|thumb|none|600px|The speed reload begins by swiftly tossing the mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 6.jpg|thumb|none|600px|...before giving a push to the slide stop. Not pictured: the rebel making sure to pick up the dropped mag because Desert Eagle magazines are about $50 USD a pop.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]]&lt;br /&gt;
[[File:Sandstorm PM (1).jpg|thumb|none|600px|The initial draw of the PM, similar to other pistols.]]&lt;br /&gt;
[[File:Sandstorm PM (2).jpg|thumb|none|600px|Chambering the Makarov.]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950s era design.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|600px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov receives a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Manurhin MR-73==&lt;br /&gt;
The [[Manurhin MR-73]] was added in Update 1.10 Operation Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25&amp;quot; barrel which can be extended into 8&amp;quot; by choosing the &amp;quot;Sniper Barrel&amp;quot;, which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed &amp;quot;CT Scope&amp;quot;) in 2.5x magnification, suppressor, and bipod. Also available is the &amp;quot;Cheapo Suppressor&amp;quot; made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25&amp;quot; barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points.&lt;br /&gt;
[[File:MR-73 5.25.jpg|thumb|none|350px|Manurhin MR-73 Defense with 5.25&amp;quot; barrel and adjustable sights - .357 Magnum]]&lt;br /&gt;
[[File:MR-73 Sniper.jpg|thumb|none|350px|Manurhin MR-73 &amp;quot;Sniper&amp;quot; with 8&amp;quot; barrel, adjustable sights, scope, and bipod - .357 Magnum]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo.jpg|thumb|none|600px|An officially released render of the MR-73 in-game model, courtesy of the official Operation Exodus website. Note the caliber markings on the barrel; serial numbers, and manufacturer markings on the frame; and makeshift suppressor from oil filter at the top.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo 1.jpg|thumb|none|600px|The operator points his MR-73, courtesy of the official Operation Exodus website. Note that for whatever reason, it is missing its rear sights.]]&lt;br /&gt;
[[File:Sandstorm Detainer Promo.jpg|thumb|none|450px|The Detainer stands by with his Manurhin MR-73, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy.jpg|thumb|none|600px|When deployed, the operator checks the cylinder by pressing the cylinder release.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy 1.jpg|thumb|none|600px|...before quickly flicking the cylinder shut, much to the dismay of revolver fans the world over.]]&lt;br /&gt;
[[File:Sandstorm MR-73.jpg|thumb|none|600px|The operator prepares his rugged French revolver for some quick draw action.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Sights.jpg|thumb|none|600px|Aiming down the sights of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 1.jpg|thumb|none|600px|After firing at all the steel targets, he checks remaining ammo by releasing the cylinder. Note the spent rounds feature  visibly dented primers, a nice touch.]]&lt;br /&gt;
[[File:Sandstorm MR-73 2.jpg|thumb|none|600px|The operator dumps spent rounds by pressing the ejector rod. If there is any remaining ammo, the shooter will cover the unspent rounds.]]&lt;br /&gt;
[[File:Sandstorm MR-73 3.jpg|thumb|none|600px|Loading new rounds into each chamber.]]&lt;br /&gt;
[[File:Sandstorm MR-73 4.jpg|thumb|none|600px|Then, he proceeds to flick the cylinder shut. As noted plenty of times on this very wiki, flicking a revolver cylinder shut is not recommended and can cause damage to the weapon.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope.jpg|thumb|none|600px|Considering some covert sniping, the operator deploys another MR-73 fitted with an 8&amp;quot; &amp;quot;Sniper&amp;quot; barrel with Bushnell Magnum Phantom scope and bipod. While this set-up may seem utterly ridiculous, [https://www.forgottenweapons.com/gigns-mr73-sniper-revolver-in-357-magnum/ it is a very real configuration for the MR-73].]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope Reticle.jpg|thumb|none|600px|Aiming through the scope, which shows a simple fine reticle.]]&lt;br /&gt;
[[File:Sandstorm MR-73 5.jpg|thumb|none|600px|Firing the 8&amp;quot; barrel has the shooter manually cock the hammer. For some reason, the revolver does not fire in double-action when fitted with the 8&amp;quot; barrel.]]&lt;br /&gt;
[[File:Sandstorm MR-73 6.jpg|thumb|none|600px|Reloading with a speed loader has the shooter ejecting spent rounds with the ejector rod...]]&lt;br /&gt;
[[File:Sandstorm MR-73 7.jpg|thumb|none|600px|...then loading with a speed loader...]]&lt;br /&gt;
[[File:Sandstorm MR-73 8.jpg|thumb|none|600px|...complete with gently shutting the cylinder with their left hand. The speed reload is similar, but faster.]]&lt;br /&gt;
[[File:Sandstorm MR-73 9.jpg|thumb|none|600px|Finding himself on a low budget, the operator brings another MR-73 fitted with a makeshift oil filter suppressor.]]&lt;br /&gt;
[[File:Sandstorm MR-73 10.jpg|thumb|none|600px|Aiming the makeshift sights above the makeshift suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its British Army designation of L106A1. It costs 2 supply points.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P226R. Note the threaded barrel.]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226R.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|600px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point.&lt;br /&gt;
[[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the markings written in Arabic on the slide which reads &amp;quot;TARIQ 9 m/m IRAQ - Licensed by BERETTA&amp;quot; .]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|600px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|600px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark II==&lt;br /&gt;
Update 1.7 Operation Nightfall adds the Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]]&lt;br /&gt;
[[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it is stated to be chambered in 9x19mm.]]&lt;br /&gt;
[[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]]&lt;br /&gt;
[[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 1.jpg|thumb|none|600px|Cycling the bolt of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 2.jpg|thumb|none|600px|Swapping the magazine with the right hand...]]&lt;br /&gt;
[[File:Sandstorm Welrod 3.jpg|thumb|none|600px|...before cycling back the bolt.]]&lt;br /&gt;
[[File:Sandstorm Welrod 4.jpg|thumb|none|600px|Realizing that it isn't enough yet, the operator deploys his Welrod with red dot sight, laser sight, bipod, and greased bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The First Major Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant for the Breacher class, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. It costs 3 supply points.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|600px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|600px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The First Major Content Update provided Security's Breacher class with the [[MP5A5]], costing 3 supply points.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|600px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|600px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6. Note the unaltered velocity, despite the suppressor of MP5SD is supposed to reduce muzzle velocity into subsonic when using standard supersonic ammunition.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. Following Update 1.8 Operation Breakaway, the foregrip can be replaced with other underbarrel attachments for additional supply points, turning the SMG into a [[Heckler &amp;amp; Koch MP7A2|MP7A2]]. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (1).jpg|thumb|none|600px|The draw animation of the MP7A1 - the operator unfolds the foregrip...]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (2).jpg|thumb|none|600px|...and charges the PDW.]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down &amp;quot;pistol&amp;quot; sights; one of the weapon's customization options is to flip these up into the aperture/post &amp;quot;rifle&amp;quot; setup.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (3).jpg|thumb|none|600px|Using the raised sights.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (4).jpg|thumb|none|600px|Reloading with a 40-round magazine.]]&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 with RAL8000 finish - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm MP7A2 (1).jpg|thumb|none|600px|The weapon loadout menu image of the MP7A2 fitted with &amp;quot;Aiming Grip&amp;quot;, extended magazine, and iron sights in aperture/post &amp;quot;rifle&amp;quot; setup. The draw animation for this changes to a simple left-handed pull of the charging handle, as the folding grip is gone.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics-friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]]&lt;br /&gt;
[[File:Sandstorm Uzi (1).jpg|thumb|none|600px|The spawn animation of the Uzi - the fighter grasps the stock...]]&lt;br /&gt;
[[File:Sandstorm Uzi (2).jpg|thumb|none|600px|...and unfolds it.]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|600px|Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: &amp;quot;UZI semi-auto MODEL B 9mm PARA-ISRAEL&amp;quot;, indicating the Uzi was converted to fire in full-auto.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|600px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Operation Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the &amp;quot;Advanced Suppressor&amp;quot; modeled after the M3 Spec Ops Gen 2 used by the Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it.&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (1).jpg|thumb|none|600px|As with the other old SMGs, the draw animation for the M3 shows the user deploying the stock.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (2).jpg|thumb|none|600px|And pulling the bolt back, which kicks open the safety/dust cover.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights toward bottles.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...and giving the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|500px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; modified with rails, red dot and integral suppressor - .45 ACP.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique &amp;quot;Advanced Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==P90 Tactical / USG==&lt;br /&gt;
The [[P90 Tactical / USG]] was added in Update 1.11 Operation Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called &amp;quot;Factory Circle&amp;quot;, and &amp;quot;Factory Dot&amp;quot;, and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|thumb|400px|none|FN P90 Tactical - FN 5.7x28mm]]&lt;br /&gt;
[[File:P90 USG.jpg|thumb|none|400px|FN P90 USG - 5.7x28mm FN]]&lt;br /&gt;
[[File:Sandstorm Operation Warlord Promo.jpg|thumb|none|600px|The official artwork of Operation Warlord, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo.jpg|thumb|none|600px|An officially released render of the P90 Tactical in-game model, courtesy of the Sandstorm Twitter page. Note the serial number, and &amp;quot;P90 cal 5.7x28&amp;quot; markings on the optical sight group; along with &amp;quot;RESTRICTED LAW ENFORCEMENT USE ONLY&amp;quot; markings on the receiver.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo 1.jpg|thumb|none|600px|The goggled masked insurgent braces his P90 Tactical fitted with custom fiber optic sights, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy.jpg|thumb|none|600px|The Slavic mercenary prepares his P90 by loading its mag...]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy 1.jpg|thumb|none|600px|...then swiftly pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90.jpg|thumb|none|600px|The said mercenary tries to resist his urge to [[Counter-Strike|'Ru]][[Counter-Strike: Source|sh]] [[Counter-Strike: Global Offensive|B']] with his P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Sights.jpg|thumb|none|600px|Aiming down the custom fiber optic sights.]]&lt;br /&gt;
[[File:Sandstorm P90 1.jpg|thumb|none|600px|After firing at the entire steel targets, he checks remaining ammo by taking a look at the magazine.]]&lt;br /&gt;
[[File:Sandstorm P90 2.jpg|thumb|none|600px|Inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm P90 3.jpg|thumb|none|600px|Pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Circle&amp;quot; reflex sight, compensator, railed handguard, and foregrip.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm P90 4.jpg|thumb|none|600px|The speed reload begins by dumping the empty mag to the side...]]&lt;br /&gt;
[[File:Sandstorm P90 5.jpg|thumb|none|600px|...complete with a yank on charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Dot&amp;quot; reflex sight, and Gemtech suppressor.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows blueish illuminated reticle.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 4==&lt;br /&gt;
The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Operation Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.&lt;br /&gt;
[[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of Sterling Mk. 4.]]&lt;br /&gt;
[[File:Sandstorm Sterling (1).jpg|thumb|none|600px|As with the Uzi, the user unfolds the stock when spawning-in with the Sterling.]]&lt;br /&gt;
[[File:Sandstorm Sterling (2).jpg|thumb|none|600px|Opening the bolt.]]&lt;br /&gt;
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent and his Sterling Mk. 4. Unlike in the previous game, the shooter holds it by the heat shield instead of the magazine. As of the Operation Breakaway update, the Sterling is held in a more conventional manner and the player character only C-clamps the weapon with the use of a specific foregrip.]]&lt;br /&gt;
[[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]]&lt;br /&gt;
[[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads &amp;quot;STERLING SMG 9M/M MK4 (L2A3)&amp;quot;, complete with serial numbers below it.]]&lt;br /&gt;
[[File:Sandstorm Sterling 2.jpg|thumb|none|600px|Then, he proceeds to pull the charging handle underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 5==&lt;br /&gt;
When equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into a [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.&lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor.jpg|thumb|none|600px|The insurgent brings the suppressed Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is the SMG added in Update 1.11 Operation Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Vector Promo.jpg|thumb|none|600px|An officially released render of the Vector in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Promo 1.jpg|thumb|none|600px|The operator aims his Vector fitted with SilencerCO Osprey 45K suppressor, and 25-round magazine; courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Vector.]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy.jpg|thumb|none|600px|The operator prepares his Vector by unfolding its stock...]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy 1.jpg|thumb|none|600px|...complete with yanking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector.jpg|thumb|none|600px|The Vector spots a wooden target on the second floor.]]&lt;br /&gt;
[[File:Sandstorm Vector Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Sandstorm Vector 1.jpg|thumb|none|600px|After mag dumping at the said target, he drops the mag by pressing mag release.]]&lt;br /&gt;
[[File:Sandstorm Vector 2.jpg|thumb|none|600px|Then, he pulls the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector 3.jpg|thumb|none|600px|He brings another Vector fitted with holographic sight, and SilencerCO Osprey 45K suppressor.]]&lt;br /&gt;
[[File:Sandstorm Vector 4.jpg|thumb|none|600px|The operator performs speed reload by quickly inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm Vector 5.jpg|thumb|none|600px|Complete with pressing the bolt release while watching the bolt going into battery.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==&amp;quot;Alpha AK&amp;quot;==&lt;br /&gt;
A Russian Spetsnaz Alpha Group-inspired AK carbine was added in the Beta Update - November 8th as an option for the Insurgents' Advisor class, costing 4 supply points.  It features 12.4&amp;quot; barrel found on [[AK-104]], Zenitco B-30 handguards, TWS railed dust cover, Magpul MOE AK pistol grip, and Tromix extended charging handle. The receiver is not an exact AK-100 series variant, as it lacks the hardware for the original folding stock, and the Crane/BCM B5 stock is mounted on an AKM/AK-74 style non-folding buffer adapter. As of Update 1.12 Operation Glasshouse, it uses steel AK magazines found on AKM on default which can be replaced with polymer 7.62x39mm AK magazines by equipping custom skins.&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being replaced by a steel 7.62x39mm AK magazine in Update 1.7 Operation Nightfall.]]&lt;br /&gt;
[[File:Sandstorm Gray Man Promo.jpg|thumb|none|450px|The anonymous 'Gray Man' armed with Alpha AK, courtesy of the Sandstorm Twitter page. His helmet is based on SRU tactical helmet.]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins with knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has &amp;quot;PATENTED U.S.A. MADE&amp;quot; markings while the receiver has &amp;quot;Model AK-104-A CAL 7.62x39&amp;quot; markings, indicating that it is fitted with American-made railed dust cover like a TWS railed dust cover. The stock's buffer adapter here also appears to be mounted on the rear tang trunnion of an AKMN/AK-74N style receiver.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game as the AK-74. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]]&lt;br /&gt;
[[File:Sandstorm AK-74 (1).jpg|thumb|none|600px|The initial deployment animation of the AK-74 - the user grabs and inspects a magazine...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (2).jpg|thumb|none|600px|...rocks it in, then flicks off the safety...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (3).jpg|thumb|none|600px|...and dominant-arms the bolt to chamber the rifle. All AK variants share this spawn animation.]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|600px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|600px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AKs, it is modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Operation Exodus Promo.jpg|thumb|none|600px|The official artwork of Operation Exodus, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Upriser Promo.jpg|thumb|none|450px|The masked Upriser stares while carrying his AKMN, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Sporty Promo.jpg|thumb|none|450px|The 'Sporty' insurgent shows his AKMN in Chrome custom skin with folding stock similar to the one from Norinco Type 56-2, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|600px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|600px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.&lt;br /&gt;
[[File:AKS74U.jpg|500px|thumb|none|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm Operation Glasshouse Promo.jpg|thumb|none|600px|The official artwork of Update 1.12 Operation Glasshouse, courtesy of official NWI Update 1.12 Operation Glasshouse - Release Notes page. The 'Brute' on middle looks suspiciously similar to [[Dark Knight Rises, The|the infamous mercenary leader in Gotham city]].]]&lt;br /&gt;
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Update 1.7 Operation Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:Sandstorm AS Val Promo.jpg|thumb|none|600px|An officially released render of the AS Val in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AS Val Menu.jpg|thumb|none|600px|The weapon loadout menu image of AS Val.]]&lt;br /&gt;
[[File:Sandstorm AS Val.jpg|thumb|none|600px|The insurgents holds his quiet AS Val before shooting the steel target.]]&lt;br /&gt;
[[File:Sandstorm AS Val Sights.jpg|thumb|none|600px|Aiming down the sights of the AS Val, which is similar with other AK sights.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope.jpg|thumb|none|600px|Finding that he needs some precision shooting, he equips a PSO-1 for it.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope Reticle.jpg|thumb|none|600px|Aiming the PSO-1 scope which is similar to the one used by the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm AS Val 1.jpg|thumb|none|600px|Loading up a new magazine...]]&lt;br /&gt;
[[File:Sandstorm AS Val 2.jpg|thumb|none|600px|...then giving the charging handle a yank, nearly identical to ''[[Payday_2#AS_VAL|Payday 2]]'''s AS VAL reload. The speed reload is similar to AK family / derivatives rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation Cold Blood. It costs 4 supply points.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]]&lt;br /&gt;
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Spotting a couple of targets seen at windows while carrying the Anglo bullpup in question.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|After neutralizing the targets, the reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|...inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod, and a SUSAT scope.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]&lt;br /&gt;
[[File:Sandstorm L85A2 Rails Scope BUS.jpg|thumb|none|600px|Aiming the BUS which subtly shows a tiny '86' mark on the top of it.]]&lt;br /&gt;
[[File:Sandstorm L85A2 4.jpg|thumb|none|600px|During speed reload he quickly pushes the mag release before inserting a new mag...]]&lt;br /&gt;
[[File:Sandstorm L85A2 5.jpg|thumb|none|600px|...then proceeds with a smash on the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] was added in Update 1.8 Operation Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.&lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm Operation Breakaway Promo.jpg|thumb|none|600px|The official artwork of Operation Breakaway, courtesy of the Sandstorm Steam August 2020 Community Update Blog page. Despite the hooded rogue spec ops having a visible shotshell holder, he is armed with a FAMAS F1 while his masked comrade is armed with a TOZ-194 instead.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo.jpg|thumb|none|600px|An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation Breakaway website. Note the RM Equipment M203PI attached at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Character FAMAS F1.jpg|thumb|none|300px|The operator with a FAMAS F1, courtesy of the official Operation Breakaway website. Note the removed bipod.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 1.jpg|thumb|none|600px|The shaded insurgent wearing a skull balaclava fires the FAMAS F1 with attached SU230 and compensator, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 2.jpg|thumb|none|600px|Another shot of the same FAMAS F1's right side, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Rogue Cop Promo.jpg|thumb|none|450px|The 'Rogue Cop' raises his FAMAS F1 fitted with a MARS red dot, courtesy of the Sandstorm Twitter page. The pixelated uniform is based off the one used by Iraqi Federal Police.]]&lt;br /&gt;
[[File:Sandstorm Rogue Spec Ops Promo.jpg|thumb|none|450px|The menacing-looking 'Rogue Spec Ops' posing with a suppressed FAMAS F1, courtesy of the Sandstorm Twitter page. His gear setup is based on the Iraqi Special Operations Forces.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1.jpg|thumb|none|600px|The rogue police officer brings his recently captured FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Sights.jpg|thumb|none|600px|Aiming down the relatively narrow iron sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 1.jpg|thumb|none|600px|After accidentally shooting at a nearby fire extinguisher in full-auto, he switches into more sensible 3-round burst with the rear selector. When reverting back from semi-auto into full-auto, the shooter only switches the safety near the trigger without switching the rear selector again for properly reverting into full-auto.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 2.jpg|thumb|none|600px|Running out of ammo, he loads another 25-round mag.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 3.jpg|thumb|none|600px|Then, he pulls back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available for the Security forces. Since Update 1.9 Operation Cold Blood, the Hensoldt ZF dual optical sight can be equipped on the G36K as the &amp;quot;CH Sight&amp;quot; with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;K-G36K.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of G36K.]]&lt;br /&gt;
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunnion-melting glory.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:Sandstorm_G36K_3.jpg|thumb|none|600px|After dumping a few rounds, the operator checks his remaining ammo by taking a look at partially empty magazine.]]&lt;br /&gt;
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The operator inserts a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a tug of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the bottom 1.5x magnification ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]&lt;br /&gt;
[[File:Sandstorm G36K Scope Reticle 1.jpg|thumb|none|600px|Aiming the top unmagnified sight shows a tiny red dot.]]&lt;br /&gt;
[[File:Sandstorm G36K 4.jpg|thumb|none|600px|The operator performs the speed reload by swapping out empty mag...]]&lt;br /&gt;
[[File:Sandstorm G36K 5.jpg|thumb|none|600px|...then inserts a fresh mag with a push on off-screen extended bolt release near the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was added in Update 1.3 as the '''VHS-2''' for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points.&lt;br /&gt;
[[File:VHS2.JPG|thumb|none|400px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the VHS-2 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|Aiming down the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
Update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the MDG3 drum magazines on the deployed Galils. Also note the &amp;quot;TacPoint&amp;quot; on the mounted red dot sights on the Galil SAR, which is an obvious spoof of Aimpoint.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights toward the questioned targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar to AK family weapons and has the player character knocking out the old magazine by hitting the mag release with the new magazine.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the speed empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope, called the &amp;quot;A2 Scope&amp;quot; in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80s vintage iron sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the A2 scope reveals a fairly small duplex crosshair.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that ''Sandstorm'' does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|He then proceeds to press the bolt release. The speed reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the &amp;quot;Flat Top&amp;quot; attachment for clearer view when using unmagnified optics.&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|500px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4. Note the arsenal markings on the stock which also appeared in previous game.]]&lt;br /&gt;
[[File:Sandstorm_M16A4.jpg|thumb|none|600px|The operator with a more contemporary M16A4.]]&lt;br /&gt;
[[File:Sandstorm M16A4 Sights.jpg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:Sandstorm M16A4 1.jpg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:Sandstorm M16A4 2.jpg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
[[File:Sandstorm_M16A4 3.jpg|thumb|none|600px|Another M16A4 with red dot, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|500px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm Battleworn Promo.jpg|thumb|none|450px|The 'Battleworn' soldier stands by while showing good trigger discipline with his M4A1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Big Spender Promo.jpg|thumb|none|450px|The 'Big Spender' carries his M4A1 while also showing good trigger discipline, courtesy of the Sandstorm Twitter page. His outfits came from NorArm Tactical.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1. It uses an older CAR-style sliding stock.]]&lt;br /&gt;
[[File:Sandstorm_M4.jpg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:Sandstorm_M4 Sights.jpg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:Sandstorm_M4 1.jpg|thumb|none|600px|After mag dumping, he performs a speed reload in high speed, low drag.]]&lt;br /&gt;
[[File:Sandstorm_M4 2.jpg|thumb|none|600px|Complete with a push on bolt release while watching the bolt moving forward.]]&lt;br /&gt;
[[File:Sandstorm_M4 3.jpg|thumb|none|600px|The operator prepares his M4A1 with holographic sight, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the [[Daniel Defense MK18]] (with appropriate DDMK18 markings on the left side of the receiver).&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm PMC Promo.jpg|thumb|none|450px|The PMC looks over while carrying his Mk 18 Mod 1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1. Originally, a more correct, windowed PMag was used - but this has been changed to a stylized polymer design. It can be loaded with a regular STANAG scavenged from other rifles in gameplay.]]&lt;br /&gt;
[[File:Sandstorm Mk 18.jpg|thumb|none|600px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 Sights.jpg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 1A.jpg|thumb|none|600px|Not to be outdone, he tosses the empty Magpul PMAG. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 2.jpg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 4 supply points. Following Update 1.4, it has its own unique scope called the &amp;quot;Type 03 Scope&amp;quot;.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of QBZ-03.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Even rarer to see, it even comes with its own scope.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope_Reticle.jpg|thumb|none|600px|Aiming down the scope reveals a fairly unique reticle.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
The [[QBZ-97]] was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points.&lt;br /&gt;
[[File:QBZ97A.jpg|thumb|none|500px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Promo.jpg|thumb|none|600px|An officially released render of the QBZ-97 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97.jpg|thumb|none|600px|The insurgent rings in the Year of the Ox with a brand-new QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Sights.jpg|thumb|none|600px|Aiming down the G36-ish iron sights.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 1.jpg|thumb|none|600px|Staring an empty reload, which gives us a view of the bolt and the markings, which read &amp;quot;T97 NSR CAL.5.56mm&amp;quot;. These markings are similar to ones seen on Type 97 rifles sold on the Canadian consumer market, suggesting that the in-game rifle was modeled after a Canadian civilian Type 97. Given that developer New World Interactive has an office in Canada, this is a very real possibility.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 2.jpg|thumb|none|600px|Finishing off an empty reload with a yank on the locked-back charging handle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope.jpg|thumb|none|600px|The QBZ-97's unique scope, the 3x magnification YMA-95-1 scope.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope Reticle.jpg|thumb|none|600px|Aiming the YMA-95-1 scope which shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 3.jpg|thumb|none|600px|The speed reload begins by quickly taking out empty mag...]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 4.jpg|thumb|none|600px|...complete with a quick stroke in charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QTS-11==&lt;br /&gt;
The [[QTS-11]] was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes for 4 supply points. It features an unique adjustable &amp;quot;Type 11 Scope&amp;quot; which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells.&lt;br /&gt;
[[File:Ots-11-action.jpg|thumb|none|500px|Norinco QTS-11 - 5.8x42mm &amp;amp; 20mm Grenade]]&lt;br /&gt;
[[file:Sandstorm QTS-11 Promo.jpg|thumb|none|600px|An officially released render of the QTS-11 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11.jpg|thumb|none|600px|Still sad that the [[XM29 OICW]] didn't go anywhere, the operator arms himself with the next best thing: a QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Sights.jpg|thumb|none|600px|Aiming down the aperture sights, which are also used on the Mk 18 and M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 1.jpg|thumb|none|600px|Beginning a reload with a fairly AK-like rocking in of a new magazine.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 2.jpg|thumb|none|600px|And finishing off with a pull of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope.jpg|thumb|none|600px|The QTS-11's unique attachment, the variable zoom Type 11 scope.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope Reticle.jpg|thumb|none|600px|Aiming the Type 11 reveals its reticle with simple range finder. Note the shown magnification is set in 4x.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 3.jpg|thumb|none|600px|Going for clearer field of view, he tweaks the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 4.jpg|thumb|none|600px|After hitting the target on distance, he begins the speed reload by grabbing empty mag...]]&lt;br /&gt;
[[File:Sandstorm QTS-11 5.jpg|thumb|none|600px|...then yanking the charging handle underhanded.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 6.jpg|thumb|none|600px|Encountering several oil tanks nearby, the operator prepares his integrated grenade launcher. Aiming the integrated 20mm grenade launcher will have the shooter aiming down equipped sights.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 7.jpg|thumb|none|600px|After firing it, he loads another HE shell.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 8.jpg|thumb|none|600px|Complete with a push to the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Operation Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the Honey Badger in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of an unsuppressed Honey Badger. This specific configuration is depicted with a 12&amp;quot; barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7&amp;quot; and 16&amp;quot; barrels.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip-up sights, shared with Mk 18 Mod 1.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it, which gives a nice shot of the markings on the upper receiver that read &amp;quot;HONEY BADGER&amp;quot; and &amp;quot;300BLK&amp;quot;, and markings with serial numbers on the magwell. Interestingly, the selector markings for full auto and semi auto are identical, which is probably coincidental with the lack of an auto sear pin.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Finishing off with a push of the bolt release before watching the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor.jpg|thumb|none|600px|Another Honey Badger fitted with a suppressor stares at some fire extinguishers.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the extinguishers, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
Update 1.8 Operation Breakaway brought the [[Steyr AUG A3]] as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the &amp;quot;A1 Scope&amp;quot;, and &amp;quot;A3 Scope&amp;quot; in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found on Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger.&lt;br /&gt;
[[File:STEYR AUG A3 16.jpg|thumb|none|450px|Steyr AUG A3 16-inch barrel with foregrip and  scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo.jpg|thumb|none|600px|An officially released render of the AUG A3 in-game model, courtesy of the official Operation Breakaway website. Note the mounted scopes found on the earlier AUG A1.]]&lt;br /&gt;
[[File:Sandstorm Character AUG A3.jpg|thumb|none|300px|The operator with his AUG A3, courtesy of the official Operation Breakaway website.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 1.jpg|thumb|none|600px|The operator opens fire with his AUG A3 at an insurgent armed with a Sterling, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 2.jpg|thumb|none|600px|Another AUG A3 with a clear view of the serial numbers and caliber markings on the barrel, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Urban Warden Promo.jpg|thumb|none|450px|An Urban Warden operator stands by with an AUG A3 which has its foregrip removed, courtesy of the Sandstorm Twitter page. His gear is inspired by German SEK and Danish Special Forces equipment.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AUG A3.]]&lt;br /&gt;
[[File:Sandstorm AUG A3.jpg|thumb|none|600px|The operator with an Austrian bullpup ready to shoot a nearby steel target.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Sights.jpg|thumb|none|600px|Aiming down the default AUG iron sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 1.jpg|thumb|none|600px|After firing a few rounds, he takes a look at the rear to check his remaining ammo.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 2.jpg|thumb|none|600px|Before pulling out the empty mag, he first pulls out and locks the charging handle like an HK roller-delayed firearm.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 3.jpg|thumb|none|600px|Finishing up with a slap to the charging handle. I guess we'll call this a Steyr Slap.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A.jpg|thumb|none|600px|Another AUG A3 with an earlier A1 scope.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A Reticle.jpg|thumb|none|600px|Aiming the A1 scope, which shows a small circle between the crosshair.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A BUS.jpg|thumb|none|600px|Aiming its tiny BUS for clearer field of view.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B.jpg|thumb|none|600px|Realizing that it isn't enough yet, he fits an A3 scope for long range shooting.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B Reticle.jpg|thumb|none|600px|Aiming the A3 scope reveals a fairly similar reticle.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 4.jpg|thumb|none|600px|The speed reload begins by pressing the mag release from behind...]]&lt;br /&gt;
[[File:Sandstorm AUG A3 5.jpg|thumb|none|600px|...then ends with a swift pull of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of FAL.]]&lt;br /&gt;
[[File:Sandstorm FAL (1).jpg|thumb|none|600px|The initial-equip animation of the FN FAL - inspecting the magazine.]]&lt;br /&gt;
[[File:Sandstorm FAL (2).jpg|thumb|none|600px|Setting it in.]]&lt;br /&gt;
[[File:Sandstorm FAL (3).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it is a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a King Arms-style railed top cover.]]&lt;br /&gt;
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
Available for the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Wet Worker Promo.jpg|thumb|none|450px|The covert Wet Worker shows good trigger discipline with his SCAR-H in Hunter custom skin fitted with magnified holographic sight, and suppressor, courtesy of the Sandstorm Twitter page. Note the magazine is clipping between the trigger guard, and magwell.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with a SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_1.jpg|thumb|none|600px|After firing the SCAR at the windshield, he first swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 52 / GAR1651 Hybrid==&lt;br /&gt;
A 7.62x51mm [[Galil ACE|IWI Galil ACE]] was added in Update 1.6 as the &amp;quot;ACE 52&amp;quot;, available for the Insurgents' Advisor class for 5 supply points, replacing the SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The release version gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.&lt;br /&gt;
[[File:IMI Galil ACE 52.jpg|thumb|none|400px|IWI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI Galil ACE GAR1651 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like the military variant.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (1).jpg|thumb|none|600px|Drawing the Galil ACE 52 at the round's start - loading in the magazine with the right hand.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (2).jpg|thumb|none|600px|Chambering the ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights toward an old monitor and radio.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both the old monitor and radio, the reload begins by swapping the mag...]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling the charging handle to watch the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (3).jpg|thumb|none|600px|Speed-reloading the ACE 52 with both AR10-style magazines pressed together.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (4).jpg|thumb|none|600px|Charging the Galil in the fast-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor 7==&lt;br /&gt;
Update 1.6 added the [[IWI Tavor 7]], serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class, replacing Mk 14 Mod 1 EBR. It costs 5 supply points.&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of the Tavor TAR-21 stares at the steel targets.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the Tavor 7. Similar to Alpha AK, KSG, M24, and M99.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 3.jpg|thumb|none|600px|Another Tavor 7 fitted with a MARS and foregrip in the middle of a poppy field.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO 4x24P scope. Said scope appears to have been ported from the previous game, but has never been in the official release.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (1).jpg|thumb|none|600px|Spawing-in with the G3A3 - the user puts in the 20-round magazine.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (2).jpg|thumb|none|600px|And sends the bolt home.]]&lt;br /&gt;
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]]&lt;br /&gt;
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK Slap as well as using the fresh mag to knock out the old one AK-style.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (3).jpg|thumb|none|600px|The fast-empty reload - while this looks cool, it would be hard to perform in reality as G3 magazines sit very tightly in the rifle's magwell.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9 Operation Cold Blood, costing 2 supply points. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur &amp;quot;Garand thumb&amp;quot;. Ouch. &lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation Cold Blood, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation Cold Blood website. Note the Griffin &amp;amp; Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1 Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand.jpg|thumb|none|600px|The operator prepares to operate like it was 1944.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Sights.jpg|thumb|none|600px|Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of &amp;quot;US Rifle, Cal. .30, M1&amp;quot;, and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 1.jpg|thumb|none|600px|After firing the entire eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en-bloc clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 2.jpg|thumb|none|600px|Then, he pushes the bolt with his palm. During the partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 3.jpg|thumb|none|600px|When swapping a partially loaded clip, there is a chance the operator's thumb gets pinched by the bolt by the dreaded Garand thumb, much like in ''[[Battlefield V]]''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 4.jpg|thumb|none|600px|He agonizes the eternal pain after quickly pulling back his thumb.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 5.jpg|thumb|none|600px|Another M1 Garand with attached M2 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
===M1C Garand===&lt;br /&gt;
When equipping M82 scope which is referred to as &amp;quot;M1C Scope&amp;quot; in 2.5x magnification, the [[M1 Garand]] will turn into [[M1 Garand|M1C Garand]].&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|500px|M1C with M82 scope - .30-06]]&lt;br /&gt;
[[File:Sandstorm Yeti Promo.jpg|thumb|none|450px|The deadly 'Yeti' marksman prepares to aim the suppressed M1C Garand in Whiteout custom skin fitted with M82 scope, courtesy of the Sandstorm Twitter page. His outfit is inspired by Russian Spetsnaz.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope.jpg|thumb|none|600px|An M1C Garand with mounted M82 scope.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Reticle.jpg|thumb|none|600px|Aiming the M82 scope shows a simple post reticle. Note that it is possible to aim down the iron sights for closer range.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 6.jpg|thumb|none|600px|In the last shot, both the clip and spent cartridge eject together with distinctive ''PING''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 7.jpg|thumb|none|600px|In a hurry, the speed reload begins by having the hand against the bolt while inserting the clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 8.jpg|thumb|none|600px|After that, he yanks out the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It has a standard length barrel with unusable &amp;quot;pig sticker&amp;quot; bayonet. Like in the previous game, it uses 20-round magazines although it can use 30-round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available for the Insurgents' Advisor class and costs 2 supply points.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Captive Promo.jpg|thumb|none|450px|The bearded Captive aims his SKS-D, courtesy of the Sandstorm Twitter page. Note another charging handle erroneously located in front of the mag.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SKS-D.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuit insurgent with his SKS-D, still in the classic wood stock.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining up the 40s vintage sights on a steel target. Note the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM|IMI Galil ARM]] returns from the previous game in Update 1.4. It is available as the lighter and cheaper alternative for the Insurgents' Gunner class. It costs 2 supply points.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Galil ARM.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (1).jpg|thumb|none|600px|Deploying in with a M240B, charging the MG.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (2).jpg|thumb|none|600px|Reloading the default 50-round sack - a neat detail is that the feed tray pops up when removing the pouch, and again when setting in a new one.]]&lt;br /&gt;
[[File:Sandstorm M240B (3).jpg|thumb|none|600px|Feeding in a new short belt.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B, now fitted with the 100-round belt in a box mag, with the bipod deployed. As the 100-round box sits on an added mount, the feed tray stays down.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments, and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the First Major Content Update as the counterpart of the M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but is virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!), and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Promo.jpg|thumb|none|600px|An officially released render of the MG3 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7x scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Insurgents' Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments, and laser sight. The game incorrectly portrays the 7.62x54mm R belt as a disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|...then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] (specifically the Gen 2 version) was added in 1.12 Operation Glasshouse for the Security's Breacher class, costing 4 supply points. It is accurately depicted as having two separate tubes which hold seven rounds each, rather than having a single tube that holds 14 rounds like in other video games. On default the left tube is selected for loading which can be switched manually by double pressing reload key or being switched automatically after emptying one’s tube.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|500px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm KSG Promo.jpg|thumb|none|600px|An officially released render of the KSG in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:SandstormKSGMenu.jpg|thumb|none|600px|The weapon loadout menu image of the KSG.]]&lt;br /&gt;
[[File:Sandstorm KSG Deploy.jpg|thumb|none|600px|The S.O.R.T. officer prepares to load his KSG before entering Mabarak Prison.]]&lt;br /&gt;
[[File:Sandstorm KSG Deploy 1.jpg|thumb|none|600px|After that, he gives the forend a swift push.]]&lt;br /&gt;
[[File:Sandstorm KSG.jpg|thumb|none|600px|The KSG spots multiple targets on the range.]]&lt;br /&gt;
[[File:Sandstorm KSG Sights.jpg|thumb|none|600px|Aiming down the default flip-up sights, shared with Alpha AK, M24, M99, and Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm KSG 1.jpg|thumb|none|600px|After emptying the left tube, he switches the feed tube selector switch to the left for loading with right tube. Oddly enough, the same animation also plays when switching back to left tube, despite it is being closed by its feed tube selector switch.]]&lt;br /&gt;
[[File:Sandstorm KSG 2.jpg|thumb|none|600px|The reload begins by pulling the forend...]]&lt;br /&gt;
[[File:Sandstorm KSG 3.jpg|thumb|none|600px|...then loading the shells into the tube. Once one's tube is fully reloaded, the feed tube selector switch is switched off-screen before proceeding to reload another tube. ''Sandstorm'' is one of the few games that actually acknowledges the existence of feed tube selector switch on KSG, along with ''[[Far Cry 6]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is the underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped.&lt;br /&gt;
[[Image:Masterkey02.jpg|thumb|none|400px|Masterkey - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Masterkey Promo.jpg|thumb|none|600px|The hooded insurgent braces his FAMAS F1 with mounted Masterkey, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page. Note how the shooter noticeably uses his middle finger to pull the trigger, which only applies when being attached to the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M4A1 with Masterkey. Note the M16A4 uses an identical mount to the M4A1, while the M16A2 uses the heat shield handguard for the M203 UBGL.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey.jpg|thumb|none|600px|A Masterkey mounted on an M4A1 stares at fruits on the table.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey. Due to the lack of sights, the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 1.jpg|thumb|none|600px|Feeling disappointed that he missed his shots, the operator quickly pumps the Masterkey after inserting a shell.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 2.jpg|thumb|none|600px|Then, he proceeds to insert some more shells.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with Masterkey. Note the handguard is replaced with an underbarrel mount which also applies for the AK-74, and the wooden forend.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey.jpg|thumb|none|600px|The rogue police officer grabs his Masterkey mounted on an AKM.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey has the shooter pinpointing it at rough location.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 1.jpg|thumb|none|600px|After emptying the entire shells, he loads a fresh shell first then proceeds to pump the fore-end.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 2.jpg|thumb|none|600px|Reloading shows spoofed markings that reads &amp;quot;Memeington 500 SecondKey&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
TThe [[KS-23M]] was added in Update 1.12 Operation Glasshouse, serving as the counterpart of KSG for the Insurgents’ Breacher class for 2 supply points. It is referred to as '''KS-23''' in-game; and so far, the only shotgun chambered in 23x75mm R (equivalent to 4 gauge). Like other shotguns, it can be equipped with SilencerCo Salvo 12 suppressor, despite the said suppressor is only available in 12 gauge.&lt;br /&gt;
[[File:Ks23stockless.jpg|thumb|none|400px|KS-23M without stock - 23x75mm R]]&lt;br /&gt;
[[File:Sandstorm KS-23 Promo.jpg|thumb|none|600px|An officially released render of the KS-23M in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Promo 1.jpg|thumb|none|600px|The skull masked insurgent points his KS-23M, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:SandstormKS-23M.jpg|thumb|none|600px|TThe weapon loadout menu image of the KS-23M.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Deploy.jpg|thumb|none|600px|The deploy animation begins by checking loaded shell in the chamber.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Deploy 1.jpg|thumb|none|600px|Complete with a push of the forend.]]&lt;br /&gt;
[[File:Sandstorm KS-23.jpg|thumb|none|600px|The rogue police brings his KS-23M while facing a couple of technicals.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Sights.jpg|thumb|none|600px|Aiming down the tiny sights at the grill of white technical.]]&lt;br /&gt;
[[File:Sandstorm KS-23 1.jpg|thumb|none|600px|After causing the technical to emit some smokes, he ejects the empty shell.]]&lt;br /&gt;
[[File:Sandstorm KS-23 2.jpg|thumb|none|600px|Then, he proceeds to reload additional shells.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is the second underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed.&lt;br /&gt;
[[File:M26 MASS 5 round.jpg|thumb|none|400px|M26 MASS - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm AUG A3 M26 MASS Promo.jpg|thumb|none|600px|The goggled operator aims his M26 MASS mounted on an AUG A3, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with a M26 MASS.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS.jpg|thumb|none|600px|The operator holds his M26 MASS mounted on an M16A4 after spotting a wooden target.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Aim.jpg|thumb|none|600px|Aiming the M26 MASS. Just like the Masterkey, the shooter will pinpoint at the rough location while the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 1.jpg|thumb|none|600px|Reloading starts by taking off the empty mag...]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 2.jpg|thumb|none|600px|...and ends with yanking the bolt handle. The speed reload is similar, but faster.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police fore-end. It is usable by the Security's Breacher class and costs 2 supply points.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm Dissident Promo.jpg|thumb|none|450px|The Dissident takes an aim with his TOZ-97, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalized canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points. It is referred to as the &amp;quot;M82A1 CQ&amp;quot; in-game; this isn't strictly incorrect, however, as Barrett has begun referring to the M107 as the &amp;quot;M82A1&amp;quot;.&lt;br /&gt;
[[File:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm M107 CQ Promo.jpg|thumb|none|600px|An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M107 CQ Menu.jpg|thumb|none|600px|The weapon loadout menu image of M107CQ. It uses short 5-round magazines by default, with the more common 10-rounders being a purchasable option.]]&lt;br /&gt;
[[File:Sandstorm M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:Sandstorm M107CQ Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:Sandstorm M107CQ 1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]]&lt;br /&gt;
[[File:Sandstorm M107CQ 2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk. The speed reload is much the same, but features a somewhat AK-esque push of the magazine release with the fresh mag, letting it fall to the ground instead of retaining it.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm Hill Rebel Promo.jpg|thumb|none|450px|The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope.jpg|thumb|none|600px|...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope_Reticle.jpg|thumb|none|600px|Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1A.jpg|thumb|none|600px|Performing a speed reload on an SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2B.jpg|thumb|none|600px|On an empty mag, the insurgent additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament M110 SASS==&lt;br /&gt;
The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed &amp;quot;DOS Scope&amp;quot; which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.&lt;br /&gt;
[[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo 1.jpg|thumb|none|600px|The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm Sasquatch Promo.jpg|thumb|none|450px|The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm M110 (1).jpg|thumb|none|600px|Spawing-in with a scoped M110 - the marksman works the charging handle.]]&lt;br /&gt;
[[File:Sandstorm M110 (2).jpg|thumb|none|600px|A view of the SASS's open chamber.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS.jpg|thumb|none|600px|The M110 SASS- it is like an M16, ''but long''.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Sights.jpg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 1.jpg|thumb|none|600px|The operator inserts a 10-round SR-25 pattern magazine.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 2.jpg|thumb|none|600px|During an empty reload, the operator turns his rifle over and watches the bolt go into battery.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope.jpg|thumb|none|600px|Considering to go for precision shooting, the operator brings another M110 SASS whose configuration is similar to [[American Sniper|the legendary Navy SEAL sniper]].]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope Reticle.jpg|thumb|none|600px|Aiming the DOS scope shows its illuminated TMR reticle. Note the shown magnification is set in 6x.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 3.jpg|thumb|none|600px|For a bit clearer view of his surroundings, he adjusts the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 4.jpg|thumb|none|600px|After hitting the target in several shots, the operator checks for remaining ammo by taking a look at the magazine window in Magpul PMAG 20 LR/SR in similar manner to G36K, and AUG A3.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 5.jpg|thumb|none|600px|Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 6.jpg|thumb|none|600px|Complete with a slap to the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only for the Security's Marksman class. It costs 5 supply points.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;. Note the NWI trademark over the normal roll mark with the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack. While the bolt release isn't actually used, its presence and function is still acknowledged - in a nice touch, it visibly pops up when the rifle runs empty, and flips back down when the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 1 supply point and is usable by the Insurgents' Marksman class. By default, it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it is fixed by adding a PU scope with the now turned-down bolt handle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2B.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3C.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the M24, shared between it, Alpha AK, KSG, M99, and Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the loadout menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the M99 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]]&lt;br /&gt;
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip-up sights are shared with the flat-top ARs as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_1.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...]]&lt;br /&gt;
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers/Rifle Grenade Launchers=&lt;br /&gt;
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation Breakaway, it can be turned into makeshift underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 40mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:Gp-25 1.jpg‎|thumb|none|450px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Sandstorm AKM UBGL Promo.jpg|thumb|none|600px|Close-up of the AKM with mounted GP-25 loaded with 40mm buckshot shells, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AK-74 with a GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_1.jpg|thumb|none|600px|''Hey, cover me!'' The insurgent reloads his GP-25 with a caseless smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AKM with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL.jpg|thumb|none|600px|The Slavic mercenary finds a weapon cache to be destroyed.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_1.jpg|thumb|none|600px|Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch AG36==&lt;br /&gt;
The [[AG36]] is the underbarrel grenade launcher attachment for G36K. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:ag36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG36 grenade launcher with handguard - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of a G36K with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL.jpg|thumb|none|600px|Noticing possible hostiles on the second floor, the operator prepares his AG36 with an HE shell.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Sights.jpg|thumb|none|600px|Aiming the AG36 sights. Note the ladder sights is set to 150 meters.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_1.jpg|thumb|none|600px|After clearing the second floor, he reloads the AG36.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-BG==&lt;br /&gt;
The [[HS Produkt VHS-BG]] is the unique underbarrel grenade launcher option for VHS-D2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:VHS-BG.jpg|thumb|none|450px|HS Produkt VHS-BG - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of VHS-2 with the VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL.jpg|thumb|none|600px|After neutralizing some insurgents, the operator prepares his VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Sights.jpg|thumb|none|600px|Aiming the VHS-BG sights which shares similarities with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_1.jpg|thumb|none|600px|The operator reloads his VHS-BG with another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for M16A2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A2 with M203. Note the heat shield handguard.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL.jpg|thumb|none|600px|Realizing that his M16A2 is a bit [[Black Hawk Down|too vintage]] for the operation, he proceeds to aim the M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_1.jpg|thumb|none|600px|After covering the alleyway with a smoke, he inserts another smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Slap_Reload.jpg|thumb|none|600px|On an additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher|M203A2 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL.jpg|thumb|none|600px|Before crossing through the river, the operator grabs his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights which are identical to M203 sights on the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_1.jpg|thumb|none|600px|Then, he loads another fresh smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1 with M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL.jpg|thumb|none|600px|Spotting a dangerous-looking Toyota, the operator shows his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The [[M7 rifle grenade launcher]] is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Menu.jpg|thumb|none|600px|The weapon loadout menu image of M1 Garand with M7 rifle grenade launcher.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade.jpg|thumb|none|600px|When preparing his M7 rifle grenade launcher, he first swaps out the en-bloc clip loaded with live rounds.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 1.jpg|thumb|none|600px|Then, he inserts another clip filled with blanks.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 2.jpg|thumb|none|600px|After that he loads an HE rifle grenade through the muzzle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 3.jpg|thumb|none|600px|The operator soons spots a vacant sedan nearby while bracing his rifle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Sights.jpg|thumb|none|600px|Aiming the M7 rifle grenade launcher sights.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 4.jpg|thumb|none|600px|Not satisfied, he loads another rifle grenade.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 5.jpg|thumb|none|600px|He fires the rifle grenade launcher while bracing his rifle which makes the shot firing in parabolic arch akin to mortars.]]&lt;br /&gt;
&lt;br /&gt;
==RM Equipment M203PI==&lt;br /&gt;
The [[RM Equipment M203PI]] is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[File:FAMAS F1 M203PI.jpg|thumb|none|400px|FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm &amp;amp; 40mm]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an FAMAS F1 with a M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL.jpg|thumb|none|600px|The rogue police finds a tanker blocking his path while preparing his M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Sights.jpg|thumb|none|600px|Aiming the M203PI sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL 1.jpg|thumb|none|600px|Realizing that the tanker is not blown up yet, he proceeds to eject the empty shell before loading another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr GL 40==&lt;br /&gt;
The [[Steyr GL 40]] is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:GL-40.jpg|thumb|none|450px|Steyr GL 40 - 40x46mm]]&lt;br /&gt;
[[File:AUG_GL-40.jpg|thumb|none|450px|Styer GL 40 mounted on Steyr AUG A3 - 40x46mm and 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UGBL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AUG A3 with a GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL.jpg|thumb|none|600px|Going for flanking, the operator brings the GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL Sights.jpg|thumb|none|600px|Aiming the GL 40 sights with ladder sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL 1.jpg|thumb|none|600px|After landing the smoke, he loads another smoke shell into the pivoted barrel similar to the AG36 and VHS-BG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 91 Grenade Launcher==&lt;br /&gt;
The [[Type 91 grenade launcher]], specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 35mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|400px|Type 91 grenade launcher mounted on Norinco QBZ-95 - 35mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97 with a QLG-91B.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL.jpg|thumb|none|600px|The insurgent prepares his QLG-91B after encountering a bridge at the front.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Sights.jpg|thumb|none|600px|Aiming the QLG-91B sights.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL 1.jpg|thumb|none|600px|After that, he reloads his QLG-91 another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers/Missile Launchers/Recoilless Guns=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the reusable launcher for Security's Demolitions class costing 4 supply points, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...before swapping rounds, relatching the tube, and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available for Security's Demolitions class as their single shot launcher of choice for 3 supply points.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AT4.]]&lt;br /&gt;
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]]&lt;br /&gt;
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available for the Insurgents' Demolitions class for 3 supply points as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Panzerfaust 3.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgents' Demolitions class costing 4 supply points. Unlike in the previous game, it is reloadable with an extra warhead.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of RPG-7.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from the ''Far Cry'' games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering on the cold hill.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Grenade==&lt;br /&gt;
The [[F-1 hand grenade]] returns from the previous game as the hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]&lt;br /&gt;
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade at the bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Serving as Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable &amp;quot;C-4&amp;quot; consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 &amp;quot;clacker&amp;quot; switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Pack]]&lt;br /&gt;
[[File:Sandstorm C-4 Menu.jpg|thumb|none|600px|The weapon loadout menu image of M112 C4 Demolitions pack.]]&lt;br /&gt;
[[File:Sandstorm C-4.jpg|thumb|none|600px|Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.]]&lt;br /&gt;
[[File:Sandstorm C-4 1.jpg|thumb|none|600px|Sticking the M112 into the door.]]&lt;br /&gt;
[[File:Sandstorm C-4 2.jpg|thumb|none|600px|Blowing the place to kingdom come.]]&lt;br /&gt;
[[File:Sandstorm C-4 3.jpg|thumb|none|600px|The insurgent finds the M57 &amp;quot;clacker&amp;quot; switch inside the weapon cache...]]&lt;br /&gt;
[[File:Sandstorm C-4 4.jpg|thumb|none|600px|...complete with bundle of M112s in hand.]]&lt;br /&gt;
[[File:Sandstorm C-4 5.jpg|thumb|none|600px|Arming the M112 by pressing its red button.]]&lt;br /&gt;
[[File:Sandstorm C-4 6.jpg|thumb|none|600px|[[Counter-Strike|&amp;quot;Bomb has been planted.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] returns from the previous game for both teams which is incorrectly referred as '''M83 Smoke'''. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:Sandstorm_M18.jpg|thumb|none|600px|The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.]]&lt;br /&gt;
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares his M18 smoke grenade to cover the open bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M19 anti-tank mine==&lt;br /&gt;
The [[M19 anti-tank mine]] is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate when triggered by a passing enemy vehicle.&lt;br /&gt;
[[File:M19 AT.jpg|thumb|none|350px|M19 anti-tank mine (inert)]]&lt;br /&gt;
[[File:Sandstorm_M19_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M19 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px|The operator holding his M19.]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px|He proceeds to pull off the safety-clip cord...]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px|...then turns the safety knob from (S)afe into (A)rmed.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of  the M67 grenade.]]&lt;br /&gt;
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while inside the market in Precinct.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]]&lt;br /&gt;
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw an M84 stun grenade before breaching...]]&lt;br /&gt;
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...but first, realizes he is missing an important step and proceeds to pull the pin.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]] serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.&lt;br /&gt;
[[Image:TM62.jpg|thumb|none|400px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Sandstorm_TM-62_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TM-62 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_TM-62.jpg|thumb|none|600px|The insurgent prepares the TM-62.]]&lt;br /&gt;
[[File:Sandstorm_TM-62_1.jpg|thumb|none|600px|He then removes the safety pin...]]&lt;br /&gt;
[[File:Sandstorm_TM-62_2.jpg|thumb|none|600px|...before proceeding to arm and plant the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire ATGM==&lt;br /&gt;
Security's AH-64 Apache (callsign &amp;quot;Assassin&amp;quot;) is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Sandstorm_Apache_AGM-114_Hellfire.jpg|thumb|none|600px|Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes on the rocket pod.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears mounted on Security's technicals as the counterpart of DShK. Unusable, low-detail models can be found on vehicles as environmental props in some maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]]&lt;br /&gt;
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]]&lt;br /&gt;
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams in Hideout.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on Assassin as the '''30mm Cannon''', instead of the accurate [[M230 Chain Gun]].&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|400px|An M230 Chain Gun mounted on an AH-64 Apache, for reference.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|600px|Assassin fires the bizarrely-mounted DShK against some rampaging insurgents.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|600px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (callsign &amp;quot;Cleric&amp;quot;), where it is used by the door gunners. The gun also ejects spent casings when firing.&lt;br /&gt;
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19.jpg|thumb|none|600px|The door gunner fires his GAU-19/A with a lovely cartridge shower.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|600px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] is mounted on Security's A-10 Thunderbolt II (callsign &amp;quot;Warlock&amp;quot;). Warlock will strafe a marked area perpendicular to the Commander's line of sight.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:Sandstorm_GAU-8.jpg|thumb|none|600px|Warlock with the GAU-8/A Avenger after strafing the marked target.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Ammo Crate==&lt;br /&gt;
The ammo crate can be used to fully restore player's gear and health.&lt;br /&gt;
[[File:Sandstorm Ammo Crate.jpg|thumb|none|600px|A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, along with a few STANAG and AK magazines with some scattered ammo around.]]&lt;br /&gt;
&lt;br /&gt;
==Graffiti==&lt;br /&gt;
[[File:Sandstorm Wall Art.jpg|thumb|none|600px|The operator finds amusing graffiti of an operator with a [[Mk 18 Mod 1]] fitted with an EOTech Holographic sight, suppressor, and foregrip near the school in Precinct.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with an [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 3.jpg|thumb|none|600px|The rogue police officer finds a graffiti of a donkey cart with mounted [[DShK]] in Tell.]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Cache==&lt;br /&gt;
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.&lt;br /&gt;
[[File:Sandstorm Weapon Cache.jpg|thumb|none|600px|On the Insurgents' weapon cache, an RPG warhead and AK magazine are seen beside the opened crate with [[TM-62 anti-tank mine]] and an AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 1.jpg|thumb|none|600px|From behind there is another opened crate with a couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite the fact there aren't any [[RGD-5 hand grenade]]s inside.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 2.jpg|thumb|none|600px|On Security's weapon cache, there is an opened crate with the warhead of a Panzerfaust 3 behind it along with a couple of [[M19 anti-tank mine|M19 anti-tank mines]], some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two [[M18 smoke grenade|M18 smoke grenades]] and some STANAG magazines with scattered ammo near the case at the top of the green crate.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 3.jpg|thumb|none|600px|There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads for the Panzerfaust 3. Another M19 is located in the middle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Pyr0m4n14c&amp;diff=1500531</id>
		<title>User talk:Pyr0m4n14c</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Pyr0m4n14c&amp;diff=1500531"/>
		<updated>2022-05-19T06:29:45Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: /* Additional Screenshots for Sandstorm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to IMFDB==&lt;br /&gt;
Before you do any editing please take the time to read the '''[[Rules, Standards and Principles]]'''. This is a very important document that explains how this website is setup as well as telling you what is and isn't allowed. If it is determined by an '''[[admins|admin]]''' that you have not read these rules, your account will be suspended. Continued non-compliance may result in a permanent ban. After that you should also read the '''[[IMFDB Screencapping Guide]]''' and the '''[[IMFDB Style Guide]]''' to familiarize yourself with the image and formatting requirements for pages you create.&lt;br /&gt;
&lt;br /&gt;
There are a number of pages that desperately need your help. You can find these Incomplete pages '''[[incomplete|here]]'''.&lt;br /&gt;
&lt;br /&gt;
If you have any questions, feel free to post them '''[[Talk:Main Page|here]]''' but make sure to sign your post by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Finally, IMFDB has a forum set up '''[http://forum.imfdb.org/ here]''' that is only available to registered members. There is lots of good stuff to see there. If you would like to join the forum, please post '''[[Forum Request|HERE]]''' and an account will be created for you. &lt;br /&gt;
&lt;br /&gt;
Now, HAPPY EDITING! [[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 16:19, 22 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Edits in Zastava M76 ==&lt;br /&gt;
&lt;br /&gt;
If you have problems with editing the table in [[Zastava M76]], simply add this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;| ''[[ArmA Tactics]]'' || &amp;quot;Dragunov SVD&amp;quot; || || || 2013&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And all would be OK. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:45, 15 April 2017 (EDT)&lt;br /&gt;
:Thanks! [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:25, 15 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grammar Edits ==&lt;br /&gt;
&lt;br /&gt;
I've been having a kick off of your grammar edits these last few days, so I thought I'd let you know they are much appreciated. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 18:41, 17 April 2017 (EDT)&lt;br /&gt;
:Thanks,M8. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:55, 17 April 2017 (EDT)&lt;br /&gt;
::I just realized you and I spent the last hour or two fixing grammar. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 01:06, 21 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Edit summaries ==&lt;br /&gt;
&lt;br /&gt;
You're fired :P [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 23:31, 18 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hi ==&lt;br /&gt;
&lt;br /&gt;
I heard you got OCD or something like that (hope not offensive). And you make a lot of grammar corrections on this site. Well look here : [[Passion Leads Army,The(aka Glorious Missions)]] can you help me fix it? And also wanna be my friend?--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:31, 5 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Dont worry, take all the confidence (idiom) that you feel,like if you knew me from years. Well this is my e-mail : danielpoke86@gmail.it (dont laught please) and my FB is on my user page. You can contact anytime you feel. --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:08, 6 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;So that's how you format screenshots huh.&amp;quot;==&lt;br /&gt;
Am i supposed to be offended by that phrase?&lt;br /&gt;
&lt;br /&gt;
==Fallout: New Vegas weapons==&lt;br /&gt;
Hi, it's Jspoel from the Fallout wiki. I created an account here because you made some mistakes in the edit summary links. I corrected them, you can check to see where it went wrong. I also uploaded the original size files, although I now see it won't show it enlarged. A pity but I guess that's your choice here.--[[User:Jspoel|Jspoel]] ([[User talk:Jspoel|talk]]) 11:05, 13 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE:  H3VR Categorization==&lt;br /&gt;
I agree there's no easy way out on the Cx4 issue so we'll put that aside for the moment and instead just stick with the most recent issue - one that which my position is more-or-less typical practice, empirically backed on the site. What you're talking about in regards to the 'semi-auto only' TEC-9 is strictly a legal distinction, and it has been explicitly stated in the past that is something that we ''do not'' use as any basis for classification on pages. If we were to do it that way, then every semi-auto version of a otherwise automatic class 3 subgun/MP, not to mention certain semiauto-only ultra short 5.56 carbines and certain ultra short shotguns would all be listed under 'pistols' because that's how they're defined legally. It's just arbitrary and confusing to do it that way, hence, we don't. Look on almost any other page that has TEC-9s, as well as Kimels, M11/9s, etc - even those that are 'legal' semiauto-only 'pistols' - listed, and you'll see they're listed under SMGs because technically and aesthetically that's what they are. Same thing here: TEC-9 is listed once under SMGs - with a notation explaining there are separate semi- and full-auto versions in-game. Pretty much it. Keep in mind I don't mean to be a hardass, just pointing out this is how its done practically everywhere else on the site and there's really no serious reason to do it differently here as far as I see. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 02:07, 4 September 2017 (EDT)&lt;br /&gt;
: No worries, live and learn and all that stuff. Take 'er easy. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:40, 4 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Vegas heavy weapons ==&lt;br /&gt;
&lt;br /&gt;
They're imperfect matches, but I think your towed gun is an old US M101 105mm howitzer, and the Big MT guns are scaled-down versions of the guns from ''Operation Anchorage'': from the barrel, I think based on the Schwerer Gustav. The AA gun is built out of the parts of the Big MT gun (exact same barrel, and part of the base is the same), though [http://fallout.wikia.com/wiki/File:Art-hoover_dam.jpg the concept rt] shows it as what looks like a giant 40mm Bofors gun. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:21, 25 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: MG15==&lt;br /&gt;
Yeah, [http://youtu.be/6PPXiO8QMw8?t=542 this instance] shows a good comparison between the standard and extended mag version, where the charging handle remains at the same place, and then when firing and empty-reloading it's still in open bolt. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:23, 23 December 2017 (EST)&lt;br /&gt;
:Anytime, buddy! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:29, 23 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== MAHEM ==&lt;br /&gt;
&lt;br /&gt;
I preferred describing it as daft, a bit of a roasting isn't bad. But I do think the idea might be you're putting a MAHEM charge in the thing and then detonating it inside the launcher to fire a self-forging slug (which MAHEM charges can do), the shape of the ammo would just about make sense that way. The launcher having a barrel kind of wouldn't, though, since the slug would be subcalibre anyway. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 02:02, 21 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hammer Editor ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I totally can do it. Except for my CS:GO Hammer Editor's been crashing and I've been trying to fix it. I'll upload a pic when I get it working again. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 01:27, 23 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can you help me ID some guns? ==&lt;br /&gt;
&lt;br /&gt;
Hi friend! I seen your very remarkable work with H3VR and wow. You IDed even the most obscure guns.&lt;br /&gt;
So I found this 2 guns but I cannot ID. &lt;br /&gt;
&amp;lt;Gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;200px&amp;quot; perrow=&amp;quot;4&amp;quot;&amp;gt; File:weaphones1 shotgun.jpg&lt;br /&gt;
File:weaphones1 smg.jpg&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
I thank you in advance. If you need some help, I will be happy to help you. (I can help you in linguistic stuff like correct Italian or Polish grammar or Georgian alphabet transliteration/translation or other stuff). Feel free to ask.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:31, 28 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Volkssturmgewehr ==&lt;br /&gt;
&lt;br /&gt;
The default animation isn’t really incorrect as the handle doesn’t appear to have a connection to the bolt, it should slide like that. The VG 1-5 in Forgotten Hope 2 functions the same way.  --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:21, 11 June 2018 (EDT)&lt;br /&gt;
:I think I see what you mean, although the character still does kind of use the handle by placing it between his fingers. To be fair, it'd probably snap off anyway given the quality of Germany's last ditch weapons.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:47, 11 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Categorization ==&lt;br /&gt;
&lt;br /&gt;
Yo, sorry about the delayed response. It's stated in the [[:Category:Assault Rifle|assault rifle category page]] that the M2 is actually ruled out, primarily due to the shorter effective range. I suppose the Thompson Carbine also has this issue, so both weapons should be pulled out of the AR section. And yeah, regarding the creation of a redirect, you might have seen it in the code that I've put; you basically start as if you were creating a page with the name that you want as a redirect (in that case H3VR), and the content you put in it is &amp;lt;nowiki&amp;gt;#REDIRECT [[Hot Dogs, Horseshoes &amp;amp; Hand Grenades]]&amp;lt;/nowiki&amp;gt; - As for for linking a category page (or a file page, for that matter), you put a colon directly before &amp;quot;Category&amp;quot; or &amp;quot;File&amp;quot;, i.e. &amp;lt;nowiki&amp;gt;[[:Category:Assault Rifle]]&amp;lt;/nowiki&amp;gt;. Hope that was helpful! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:15, 26 July 2018 (EDT)&lt;br /&gt;
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== Yo thanks for the help on the Fortnite page ==&lt;br /&gt;
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I had a fuckton of college stuff to do so I completely neglected making most of the Fortnite page and that's why I completely disappeared since May. I do have a lot of stuff I compiled there and I'll be uploading more icons of the guns, but so far so good. [[User:DraconicSalad|DraconicSalad]] ([[User talk:DraconicSalad|talk]]) 20:18, 4 August 2018 (EDT)&lt;br /&gt;
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== RE: Carl Gustav on Fortnite Page ==&lt;br /&gt;
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Uh, I'm pretty sure the gun that represents the lower tier burst ARs in Battle Royale look a lot closer to an AK-47 and an AKS-74U hybrid than either guns that were posted before, if the handguard, sights, gas piston and magazine weren't a dead giveaway. It also uses medium bullets in STW that often represent 7.62 bullets, which may hint it is probably something that some guy made on his kitchen by mixing various pieces of AK pattern rifles and a Carl Gustav grip (since the Fortnite world is pretty much post apocalyptic due to, ya know, angry sentient purple clouds).&lt;br /&gt;
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I'll also be adding two of the Scavenger weapons (the Husk Buster and Buzzcut) later, which resemble a Remington 1100 and a FAL respectively. [[User:DraconicSalad|DraconicSalad]] ([[User talk:DraconicSalad|talk]]) 19:47, 17 August 2018 (EDT)&lt;br /&gt;
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== Battle Rifle category ==&lt;br /&gt;
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You were indeed right in removing the Spencer carbine from the category page (and maybe also the Maynard carbine? I don't think it meets the full-powered cartridge requirement either). However, in response to your edit summary [http://www.imfdb.org/index.php?title=Category:Battle_Rifle&amp;amp;diff=1218918&amp;amp;oldid=1218066 here], I think that just because something is a carbine doesn't mean it can't be a battle rifle (the SA58 OSW and the G3KA4 are two good examples). As for the contents of the category page, last year I added images of most of the weapons that had the battle rifle category in them (except for some like the Winchester 1906 - being chambered in .22 Short/Long, it's clearly not a battle rifle; I'm removing the category from its page in a minute). Then I removed some weapons such as the SKS, Vz. 52, and Winchester 1907; multiple rifles including those had that category in the past, even though it's wrong. So, if you see more weapons that are listed in that category page yet don't meet the full-powered cartridge requirement (such as the Winchester 1873, as you've said), yeah, it makes sense to remove them. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:43, 7 October 2018 (EDT)&lt;br /&gt;
:About having the M1918A2 BAR there (or even the earlier M1918 BAR), I'm not exactly sure, I suggest that you ask someone of the admins. As for changing the section to &amp;quot;Select-Fire&amp;quot; and putting the Breda PG in it, yeah that sounds good to me (in that case, you won't even need to retain the M1918A2 BAR image since we already have the M1918 in that section). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:16, 7 October 2018 (EDT)&lt;br /&gt;
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== One problem with rebuilding of Category:Pistol ==&lt;br /&gt;
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Hello! As a result of the rebuilding of Category:Pistol we got a problem with redirects [[Derringer]], [[Derringers]] and [[Derringer (disambiguation)]] that lead to appropriate subcategory, currently removed from the page. These redirects are useful when some generic Derringer-style gun appears on screen. Maybe you would restore a subcategory for this specific kind of pistols? I tend to think that this would be useful. Thanks. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 02:53, 23 November 2018 (EST)&lt;br /&gt;
:Yes, such page for Derringers looks like a good solution to the problem. Thanks for a good idea! [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 10:11, 23 November 2018 (EST)&lt;br /&gt;
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== .22 caliber guns in Category:Carbine ==&lt;br /&gt;
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And one more issue: I see that you listed .22 guns, like Franchi Para, in subcategory Pistol caliber. While .22LR is used in pistols, it is generally rifle caliber. So I think that .22 carbines better fit in Rifle caliber subcategory (or maybe in a separate Small caliber). [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 02:57, 23 November 2018 (EST)&lt;br /&gt;
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== FG42 ==&lt;br /&gt;
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From what I've heard the issue wasn't that it would break if you ran a single mag through a well-maintained gun, but it would if you started trying to use it like a BAR: given it's half the weight of a BAR with a similar lack of weight in the operating components, sooner or later (usually sooner) something wouldn't be able to take it. I mean, Ian also had no problems running a Chauchat, so I think we can explain this through him being some sort of wizard. The FG42-derived M60 tends to do the same under runaway fire, the mechanism breaks before you run out of ammo.&lt;br /&gt;
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The British report on the StG44 was postwar and was based on actual destructive testing of captured weapons: what they said was the quality of steel used due to production expediency requirements rendered the StG 44 unacceptably fragile ''compared to the MP 43''. The same report was the one that recommended the British proceed with the development of an assault rifle chambered in .280, so it was hardly a condemnation of the weapon as a concept. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:49, 6 December 2018 (EST)&lt;br /&gt;
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:I don't think it fits, it's really just a select-fire battle rifle. Sure they ''wanted'' it to fulfil the role of machine gun, but you can't classify a weapon based on its implausible design brief. The alternative is like classifying the OICW as a weapon that weighed less than 15 pounds simply because the design brief said that's what it was supposed to do. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:53, 6 December 2018 (EST)&lt;br /&gt;
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::Yeah, but I'd say there's a difference between a weapon that's used for a different role to what it was designed for (a role which in the LSW's case it can certainly ''perform''), and a weapon that never met the criteria of its original design brief (in the FG42's case, because they were impossible). Per the example above, a weapon that was supposed to weigh 15 pounds or less but ended up weighing 18 is not a 15-pound weapon. Or let's take the GCV, which was supposed to be light and air-portable but because of the Army's frankly ludicrous &amp;quot;must carry a 9-man squad, protected from ''all battlefield threats''&amp;quot; requirement it ended up being an IFV that weighed more than an Abrams. I certainly wouldn't categorise that as a lightweight vehicle just because that's what the Army ''wanted'' it to be. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 23:01, 6 December 2018 (EST)&lt;br /&gt;
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== Remington 721 Photo ==&lt;br /&gt;
Okay fixed it. Thanks for the help. It is appreciated. --[[User:Jcordell|Jcordell]] ([[User talk:Jcordell|talk]]) 18:49, 14 December 2018 (EST)&lt;br /&gt;
** Sure. I'm not that possessive about pages that I start. It's a wiki after all. --[[User:Jcordell|Jcordell]] ([[User talk:Jcordell|talk]]) 19:33, 14 December 2018 (EST)&lt;br /&gt;
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== Creating first Page ==&lt;br /&gt;
Hello.  Would there be any opposition to me doing a page for the cult classic Samurai Cop?&lt;br /&gt;
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== re: h3 captioning vid ==&lt;br /&gt;
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the vid you wanted is made and uploaded https://youtu.be/OIFfG5dDYXI&lt;br /&gt;
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i also got some extra bits (glock 19 now has glowing sights, m9a1's texture's a bit brighter) but i didn't get the turburgerts or the union pistol [[User:TheExplodingBarrel|TheExplodingBarrel]] ([[User talk:TheExplodingBarrel|talk]]) 05:05, 27 February 2019 (EST)&lt;br /&gt;
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== dude ==&lt;br /&gt;
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where've you been the past 2 days? [[User:TheExplodingBarrel|TheExplodingBarrel]] ([[User talk:TheExplodingBarrel|talk]]) 04:10, 9 March 2019 (EST)&lt;br /&gt;
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== Suggestions for CSGO images ==&lt;br /&gt;
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I have some suggestions for the CSGO images:&lt;br /&gt;
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* Model inspection images for all weapons.&lt;br /&gt;
[[File:CSGO MP7A1 Inspection.jpg|thumb|none|600px|Like this one. Also your FPS counter is showing.]]&lt;br /&gt;
* Take screenshots of weapons in proper light conditions; many of the M249 images are inside shadows so they look awful.&lt;br /&gt;
* Reduce the amount of distracting elements on the images; that means taking the images in private games without bots, so there's no constant popups of bots in the background, kill notices, and chat messages from the bots.&lt;br /&gt;
** It may be a good idea to use a more minimalist HUD option or hide them entirely; for some reason, your game's HUD is not aligned to the edges and are closer to the center of the screen, and they sometimes block the weapon and generally make the image look messy.&lt;br /&gt;
** It is a good idea to take the images in areas with little &amp;quot;background noise&amp;quot;; basically the background shouldn't distract the weapon being shown.&lt;br /&gt;
** I personally prefer to take a series of screenshots with the same background (basically standing in one place, looking in one direction, and taking a bunch of screenshots) and then switching the background when I switch weapons to take a new set of screenshots, so there is variety in the images but consistency within the individual sets of screenshots (as to not distract the viewers). Just my preference though.&lt;br /&gt;
* I don't think weapon-on-ground images are necessary. Nor are third-person screenshots of weapons held by AIs. Unless there is truly something interesting, these shouldn't be needed.&lt;br /&gt;
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These suggestions are based on how I usually approach IMFDB screenshots. If you want an example, the MP5SD images on the CSGO page are mine.&lt;br /&gt;
--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:25, 18 April 2019 (EDT)&lt;br /&gt;
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I can address some of your concerns:&lt;br /&gt;
*Weapon-on-ground images aren't quite necessary. CSGO's third-person and first-person models are fairly consistent, the main difference is that the third-person models are low-poly. If you do notice some major discrepancy between the third-person and first-person models, sure, go ahead and screenshot it and upload it. I don't think there would be any major differences though. (the SG 553 &amp;quot;might&amp;quot; have its sights flipped up in third person, but I think they might've fixed that some time ago)&lt;br /&gt;
*No-bots is just a strong recommendation. With CSGO's nature as a competitive multiplayer game, the things that bots do would get repetitive ''quick'' across the whole page. Sure, it is interesting to see animals, enemies, and natural scenery in FC5, but CSGO doesn't have these. You'll just get a bunch of bots shooting each other on different maps.&lt;br /&gt;
**&amp;quot;Standing in one place and taking all the images&amp;quot; is also a strong recommendation. If it's executed well, both &amp;quot;moving around and screencapping&amp;quot; and &amp;quot;standing in one place and screencapping&amp;quot; can work, but like what I said, CSGO doesn't exactly offer that much for &amp;quot;moving around and screencapping&amp;quot;. My &amp;quot;screenshotting philosophy&amp;quot; is primarily to document details about the weapon and its animations; I would take screenshots in-game for slow animations and take videos when the animations are quick, then slow down the videos and take screenshots from the videos. This way I can get a lot of screenshots of key moments like the MP5SD HK chop.&lt;br /&gt;
*If you want to leave the HUD on, that's fine. Just make it so that it actually goes on the borders and not at the center of the screen.&lt;br /&gt;
*For screenshotting, is the F5 key the Steams screenshot button? You might want to try the Steam screenshot key (default F12) if you've been using something else. Or you can try my video-screenshot strategy.&lt;br /&gt;
*Skins... I wouldn't really bother with that. No single skin can capture the diverse range of skins in CSGO.&lt;br /&gt;
--[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:05, 19 April 2019 (EDT)&lt;br /&gt;
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== Hello ==&lt;br /&gt;
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Hope you don't see this as some type of vandalism. Some of your changes I liked and kept them on. There were other things that I preferred and changed back and ,in one case, I deleted some info since I found it superfluous (the listing of the two calibers in the rifle phot - it's always struck me as unnecessary). After all This is a wiki site so anyone can make changes. It's constantly being tweaked. I've had people over the years make changes to pages that I have built. --[[User:Jcordell|Jcordell]] ([[User talk:Jcordell|talk]]) 08:39, 23 June 2019 (EDT)&lt;br /&gt;
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== Fair Enough ==&lt;br /&gt;
As you said fair enough. In my defense I had just woken up and wasn't as clear thinking. Hadn't had my coffee. --[[User:Jcordell|Jcordell]] ([[User talk:Jcordell|talk]]) 09:17, 23 June 2019 (EDT)&lt;br /&gt;
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== Forum request ==&lt;br /&gt;
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I've created a new forum account for you. Your login is the same as it is here, and your password is currently Abc123. Please log in and change this immediately. Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:35, 23 July 2019 (EDT)&lt;br /&gt;
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== Additional Screenshots for Sandstorm ==&lt;br /&gt;
Excuse me? I've captured some new 1080p resolution screenshots for yet listed guns like M2 Browning, GAU-19 in Blackhawk, etc, and listed guns in different resolution (Non-1080p). I'm still new to IMFDB, but I'm getting accustomed to wiki markup and still obtaining several screenshots. If you don't mind, then I'd be glad to help you to contribute on Insurgency: Sandstorm page. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 06:06, 14 August 2019 (EDT)&lt;br /&gt;
:Ah, I see. I've captured needed screenshots in 1080p as replacements for non-1080p screenshots and some other screenshots like mounted guns, but I've to take my time when editing in order to not mess the others and I've IRL stuffs to do as well. Last but not least, my time zone is in GMT+7. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 12:57, 14 August 2019 (EDT)&lt;br /&gt;
::Also, how may I replace the image file if the wanted image title has been occupied with another respective image? Do I need to just simply naming the file with the identical title when uploading to replace the previous image or other else? I'm asking this in case the update or patch changes or fixes some aspects like clipping issues, gun model changes, etc which needs proper replacements. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 04:48, 15 August 2019 (EDT)&lt;br /&gt;
:::So, I just uploaded a couple of mounted guns with appropriate screenshots. However, I'm not sure if certain weapons like GAU-8 Avenger in A-10 Warthog (AKA &amp;quot;Warlock&amp;quot;) and attached rocket pods in AH-64 Apache (AKA &amp;quot;Assassin&amp;quot;) are allowed, due to the relatively blurry model for the former and the latter aren't considered direct fire to some people. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 05:32, 16 August 2019 (EDT)&lt;br /&gt;
::::I just finished to include any available in-game mounted weapons. Maybe it's a great time to include grenades, mines, UBGLs, etc which are yet to be included. However, I'm not sure if the UBGL for VHS-2 like [http://www.hs-produkt.hr/en/grenade-launcher-vhs-bg/ this one] uses its official designation for some reason. If you don't mind to include the aforementioned things and make a possible new page for the aforementioned UBGL, then that'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 01:47, 27 August 2019 (EDT)&lt;br /&gt;
:::::Are M16 platform rifles always use grenade launcher handguard for mounting M203? Because only in-game M16A2 uses it when equipping M203 while the others use airsoft mockup M203 due to the visible RIS mount on the left side, which makes me wonder if the mounted M203 on M16A2 is modeled with the mockup variant due to the aforementioned reason. I may send you some screenshots for clarifying the in-game M203 models via e-mail before uploading the screenshots for being used on IMFDB if you don't mind. My e-mail address is [mailto:agenthotel14@gmail.com this]. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 09:02, 27 August 2019 (EDT)&lt;br /&gt;
::::::Just included the screenshots for the remaining weapons, so I think that it's allowed to provide a new page for the VHS-BG. Also, is it allowed to include some additional notes about markings for certain guns like Alpha AK with &amp;quot;Patented U.S.A. Made&amp;quot; &amp;amp; &amp;quot;Model AK-104-A Caliber 7.62x39&amp;quot; on the receiver? Because I coincidentally found the interesting details by zooming on the gun models on the loadout menu with Nvidia Ansel with GeForce Experience. Last but not least, shall we include some screenshots of the guns with unique scopes like PSO-1 for SVD, PU for Mosin &amp;amp; Type 03 Scope for QBZ-03? Considering they're interesting &amp;amp; they can give further information of guns with the unique scopes. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 07:12, 15 September 2019 (EDT)&lt;br /&gt;
:::::::BTW, the screenshots for the UBGLs &amp;amp; landmines are already included in the discussion page for editing on the main page, considering I didn't find any real life image of the M19 mine on IMFDb &amp;amp; I'm not sure if the in-game M203 are genuine / mockups. If you don't mind to help me towards the aforementioned stuffs &amp;amp; adding some details about the gun models (Particularly the screenshots in the loadout menu like the 5.45x39mm magazine for Alpha AK, despite the stats showed that in 7.62x39mm), then that'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 10:16, 15 September 2019 (EDT)&lt;br /&gt;
::::::::So, I found some other stuffs like weapon caches, graffitis, wall arts &amp;amp; such which have some weapons which I think are noteworthy to be noted as &amp;quot;Others&amp;quot; / such. Plus, would you mind to create the page of M19 mine like these? Basically, the operator pulls off the safety-clip cord then switches the setting knob from (S)afe into (A)rmed. Also, are the M203 UBGLs on below are genuine / mockups? I apologize if I'm bothering you again. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 06:55, 17 September 2019 (EDT)&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px]]&lt;br /&gt;
:::::::::Hello there. It's been a while since I talked about Sandstorm page. Apparently I found an image of fully built custom Glock 17 with PF940V2 frame, complete with P80 standard slide manufactured by the same company which can be checked on [https://www.polymer80.com/pistolframe-pf940v2 here]. If you don't mind to upload the image to complement your uploaded image of PF940V2 frame, then it'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 00:51, 17 February 2020 (EST)&lt;br /&gt;
::::::::::Apparently the [https://steamcommunity.com/games/581320/announcements/detail/1710743922840816188 CTE] for the next update is coming tomorrow where testers can test both new Galil ACE 52 &amp;amp; Tavor 7. However, it seems like there isn't any page for it (Not even on the Tavor 21 page) yet. Would you mind to create a page for it while I'm providing in-game render for it? Do note that the in-game  Tavor 7 isn't textured yet according to the announcement. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 21:36, 4 March 2020 (EST)&lt;br /&gt;
:::::::::::So the latest announcement of SoP on the official [https://steamcommunity.com/games/581320/announcements/detail/1710743922866072561 Steam page] has revealed official renders of both Tavor-7 &amp;amp; Galil ACE 52 which are loaded with what seem to be LR/SR-25 pattern magazines in 20 rounds which are compatible IRL. If you don't mind to provide the new section for Tavor 7 in the Tavor page while I'm preparing the official renders, then that'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 22:32, 11 March 2020 (EDT) P.S. It's likely that this is the first depiction of Tavor 7 in popular media.&lt;br /&gt;
::::::::::::Excuse me? I just finished editing the Sandstorm page with new weapons from Update 1.7 Nightfall. Also, I changed the Alpha AK into AK-104 due to the remodeling of the magazine at the same update which finally uses proper 7.62x39mm AK magazines, plus the lower muzzle velocity for 7.62x39mm assault rifles &amp;amp; markings in the receiver further indicating that it's indeed AK-104. If you don't mind to give some additional notes, then it's much appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 14:38, 19 June 2020 (EDT)&lt;br /&gt;
:::::::::::::Hello there. Apparently NWI just announced an upcoming update called &amp;quot;Operation Breakaway&amp;quot; which can be checked [https://steamcommunity.com/games/581320/announcements/detail/2863681282010891017 here.] Apparently contents for this particular update will be revealed in livestream instead of social media &amp;amp; I don't think that I'm able to catch on for the livestream due to significant time zone difference. Also, the artwork for the upcoming update has interesting weapons like Masterkey attached in Security operator's M4, FAMAS F1 wielded by rogue police / insurgent in-disguise with ACOG &amp;amp; suppressor (His friend with gas mask is armed with TOZ-194 for Insurgents), then Security operator with AUG A1 seems to be fitted with 16&amp;quot; barrel instead of more common 20&amp;quot; (The artwork can be checked at the announcement link). If you don't mind to input the summary of livestreams in the Discussion page &amp;amp; help me to confirm if there's 16&amp;quot; barrel for AUG A1, then that'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 10:59, 29 August 2020 (EDT)&lt;br /&gt;
::::::::::::::Excuse me? Am I allowed to leave some notes / screenshots at the Sandstorm talk page first? Considering the latest update brought some new stuffs like GL 40 UBGL &amp;amp; two unique scopes for AUG A3, GP-25 loaded with improvised buckshot 40mm shells, underbarrel shotguns &amp;amp; others. However, I'm not sure if I'd take other screenshots too like official reveals of new attachments &amp;amp; new cosmetics reveals where the shooter is visibly armed, while things like models of attached underbarrel shotguns in loadout menu are broken (Listed as known issue by the devs) &amp;amp; keeping no more than 10 screenshots for each firearm as per [[Rules, Standards and Principles]] (Would be problematic for Masterkey which is available for both factions' assault rifles like FAMAS, AR-platforms &amp;amp; AK-platforms). [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 11:26, 9 October 2020 (EDT)&lt;br /&gt;
:::::::::::::::Am I allowed to show one of the firearms of respective platform for underbarrel shotguns like M4 to represent AR-platform &amp;amp; AKM to represent AK-platform? One of the official screenshot at Steam / Twitter page has Masterkey attached in FAMAS. Also, maybe I'd show the &amp;quot;Draft&amp;quot; at the talk page first while dropping a few notes / questions for further discussion with others just in case, considering I'm still taking some screenshots (You can create the page of GL 40 UBGL later on once I've uploaded required screenshots of it being attached in AUG) &amp;amp; the devs are working on hotfixes as well. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 14:58, 9 October 2020 (EDT)&lt;br /&gt;
::::::::::::::::Hello there. I just dropped uploaded screenshots at the Sandstorm talk as the draft, complete with some notes I left regarding new firearms. If you don't mind to create a page for GL 40 UBGL &amp;amp; help me sort out the screenshots at the aforementioned page, then that'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 12:16, 15 October 2020 (EDT)&lt;br /&gt;
:::::::::::::::::Excuse me? According to [https://steamcommunity.com/games/581320/announcements/detail/3035957920280063628 the latest announcement] there'll be a couple of Chinese firearms in the upcoming Lunar New Year Update on February 2nd. However, it seems like there's no page of QTS-11 which I'd consider as particularly &amp;quot;Odd&amp;quot; firearm due to having integrated single-shot bolt-action grenade launcher similar to cancelled XM29 &amp;amp; Korean K11 &amp;amp; I'm not sure if it'd be classified as assault rifle / grenade launcher due to the aforementioned reason. If you don't mind to help me out, then that'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 01:06, 30 January 2021 (EST)&lt;br /&gt;
::::::::::::::::::Excuse me, according to [https://store.steampowered.com/news/app/581320/view/3056231728227128882 CTE announcement] there'll be a couple of powerful hand-cannons which're Manurhin MR-73 whose barrel length can be extended from 5.25&amp;quot; into 8&amp;quot; like [https://youtu.be/P1zEUGck8NE this particular setup] along with unique optic, suppressor &amp;amp; bipod for them (It can also be reloaded with modern speedloaders &amp;amp; also has &amp;quot;Cheapo suppressor&amp;quot; which is more / less makeshift suppressor from drink can which slightly reduces muzzle flash &amp;amp; noise) for Security &amp;amp; Desert Eagle Mark XIX (Yeah, that one chambered in .50 AE) for Insurgents. However, I'm having some issues for the former due to the page for it is lacking images of Gendarmerie / Defense variants in longer barrels along with its unique optic (The in-game model has wooden grip just like in the video) while only images of Sport variant have longer barrels &amp;amp; different grip compare to the Gendarmerie / Defense variants. If you don't mind to provide additional images for some of them, then that'd be appreciated. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 23:50, 23 April 2021 (EDT)&lt;br /&gt;
:::::::::::::::::::Excuse me, according to [https://store.steampowered.com/news/app/581320/view/2960541741554738401 CTE announcement] both P90 &amp;amp; Vector (1st gen, to be exact) will be added for the Insurgents &amp;amp; Security respectively (Only available for Advisors; also, it seems like NWI got some inspiration from Counter-Strike when it comes to having P90 for Insurgents thanks to Russian-speaking Mercenary VO for them). However, the P90 is actually USG variant with unique USG integrated reflex sight which has a couple different reticles (I already took the screenshots with disabled HUD which also hid CTE watermark at the corner). If that's the case, would you mind to provide gun images of P90 USG with its unique USG reflex sight? I'll upload the taken screenshots after sorting out some IRL stuffs ASAP. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 11:54, 28 August 2021 (EDT)&lt;br /&gt;
::::::::::::::::::::Hello there. I just uploaded the screenshots of P90 &amp;amp; Vector from CTE as placeholders after sorting out some IRL stuffs in the Sandstorm talk page. Would you mind to check the said page for a moment? Considering I left some questions in there (Especially about P90). [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 06:18, 14 September 2021 (EDT)&lt;br /&gt;
:::::::::::::::::::::Excuse me, would you mind telling me how to create a new redirect? When I was asking Commando552 for some advice regarding P90 Tactical &amp;amp; USG on P90 talk page apparently separating them would be arbitrary, but he's agreed to keep Tactical as separate entry from P90 TR; so I decided it to refer to them as '''P90 Tactical / USG''' as in one entry. However, I'm not sure how to create a new redirect from &amp;lt;nowiki&amp;gt;[[FN P90 | P90 Tactical / USG]]&amp;lt;/nowiki&amp;gt; into shorter &amp;lt;nowiki&amp;gt;[[P90 Tactical / USG]]&amp;lt;/nowiki&amp;gt;. P.S. Right now I'm unable to replace placeholder screenshots / add new ones due to my device's currently being repaired (Long story) which'd take at least a week. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 09:43, 16 November 2021 (EST)&lt;br /&gt;
::::::::::::::::::::::Regarding going to the relevant category page, does it mean that I've to go to either of [[Submachine Guns]] / [[Gun]] first &amp;amp; then create the new page for new redirect in there (With create page button)? Also, do I need to input appropriate categories such as &amp;lt;nowiki&amp;gt;[[Category:Gun]] &amp;amp; [[Category:Submachine Guns]]&amp;lt;/nowiki&amp;gt; on either the page itself / its summary? When I was about to create a page for new redirect of it, I typed '''P90 Tactical / USG''' which showed '''Create the page &amp;quot;P90 Tactical / USG&amp;quot; on this wiki!''' &amp;amp; then I clicked on the red text; however, when I almost created the redirect by typing &amp;lt;nowiki&amp;gt;#REDIRECT [[FN P90#P90 Tactical / USG]]&amp;lt;/nowiki&amp;gt; which is shown as '''1. REDIRECT FN P90#P90 Tactical / USG''' in the preview where the '''FN P90#P90 Tactical / USG''' will go to the P90 Tactical / USG subcategory immediately, I end up getting hesitant whether it's correct / not, because you told me to go to the relevant category page &amp;amp; I'm not sure about what you're referring to, considering I don't wanna mess it up &amp;amp; I'd like to be able to create new pages for redirects by my own in the future. P.S. Pardon me if I'm somehow a bit too hesitant for creating a page for redirect / a bit too rude for asking some clarification, considering I never created new page (Whether as redirect / not). [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 01:34, 21 November 2021 (EST)&lt;br /&gt;
:::::::::::::::::::::::Excuse me, I'd like to bid my farewell for going away from IMFDB for a moment (Not sure until when) due to undisclosed reason. However, I just edited the Sandstorm page which ended up being less cluttered with texts by adding additional screenshots (along with the descriptions) for compensation. I also added certain notes such as Alpha AK finally uses its proper steel AK mags found on AKM which can be replaced with polymer AK mags by equipping custom skins like [https://store.steampowered.com/app/1763081/Insurgency_Sandstorm__Carbon_Fiber_Weapon_Skin_Set/ this]. Nonetheless, it's been a pleasure for contributing to IMFDB (especially on Sandstorm page) with you &amp;amp; the rest of editors. P.S. Don't worry about my Steam PFP on recently updated screenshots of loadout menu such as Alpha AK, considering it's from an in-game party system for inviting friends to play together which I'm unable to remove whatsoever. [[User:AgentHotel|AgentHotel]] ([[User talk:AgentHotel|talk]]) 02:29, 19 May 2022 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Team Fortress 2 ==&lt;br /&gt;
&lt;br /&gt;
Hello. I noticed that you were working on the Team Fortress 2 page. I have uploaded some screenshots. I attempted to imitate the way that you took yours. Would you like me to continue? [[User:BitesTheDust|BitesTheDust]] ([[User talk:BitesTheDust|talk]]) 21:54, 9 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE:Gun Images ==&lt;br /&gt;
&lt;br /&gt;
Sorry, I hadn't seen the edit log on the first image, since I'm only on this site sporadically. I'll try to avoid these problems next time around. [[User:BrandonColeford1992|BrandonColeford1992]] ([[User talk:BrandonColeford1992|talk]]) 17:31, 23 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A decent alternative to Photoshop ==&lt;br /&gt;
&lt;br /&gt;
You could use [http://www.gimp.org/ GIMP] if you want :-) it's legitimately free, and it has various useful tools such as cloning, removing background, rotating, cropping, flipping, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:06, 1 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Breakpoint ==&lt;br /&gt;
&lt;br /&gt;
All screenshots of reloading were made from the same perspective. I will make other screenshots from a different perspective so that I can spend my weapons better.--[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 07:48, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Terminator: Resistance ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what you meant by the barrel and gas tube being &amp;quot;off&amp;quot; on the M14-style rifle I identified as a Mk 14 Mod 0. Could we say that it's a combination between the body and stock of an Mk 14 Mod 0 but the barrel and gas tube of an M1 Garand, aside from the muzzle brake? I posted a couple more questions for you on the ''[[Terminator: Resistance (VG)|Terminator: Resistance]]'' talk page too. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 11:56, 6 May 2020 (EDT)&lt;br /&gt;
==Photos==&lt;br /&gt;
:That was a mistake. I'll remove the protection. Notice that I didn't change the protection on the other pages. Mistakes happen. Sorry about that.  --[[User:Jcordell|Jcordell]] ([[User talk:Jcordell|talk]]) 16:03, 19 May 2020 (EDT)&lt;br /&gt;
::No problem. Truth be told my immediate response was pretty peevish sounding. I read it and edited it. Take care. --[[User:Jcordell|Jcordell]] ([[User talk:Jcordell|talk]]) 18:37, 19 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==H3VR screenshots==&lt;br /&gt;
I haven't taken any screenshots of the frag grenade, makarov drum, or anything else that I haven't already uploaded. I figured since I'd already shared screenshots for the guns I posted for update 90 (albeit I remade most of them) I would just go ahead and upload them. I also thought I'd do the two rolling blocks since I figured you might already have a backlog and wouldn't e able to get to them right away. I could arrange something with discord later, but for now you can handle the rest. [[User:Jeeperdy|Jeeperdy]] ([[User talk:Jeeperdy|talk]]) 21:42, 6 July 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== State of Decay ==&lt;br /&gt;
&lt;br /&gt;
I am not deleting useful information. I added new screenshots from the &amp;quot;journal&amp;quot;. I'm adding screenshots directly from the game. Give me time. :)--[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 07:28, 15 June 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
It is impossible to throw weapons on the ground in the game. This screenshot is made in the editor. Since there is no such action in the game, leave such screenshots?&lt;br /&gt;
[[image:SOD-a_series_mod1.jpg|thumb|none|300px|The &amp;quot;A-Series Mod. 1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
I replace the screen from the &amp;quot;journal&amp;quot; with new ones. With such.&lt;br /&gt;
[[image:SOD-a_series_mod1_journal.jpg|thumb|none|300px|The &amp;quot;A-Series Mod. 1&amp;quot;'s description in the journal in-game.]]&lt;br /&gt;
&lt;br /&gt;
For such.&lt;br /&gt;
&lt;br /&gt;
[[image:StateOfDecay De Lisle 1.jpg|thumb|none|300px|The &amp;quot;A-Series Mod. 1&amp;quot;'s description in the journal in-game.]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Mateogala|Emto_PL]] ([[User talk:Mateogala|talk]]) 07:43, 15 June 2021 (EDT)&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Insurgency_sandstorm.jpg&amp;diff=1500530</id>
		<title>File:Insurgency sandstorm.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Insurgency_sandstorm.jpg&amp;diff=1500530"/>
		<updated>2022-05-19T06:23:13Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Insurgency sandstorm.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1500529</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1500529"/>
		<updated>2022-05-19T06:14:10Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Added additional screenshots of new shotguns added in Operation Glasshouse &amp;amp; adjusted some description of firearms to reflect the current build.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= December 12, 2018 (PC)&amp;lt;br&amp;gt;September 29, 2021 (Consoles)&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=Focus Home Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc; while the Insurgents consist of local rebels, clandestine operatives, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. Each faction is divided into eight classes named:&lt;br /&gt;
*Rifleman, the backbone of the team armed with assault rifles and battle rifles.&lt;br /&gt;
*Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives.&lt;br /&gt;
*Advisor, who has access to exotic guns and optics from the opposing faction.&lt;br /&gt;
*Demolitions, the explosives expert with access to various explosives including launchers and UBGLs.&lt;br /&gt;
*Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes.&lt;br /&gt;
*Gunner, who provides suppressive fire with machine guns.&lt;br /&gt;
*Observer, who carries a radio to allow the Commander to call in fire support.&lt;br /&gt;
*Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby.&lt;br /&gt;
&lt;br /&gt;
A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all weapons and attachments.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation Exodus, the M9 along with other handguns have access to unmagnified optics.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]]&lt;br /&gt;
[[File:Sandstorm M9 (1).jpg|thumb|none|600px|Initially drawing the M9 pistol - the user first inspects the magazine...]]&lt;br /&gt;
[[File:Sandstorm M9 (2).jpg|thumb|none|600px|...inserts it, and chambers the pistol. This animation is used for all of the pistols during the spawn-in phase.]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|600px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (1).jpg|thumb|none|600px|Spawning-in with the Browning - note the user's fingers clipping through the double-stacked magazine.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (2).jpg|thumb|none|600px|Sliding it in.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (3).jpg|thumb|none|600px|Chambering the BHP.]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|600px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|600px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide &amp;amp; frame.]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|600px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|600px|The teeny tiny GI standard M1911 sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|600px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|600px|Preparing to hit the slide release on an empty M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (1).jpg|thumb|none|600px|The initial draw of the M45A1 pistol - loading in the magazine.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (2).jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911A1's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|600px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17&amp;quot;. In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It costs 3 supply points.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:Glock 17 PF940V2.jpg|thumb|none|350px|Glock 17 with Polymer80 PF940V2 frame and P80 slide - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm Internal Affairs Promo.jpg|thumb|none|450px|The Internal Affairs officer armed with a Glock 17, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of a P80 slide with diagonal cocking serrations from the Polymer80.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|600px|A Glock made out of aftermarket parts, the sights are a simple 3 dot style.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 Action Express was added in Update 1.10 Operation Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo.jpg|thumb|none|600px|An officially released render of the pre-release model, courtesy of the official Operation Exodus website. Note the rubber grip with finger grooves, compensator at the top, and suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo 1.jpg|thumb|none|600px|The rebel aims his Desert Eagle, courtesy of the official Operation Exodus website.]]&lt;br /&gt;
[[File:Sandstorm Bad Day Promo.jpg|thumb|none|450px|The 'Bad Day' survivor brandishes his Desert Eagle, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Desert Eagle.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy.jpg|thumb|none|600px|The draw animation begins by inserting a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy 1.jpg|thumb|none|600px|...then pulling the slide while checking the loaded mag.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle.jpg|thumb|none|600px|The rebel shows off his hefty Desert Eagle and has a feeling his organization will be doing plenty of fundraising drives in the near future after acquiring enough Desert Eagles to arm the entire movement.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the sights of Desert Eagle at an abandoned van.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 1.jpg|thumb|none|600px|Firing at the engine block shows the impressive ring-shaped muzzle flash, ejected cartridge, and powerful muzzle rise, which from this perspective looks like it is smacking the shooter in the face.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 2.jpg|thumb|none|600px|After spending all seven rounds of .50 AE, he changes his magazine, which shows witness holes.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 3.jpg|thumb|none|600px|Complete with a push to the slide stop with the thumb.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 4.jpg|thumb|none|600px|Going to blast some electronic appliances, he brings another Desert Eagle fitted with compensator.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 5.jpg|thumb|none|600px|The speed reload begins by swiftly tossing the mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 6.jpg|thumb|none|600px|...before giving a push to the slide stop. Not pictured: the rebel making sure to pick up the dropped mag because Desert Eagle magazines are about $50 USD a pop.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]]&lt;br /&gt;
[[File:Sandstorm PM (1).jpg|thumb|none|600px|The initial draw of the PM, similar to other pistols.]]&lt;br /&gt;
[[File:Sandstorm PM (2).jpg|thumb|none|600px|Chambering the Makarov.]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950s era design.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|600px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov receives a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Manurhin MR-73==&lt;br /&gt;
The [[Manurhin MR-73]] was added in Update 1.10 Operation Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25&amp;quot; barrel which can be extended into 8&amp;quot; by choosing the &amp;quot;Sniper Barrel&amp;quot;, which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed &amp;quot;CT Scope&amp;quot;) in 2.5x magnification, suppressor, and bipod. Also available is the &amp;quot;Cheapo Suppressor&amp;quot; made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25&amp;quot; barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points.&lt;br /&gt;
[[File:MR-73 5.25.jpg|thumb|none|350px|Manurhin MR-73 Defense with 5.25&amp;quot; barrel and adjustable sights - .357 Magnum]]&lt;br /&gt;
[[File:MR-73 Sniper.jpg|thumb|none|350px|Manurhin MR-73 &amp;quot;Sniper&amp;quot; with 8&amp;quot; barrel, adjustable sights, scope, and bipod - .357 Magnum]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo.jpg|thumb|none|600px|An officially released render of the MR-73 in-game model, courtesy of the official Operation Exodus website. Note the caliber markings on the barrel; serial numbers, and manufacturer markings on the frame; and makeshift suppressor from oil filter at the top.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo 1.jpg|thumb|none|600px|The operator points his MR-73, courtesy of the official Operation Exodus website. Note that for whatever reason, it is missing its rear sights.]]&lt;br /&gt;
[[File:Sandstorm Detainer Promo.jpg|thumb|none|450px|The Detainer stands by with his Manurhin MR-73, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy.jpg|thumb|none|600px|When deployed, the operator checks the cylinder by pressing the cylinder release.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy 1.jpg|thumb|none|600px|...before quickly flicking the cylinder shut, much to the dismay of revolver fans the world over.]]&lt;br /&gt;
[[File:Sandstorm MR-73.jpg|thumb|none|600px|The operator prepares his rugged French revolver for some quick draw action.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Sights.jpg|thumb|none|600px|Aiming down the sights of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 1.jpg|thumb|none|600px|After firing at all the steel targets, he checks remaining ammo by releasing the cylinder. Note the spent rounds feature  visibly dented primers, a nice touch.]]&lt;br /&gt;
[[File:Sandstorm MR-73 2.jpg|thumb|none|600px|The operator dumps spent rounds by pressing the ejector rod. If there is any remaining ammo, the shooter will cover the unspent rounds.]]&lt;br /&gt;
[[File:Sandstorm MR-73 3.jpg|thumb|none|600px|Loading new rounds into each chamber.]]&lt;br /&gt;
[[File:Sandstorm MR-73 4.jpg|thumb|none|600px|Then, he proceeds to flick the cylinder shut. As noted plenty of times on this very wiki, flicking a revolver cylinder shut is not recommended and can cause damage to the weapon.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope.jpg|thumb|none|600px|Considering some covert sniping, the operator deploys another MR-73 fitted with an 8&amp;quot; &amp;quot;Sniper&amp;quot; barrel with Bushnell Magnum Phantom scope and bipod. While this set-up may seem utterly ridiculous, [https://www.forgottenweapons.com/gigns-mr73-sniper-revolver-in-357-magnum/ it is a very real configuration for the MR-73].]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope Reticle.jpg|thumb|none|600px|Aiming through the scope, which shows a simple fine reticle.]]&lt;br /&gt;
[[File:Sandstorm MR-73 5.jpg|thumb|none|600px|Firing the 8&amp;quot; barrel has the shooter manually cock the hammer. For some reason, the revolver does not fire in double-action when fitted with the 8&amp;quot; barrel.]]&lt;br /&gt;
[[File:Sandstorm MR-73 6.jpg|thumb|none|600px|Reloading with a speed loader has the shooter ejecting spent rounds with the ejector rod...]]&lt;br /&gt;
[[File:Sandstorm MR-73 7.jpg|thumb|none|600px|...then loading with a speed loader...]]&lt;br /&gt;
[[File:Sandstorm MR-73 8.jpg|thumb|none|600px|...complete with gently shutting the cylinder with their left hand. The speed reload is similar, but faster.]]&lt;br /&gt;
[[File:Sandstorm MR-73 9.jpg|thumb|none|600px|Finding himself on a low budget, the operator brings another MR-73 fitted with a makeshift oil filter suppressor.]]&lt;br /&gt;
[[File:Sandstorm MR-73 10.jpg|thumb|none|600px|Aiming the makeshift sights above the makeshift suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its British Army designation of L106A1. It costs 2 supply points.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P226R. Note the threaded barrel.]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226R.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|600px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point.&lt;br /&gt;
[[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the markings written in Arabic on the slide which reads &amp;quot;TARIQ 9 m/m IRAQ - Licensed by BERETTA&amp;quot; .]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|600px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|600px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark II==&lt;br /&gt;
Update 1.7 Operation Nightfall adds the Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]]&lt;br /&gt;
[[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it is stated to be chambered in 9x19mm.]]&lt;br /&gt;
[[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]]&lt;br /&gt;
[[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 1.jpg|thumb|none|600px|Cycling the bolt of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 2.jpg|thumb|none|600px|Swapping the magazine with the right hand...]]&lt;br /&gt;
[[File:Sandstorm Welrod 3.jpg|thumb|none|600px|...before cycling back the bolt.]]&lt;br /&gt;
[[File:Sandstorm Welrod 4.jpg|thumb|none|600px|Realizing that it isn't enough yet, the operator deploys his Welrod with red dot sight, laser sight, bipod, and greased bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The First Major Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant for the Breacher class, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. It costs 3 supply points.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|600px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|600px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The First Major Content Update provided Security's Breacher class with the [[MP5A5]], costing 3 supply points.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|600px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|600px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6. Note the unaltered velocity, despite the suppressor of MP5SD is supposed to reduce muzzle velocity into subsonic when using standard supersonic ammunition.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. Following Update 1.8 Operation Breakaway, the foregrip can be replaced with other underbarrel attachments for additional supply points, turning the SMG into a [[Heckler &amp;amp; Koch MP7A2|MP7A2]]. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (1).jpg|thumb|none|600px|The draw animation of the MP7A1 - the operator unfolds the foregrip...]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (2).jpg|thumb|none|600px|...and charges the PDW.]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down &amp;quot;pistol&amp;quot; sights; one of the weapon's customization options is to flip these up into the aperture/post &amp;quot;rifle&amp;quot; setup.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (3).jpg|thumb|none|600px|Using the raised sights.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (4).jpg|thumb|none|600px|Reloading with a 40-round magazine.]]&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 with RAL8000 finish - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm MP7A2 (1).jpg|thumb|none|600px|The weapon loadout menu image of the MP7A2 fitted with &amp;quot;Aiming Grip&amp;quot;, extended magazine, and iron sights in aperture/post &amp;quot;rifle&amp;quot; setup. The draw animation for this changes to a simple left-handed pull of the charging handle, as the folding grip is gone.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics-friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]]&lt;br /&gt;
[[File:Sandstorm Uzi (1).jpg|thumb|none|600px|The spawn animation of the Uzi - the fighter grasps the stock...]]&lt;br /&gt;
[[File:Sandstorm Uzi (2).jpg|thumb|none|600px|...and unfolds it.]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|600px|Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: &amp;quot;UZI semi-auto MODEL B 9mm PARA-ISRAEL&amp;quot;, indicating the Uzi was converted to fire in full-auto.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|600px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Operation Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the &amp;quot;Advanced Suppressor&amp;quot; modeled after the M3 Spec Ops Gen 2 used by the Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it.&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (1).jpg|thumb|none|600px|As with the other old SMGs, the draw animation for the M3 shows the user deploying the stock.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (2).jpg|thumb|none|600px|And pulling the bolt back, which kicks open the safety/dust cover.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights toward bottles.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...and giving the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|500px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; modified with rails, red dot and integral suppressor - .45 ACP.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique &amp;quot;Advanced Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==P90 Tactical / USG==&lt;br /&gt;
The [[P90 Tactical / USG]] was added in Update 1.11 Operation Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called &amp;quot;Factory Circle&amp;quot;, and &amp;quot;Factory Dot&amp;quot;, and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|thumb|400px|none|FN P90 Tactical - FN 5.7x28mm]]&lt;br /&gt;
[[File:P90 USG.jpg|thumb|none|400px|FN P90 USG - 5.7x28mm FN]]&lt;br /&gt;
[[File:Sandstorm Operation Warlord Promo.jpg|thumb|none|600px|The official artwork of Operation Warlord, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo.jpg|thumb|none|600px|An officially released render of the P90 Tactical in-game model, courtesy of the Sandstorm Twitter page. Note the serial number, and &amp;quot;P90 cal 5.7x28&amp;quot; markings on the optical sight group; along with &amp;quot;RESTRICTED LAW ENFORCEMENT USE ONLY&amp;quot; markings on the receiver.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo 1.jpg|thumb|none|600px|The goggled masked insurgent braces his P90 Tactical fitted with custom fiber optic sights, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy.jpg|thumb|none|600px|The Slavic mercenary prepares his P90 by loading its mag...]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy 1.jpg|thumb|none|600px|...then swiftly pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90.jpg|thumb|none|600px|The said mercenary tries to resist his urge to [[Counter-Strike|'Ru]][[Counter-Strike: Source|sh]] [[Counter-Strike: Global Offensive|B']] with his P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Sights.jpg|thumb|none|600px|Aiming down the custom fiber optic sights.]]&lt;br /&gt;
[[File:Sandstorm P90 1.jpg|thumb|none|600px|After firing at the entire steel targets, he checks remaining ammo by taking a look at the magazine.]]&lt;br /&gt;
[[File:Sandstorm P90 2.jpg|thumb|none|600px|Inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm P90 3.jpg|thumb|none|600px|Pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Circle&amp;quot; reflex sight, compensator, railed handguard, and foregrip.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm P90 4.jpg|thumb|none|600px|The speed reload begins by dumping the empty mag to the side...]]&lt;br /&gt;
[[File:Sandstorm P90 5.jpg|thumb|none|600px|...complete with a yank on charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Dot&amp;quot; reflex sight, and Gemtech suppressor.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows blueish illuminated reticle.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 4==&lt;br /&gt;
The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Operation Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.&lt;br /&gt;
[[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of Sterling Mk. 4.]]&lt;br /&gt;
[[File:Sandstorm Sterling (1).jpg|thumb|none|600px|As with the Uzi, the user unfolds the stock when spawning-in with the Sterling.]]&lt;br /&gt;
[[File:Sandstorm Sterling (2).jpg|thumb|none|600px|Opening the bolt.]]&lt;br /&gt;
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent and his Sterling Mk. 4. Unlike in the previous game, the shooter holds it by the heat shield instead of the magazine. As of the Operation Breakaway update, the Sterling is held in a more conventional manner and the player character only C-clamps the weapon with the use of a specific foregrip.]]&lt;br /&gt;
[[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]]&lt;br /&gt;
[[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads &amp;quot;STERLING SMG 9M/M MK4 (L2A3)&amp;quot;, complete with serial numbers below it.]]&lt;br /&gt;
[[File:Sandstorm Sterling 2.jpg|thumb|none|600px|Then, he proceeds to pull the charging handle underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 5==&lt;br /&gt;
When equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into a [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.&lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor.jpg|thumb|none|600px|The insurgent brings the suppressed Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is the SMG added in Update 1.11 Operation Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Vector Promo.jpg|thumb|none|600px|An officially released render of the Vector in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Promo 1.jpg|thumb|none|600px|The operator aims his Vector fitted with SilencerCO Osprey 45K suppressor, and 25-round magazine; courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Vector.]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy.jpg|thumb|none|600px|The operator prepares his Vector by unfolding its stock...]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy 1.jpg|thumb|none|600px|...complete with yanking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector.jpg|thumb|none|600px|The Vector spots a wooden target on the second floor.]]&lt;br /&gt;
[[File:Sandstorm Vector Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Sandstorm Vector 1.jpg|thumb|none|600px|After mag dumping at the said target, he drops the mag by pressing mag release.]]&lt;br /&gt;
[[File:Sandstorm Vector 2.jpg|thumb|none|600px|Then, he pulls the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector 3.jpg|thumb|none|600px|He brings another Vector fitted with holographic sight, and SilencerCO Osprey 45K suppressor.]]&lt;br /&gt;
[[File:Sandstorm Vector 4.jpg|thumb|none|600px|The operator performs speed reload by quickly inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm Vector 5.jpg|thumb|none|600px|Complete with pressing the bolt release while watching the bolt going into battery.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==&amp;quot;Alpha AK&amp;quot;==&lt;br /&gt;
A Russian Spetsnaz Alpha Group-inspired AK carbine was added in the Beta Update - November 8th as an option for the Insurgents' Advisor class, costing 4 supply points.  It features 12.4&amp;quot; barrel found on [[AK-104]], Zenitco B-30 handguards, TWS railed dust cover, Magpul MOE AK pistol grip, and Tromix extended charging handle. The receiver is not an exact AK-100 series variant, as it lacks the hardware for the original folding stock, and the Crane/BCM B5 stock is mounted on an AKM/AK-74 style non-folding buffer adapter. As of Update 1.12 Operation Glasshouse, it uses steel AK magazines found on AKM on default which can be replaced with polymer 7.62x39mm AK magazines by equipping custom skins.&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being replaced by a steel 7.62x39mm AK magazine in Update 1.7 Operation Nightfall.]]&lt;br /&gt;
[[File:Sandstorm Gray Man Promo.jpg|thumb|none|450px|The anonymous 'Gray Man' armed with Alpha AK, courtesy of the Sandstorm Twitter page. His helmet is based on SRU tactical helmet.]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins with knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has &amp;quot;PATENTED U.S.A. MADE&amp;quot; markings while the receiver has &amp;quot;Model AK-104-A CAL 7.62x39&amp;quot; markings, indicating that it is fitted with American-made railed dust cover like a TWS railed dust cover. The stock's buffer adapter here also appears to be mounted on the rear tang trunnion of an AKMN/AK-74N style receiver.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game as the AK-74. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]]&lt;br /&gt;
[[File:Sandstorm AK-74 (1).jpg|thumb|none|600px|The initial deployment animation of the AK-74 - the user grabs and inspects a magazine...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (2).jpg|thumb|none|600px|...rocks it in, then flicks off the safety...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (3).jpg|thumb|none|600px|...and dominant-arms the bolt to chamber the rifle. All AK variants share this spawn animation.]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|600px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|600px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AKs, it is modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Operation Exodus Promo.jpg|thumb|none|600px|The official artwork of Operation Exodus, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Upriser Promo.jpg|thumb|none|450px|The masked Upriser stares while carrying his AKMN, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Sporty Promo.jpg|thumb|none|450px|The 'Sporty' insurgent shows his AKMN in Chrome custom skin with folding stock similar to the one from Norinco Type 56-2, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|600px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|600px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.&lt;br /&gt;
[[File:AKS74U.jpg|500px|thumb|none|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm Operation Glasshouse Promo.jpg|thumb|none|600px|The official artwork of Update 1.12 Operation Glasshouse, coutesy of official NWI Update 1.12 Operation Glasshouse - Release Notes page. The 'Brute' on middle looks suspiciously similar to [[Dark Knight Rises, The|the infamous mercenary leader in Gotham city]].]]&lt;br /&gt;
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Update 1.7 Operation Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:Sandstorm AS Val Promo.jpg|thumb|none|600px|An officially released render of the AS Val in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AS Val Menu.jpg|thumb|none|600px|The weapon loadout menu image of AS Val.]]&lt;br /&gt;
[[File:Sandstorm AS Val.jpg|thumb|none|600px|The insurgents holds his quiet AS Val before shooting the steel target.]]&lt;br /&gt;
[[File:Sandstorm AS Val Sights.jpg|thumb|none|600px|Aiming down the sights of the AS Val, which is similar with other AK sights.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope.jpg|thumb|none|600px|Finding that he needs some precision shooting, he equips a PSO-1 for it.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope Reticle.jpg|thumb|none|600px|Aiming the PSO-1 scope which is similar to the one used by the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm AS Val 1.jpg|thumb|none|600px|Loading up a new magazine...]]&lt;br /&gt;
[[File:Sandstorm AS Val 2.jpg|thumb|none|600px|...then giving the charging handle a yank, nearly identical to ''[[Payday_2#AS_VAL|Payday 2]]'''s AS VAL reload. The speed reload is similar to AK family / derivatives rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation Cold Blood. It costs 4 supply points.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]]&lt;br /&gt;
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Spotting a couple of targets seen at windows while carrying the Anglo bullpup in question.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|After neutralizing the targets, the reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|...inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod, and a SUSAT scope.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]&lt;br /&gt;
[[File:Sandstorm L85A2 Rails Scope BUS.jpg|thumb|none|600px|Aiming the BUS which subtly shows a tiny '86' mark on the top of it.]]&lt;br /&gt;
[[File:Sandstorm L85A2 4.jpg|thumb|none|600px|During speed reload he quickly pushes the mag release before inserting a new mag...]]&lt;br /&gt;
[[File:Sandstorm L85A2 5.jpg|thumb|none|600px|...then proceeds with a smash on the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] was added in Update 1.8 Operation Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.&lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm Operation Breakaway Promo.jpg|thumb|none|600px|The official artwork of Operation Breakaway, courtesy of the Sandstorm Steam August 2020 Community Update Blog page. Despite the hooded rogue spec ops having a visible shotshell holder, he is armed with a FAMAS F1 while his masked comrade is armed with a TOZ-194 instead.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo.jpg|thumb|none|600px|An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation Breakaway website. Note the RM Equipment M203PI attached at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Character FAMAS F1.jpg|thumb|none|300px|The operator with a FAMAS F1, courtesy of the official Operation Breakaway website. Note the removed bipod.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 1.jpg|thumb|none|600px|The shaded insurgent wearing a skull balaclava fires the FAMAS F1 with attached SU230 and compensator, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 2.jpg|thumb|none|600px|Another shot of the same FAMAS F1's right side, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Rogue Cop Promo.jpg|thumb|none|450px|The 'Rogue Cop' raises his FAMAS F1 fitted with a MARS red dot, courtesy of the Sandstorm Twitter page. The pixelated uniform is based off the one used by Iraqi Federal Police.]]&lt;br /&gt;
[[File:Sandstorm Rogue Spec Ops Promo.jpg|thumb|none|450px|The menacing-looking 'Rogue Spec Ops' posing with a suppressed FAMAS F1, courtesy of the Sandstorm Twitter page. His gear setup is based on the Iraqi Special Operations Forces.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1.jpg|thumb|none|600px|The rogue police officer brings his recently captured FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Sights.jpg|thumb|none|600px|Aiming down the relatively narrow iron sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 1.jpg|thumb|none|600px|After accidentally shooting at a nearby fire extinguisher in full-auto, he switches into more sensible 3-round burst with the rear selector. When reverting back from semi-auto into full-auto, the shooter only switches the safety near the trigger without switching the rear selector again for properly reverting into full-auto.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 2.jpg|thumb|none|600px|Running out of ammo, he loads another 25-round mag.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 3.jpg|thumb|none|600px|Then, he pulls back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available for the Security forces. Since Update 1.9 Operation Cold Blood, the Hensoldt ZF dual optical sight can be equipped on the G36K as the &amp;quot;CH Sight&amp;quot; with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;K-G36K.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of G36K.]]&lt;br /&gt;
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunnion-melting glory.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:Sandstorm_G36K_3.jpg|thumb|none|600px|After dumping a few rounds, the operator checks his remaining ammo by taking a look at partially empty magazine.]]&lt;br /&gt;
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The operator inserts a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a tug of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the bottom 1.5x magnification ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]&lt;br /&gt;
[[File:Sandstorm G36K Scope Reticle 1.jpg|thumb|none|600px|Aiming the top unmagnified sight shows a tiny red dot.]]&lt;br /&gt;
[[File:Sandstorm G36K 4.jpg|thumb|none|600px|The operator performs the speed reload by swapping out empty mag...]]&lt;br /&gt;
[[File:Sandstorm G36K 5.jpg|thumb|none|600px|...then inserts a fresh mag with a push on off-screen extended bolt release near the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was added in Update 1.3 as the '''VHS-2''' for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points.&lt;br /&gt;
[[File:VHS2.JPG|thumb|none|400px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the VHS-2 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|Aiming down the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
Update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the MDG3 drum magazines on the deployed Galils. Also note the &amp;quot;TacPoint&amp;quot; on the mounted red dot sights on the Galil SAR, which is an obvious spoof of Aimpoint.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights toward the questioned targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar to AK family weapons and has the player character knocking out the old magazine by hitting the mag release with the new magazine.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the speed empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope, called the &amp;quot;A2 Scope&amp;quot; in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80s vintage iron sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the A2 scope reveals a fairly small duplex crosshair.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that ''Sandstorm'' does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|He then proceeds to press the bolt release. The speed reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the &amp;quot;Flat Top&amp;quot; attachment for clearer view when using unmagnified optics.&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|500px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4. Note the arsenal markings on the stock which also appeared in previous game.]]&lt;br /&gt;
[[File:Sandstorm_M16A4.jpg|thumb|none|600px|The operator with a more contemporary M16A4.]]&lt;br /&gt;
[[File:Sandstorm M16A4 Sights.jpg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:Sandstorm M16A4 1.jpg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:Sandstorm M16A4 2.jpg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
[[File:Sandstorm_M16A4 3.jpg|thumb|none|600px|Another M16A4 with red dot, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|500px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm Battleworn Promo.jpg|thumb|none|450px|The 'Battleworn' soldier stands by while showing good trigger discipline with his M4A1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Big Spender Promo.jpg|thumb|none|450px|The 'Big Spender' carries his M4A1 while also showing good trigger discipline, courtesy of the Sandstorm Twitter page. His outfits came from NorArm Tactical.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1. It uses an older CAR-style sliding stock.]]&lt;br /&gt;
[[File:Sandstorm_M4.jpg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:Sandstorm_M4 Sights.jpg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:Sandstorm_M4 1.jpg|thumb|none|600px|After mag dumping, he performs a speed reload in high speed, low drag.]]&lt;br /&gt;
[[File:Sandstorm_M4 2.jpg|thumb|none|600px|Complete with a push on bolt release while watching the bolt moving forward.]]&lt;br /&gt;
[[File:Sandstorm_M4 3.jpg|thumb|none|600px|The operator prepares his M4A1 with holographic sight, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the [[Daniel Defense MK18]] (with appropriate DDMK18 markings on the left side of the receiver).&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm PMC Promo.jpg|thumb|none|450px|The PMC looks over while carrying his Mk 18 Mod 1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1. Originally, a more correct, windowed PMag was used - but this has been changed to a stylized polymer design. It can be loaded with a regular STANAG scavenged from other rifles in gameplay.]]&lt;br /&gt;
[[File:Sandstorm Mk 18.jpg|thumb|none|600px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 Sights.jpg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 1A.jpg|thumb|none|600px|Not to be outdone, he tosses the empty Magpul PMAG. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 2.jpg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 4 supply points. Following Update 1.4, it has its own unique scope called the &amp;quot;Type 03 Scope&amp;quot;.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of QBZ-03.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Even rarer to see, it even comes with its own scope.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope_Reticle.jpg|thumb|none|600px|Aiming down the scope reveals a fairly unique reticle.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
The [[QBZ-97]] was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points.&lt;br /&gt;
[[File:QBZ97A.jpg|thumb|none|500px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Promo.jpg|thumb|none|600px|An officially released render of the QBZ-97 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97.jpg|thumb|none|600px|The insurgent rings in the Year of the Ox with a brand-new QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Sights.jpg|thumb|none|600px|Aiming down the G36-ish iron sights.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 1.jpg|thumb|none|600px|Staring an empty reload, which gives us a view of the bolt and the markings, which read &amp;quot;T97 NSR CAL.5.56mm&amp;quot;. These markings are similar to ones seen on Type 97 rifles sold on the Canadian consumer market, suggesting that the in-game rifle was modeled after a Canadian civilian Type 97. Given that developer New World Interactive has an office in Canada, this is a very real possibility.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 2.jpg|thumb|none|600px|Finishing off an empty reload with a yank on the locked-back charging handle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope.jpg|thumb|none|600px|The QBZ-97's unique scope, the 3x magnification YMA-95-1 scope.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope Reticle.jpg|thumb|none|600px|Aiming the YMA-95-1 scope which shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 3.jpg|thumb|none|600px|The speed reload begins by quickly taking out empty mag...]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 4.jpg|thumb|none|600px|...complete with a quick stroke in charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QTS-11==&lt;br /&gt;
The [[QTS-11]] was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes for 4 supply points. It features an unique adjustable &amp;quot;Type 11 Scope&amp;quot; which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells.&lt;br /&gt;
[[File:Ots-11-action.jpg|thumb|none|500px|Norinco QTS-11 - 5.8x42mm &amp;amp; 20mm Grenade]]&lt;br /&gt;
[[file:Sandstorm QTS-11 Promo.jpg|thumb|none|600px|An officially released render of the QTS-11 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11.jpg|thumb|none|600px|Still sad that the [[XM29 OICW]] didn't go anywhere, the operator arms himself with the next best thing: a QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Sights.jpg|thumb|none|600px|Aiming down the aperture sights, which are also used on the Mk 18 and M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 1.jpg|thumb|none|600px|Beginning a reload with a fairly AK-like rocking in of a new magazine.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 2.jpg|thumb|none|600px|And finishing off with a pull of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope.jpg|thumb|none|600px|The QTS-11's unique attachment, the variable zoom Type 11 scope.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope Reticle.jpg|thumb|none|600px|Aiming the Type 11 reveals its reticle with simple range finder. Note the shown magnification is set in 4x.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 3.jpg|thumb|none|600px|Going for clearer field of view, he tweaks the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 4.jpg|thumb|none|600px|After hitting the target on distance, he begins the speed reload by grabbing empty mag...]]&lt;br /&gt;
[[File:Sandstorm QTS-11 5.jpg|thumb|none|600px|...then yanking the charging handle underhanded.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 6.jpg|thumb|none|600px|Encountering several oil tanks nearby, the operator prepares his integrated grenade launcher. Aiming the integrated 20mm grenade launcher will have the shooter aiming down equipped sights.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 7.jpg|thumb|none|600px|After firing it, he loads another HE shell.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 8.jpg|thumb|none|600px|Complete with a push to the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Operation Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the Honey Badger in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of an unsuppressed Honey Badger. This specific configuration is depicted with a 12&amp;quot; barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7&amp;quot; and 16&amp;quot; barrels.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip-up sights, shared with Mk 18 Mod 1.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it, which gives a nice shot of the markings on the upper receiver that read &amp;quot;HONEY BADGER&amp;quot; and &amp;quot;300BLK&amp;quot;, and markings with serial numbers on the magwell. Interestingly, the selector markings for full auto and semi auto are identical, which is probably coincidental with the lack of an auto sear pin.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Finishing off with a push of the bolt release before watching the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor.jpg|thumb|none|600px|Another Honey Badger fitted with a suppressor stares at some fire extinguishers.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the extinguishers, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
Update 1.8 Operation Breakaway brought the [[Steyr AUG A3]] as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the &amp;quot;A1 Scope&amp;quot;, and &amp;quot;A3 Scope&amp;quot; in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found on Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger.&lt;br /&gt;
[[File:STEYR AUG A3 16.jpg|thumb|none|450px|Steyr AUG A3 16-inch barrel with foregrip and  scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo.jpg|thumb|none|600px|An officially released render of the AUG A3 in-game model, courtesy of the official Operation Breakaway website. Note the mounted scopes found on the earlier AUG A1.]]&lt;br /&gt;
[[File:Sandstorm Character AUG A3.jpg|thumb|none|300px|The operator with his AUG A3, courtesy of the official Operation Breakaway website.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 1.jpg|thumb|none|600px|The operator opens fire with his AUG A3 at an insurgent armed with a Sterling, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 2.jpg|thumb|none|600px|Another AUG A3 with a clear view of the serial numbers and caliber markings on the barrel, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Urban Warden Promo.jpg|thumb|none|450px|An Urban Warden operator stands by with an AUG A3 which has its foregrip removed, courtesy of the Sandstorm Twitter page. His gear is inspired by German SEK and Danish Special Forces equipment.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AUG A3.]]&lt;br /&gt;
[[File:Sandstorm AUG A3.jpg|thumb|none|600px|The operator with an Austrian bullpup ready to shoot a nearby steel target.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Sights.jpg|thumb|none|600px|Aiming down the default AUG iron sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 1.jpg|thumb|none|600px|After firing a few rounds, he takes a look at the rear to check his remaining ammo.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 2.jpg|thumb|none|600px|Before pulling out the empty mag, he first pulls out and locks the charging handle like an HK roller-delayed firearm.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 3.jpg|thumb|none|600px|Finishing up with a slap to the charging handle. I guess we'll call this a Steyr Slap.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A.jpg|thumb|none|600px|Another AUG A3 with an earlier A1 scope.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A Reticle.jpg|thumb|none|600px|Aiming the A1 scope, which shows a small circle between the crosshair.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A BUS.jpg|thumb|none|600px|Aiming its tiny BUS for clearer field of view.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B.jpg|thumb|none|600px|Realizing that it isn't enough yet, he fits an A3 scope for long range shooting.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B Reticle.jpg|thumb|none|600px|Aiming the A3 scope reveals a fairly similar reticle.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 4.jpg|thumb|none|600px|The speed reload begins by pressing the mag release from behind...]]&lt;br /&gt;
[[File:Sandstorm AUG A3 5.jpg|thumb|none|600px|...then ends with a swift pull of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of FAL.]]&lt;br /&gt;
[[File:Sandstorm FAL (1).jpg|thumb|none|600px|The initial-equip animation of the FN FAL - inspecting the magazine.]]&lt;br /&gt;
[[File:Sandstorm FAL (2).jpg|thumb|none|600px|Setting it in.]]&lt;br /&gt;
[[File:Sandstorm FAL (3).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it is a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a King Arms-style railed top cover.]]&lt;br /&gt;
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
Available for the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Wet Worker Promo.jpg|thumb|none|450px|The covert Wet Worker shows good trigger discipline with his SCAR-H in Hunter custom skin fitted with magnified holographic sight, and suppressor, courtesy of the Sandstorm Twitter page. Note the magazine is clipping between the trigger guard, and magwell.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with a SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_1.jpg|thumb|none|600px|After firing the SCAR at the windshield, he first swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 52 / GAR1651 Hybrid==&lt;br /&gt;
A 7.62x51mm [[Galil ACE|IWI Galil ACE]] was added in Update 1.6 as the &amp;quot;ACE 52&amp;quot;, available for the Insurgents' Advisor class for 5 supply points, replacing the SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The release version gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.&lt;br /&gt;
[[File:IMI Galil ACE 52.jpg|thumb|none|400px|IWI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI Galil ACE GAR1651 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like the military variant.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (1).jpg|thumb|none|600px|Drawing the Galil ACE 52 at the round's start - loading in the magazine with the right hand.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (2).jpg|thumb|none|600px|Chambering the ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights toward an old monitor and radio.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both the old monitor and radio, the reload begins by swapping the mag...]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling the charging handle to watch the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (3).jpg|thumb|none|600px|Speed-reloading the ACE 52 with both AR10-style magazines pressed together.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (4).jpg|thumb|none|600px|Charging the Galil in the fast-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor 7==&lt;br /&gt;
Update 1.6 added the [[IWI Tavor 7]], serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class, replacing Mk 14 Mod 1 EBR. It costs 5 supply points.&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of the Tavor TAR-21 stares at the steel targets.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the Tavor 7. Similar to Alpha AK, KSG, M24, and M99.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 3.jpg|thumb|none|600px|Another Tavor 7 fitted with a MARS and foregrip in the middle of a poppy field.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO 4x24P scope. Said scope appears to have been ported from the previous game, but has never been in the official release.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (1).jpg|thumb|none|600px|Spawing-in with the G3A3 - the user puts in the 20-round magazine.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (2).jpg|thumb|none|600px|And sends the bolt home.]]&lt;br /&gt;
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]]&lt;br /&gt;
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK Slap as well as using the fresh mag to knock out the old one AK-style.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (3).jpg|thumb|none|600px|The fast-empty reload - while this looks cool, it would be hard to perform in reality as G3 magazines sit very tightly in the rifle's magwell.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9 Operation Cold Blood, costing 2 supply points. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur &amp;quot;Garand thumb&amp;quot;. Ouch. &lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation Cold Blood, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation Cold Blood website. Note the Griffin &amp;amp; Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1 Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand.jpg|thumb|none|600px|The operator prepares to operate like it was 1944.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Sights.jpg|thumb|none|600px|Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of &amp;quot;US Rifle, Cal. .30, M1&amp;quot;, and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 1.jpg|thumb|none|600px|After firing the entire eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en-bloc clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 2.jpg|thumb|none|600px|Then, he pushes the bolt with his palm. During the partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 3.jpg|thumb|none|600px|When swapping a partially loaded clip, there is a chance the operator's thumb gets pinched by the bolt by the dreaded Garand thumb, much like in ''[[Battlefield V]]''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 4.jpg|thumb|none|600px|He agonizes the eternal pain after quickly pulling back his thumb.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 5.jpg|thumb|none|600px|Another M1 Garand with attached M2 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
===M1C Garand===&lt;br /&gt;
When equipping M82 scope which is referred to as &amp;quot;M1C Scope&amp;quot; in 2.5x magnification, the [[M1 Garand]] will turn into [[M1 Garand|M1C Garand]].&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|500px|M1C with M82 scope - .30-06]]&lt;br /&gt;
[[File:Sandstorm Yeti Promo.jpg|thumb|none|450px|The deadly 'Yeti' marksman prepares to aim the suppressed M1C Garand in Whiteout custom skin fitted with M82 scope, courtesy of the Sandstorm Twitter page. His outfit is inspired by Russian Spetsnaz.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope.jpg|thumb|none|600px|An M1C Garand with mounted M82 scope.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Reticle.jpg|thumb|none|600px|Aiming the M82 scope shows a simple post reticle. Note that it is possible to aim down the iron sights for closer range.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 6.jpg|thumb|none|600px|In the last shot, both the clip and spent cartridge eject together with distinctive ''PING''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 7.jpg|thumb|none|600px|In a hurry, the speed reload begins by having the hand against the bolt while inserting the clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 8.jpg|thumb|none|600px|After that, he yanks out the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It has a standard length barrel with unusable &amp;quot;pig sticker&amp;quot; bayonet. Like in the previous game, it uses 20-round magazines although it can use 30-round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available for the Insurgents' Advisor class and costs 2 supply points.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Captive Promo.jpg|thumb|none|450px|The bearded Captive aims his SKS-D, courtesy of the Sandstorm Twitter page. Note another charging handle erroneously located in front of the mag.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SKS-D.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuit insurgent with his SKS-D, still in the classic wood stock.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining up the 40s vintage sights on a steel target. Note the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM|IMI Galil ARM]] returns from the previous game in Update 1.4. It is available as the lighter and cheaper alternative for the Insurgents' Gunner class. It costs 2 supply points.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Galil ARM.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (1).jpg|thumb|none|600px|Deploying in with a M240B, charging the MG.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (2).jpg|thumb|none|600px|Reloading the default 50-round sack - a neat detail is that the feed tray pops up when removing the pouch, and again when setting in a new one.]]&lt;br /&gt;
[[File:Sandstorm M240B (3).jpg|thumb|none|600px|Feeding in a new short belt.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B, now fitted with the 100-round belt in a box mag, with the bipod deployed. As the 100-round box sits on an added mount, the feed tray stays down.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments, and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the First Major Content Update as the counterpart of the M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but is virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!), and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Promo.jpg|thumb|none|600px|An officially released render of the MG3 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7x scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Insurgents' Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments, and laser sight. The game incorrectly portrays the 7.62x54mm R belt as a disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|...then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] (specifically the Gen 2 version) was added in 1.12 Operation Glasshouse for the Security's Breacher class, costing 4 supply points. It is accurately depicted as having two separate tubes which hold seven rounds each, rather than having a single tube that holds 14 rounds like in other video games. On default the left tube is selected for loading which can be switched manually by double pressing reload key or being switched automatically after emptying one’s tube.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|500px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm KSG Promo.jpg|thumb|none|600px|An officially released render of the KSG in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:SandstormKSGMenu.jpg|thumb|none|600px|The weapon loadout menu image of the KSG.]]&lt;br /&gt;
[[File:Sandstorm KSG Deploy.jpg|thumb|none|600px|The S.O.R.T. officer prepares to load his KSG before entering Mabarak Prison.]]&lt;br /&gt;
[[File:Sandstorm KSG Deploy 1.jpg|thumb|none|600px|After that, he gives the forend a swift push.]]&lt;br /&gt;
[[File:Sandstorm KSG.jpg|thumb|none|600px|The KSG spots multiple targets on the range.]]&lt;br /&gt;
[[File:Sandstorm KSG Sights.jpg|thumb|none|600px|Aiming down the default flip-up sights, shared with Alpha AK, M24, M99, and Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm KSG 1.jpg|thumb|none|600px|After emptying the left tube, he switches the feed tube selector switch to the left for loading with right tube. Oddly enough, the same animation also plays when switching back to left tube, despite it is being closed by its feed tube selector switch.]]&lt;br /&gt;
[[File:Sandstorm KSG 2.jpg|thumb|none|600px|The reload begins by pulling the forend...]]&lt;br /&gt;
[[File:Sandstorm KSG 3.jpg|thumb|none|600px|...then loading the shells into the tube. Once one's tube is fully reloaded, the feed tube selector switch is switched off-screen before proceeding to reload another tube. ''Sandstorm'' is one of the few games that actually acknowledges the existence of feed tube selector switch on KSG, along with ''[[Far Cry 6]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is the underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped.&lt;br /&gt;
[[Image:Masterkey02.jpg|thumb|none|400px|Masterkey - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Masterkey Promo.jpg|thumb|none|600px|The hooded insurgent braces his FAMAS F1 with mounted Masterkey, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page. Note how the shooter noticeably uses his middle finger to pull the trigger, which only applies when being attached to the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M4A1 with Masterkey. Note the M16A4 uses an identical mount to the M4A1, while the M16A2 uses the heat shield handguard for the M203 UBGL.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey.jpg|thumb|none|600px|A Masterkey mounted on an M4A1 stares at fruits on the table.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey. Due to the lack of sights, the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 1.jpg|thumb|none|600px|Feeling disappointed that he missed his shots, the operator quickly pumps the Masterkey after inserting a shell.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 2.jpg|thumb|none|600px|Then, he proceeds to insert some more shells.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with Masterkey. Note the handguard is replaced with an underbarrel mount which also applies for the AK-74, and the wooden forend.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey.jpg|thumb|none|600px|The rogue police officer grabs his Masterkey mounted on an AKM.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey has the shooter pinpointing it at rough location.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 1.jpg|thumb|none|600px|After emptying the entire shells, he loads a fresh shell first then proceeds to pump the fore-end.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 2.jpg|thumb|none|600px|Reloading shows spoofed markings that reads &amp;quot;Memeington 500 SecondKey&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23M==&lt;br /&gt;
TThe [[KS-23M]] was added in Update 1.12 Operation Glasshouse, serving as the counterpart of KSG for the Insurgents’ Breacher class for 2 supply points. It is referred to as '''KS-23''' in-game; and so far, the only shotgun chambered in 23x75mm R (equivalent to 4 gauge). Like other shotguns, it can be equipped with SilencerCo Salvo 12 suppressor, despite the said suppressor is only available in 12 gauge.&lt;br /&gt;
[[File:Ks23stockless.jpg|thumb|none|400px|KS-23M without stock - 23x75mm R]]&lt;br /&gt;
[[File:Sandstorm KS-23 Promo.jpg|thumb|none|600px|An officially released render of the KS-23M in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Promo 1.jpg|thumb|none|600px|The skull masked insurgent points his KS-23M, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:SandstormKS-23M.jpg|thumb|none|600px|TThe weapon loadout menu image of the KS-23M.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Deploy.jpg|thumb|none|600px|The deploy animation begins by checking loaded shell in the chamber.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Deploy 1.jpg|thumb|none|600px|Complete with a push of the forend.]]&lt;br /&gt;
[[File:Sandstorm KS-23.jpg|thumb|none|600px|The rogue police brings his KS-23M while facing a couple of technicals.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Sights.jpg|thumb|none|600px|Aiming down the tiny sights at the grill of white technical.]]&lt;br /&gt;
[[File:Sandstorm KS-23 1.jpg|thumb|none|600px|After causing the technical to emit some smokes, he ejects the empty shell.]]&lt;br /&gt;
[[File:Sandstorm KS-23 2.jpg|thumb|none|600px|Then, he proceeds to reload additional shells.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is the second underbarrel shotgun added in Update 1.8 Operation Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed.&lt;br /&gt;
[[File:M26 MASS 5 round.jpg|thumb|none|400px|M26 MASS - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm AUG A3 M26 MASS Promo.jpg|thumb|none|600px|The goggled operator aims his M26 MASS mounted on an AUG A3, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with a M26 MASS.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS.jpg|thumb|none|600px|The operator holds his M26 MASS mounted on an M16A4 after spotting a wooden target.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Aim.jpg|thumb|none|600px|Aiming the M26 MASS. Just like the Masterkey, the shooter will pinpoint at the rough location while the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 1.jpg|thumb|none|600px|Reloading starts by taking off the empty mag...]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 2.jpg|thumb|none|600px|...and ends with yanking the bolt handle. The speed reload is similar, but faster.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police fore-end. It is usable by the Security's Breacher class and costs 2 supply points.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm Dissident Promo.jpg|thumb|none|450px|The Dissident takes an aim with his TOZ-97, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalized canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points. It is referred to as the &amp;quot;M82A1 CQ&amp;quot; in-game; this isn't strictly incorrect, however, as Barrett has begun referring to the M107 as the &amp;quot;M82A1&amp;quot;.&lt;br /&gt;
[[File:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm M107 CQ Promo.jpg|thumb|none|600px|An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M107 CQ Menu.jpg|thumb|none|600px|The weapon loadout menu image of M107CQ. It uses short 5-round magazines by default, with the more common 10-rounders being a purchasable option.]]&lt;br /&gt;
[[File:Sandstorm M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:Sandstorm M107CQ Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:Sandstorm M107CQ 1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]]&lt;br /&gt;
[[File:Sandstorm M107CQ 2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk. The speed reload is much the same, but features a somewhat AK-esque push of the magazine release with the fresh mag, letting it fall to the ground instead of retaining it.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm Hill Rebel Promo.jpg|thumb|none|450px|The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope.jpg|thumb|none|600px|...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope_Reticle.jpg|thumb|none|600px|Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1A.jpg|thumb|none|600px|Performing a speed reload on an SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2B.jpg|thumb|none|600px|On an empty mag, the insurgent additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament M110 SASS==&lt;br /&gt;
The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed &amp;quot;DOS Scope&amp;quot; which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.&lt;br /&gt;
[[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo 1.jpg|thumb|none|600px|The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm Sasquatch Promo.jpg|thumb|none|450px|The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm M110 (1).jpg|thumb|none|600px|Spawing-in with a scoped M110 - the marksman works the charging handle.]]&lt;br /&gt;
[[File:Sandstorm M110 (2).jpg|thumb|none|600px|A view of the SASS's open chamber.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS.jpg|thumb|none|600px|The M110 SASS- it is like an M16, ''but long''.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Sights.jpg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 1.jpg|thumb|none|600px|The operator inserts a 10-round SR-25 pattern magazine.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 2.jpg|thumb|none|600px|During an empty reload, the operator turns his rifle over and watches the bolt go into battery.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope.jpg|thumb|none|600px|Considering to go for precision shooting, the operator brings another M110 SASS whose configuration is similar to [[American Sniper|the legendary Navy SEAL sniper]].]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope Reticle.jpg|thumb|none|600px|Aiming the DOS scope shows its illuminated TMR reticle. Note the shown magnification is set in 6x.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 3.jpg|thumb|none|600px|For a bit clearer view of his surroundings, he adjusts the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 4.jpg|thumb|none|600px|After hitting the target in several shots, the operator checks for remaining ammo by taking a look at the magazine window in Magpul PMAG 20 LR/SR in similar manner to G36K, and AUG A3.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 5.jpg|thumb|none|600px|Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 6.jpg|thumb|none|600px|Complete with a slap to the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only for the Security's Marksman class. It costs 5 supply points.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;. Note the NWI trademark over the normal roll mark with the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack. While the bolt release isn't actually used, its presence and function is still acknowledged - in a nice touch, it visibly pops up when the rifle runs empty, and flips back down when the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 1 supply point and is usable by the Insurgents' Marksman class. By default, it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it is fixed by adding a PU scope with the now turned-down bolt handle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2B.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3C.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the M24, shared between it, Alpha AK, KSG, M99, and Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the loadout menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the M99 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]]&lt;br /&gt;
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip-up sights are shared with the flat-top ARs as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_1.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...]]&lt;br /&gt;
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers/Rifle Grenade Launchers=&lt;br /&gt;
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation Breakaway, it can be turned into makeshift underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 40mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:Gp-25 1.jpg‎|thumb|none|450px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Sandstorm AKM UBGL Promo.jpg|thumb|none|600px|Close-up of the AKM with mounted GP-25 loaded with 40mm buckshot shells, courtesy of the Sandstorm Steam Update 1.8 Operation Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AK-74 with a GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_1.jpg|thumb|none|600px|''Hey, cover me!'' The insurgent reloads his GP-25 with a caseless smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AKM with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL.jpg|thumb|none|600px|The Slavic mercenary finds a weapon cache to be destroyed.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_1.jpg|thumb|none|600px|Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch AG36==&lt;br /&gt;
The [[AG36]] is the underbarrel grenade launcher attachment for G36K. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:ag36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG36 grenade launcher with handguard - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of a G36K with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL.jpg|thumb|none|600px|Noticing possible hostiles on the second floor, the operator prepares his AG36 with an HE shell.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Sights.jpg|thumb|none|600px|Aiming the AG36 sights. Note the ladder sights is set to 150 meters.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_1.jpg|thumb|none|600px|After clearing the second floor, he reloads the AG36.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-BG==&lt;br /&gt;
The [[HS Produkt VHS-BG]] is the unique underbarrel grenade launcher option for VHS-D2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:VHS-BG.jpg|thumb|none|450px|HS Produkt VHS-BG - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of VHS-2 with the VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL.jpg|thumb|none|600px|After neutralizing some insurgents, the operator prepares his VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Sights.jpg|thumb|none|600px|Aiming the VHS-BG sights which shares similarities with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_1.jpg|thumb|none|600px|The operator reloads his VHS-BG with another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for M16A2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A2 with M203. Note the heat shield handguard.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL.jpg|thumb|none|600px|Realizing that his M16A2 is a bit [[Black Hawk Down|too vintage]] for the operation, he proceeds to aim the M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_1.jpg|thumb|none|600px|After covering the alleyway with a smoke, he inserts another smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Slap_Reload.jpg|thumb|none|600px|On an additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher|M203A2 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL.jpg|thumb|none|600px|Before crossing through the river, the operator grabs his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights which are identical to M203 sights on the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_1.jpg|thumb|none|600px|Then, he loads another fresh smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1 with M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL.jpg|thumb|none|600px|Spotting a dangerous-looking Toyota, the operator shows his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The [[M7 rifle grenade launcher]] is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Menu.jpg|thumb|none|600px|The weapon loadout menu image of M1 Garand with M7 rifle grenade launcher.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade.jpg|thumb|none|600px|When preparing his M7 rifle grenade launcher, he first swaps out the en-bloc clip loaded with live rounds.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 1.jpg|thumb|none|600px|Then, he inserts another clip filled with blanks.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 2.jpg|thumb|none|600px|After that he loads an HE rifle grenade through the muzzle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 3.jpg|thumb|none|600px|The operator soons spots a vacant sedan nearby while bracing his rifle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Sights.jpg|thumb|none|600px|Aiming the M7 rifle grenade launcher sights.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 4.jpg|thumb|none|600px|Not satisfied, he loads another rifle grenade.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 5.jpg|thumb|none|600px|He fires the rifle grenade launcher while bracing his rifle which makes the shot firing in parabolic arch akin to mortars.]]&lt;br /&gt;
&lt;br /&gt;
==RM Equipment M203PI==&lt;br /&gt;
The [[RM Equipment M203PI]] is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[File:FAMAS F1 M203PI.jpg|thumb|none|400px|FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm &amp;amp; 40mm]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an FAMAS F1 with a M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL.jpg|thumb|none|600px|The rogue police finds a tanker blocking his path while preparing his M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Sights.jpg|thumb|none|600px|Aiming the M203PI sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL 1.jpg|thumb|none|600px|Realizing that the tanker is not blown up yet, he proceeds to eject the empty shell before loading another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr GL 40==&lt;br /&gt;
The [[Steyr GL 40]] is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:GL-40.jpg|thumb|none|450px|Steyr GL 40 - 40x46mm]]&lt;br /&gt;
[[File:AUG_GL-40.jpg|thumb|none|450px|Styer GL 40 mounted on Steyr AUG A3 - 40x46mm and 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UGBL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AUG A3 with a GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL.jpg|thumb|none|600px|Going for flanking, the operator brings the GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL Sights.jpg|thumb|none|600px|Aiming the GL 40 sights with ladder sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL 1.jpg|thumb|none|600px|After landing the smoke, he loads another smoke shell into the pivoted barrel similar to the AG36 and VHS-BG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 91 Grenade Launcher==&lt;br /&gt;
The [[Type 91 grenade launcher]], specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 35mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|400px|Type 91 grenade launcher mounted on Norinco QBZ-95 - 35mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97 with a QLG-91B.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL.jpg|thumb|none|600px|The insurgent prepares his QLG-91B after encountering a bridge at the front.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Sights.jpg|thumb|none|600px|Aiming the QLG-91B sights.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL 1.jpg|thumb|none|600px|After that, he reloads his QLG-91 another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers/Missile Launchers/Recoilless Guns=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the reusable launcher for Security's Demolitions class costing 4 supply points, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...before swapping rounds, relatching the tube, and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available for Security's Demolitions class as their single shot launcher of choice for 3 supply points.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AT4.]]&lt;br /&gt;
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]]&lt;br /&gt;
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available for the Insurgents' Demolitions class for 3 supply points as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Panzerfaust 3.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgents' Demolitions class costing 4 supply points. Unlike in the previous game, it is reloadable with an extra warhead.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of RPG-7.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from the ''Far Cry'' games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering on the cold hill.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Grenade==&lt;br /&gt;
The [[F-1 hand grenade]] returns from the previous game as the hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]&lt;br /&gt;
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade at the bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Serving as Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable &amp;quot;C-4&amp;quot; consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 &amp;quot;clacker&amp;quot; switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Pack]]&lt;br /&gt;
[[File:Sandstorm C-4 Menu.jpg|thumb|none|600px|The weapon loadout menu image of M112 C4 Demolitions pack.]]&lt;br /&gt;
[[File:Sandstorm C-4.jpg|thumb|none|600px|Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.]]&lt;br /&gt;
[[File:Sandstorm C-4 1.jpg|thumb|none|600px|Sticking the M112 into the door.]]&lt;br /&gt;
[[File:Sandstorm C-4 2.jpg|thumb|none|600px|Blowing the place to kingdom come.]]&lt;br /&gt;
[[File:Sandstorm C-4 3.jpg|thumb|none|600px|The insurgent finds the M57 &amp;quot;clacker&amp;quot; switch inside the weapon cache...]]&lt;br /&gt;
[[File:Sandstorm C-4 4.jpg|thumb|none|600px|...complete with bundle of M112s in hand.]]&lt;br /&gt;
[[File:Sandstorm C-4 5.jpg|thumb|none|600px|Arming the M112 by pressing its red button.]]&lt;br /&gt;
[[File:Sandstorm C-4 6.jpg|thumb|none|600px|[[Counter-Strike|&amp;quot;Bomb has been planted.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] returns from the previous game for both teams which is incorrectly referred as '''M83 Smoke'''. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:Sandstorm_M18.jpg|thumb|none|600px|The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.]]&lt;br /&gt;
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares his M18 smoke grenade to cover the open bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M19 anti-tank mine==&lt;br /&gt;
The [[M19 anti-tank mine]] is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate when triggered by a passing enemy vehicle.&lt;br /&gt;
[[File:M19 AT.jpg|thumb|none|350px|M19 anti-tank mine (inert)]]&lt;br /&gt;
[[File:Sandstorm_M19_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M19 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px|The operator holding his M19.]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px|He proceeds to pull off the safety-clip cord...]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px|...then turns the safety knob from (S)afe into (A)rmed.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of  the M67 grenade.]]&lt;br /&gt;
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while inside the market in Precinct.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]]&lt;br /&gt;
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw an M84 stun grenade before breaching...]]&lt;br /&gt;
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...but first, realizes he is missing an important step and proceeds to pull the pin.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]] serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.&lt;br /&gt;
[[Image:TM62.jpg|thumb|none|400px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Sandstorm_TM-62_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TM-62 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_TM-62.jpg|thumb|none|600px|The insurgent prepares the TM-62.]]&lt;br /&gt;
[[File:Sandstorm_TM-62_1.jpg|thumb|none|600px|He then removes the safety pin...]]&lt;br /&gt;
[[File:Sandstorm_TM-62_2.jpg|thumb|none|600px|...before proceeding to arm and plant the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire ATGM==&lt;br /&gt;
Security's AH-64 Apache (callsign &amp;quot;Assassin&amp;quot;) is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Sandstorm_Apache_AGM-114_Hellfire.jpg|thumb|none|600px|Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes on the rocket pod.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears mounted on Security's technicals as the counterpart of DShK. Unusable, low-detail models can be found on vehicles as environmental props in some maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]]&lt;br /&gt;
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]]&lt;br /&gt;
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams in Hideout.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on Assassin as the '''30mm Cannon''', instead of the accurate [[M230 Chain Gun]].&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|400px|An M230 Chain Gun mounted on an AH-64 Apache, for reference.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|600px|Assassin fires the bizarrely-mounted DShK against some rampaging insurgents.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|600px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (callsign &amp;quot;Cleric&amp;quot;), where it is used by the door gunners. The gun also ejects spent casings when firing.&lt;br /&gt;
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19.jpg|thumb|none|600px|The door gunner fires his GAU-19/A with a lovely cartridge shower.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|600px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] is mounted on Security's A-10 Thunderbolt II (callsign &amp;quot;Warlock&amp;quot;). Warlock will strafe a marked area perpendicular to the Commander's line of sight.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:Sandstorm_GAU-8.jpg|thumb|none|600px|Warlock with the GAU-8/A Avenger after strafing the marked target.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Ammo Crate==&lt;br /&gt;
The ammo crate can be used to fully restore player's gear and health.&lt;br /&gt;
[[File:Sandstorm Ammo Crate.jpg|thumb|none|600px|A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, along with a few STANAG and AK magazines with some scattered ammo around.]]&lt;br /&gt;
&lt;br /&gt;
==Graffiti==&lt;br /&gt;
[[File:Sandstorm Wall Art.jpg|thumb|none|600px|The operator finds amusing graffiti of an operator with a [[Mk 18 Mod 1]] fitted with an EOTech Holographic sight, suppressor, and foregrip near the school in Precinct.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with an [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 3.jpg|thumb|none|600px|The rogue police officer finds a graffiti of a donkey cart with mounted [[DShK]] in Tell.]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Cache==&lt;br /&gt;
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.&lt;br /&gt;
[[File:Sandstorm Weapon Cache.jpg|thumb|none|600px|On the Insurgents' weapon cache, an RPG warhead and AK magazine are seen beside the opened crate with [[TM-62 anti-tank mine]] and an AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 1.jpg|thumb|none|600px|From behind there is another opened crate with a couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite the fact there aren't any [[RGD-5 hand grenade]]s inside.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 2.jpg|thumb|none|600px|On Security's weapon cache, there is an opened crate with the warhead of a Panzerfaust 3 behind it along with a couple of [[M19 anti-tank mine|M19 anti-tank mines]], some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two [[M18 smoke grenade|M18 smoke grenades]] and some STANAG magazines with scattered ammo near the case at the top of the green crate.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 3.jpg|thumb|none|600px|There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads for the Panzerfaust 3. Another M19 is located in the middle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Deploy_1.jpg&amp;diff=1500528</id>
		<title>File:Sandstorm KS-23 Deploy 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Deploy_1.jpg&amp;diff=1500528"/>
		<updated>2022-05-19T05:48:04Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Deploy.jpg&amp;diff=1500527</id>
		<title>File:Sandstorm KS-23 Deploy.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Deploy.jpg&amp;diff=1500527"/>
		<updated>2022-05-19T05:46:40Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_2.jpg&amp;diff=1500526</id>
		<title>File:Sandstorm KS-23 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_2.jpg&amp;diff=1500526"/>
		<updated>2022-05-19T05:46:24Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_1.jpg&amp;diff=1500525</id>
		<title>File:Sandstorm KS-23 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_1.jpg&amp;diff=1500525"/>
		<updated>2022-05-19T05:46:05Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Sights.jpg&amp;diff=1500524</id>
		<title>File:Sandstorm KS-23 Sights.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Sights.jpg&amp;diff=1500524"/>
		<updated>2022-05-19T05:45:43Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23.jpg&amp;diff=1500523</id>
		<title>File:Sandstorm KS-23.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23.jpg&amp;diff=1500523"/>
		<updated>2022-05-19T05:45:25Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Deploy_1.jpg&amp;diff=1500522</id>
		<title>File:Sandstorm KSG Deploy 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Deploy_1.jpg&amp;diff=1500522"/>
		<updated>2022-05-19T05:44:52Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Deploy.jpg&amp;diff=1500521</id>
		<title>File:Sandstorm KSG Deploy.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Deploy.jpg&amp;diff=1500521"/>
		<updated>2022-05-19T05:44:38Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_3.jpg&amp;diff=1500520</id>
		<title>File:Sandstorm KSG 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_3.jpg&amp;diff=1500520"/>
		<updated>2022-05-19T05:44:14Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_2.jpg&amp;diff=1500519</id>
		<title>File:Sandstorm KSG 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_2.jpg&amp;diff=1500519"/>
		<updated>2022-05-19T05:43:59Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_1.jpg&amp;diff=1500518</id>
		<title>File:Sandstorm KSG 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_1.jpg&amp;diff=1500518"/>
		<updated>2022-05-19T05:43:40Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Sights.jpg&amp;diff=1500517</id>
		<title>File:Sandstorm KSG Sights.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Sights.jpg&amp;diff=1500517"/>
		<updated>2022-05-19T05:43:21Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG.jpg&amp;diff=1500516</id>
		<title>File:Sandstorm KSG.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG.jpg&amp;diff=1500516"/>
		<updated>2022-05-19T05:43:03Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_QTS-11_8.jpg&amp;diff=1500515</id>
		<title>File:Sandstorm QTS-11 8.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_QTS-11_8.jpg&amp;diff=1500515"/>
		<updated>2022-05-19T05:37:26Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm QTS-11 8.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_QTS-11_7.jpg&amp;diff=1500514</id>
		<title>File:Sandstorm QTS-11 7.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_QTS-11_7.jpg&amp;diff=1500514"/>
		<updated>2022-05-19T05:37:09Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm QTS-11 7.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_QTS-11_6.jpg&amp;diff=1500513</id>
		<title>File:Sandstorm QTS-11 6.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_QTS-11_6.jpg&amp;diff=1500513"/>
		<updated>2022-05-19T05:36:52Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm QTS-11 6.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_Alpha_AK_Menu.jpg&amp;diff=1500512</id>
		<title>File:Sandstorm Alpha AK Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_Alpha_AK_Menu.jpg&amp;diff=1500512"/>
		<updated>2022-05-19T05:31:10Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm Alpha AK Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:SandstormKS-23M.jpg&amp;diff=1500511</id>
		<title>File:SandstormKS-23M.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:SandstormKS-23M.jpg&amp;diff=1500511"/>
		<updated>2022-05-19T05:30:35Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:SandstormKS-23M.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:SandstormKSGMenu.jpg&amp;diff=1500510</id>
		<title>File:SandstormKSGMenu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:SandstormKSGMenu.jpg&amp;diff=1500510"/>
		<updated>2022-05-19T05:30:10Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:SandstormKSGMenu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_Operation_Glasshouse_Promo.jpg&amp;diff=1500509</id>
		<title>File:Sandstorm Operation Glasshouse Promo.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_Operation_Glasshouse_Promo.jpg&amp;diff=1500509"/>
		<updated>2022-05-19T05:27:29Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1497962</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1497962"/>
		<updated>2022-04-27T16:30:58Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: /* Manurhin MR-73 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= December 12, 2018 (PC)&amp;lt;br&amp;gt;September 29, 2021 (Consoles)&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=Focus Home Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc, while the Insurgents consist of local rebels, clandestine operatives, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. Each faction is divided into eight classes named:&lt;br /&gt;
*Rifleman, the backbone of the team armed with assault rifles and battle rifles.&lt;br /&gt;
*Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives.&lt;br /&gt;
*Advisor, who has access to exotic guns and optics from the opposing faction.&lt;br /&gt;
*Demolitions, the explosives expert with access to various explosives including launchers and UBGLs.&lt;br /&gt;
*Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes.&lt;br /&gt;
*Gunner, who provides suppressive fire with machine guns.&lt;br /&gt;
*Observer, who carries a radio to allow the Commander to call in fire support.&lt;br /&gt;
*Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby.&lt;br /&gt;
&lt;br /&gt;
A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all weapons and attachments.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation: Exodus, the M9 along with other handguns have access to unmagnified optics.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]]&lt;br /&gt;
[[File:Sandstorm M9 (1).jpg|thumb|none|600px|Initially drawing the M9 pistol - the user first inspects the magazine...]]&lt;br /&gt;
[[File:Sandstorm M9 (2).jpg|thumb|none|600px|...inserts it, and chambers the pistol. This animation is used for all of the pistols during the spawn-in phase.]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|600px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (1).jpg|thumb|none|600px|Spawning-in with the Browning - note the user's fingers clipping through the double-stacked magazine.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (2).jpg|thumb|none|600px|Sliding it in.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (3).jpg|thumb|none|600px|Chambering the BHP.]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|600px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|600px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide &amp;amp; frame.]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|600px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|600px|The teeny tiny GI standard M1911 sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|600px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|600px|Preparing to hit the slide release on an empty M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (1).jpg|thumb|none|600px|The initial draw of the M45A1 pistol - loading in the magazine.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (2).jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911A1's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|600px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17&amp;quot;. In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It costs 3 supply points.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:Glock 17 PF940V2.jpg|thumb|none|350px|Glock 17 with Polymer80 PF940V2 frame and P80 slide - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm Internal Affairs Promo.jpg|thumb|none|450px|The Internal Affairs officer armed with a Glock 17, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of a P80 slide with diagonal cocking serrations from the Polymer80.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|600px|A Glock made out of aftermarket parts, the sights are a simple 3 dot style.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 Action Express was added in Update 1.10 Operation: Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo.jpg|thumb|none|600px|An officially released render of the pre-release model, courtesy of the official Operation: Exodus website. Note the rubber grip with finger grooves, compensator at the top, and suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo 1.jpg|thumb|none|600px|The rebel aims his Desert Eagle, courtesy of the official Operation: Exodus website.]]&lt;br /&gt;
[[File:Sandstorm Bad Day Promo.jpg|thumb|none|450px|The 'Bad Day' survivor brandishes his Desert Eagle, courtesy of the Sandstorm Twitter page. Considering that he's a crashed helicopter pilot, he seemingly must have put it in his crash kit, after having decided to forsake all sensible armament.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Desert Eagle.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy.jpg|thumb|none|600px|The draw animation begins by inserting a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy 1.jpg|thumb|none|600px|...then pulling the slide while checking the loaded mag.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle.jpg|thumb|none|600px|The rebel shows off his hefty Desert Eagle and has a feeling his organization will be doing plenty of fundraising drives in the near future after acquiring enough Desert Eagles to arm the entire movement.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the sights of Desert Eagle at an abandoned van.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 1.jpg|thumb|none|600px|Firing at the engine block shows the impressive ring-shaped muzzle flash, ejected cartridge, and powerful muzzle rise, which from this perspective looks like it's smacking the shooter in the face.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 2.jpg|thumb|none|600px|After spending all seven rounds of .50 AE, he changes his magazine, which shows witness holes.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 3.jpg|thumb|none|600px|Complete with a push to the slide stop with the thumb.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 4.jpg|thumb|none|600px|Going to blast some electronic appliances, he brings another Desert Eagle fitted with compensator.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 5.jpg|thumb|none|600px|The speed reload begins by swiftly tossing the mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 6.jpg|thumb|none|600px|...before giving a push to the slide stop. Not pictured: the rebel making sure to pick up the dropped mag because Desert Eagle magazines are about $50 USD a pop.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]]&lt;br /&gt;
[[File:Sandstorm PM (1).jpg|thumb|none|600px|The initial draw of the PM, similar to other pistols.]]&lt;br /&gt;
[[File:Sandstorm PM (2).jpg|thumb|none|600px|Chambering the Makarov.]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950s era design.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|600px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov receives a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Manurhin MR-73==&lt;br /&gt;
The [[Manurhin MR-73]] was added in Update 1.10 Operation: Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25&amp;quot; barrel which can be extended into 8&amp;quot; by choosing the &amp;quot;Sniper Barrel&amp;quot;, which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed &amp;quot;CT Scope&amp;quot;) in 2.5x magnification, suppressor, and bipod. Also available is the &amp;quot;Cheapo Suppressor&amp;quot; made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25&amp;quot; barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points.&lt;br /&gt;
[[File:MR-73 5.25.jpg|thumb|none|350px|Manurhin MR-73 Defense with 5.25&amp;quot; barrel and adjustable sights - .357 Magnum]]&lt;br /&gt;
[[File:MR-73 Sniper.jpg|thumb|none|350px|Manurhin MR-73 &amp;quot;Sniper&amp;quot; with 8&amp;quot; barrel, adjustable sights, scope, and bipod - .357 Magnum]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo.jpg|thumb|none|600px|An officially released render of the MR-73 in-game model, courtesy of the official Operation: Exodus website. Note the caliber markings on the barrel; serial numbers, and manufacturer markings on the frame; and makeshift suppressor from oil filter at the top.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo 1.jpg|thumb|none|600px|The operator points his MR-73, courtesy of the official Operation: Exodus website.]]&lt;br /&gt;
[[File:Sandstorm Detainer Promo.jpg|thumb|none|450px|The Detainer stands by with his Manurhin MR-73, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy.jpg|thumb|none|600px|When deployed, the operator checks the cylinder by pressing the cylinder release.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy 1.jpg|thumb|none|600px|...before quickly flicking the cylinder shut, much to the dismay of revolver fans the world over.]]&lt;br /&gt;
[[File:Sandstorm MR-73.jpg|thumb|none|600px|The operator prepares his rugged French revolver for some quick draw action.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Sights.jpg|thumb|none|600px|Aiming down the sights of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 1.jpg|thumb|none|600px|After firing at all the steel targets, he checks remaining ammo by releasing the cylinder. Note the spent rounds feature  visibly dented primers, a nice touch.]]&lt;br /&gt;
[[File:Sandstorm MR-73 2.jpg|thumb|none|600px|The operator dumps spent rounds by pressing the ejector rod. If there is any remaining ammo, the shooter will cover the unspent rounds.]]&lt;br /&gt;
[[File:Sandstorm MR-73 3.jpg|thumb|none|600px|Loading new rounds into each chamber.]]&lt;br /&gt;
[[File:Sandstorm MR-73 4.jpg|thumb|none|600px|Then, he proceeds to flick the cylinder shut. As noted plenty of times on this very wiki, flicking a revolver cylinder shut is not recommended and can cause damage to the weapon.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope.jpg|thumb|none|600px|Considering some covert sniping, the operator deploys another MR-73 fitted with an 8&amp;quot; &amp;quot;Sniper&amp;quot; barrel with Bushnell Magnum Phantom scope and bipod. While this set-up may seem utterly ridiculous, [https://www.forgottenweapons.com/gigns-mr73-sniper-revolver-in-357-magnum/ it is a very real configuration for the MR-73].]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope Reticle.jpg|thumb|none|600px|Aiming through the scope, which shows a simple fine reticle.]]&lt;br /&gt;
[[File:Sandstorm MR-73 5.jpg|thumb|none|600px|Firing the 8&amp;quot; barrel has the shooter manually cock the hammer. For some reason, the revolver does not fire in double-action when fitted with the 8&amp;quot; barrel.]]&lt;br /&gt;
[[File:Sandstorm MR-73 6.jpg|thumb|none|600px|Reloading with a speed loader has the shooter ejecting spent rounds with the ejector rod...]]&lt;br /&gt;
[[File:Sandstorm MR-73 7.jpg|thumb|none|600px|...then loading with a speed loader...]]&lt;br /&gt;
[[File:Sandstorm MR-73 8.jpg|thumb|none|600px|...complete with gently shutting the cylinder with their left hand. The speed reload is similar, but faster.]]&lt;br /&gt;
[[File:Sandstorm MR-73 9.jpg|thumb|none|600px|Finding himself on a low budget, the operator brings another MR-73 fitted with a makeshift oil filter suppressor.]]&lt;br /&gt;
[[File:Sandstorm MR-73 10.jpg|thumb|none|600px|Aiming the makeshift sights above the makeshift suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its British Army designation of L106A1. It costs 2 supply points.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P226R. Note the threaded barrel.]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226R.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|600px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point.&lt;br /&gt;
[[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the markings written in Arabic on the slide which reads &amp;quot;TARIQ 9 m/m IRAQ - Licensed by BERETTA&amp;quot; .]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|600px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|600px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark II==&lt;br /&gt;
Update 1.7 Nightfall adds the Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]]&lt;br /&gt;
[[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it's stated to be chambered in 9x19mm.]]&lt;br /&gt;
[[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]]&lt;br /&gt;
[[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 1.jpg|thumb|none|600px|Cycling the bolt of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 2.jpg|thumb|none|600px|Swapping the magazine with the right hand...]]&lt;br /&gt;
[[File:Sandstorm Welrod 3.jpg|thumb|none|600px|...before cycling back the bolt.]]&lt;br /&gt;
[[File:Sandstorm Welrod 4.jpg|thumb|none|600px|Realizing that it isn't enough yet, the operator deploys his Welrod with red dot sight, laser sight, bipod, and greased bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The First Major Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant for the Breacher class, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. It costs 3 supply points.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|600px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|600px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The First Major Content Update provided Security's Breacher class with the [[MP5A5]], costing 3 supply points.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|600px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|600px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6. Note the unaltered velocity, despite the suppressor of MP5SD is supposed to reduce muzzle velocity into subsonic when using standard supersonic ammunition.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. Following Update 1.8 Operation: Breakaway, the foregrip can be replaced with other underbarrel attachments for additional supply points, turning the SMG into a [[Heckler &amp;amp; Koch MP7A2|MP7A2]]. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (1).jpg|thumb|none|600px|The draw animation of the MP7A1 - the operator unfolds the foregrip...]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (2).jpg|thumb|none|600px|...and charges the PDW.]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down &amp;quot;pistol&amp;quot; sights; one of the weapon's customization options is to flip these up into the aperture/post &amp;quot;rifle&amp;quot; setup.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (3).jpg|thumb|none|600px|Using the raised sights.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (4).jpg|thumb|none|600px|Reloading with a 40-round magazine.]]&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 with RAL8000 finish - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm MP7A2 (1).jpg|thumb|none|600px|The weapon loadout menu image of the MP7A2 fitted with &amp;quot;Aiming Grip&amp;quot;, extended magazine, and iron sights in aperture/post &amp;quot;rifle&amp;quot; setup. The draw animation for this changes to a simple left-handed pull of the charging handle, as the folding grip is gone.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics-friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]]&lt;br /&gt;
[[File:Sandstorm Uzi (1).jpg|thumb|none|600px|The spawn animation of the Uzi - the fighter grasps the stock...]]&lt;br /&gt;
[[File:Sandstorm Uzi (2).jpg|thumb|none|600px|...and unfolds it.]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|600px|Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: &amp;quot;UZI semi-auto MODEL B 9mm PARA-ISRAEL&amp;quot;, indicating the Uzi was converted to fire in full-auto.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|600px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the &amp;quot;Advanced Suppressor&amp;quot; modeled after the M3 Spec Ops Gen 2 used by the Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation: Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it.&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (1).jpg|thumb|none|600px|As with the other old SMGs, the draw animation for the M3 shows the user deploying the stock.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (2).jpg|thumb|none|600px|And pulling the bolt back, which kicks open the safety/dust cover.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights toward bottles.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...and giving the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|500px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; modified with rails, red dot and integral suppressor - .45 ACP.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique &amp;quot;Advanced Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==P90 Tactical / USG==&lt;br /&gt;
The [[P90 Tactical / USG]] was added in Update 1.11 Operation: Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called &amp;quot;Factory Circle&amp;quot;, and &amp;quot;Factory Dot&amp;quot;, and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|thumb|400px|none|FN P90 Tactical - FN 5.7x28mm]]&lt;br /&gt;
[[File:P90 USG.jpg|thumb|none|400px|FN P90 USG - 5.7x28mm FN]]&lt;br /&gt;
[[File:Sandstorm Operation Warlord Promo.jpg|thumb|none|600px|The official artwork of Operation: Warlord, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo.jpg|thumb|none|600px|An officially released render of the P90 Tactical in-game model, courtesy of the Sandstorm Twitter page. Note the serial number, and &amp;quot;P90 cal 5.7x28&amp;quot; markings on the optical sight group; along with &amp;quot;RESTRICTED LAW ENFORCEMENT USE ONLY&amp;quot; markings on the receiver.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo 1.jpg|thumb|none|600px|The goggled masked insurgent braces his P90 Tactical fitted with custom fiber optic sights, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy.jpg|thumb|none|600px|The Slavic mercenary prepares his P90 by loading its mag...]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy 1.jpg|thumb|none|600px|...then swiftly pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90.jpg|thumb|none|600px|The said mercenary tries to resist his urge to [[Counter-Strike|'Ru]][[Counter-Strike: Source|sh]] [[Counter-Strike: Global Offensive|B']] with his P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Sights.jpg|thumb|none|600px|Aiming down the custom fiber optic sights.]]&lt;br /&gt;
[[File:Sandstorm P90 1.jpg|thumb|none|600px|After firing at the entire steel targets, he checks remaining ammo by taking a look at the magazine.]]&lt;br /&gt;
[[File:Sandstorm P90 2.jpg|thumb|none|600px|Inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm P90 3.jpg|thumb|none|600px|Pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Circle&amp;quot; reflex sight, compensator, railed handguard, and foregrip.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm P90 4.jpg|thumb|none|600px|The speed reload begins by dumping the empty mag to the side...]]&lt;br /&gt;
[[File:Sandstorm P90 5.jpg|thumb|none|600px|...complete with a yank on charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Dot&amp;quot; reflex sight, and Gemtech suppressor.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows blueish illuminated reticle.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 4==&lt;br /&gt;
The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.&lt;br /&gt;
[[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of Sterling Mk. 4.]]&lt;br /&gt;
[[File:Sandstorm Sterling (1).jpg|thumb|none|600px|As with the Uzi, the user unfolds the stock when spawning-in with the Sterling.]]&lt;br /&gt;
[[File:Sandstorm Sterling (2).jpg|thumb|none|600px|Opening the bolt.]]&lt;br /&gt;
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent and his Sterling Mk. 4. Unlike in the previous game, the shooter holds it by the heat shield instead of the magazine. As of the Operation Breakaway update, the Sterling is held in a more conventional manner and the player character only C-clamps the weapon with the use of a specific foregrip.]]&lt;br /&gt;
[[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]]&lt;br /&gt;
[[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads &amp;quot;STERLING SMG 9M/M MK4 (L2A3)&amp;quot;, complete with serial numbers below it.]]&lt;br /&gt;
[[File:Sandstorm Sterling 2.jpg|thumb|none|600px|Then, he proceeds to pull the charging handle underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 5==&lt;br /&gt;
When equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into a [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.&lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor.jpg|thumb|none|600px|The insurgent brings the suppressed Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is the SMG added in Update 1.11 Operation: Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Vector Promo.jpg|thumb|none|600px|An officially released render of the Vector in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Promo 1.jpg|thumb|none|600px|The operator aims his Vector fitted with SilencerCO Osprey 45K suppressor, and 25-round magazine; courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Vector.]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy.jpg|thumb|none|600px|The operator prepares his Vector by unfolding its stock...]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy 1.jpg|thumb|none|600px|...complete with yanking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector.jpg|thumb|none|600px|The Vector spots a wooden target on the second floor.]]&lt;br /&gt;
[[File:Sandstorm Vector Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Sandstorm Vector 1.jpg|thumb|none|600px|After mag dumping at the said target, he drops the mag by pressing mag release.]]&lt;br /&gt;
[[File:Sandstorm Vector 2.jpg|thumb|none|600px|Then, he pulls the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector 3.jpg|thumb|none|600px|He brings another Vector fitted with holographic sight, and SilencerCO Osprey 45K suppressor.]]&lt;br /&gt;
[[File:Sandstorm Vector 4.jpg|thumb|none|600px|The operator performs speed reload by quickly inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm Vector 5.jpg|thumb|none|600px|Complete with pressing the bolt release while watching the bolt going into battery.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==&amp;quot;Alpha AK&amp;quot;==&lt;br /&gt;
A Russian Spetsnaz Alpha Group-inspired AK carbine was added in the Beta Update - November 8th as an option for the Insurgents' Advisor class, costing 4 supply points.  It features Zenitco B-30 handguards, a TWS railed dust cover, a Magpul MOE AK pistol grip, and a Tromix extended charging handle. The receiver isn't an exact AK-100 series variant though - it lacks the hardware for the original folding stock, and the Crane/BCM B5 stock is mounted on an AKM/AK-74 style non-folding buffer adapter.&lt;br /&gt;
&lt;br /&gt;
The Alpha AK's cartridge has also changed over the updates. It was originally chambered in 5.45, then re-chambered to 7.62x39 in the Nightfall update, and is now again in 5.45.&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being replaced by a steel 7.62x39mm AK magazine in Update 1.7 Nightfall.]]&lt;br /&gt;
[[File:Sandstorm Gray Man Promo.jpg|thumb|none|450px|The anonymous 'Gray Man' armed with Alpha AK, courtesy of the Sandstorm Twitter page. His helmet is based on SRU tactical helmet.]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins with knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has &amp;quot;PATENTED U.S.A. MADE&amp;quot; markings while the receiver has &amp;quot;Model AK-104-A CAL 7.62x39&amp;quot; markings, indicating that it is fitted with American-made railed dust cover like a TWS railed dust cover. The stock's buffer adapter here also appears to be mounted on the rear tang trunnion of an AKMN/AK-74N style receiver.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game as the AK-74. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]]&lt;br /&gt;
[[File:Sandstorm AK-74 (1).jpg|thumb|none|600px|The initial deployment animation of the AK-74 - the user grabs and inspects a magazine...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (2).jpg|thumb|none|600px|...rocks it in, then flicks off the safety...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (3).jpg|thumb|none|600px|...and dominant-arms the bolt to chamber the rifle. All AK variants share this spawn animation.]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|600px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|600px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AKs, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Operation Exodus Promo.jpg|thumb|none|600px|The official artwork of Operation: Exodus, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Upriser Promo.jpg|thumb|none|450px|The masked Upriser stares while carrying his AKMN, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Sporty Promo.jpg|thumb|none|450px|The 'Sporty' insurgent shows his AKMN in Chrome custom skin with folding stock similar to the one from Norinco Type 56-2, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|600px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|600px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.&lt;br /&gt;
[[File:AKS74U.jpg|500px|thumb|none|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Update 1.7 Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:Sandstorm AS Val Promo.jpg|thumb|none|600px|An officially released render of the AS Val in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AS Val Menu.jpg|thumb|none|600px|The weapon loadout menu image of AS Val.]]&lt;br /&gt;
[[File:Sandstorm AS Val.jpg|thumb|none|600px|The insurgents holds his quiet AS Val before shooting the steel target.]]&lt;br /&gt;
[[File:Sandstorm AS Val Sights.jpg|thumb|none|600px|Aiming down the sights of the AS Val, which is similar with other AK sights.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope.jpg|thumb|none|600px|Finding that he needs some precision shooting, he equips a PSO-1 for it.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope Reticle.jpg|thumb|none|600px|Aiming the PSO-1 scope which is similar to the one used by the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm AS Val 1.jpg|thumb|none|600px|Loading up a new magazine...]]&lt;br /&gt;
[[File:Sandstorm AS Val 2.jpg|thumb|none|600px|...then giving the charging handle a yank, nearly identical to ''[[Payday_2#AS_VAL|Payday 2]]'''s AS VAL reload. The speed reload is similar to AK family / derivatives rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation: Cold Blood. It costs 4 supply points.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]]&lt;br /&gt;
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Spotting a couple of targets seen at windows while carrying the Anglo bullpup in question.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|After neutralizing the targets, the reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|...inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod, and a SUSAT scope.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]&lt;br /&gt;
[[File:Sandstorm L85A2 Rails Scope BUS.jpg|thumb|none|600px|Aiming the BUS which subtly shows a tiny '86' mark on the top of it.]]&lt;br /&gt;
[[File:Sandstorm L85A2 4.jpg|thumb|none|600px|During speed reload he quickly pushes the mag release before inserting a new mag...]]&lt;br /&gt;
[[File:Sandstorm L85A2 5.jpg|thumb|none|600px|...then proceeds with a smash on the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] was added in Update 1.8 Operation: Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.&lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[File:FAMAS F1 M203PI.jpg|thumb|none|400px|FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm &amp;amp; 40mm]]&lt;br /&gt;
[[File:Sandstorm Operation Breakaway Promo.jpg|thumb|none|600px|The official artwork of Operation: Breakaway, courtesy of the Sandstorm Steam August 2020 Community Update Blog page. Despite the hooded rogue spec ops having a visible shotshell holder, he is armed with a FAMAS F1 while his masked comrade is armed with a TOZ-194 instead.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo.jpg|thumb|none|600px|An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation: Breakaway website. Note the RM Equipment M203PI attached at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Character FAMAS F1.jpg|thumb|none|300px|The operator with a FAMAS F1, courtesy of the official Operation: Breakaway website. Note the removed bipod.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 1.jpg|thumb|none|600px|The shaded insurgent wearing a skull balaclava fires the FAMAS F1 with attached SU230 and compensator, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 2.jpg|thumb|none|600px|Another shot of the same FAMAS F1's right side, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Rogue Cop Promo.jpg|thumb|none|450px|The 'Rogue Cop' raises his FAMAS F1 fitted with a MARS red dot, courtesy of the Sandstorm Twitter page. The pixelated uniform is based off the one used by Iraqi Federal Police.]]&lt;br /&gt;
[[File:Sandstorm Rogue Spec Ops Promo.jpg|thumb|none|450px|The menacing-looking 'Rogue Spec Ops' posing with a suppressed FAMAS F1, courtesy of the Sandstorm Twitter page. His gear setup is based on the Iraqi Special Operations Forces.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1.jpg|thumb|none|600px|The rogue police officer brings his recently captured FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Sights.jpg|thumb|none|600px|Aiming down the relatively narrow iron sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 1.jpg|thumb|none|600px|After accidentally shooting at a nearby fire extinguisher in full-auto, he switches into more sensible 3-round burst with the rear selector. When reverting back from semi-auto into full-auto, the shooter only switches the safety near the trigger without switching the rear selector again for properly reverting into full-auto.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 2.jpg|thumb|none|600px|Running out of ammo, he loads another 25-round mag.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 3.jpg|thumb|none|600px|Then, he pulls back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available for the Security forces. Since Update 1.9 Operation: Cold Blood, the Hensoldt ZF dual optical sight can be equipped on the G36K as the &amp;quot;CH Sight&amp;quot; with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation: Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;K-G36K.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of G36K.]]&lt;br /&gt;
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunnion-melting glory.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:Sandstorm_G36K_3.jpg|thumb|none|600px|After dumping a few rounds, the operator checks his remaining ammo by taking a look at partially empty magazine.]]&lt;br /&gt;
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The operator inserts a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a tug of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the bottom 1.5x magnification ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]&lt;br /&gt;
[[File:Sandstorm G36K Scope Reticle 1.jpg|thumb|none|600px|Aiming the top unmagnified sight shows a tiny red dot.]]&lt;br /&gt;
[[File:Sandstorm G36K 4.jpg|thumb|none|600px|The operator performs the speed reload by swapping out empty mag...]]&lt;br /&gt;
[[File:Sandstorm G36K 5.jpg|thumb|none|600px|...then inserts a fresh mag with a push on off-screen extended bolt release near the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was added in Update 1.3 as the '''VHS-2''' for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points.&lt;br /&gt;
[[File:VHS2.JPG|thumb|none|400px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the VHS-2 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|Aiming down the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
Update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the MDG3 drum magazines on the deployed Galils. Also note the &amp;quot;TacPoint&amp;quot; on the mounted red dot sights on the Galil SAR, which is an obvious spoof of Aimpoint.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights toward the questioned targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar to AK family weapons and has the player character knocking out the old magazine by hitting the mag release with the new magazine.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the speed empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope, called the &amp;quot;A2 Scope&amp;quot; in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80s vintage iron sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the A2 scope reveals a fairly small duplex crosshair.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that ''Sandstorm'' does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|He then proceeds to press the bolt release. The speed reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation: Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the &amp;quot;Flat Top&amp;quot; attachment for clearer view when using unmagnified optics.&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|500px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4. Note the arsenal markings on the stock which also appeared in previous game.]]&lt;br /&gt;
[[File:Sandstorm_M16A4.jpg|thumb|none|600px|The operator with a more contemporary M16A4.]]&lt;br /&gt;
[[File:Sandstorm M16A4 Sights.jpg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:Sandstorm M16A4 1.jpg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:Sandstorm M16A4 2.jpg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
[[File:Sandstorm_M16A4 3.jpg|thumb|none|600px|Another M16A4 with red dot, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|500px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm Battleworn Promo.jpg|thumb|none|450px|The 'Battleworn' soldier stands by while showing good trigger discipline with his M4A1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Big Spender Promo.jpg|thumb|none|450px|The 'Big Spender' carries his M4A1 while also showing good trigger discipline, courtesy of the Sandstorm Twitter page. His outfits came from NorArm Tactical.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1. It uses an older CAR-style sliding stock.]]&lt;br /&gt;
[[File:Sandstorm_M4.jpg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:Sandstorm_M4 Sights.jpg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:Sandstorm_M4 1.jpg|thumb|none|600px|After mag dumping, he performs a speed reload in high speed, low drag.]]&lt;br /&gt;
[[File:Sandstorm_M4 2.jpg|thumb|none|600px|Complete with a push on bolt release while watching the bolt moving forward.]]&lt;br /&gt;
[[File:Sandstorm_M4 3.jpg|thumb|none|600px|The operator prepares his M4A1 with holographic sight, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the [[Daniel Defense MK18]] (with appropriate DDMK18 markings on the left side of the receiver).&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm PMC Promo.jpg|thumb|none|450px|The PMC looks over while carrying his Mk 18 Mod 1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1. Originally, a more correct, windowed PMag was used - but this has been changed to a stylized polymer design. It can be loaded with a regular STANAG scavenged from other rifles in gameplay.]]&lt;br /&gt;
[[File:Sandstorm Mk 18.jpg|thumb|none|600px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 Sights.jpg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 1A.jpg|thumb|none|600px|Not to be outdone, he tosses the empty Magpul PMAG. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 2.jpg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 4 supply points. Following Update 1.4, it has its own unique scope called the &amp;quot;Type 03 Scope&amp;quot;.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of QBZ-03.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Even rarer to see, it even comes with its own scope.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope_Reticle.jpg|thumb|none|600px|Aiming down the scope reveals a fairly unique reticle.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
The [[QBZ-97]] was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points.&lt;br /&gt;
[[File:QBZ97A.jpg|thumb|none|500px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Promo.jpg|thumb|none|600px|An officially released render of the QBZ-97 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97.jpg|thumb|none|600px|The insurgent rings in the Year of the Ox with a brand-new QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Sights.jpg|thumb|none|600px|Aiming down the G36-ish iron sights.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 1.jpg|thumb|none|600px|Staring an empty reload, which gives us a view of the bolt and the markings, which read &amp;quot;T97 NSR CAL.5.56mm&amp;quot;. These markings are similar to ones seen on Type 97 rifles sold on the Canadian consumer market, suggesting that the in-game rifle was modeled after a Canadian civilian Type 97. Given that developer New World Interactive has an office in Canada, this is a very real possibility.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 2.jpg|thumb|none|600px|Finishing off an empty reload with a yank on the locked-back charging handle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope.jpg|thumb|none|600px|The QBZ-97's unique scope, the 3x magnification YMA-95-1 scope.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope Reticle.jpg|thumb|none|600px|Aiming the YMA-95-1 scope which shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 3.jpg|thumb|none|600px|The speed reload begins by quickly taking out empty mag...]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 4.jpg|thumb|none|600px|...complete with a quick stroke in charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QTS-11==&lt;br /&gt;
The [[QTS-11]] was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes in 4 supply points. It features an unique adjustable &amp;quot;Type 11 Scope&amp;quot; which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells.&lt;br /&gt;
[[File:Ots-11-action.jpg|thumb|none|500px|Norinco QTS-11 - 5.8x42mm &amp;amp; 20mm Grenade]]&lt;br /&gt;
[[file:Sandstorm QTS-11 Promo.jpg|thumb|none|600px|An officially released render of the QTS-11 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11.jpg|thumb|none|600px|Still sad that the [[XM29 OICW]] didn't go anywhere, the operator arms himself with the next best thing: a QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Sights.jpg|thumb|none|600px|Aiming down the aperture sights, which are also used on the Mk 18 and M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 1.jpg|thumb|none|600px|Beginning a reload with a fairly AK-like rocking in of a new magazine.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 2.jpg|thumb|none|600px|And finishing off with a pull of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope.jpg|thumb|none|600px|The QTS-11's unique attachment, the variable zoom Type 11 scope.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope Reticle.jpg|thumb|none|600px|Aiming the Type 11 reveals its reticle with simple range finder. Note the shown magnification is set in 4x.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 3.jpg|thumb|none|600px|Going for clearer field of view, he tweaks the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 4.jpg|thumb|none|600px|After hitting the target on distance, he begins the speed reload by grabbing empty mag...]]&lt;br /&gt;
[[File:Sandstorm QTS-11 5.jpg|thumb|none|600px|...then yanking the charging handle underhanded.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 6.jpg|thumb|none|600px|Encountering several oil tanks nearby, the operator prepares his integrated grenade launcher.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 7.jpg|thumb|none|600px|Aiming the integrated 20mm grenade launcher. Due to the lack of sights, the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 8.jpg|thumb|none|600px|After firing it, he loads another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the SD variant, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of an unsuppressed Honey Badger. This specific configuration is depicted with a 12&amp;quot; barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7&amp;quot; and 16&amp;quot; barrels.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip up sights, shared with Mk 18 Mod 1.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it, which gives a nice shot of the markings on the upper receiver that read &amp;quot;HONEY BADGER&amp;quot; and &amp;quot;300BLK&amp;quot;, and markings with serial numbers on the magwell. Interestingly, the selector markings for full auto and semi auto are identical, which is probably coincidental with the lack of an auto sear pin.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Finishing off with a push of the bolt release before watching the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor.jpg|thumb|none|600px|Another Honey Badger fitted with a suppressor stares at some fire extinguishers.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the extinguishers, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
Update 1.8 Operation: Breakaway brought the [[Steyr AUG A3]] as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the &amp;quot;A1 Scope&amp;quot;, and &amp;quot;A3 Scope&amp;quot; in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found in Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger.&lt;br /&gt;
[[File:STEYR AUG A3 16.jpg|thumb|none|450px|Steyr AUG A3 16-inch barrel with foregrip and  scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo.jpg|thumb|none|600px|An officially released render of the AUG A3 in-game model, courtesy of the official Operation: Breakaway website. Note the mounted scopes found on the earlier AUG A1.]]&lt;br /&gt;
[[File:Sandstorm Character AUG A3.jpg|thumb|none|300px|The operator with his AUG A3, courtesy of the official Operation: Breakaway website.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 1.jpg|thumb|none|600px|The operator opens fire with his AUG A3 at an insurgent armed with a Sterling, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 2.jpg|thumb|none|600px|Another AUG A3 with a clear view of the serial numbers and caliber markings on the barrel, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Urban Warden Promo.jpg|thumb|none|450px|An Urban Warden operator stands by with an AUG A3 which has its foregrip removed, courtesy of the Sandstorm Twitter page. His gear is inspired by German SEK and Danish Special Forces equipment.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AUG A3.]]&lt;br /&gt;
[[File:Sandstorm AUG A3.jpg|thumb|none|600px|The operator with an Austrian bullpup ready to shoot a nearby steel target.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Sights.jpg|thumb|none|600px|Aiming down the default AUG iron sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 1.jpg|thumb|none|600px|After firing a few rounds, he takes a look at the rear to check his remaining ammo.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 2.jpg|thumb|none|600px|Before pulling out the empty mag, he first pulls out and locks the charging handle like an HK roller-delayed firearm.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 3.jpg|thumb|none|600px|Finishing up with a slap to the charging handle. I guess we'll call this a Steyr Slap.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A.jpg|thumb|none|600px|Another AUG A3 with an earlier A1 scope.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A Reticle.jpg|thumb|none|600px|Aiming the A1 scope, which shows a small circle between the crosshair.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A BUS.jpg|thumb|none|600px|Aiming its tiny BUS for clearer field of view.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B.jpg|thumb|none|600px|Realizing that it isn't enough yet, he fits an A3 scope for long range shooting.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B Reticle.jpg|thumb|none|600px|Aiming the A3 scope reveals a fairly similar reticle.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 4.jpg|thumb|none|600px|The speed reload begins by pressing the mag release from behind...]]&lt;br /&gt;
[[File:Sandstorm AUG A3 5.jpg|thumb|none|600px|...then ends with a swift pull of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of FAL.]]&lt;br /&gt;
[[File:Sandstorm FAL (1).jpg|thumb|none|600px|The initial-equip animation of the FN FAL - inspecting the magazine.]]&lt;br /&gt;
[[File:Sandstorm FAL (2).jpg|thumb|none|600px|Setting it in.]]&lt;br /&gt;
[[File:Sandstorm FAL (3).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a King Arms-style railed top cover.]]&lt;br /&gt;
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
Available for the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Wet Worker Promo.jpg|thumb|none|450px|The covert Wet Worker shows good trigger discipline with his SCAR-H in Hunter custom skin fitted with magnified holographic sight, and suppressor, courtesy of the Sandstorm Twitter page. Note the magazine is clipping between the trigger guard, and magwell.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with a SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_1.jpg|thumb|none|600px|After firing the SCAR at the windshield, he first swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 52 / GAR1651 Hybrid==&lt;br /&gt;
A 7.62x51mm [[Galil ACE|IWI Galil ACE]] was added in Update 1.6 as the &amp;quot;ACE 52&amp;quot;, available for the Insurgents' Advisor class for 5 supply points, replacing the SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The release version gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.&lt;br /&gt;
[[File:IMI Galil ACE 52.jpg|thumb|none|400px|IWI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI Galil ACE GAR1651 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like the military variant.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (1).jpg|thumb|none|600px|Drawing the Galil ACE 52 at the round's start - loading in the magazine with the right hand.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (2).jpg|thumb|none|600px|Chambering the ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights toward an old monitor and radio.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both the old monitor and radio, the reload begins by swapping the mag...]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling the charging handle to watch the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (3).jpg|thumb|none|600px|Speed-reloading the ACE 52 with both AR10-style magazines pressed together.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (4).jpg|thumb|none|600px|Charging the Galil in the fast-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor 7==&lt;br /&gt;
Update 1.6 added the [[IWI Tavor 7]], serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class, replacing Mk 14 Mod 1 EBR. It costs 5 supply points.&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of the Tavor TAR-21 stares at the steel targets.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the Tavor 7. Similar to the Alpha AK, M24, and M99.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 3.jpg|thumb|none|600px|Another Tavor 7 fitted with a MARS and foregrip in the middle of a poppy field.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO 4x24P scope. Said scope appears to have been ported from the previous game, but has never been in the official release.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (1).jpg|thumb|none|600px|Spawing-in with the G3A3 - the user puts in the 20-round magazine.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (2).jpg|thumb|none|600px|And sends the bolt home.]]&lt;br /&gt;
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]]&lt;br /&gt;
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK Slap as well as using the fresh mag to knock out the old one AK-style.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (3).jpg|thumb|none|600px|The fast-empty reload - while this looks cool, it would be hard to perform in reality as G3 magazines sit very tightly in the rifle's magwell.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9 Operation: Cold Blood, costing 2 supply points. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur &amp;quot;Garand thumb&amp;quot;. Ouch. &lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation: Cold Blood, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation: Cold Blood website. Note the Griffin &amp;amp; Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation: Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1 Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand.jpg|thumb|none|600px|The operator prepares to operate like it's 1944.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Sights.jpg|thumb|none|600px|Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of &amp;quot;US Rifle, Cal. .30, M1&amp;quot;, and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 1.jpg|thumb|none|600px|After firing the entire eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en-bloc clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 2.jpg|thumb|none|600px|Then, he pushes the bolt with his palm. During the partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 3.jpg|thumb|none|600px|When swapping a partially loaded clip, there is a chance the operator's thumb gets pinched by the bolt by the dreaded Garand thumb, much like in ''[[Battlefield V]]''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 4.jpg|thumb|none|600px|He agonizes the eternal pain after quickly pulling back his thumb.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 5.jpg|thumb|none|600px|Another M1 Garand with attached M2 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
===M1C Garand===&lt;br /&gt;
When equipping M82 scope which is referred to as &amp;quot;M1C Scope&amp;quot; in 2.5x magnification, the [[M1 Garand]] will turn into [[M1 Garand|M1C Garand]].&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|500px|M1C with M82 scope - .30-06]]&lt;br /&gt;
[[File:Sandstorm Yeti Promo.jpg|thumb|none|450px|The deadly 'Yeti' marksman prepares to aim the suppressed M1C Garand in Whiteout custom skin fitted with M82 scope, courtesy of the Sandstorm Twitter page. His outfit is inspired by Russian Spetsnaz.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope.jpg|thumb|none|600px|An M1C Garand with mounted M82 scope.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Reticle.jpg|thumb|none|600px|Aiming the M82 scope shows a simple post reticle. Note that it is possible to aim down the iron sights for closer range.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 6.jpg|thumb|none|600px|In the last shot, both the clip and spent cartridge eject together with distinctive ''PING''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 7.jpg|thumb|none|600px|In a hurry, the speed reload begins by having the hand against the bolt while inserting the clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 8.jpg|thumb|none|600px|After that, he yanks out the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It has a standard length barrel with unusable &amp;quot;pig sticker&amp;quot; bayonet. Like in the previous game, it uses 20-round magazines although it can use 30-round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available for the Insurgents' Advisor class and costs 2 supply points.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Captive Promo.jpg|thumb|none|450px|The bearded Captive aims his SKS-D, courtesy of the Sandstorm Twitter page. Note another charging handle erroneously located in front of the mag.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SKS-D.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuit insurgent with his SKS-D, still in the classic wood stock.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining up the 40s vintage sights on a steel target. Note the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM|IMI Galil ARM]] returns from the previous game in Update 1.4. It is available as the lighter and cheaper alternative for the Insurgents' Gunner class. It costs 2 supply points.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Galil ARM.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation: Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (1).jpg|thumb|none|600px|Deploying in with a M240B, charging the MG.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (2).jpg|thumb|none|600px|Reloading the default 50-round sack - a neat detail is that the feed tray pops up when removing the pouch, and again when setting in a new one.]]&lt;br /&gt;
[[File:Sandstorm M240B (3).jpg|thumb|none|600px|Feeding in a new short belt.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B, now fitted with the 100-round belt in a box mag, with the bipod deployed. As the 100-round box sits on an added mount, the feed tray stays down.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments, and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the First Major Content Update as the counterpart of the M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but is virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!), and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Promo.jpg|thumb|none|600px|An officially released render of the MG3 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7x scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Insurgents' Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments, and laser sight. The game incorrectly portrays the 7.62x54mm R belt as a disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|...then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] (specifically Gen 2 version) is the new shotgun for Security in upcoming Update 1.12 Operation: Glasshouse.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|500px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm KSG Promo.jpg|thumb|none|600px|An officially released render of the KSG in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm KSG Promo 1.jpg|thumb|none|600px|The masked operator aims his KSG, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is the underbarrel shotgun added in Update 1.8 Operation: Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped.&lt;br /&gt;
[[Image:Masterkey02.jpg|thumb|none|400px|Masterkey - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Masterkey Promo.jpg|thumb|none|600px|The hooded insurgent braces his FAMAS F1 with mounted Masterkey, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page. Note how the shooter noticeably uses his middle finger to pull the trigger, which only applies when being attached to the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M4A1 with Masterkey. Note the M16A4 uses an identical mount to the M4A1, while the M16A2 uses the heat shield handguard for the M203 UBGL.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey.jpg|thumb|none|600px|A Masterkey mounted on an M4A1 stares at fruits on the table.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey. Due to the lack of sights, the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 1.jpg|thumb|none|600px|Feeling disappointed that he missed his shots, the operator quickly pumps the Masterkey after inserting a shell.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 2.jpg|thumb|none|600px|Then, he proceeds to insert some more shells.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with Masterkey. Note the handguard is replaced with an underbarrel mount which also applies for the AK-74, and the wooden forend.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey.jpg|thumb|none|600px|The rogue police officer grabs his Masterkey mounted on an AKM.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey has the shooter pinpointing it at rough location.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 1.jpg|thumb|none|600px|After emptying the entire shells, he loads a fresh shell first then proceeds to pump the fore-end.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 2.jpg|thumb|none|600px|Reloading shows spoofed markings that reads &amp;quot;Memeington 500 SecondKey&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23==&lt;br /&gt;
The [[KS-23]] will be available for Insurgents in upcoming Update 1.12 Operation: Glasshouse.&lt;br /&gt;
[[File:Ks23stockless.jpg|thumb|none|400px|KS-23M without stock - 23x75mm R]]&lt;br /&gt;
[[File:Sandstorm KS-23 Promo.jpg|thumb|none|600px|An officially released render of the KS-23 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Promo 1.jpg|thumb|none|600px|The skull masked insurgent points his KS-23, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is the second underbarrel shotgun added in Update 1.8 Operation: Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed.&lt;br /&gt;
[[File:M26 MASS 5 round.jpg|thumb|none|400px|M26 MASS - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm AUG A3 M26 MASS Promo.jpg|thumb|none|600px|The goggled operator aims his M26 MASS mounted on an AUG A3, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with a M26 MASS.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS.jpg|thumb|none|600px|The operator holds his M26 MASS mounted on an M16A4 after spotting a wooden target.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Aim.jpg|thumb|none|600px|Aiming the M26 MASS. Just like the Masterkey, the shooter will pinpoint at the rough location while the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 1.jpg|thumb|none|600px|Reloading starts by taking off the empty mag...]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 2.jpg|thumb|none|600px|...and ends with yanking the bolt handle. The speed reload is similar, but faster.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police fore-end. It is usable by the Security's Breacher class and costs 2 supply points.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm Dissident Promo.jpg|thumb|none|450px|The Dissident takes an aim with his TOZ-97, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalized canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points. It is referred to as the &amp;quot;M82A1 CQ&amp;quot; in-game; this isn't strictly incorrect, however, as Barrett has begun referring to the M107 as the &amp;quot;M82A1&amp;quot;.&lt;br /&gt;
[[File:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm M107 CQ Promo.jpg|thumb|none|600px|An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M107 CQ Menu.jpg|thumb|none|600px|The weapon loadout menu image of M107CQ. It uses short 5-round magazines by default, with the more common 10-rounders being a purchasable option.]]&lt;br /&gt;
[[File:Sandstorm M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:Sandstorm M107CQ Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:Sandstorm M107CQ 1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]]&lt;br /&gt;
[[File:Sandstorm M107CQ 2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk. The speed reload is much the same, but features a somewhat AK-esque push of the magazine release with the fresh mag, letting it fall to the ground instead of retaining it.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm Hill Rebel Promo.jpg|thumb|none|450px|The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope.jpg|thumb|none|600px|...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope_Reticle.jpg|thumb|none|600px|Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1A.jpg|thumb|none|600px|Performing a speed reload on an SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2B.jpg|thumb|none|600px|On an empty mag, the insurgent additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament M110 SASS==&lt;br /&gt;
The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation: Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed &amp;quot;DOS Scope&amp;quot; which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.&lt;br /&gt;
[[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation: Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo 1.jpg|thumb|none|600px|The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation: Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm Sasquatch Promo.jpg|thumb|none|450px|The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm M110 (1).jpg|thumb|none|600px|Spawing-in with a scoped M110 - the marksman works the charging handle.]]&lt;br /&gt;
[[File:Sandstorm M110 (2).jpg|thumb|none|600px|A view of the SASS's open chamber.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS.jpg|thumb|none|600px|The M110 SASS- it's like an M16, ''but long''.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Sights.jpg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 1.jpg|thumb|none|600px|The operator inserts a 10-round SR-25 pattern magazine.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 2.jpg|thumb|none|600px|During an empty reload, the operator turns his rifle over and watches the bolt go into battery.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope.jpg|thumb|none|600px|Considering to go for precision shooting, the operator brings another M110 SASS whose configuration is similar to [[American Sniper|the legendary Navy SEAL sniper]].]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope Reticle.jpg|thumb|none|600px|Aiming the DOS scope shows its illuminated TMR reticle. Note the shown magnification is set in 6x.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 3.jpg|thumb|none|600px|For a bit clearer view of his surroundings, he adjusts the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 4.jpg|thumb|none|600px|After hitting the target in several shots, the operator checks for remaining ammo by taking a look at the magazine window in Magpul PMAG 20 LR/SR in similar manner to G36K, and AUG A3.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 5.jpg|thumb|none|600px|Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 6.jpg|thumb|none|600px|Complete with a slap to the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only for the Security's Marksman class. It costs 5 supply points.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;. Note the NWI trademark over the normal roll mark with the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack. While the bolt release isn't actually used, its presence and function is still acknowledged - in a nice touch, it visibly pops up when the rifle runs empty, and flips back down when the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 1 supply point and is usable by the Insurgents' Marksman class. By default, it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it's fixed by adding a PU scope with the now turned-down bolt handle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2B.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3C.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the M24, shared between it, the Alpha AK, the M99, and the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the loadout menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the M99 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]]&lt;br /&gt;
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top ARs as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_1.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...]]&lt;br /&gt;
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers/Rifle Grenade Launchers=&lt;br /&gt;
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation: Breakaway, it can be turned into makeshift underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 40mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:Gp-25 1.jpg‎|thumb|none|450px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Sandstorm AKM UBGL Promo.jpg|thumb|none|600px|Close-up of the AKM with mounted GP-25 loaded with 40mm buckshot shells, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AK-74 with a GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_1.jpg|thumb|none|600px|''Hey, cover me!'' The insurgent reloads his GP-25 with a caseless smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AKM with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL.jpg|thumb|none|600px|The Slavic mercenary finds a weapon cache to be destroyed.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_1.jpg|thumb|none|600px|Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch AG36==&lt;br /&gt;
The [[AG36]] is the underbarrel grenade launcher attachment for G36K. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:ag36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG36 grenade launcher with handguard - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of a G36K with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL.jpg|thumb|none|600px|Noticing possible hostiles on the second floor, the operator prepares his AG36 with an HE shell.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Sights.jpg|thumb|none|600px|Aiming the AG36 sights. Note the ladder sights is set to 150 meters.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_1.jpg|thumb|none|600px|After clearing the second floor, he reloads the AG36.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-BG==&lt;br /&gt;
The [[HS Produkt VHS-BG]] is the unique underbarrel grenade launcher option for VHS-D2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:VHS-BG.jpg|thumb|none|450px|HS Produkt VHS-BG - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of VHS-2 with the VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL.jpg|thumb|none|600px|After neutralizing some insurgents, the operator prepares his VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Sights.jpg|thumb|none|600px|Aiming the VHS-BG sights which shares similarities with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_1.jpg|thumb|none|600px|The operator reloads his VHS-BG with another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for M16A2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A2 with M203. Note the heat shield handguard.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL.jpg|thumb|none|600px|Realizing that his M16A2 is a bit [[Black Hawk Down|too vintage]] for the operation, he proceeds to aim the M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_1.jpg|thumb|none|600px|After covering the alleyway with a smoke, he inserts another smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Slap_Reload.jpg|thumb|none|600px|On an additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher|M203A2 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL.jpg|thumb|none|600px|Before crossing through the river, the operator grabs his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights which are identical to M203 sights on the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_1.jpg|thumb|none|600px|Then, he loads another fresh smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1 with M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL.jpg|thumb|none|600px|Spotting a dangerous-looking Toyota, the operator shows his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The [[M7 rifle grenade launcher]] is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Menu.jpg|thumb|none|600px|The weapon loadout menu image of M1 Garand with M7 rifle grenade launcher.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade.jpg|thumb|none|600px|When preparing his M7 rifle grenade launcher, he first swaps out the en-bloc clip loaded with live rounds.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 1.jpg|thumb|none|600px|Then, he inserts another clip filled with blanks.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 2.jpg|thumb|none|600px|After that he loads an HE rifle grenade through the muzzle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 3.jpg|thumb|none|600px|The operator soons spots a vacant sedan nearby while bracing his rifle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Sights.jpg|thumb|none|600px|Aiming the M7 rifle grenade launcher sights.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 4.jpg|thumb|none|600px|Not satisfied, he loads another rifle grenade.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 5.jpg|thumb|none|600px|He fires the rifle grenade launcher while bracing his rifle which makes the shot firing in parabolic arch akin to mortars.]]&lt;br /&gt;
&lt;br /&gt;
==RM Equipment M203PI==&lt;br /&gt;
The [[RM Equipment M203PI]] is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an FAMAS F1 with a M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL.jpg|thumb|none|600px|The rogue police finds a tanker blocking his path while preparing his M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Sights.jpg|thumb|none|600px|Aiming the M203PI sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL 1.jpg|thumb|none|600px|Realizing that the tanker is not blown up yet, he proceeds to eject the empty shell before loading another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr GL 40==&lt;br /&gt;
The [[Steyr GL 40]] is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:GL-40.jpg|thumb|none|450px|Steyr GL 40 - 40x46mm]]&lt;br /&gt;
[[File:AUG_GL-40.jpg|thumb|none|450px|Styer GL 40 mounted on Steyr AUG A3 - 40x46mm and 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UGBL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AUG A3 with a GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL.jpg|thumb|none|600px|Going for flanking, the operator brings the GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL Sights.jpg|thumb|none|600px|Aiming the GL 40 sights with ladder sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL 1.jpg|thumb|none|600px|After landing the smoke, he loads another smoke shell into the pivoted barrel similar to the AG36 and VHS-BG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 91 Grenade Launcher==&lt;br /&gt;
The [[Type 91 grenade launcher]], specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 35mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|400px|Type 91 grenade launcher mounted on Norinco QBZ-95 - 35mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97 with a QLG-91B.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL.jpg|thumb|none|600px|The insurgent prepares his QLG-91B after encountering a bridge at the front.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Sights.jpg|thumb|none|600px|Aiming the QLG-91B sights.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL 1.jpg|thumb|none|600px|After that, he reloads his QLG-91 another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers/Missile Launchers/Recoilless Guns=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the reusable launcher for Security's Demolitions class costing 4 supply points, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...before swapping rounds, relatching the tube, and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available for Security's Demolitions class as their single shot launcher of choice for 3 supply points.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AT4.]]&lt;br /&gt;
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]]&lt;br /&gt;
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available for the Insurgents' Demolitions class for 3 supply points as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Panzerfaust 3.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgents' Demolitions class costing 4 supply points. Unlike in the previous game, it is reloadable with an extra warhead.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of RPG-7.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from the ''Far Cry'' games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering on the cold hill.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Grenade==&lt;br /&gt;
The [[F-1 hand grenade]] returns from the previous game as the hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]&lt;br /&gt;
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade at the bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Serving as Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable &amp;quot;C-4&amp;quot; consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 &amp;quot;clacker&amp;quot; switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Pack]]&lt;br /&gt;
[[File:Sandstorm C-4 Menu.jpg|thumb|none|600px|The weapon loadout menu image of M112 C4 Demolitions pack.]]&lt;br /&gt;
[[File:Sandstorm C-4.jpg|thumb|none|600px|Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.]]&lt;br /&gt;
[[File:Sandstorm C-4 1.jpg|thumb|none|600px|Sticking the M112 into the door.]]&lt;br /&gt;
[[File:Sandstorm C-4 2.jpg|thumb|none|600px|Blowing the place to kingdom come.]]&lt;br /&gt;
[[File:Sandstorm C-4 3.jpg|thumb|none|600px|The insurgent finds the M57 &amp;quot;clacker&amp;quot; switch inside the weapon cache...]]&lt;br /&gt;
[[File:Sandstorm C-4 4.jpg|thumb|none|600px|...complete with bundle of M112s in hand.]]&lt;br /&gt;
[[File:Sandstorm C-4 5.jpg|thumb|none|600px|Arming the M112 by pressing its red button.]]&lt;br /&gt;
[[File:Sandstorm C-4 6.jpg|thumb|none|600px|[[Counter-Strike|&amp;quot;Bomb has been planted.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] returns from the previous game for both teams which is incorrectly referred as '''M83 Smoke'''. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:Sandstorm_M18.jpg|thumb|none|600px|The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.]]&lt;br /&gt;
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares his M18 smoke grenade to cover the open bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M19 anti-tank mine==&lt;br /&gt;
The [[M19 anti-tank mine]] is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate when triggered by a passing enemy vehicle.&lt;br /&gt;
[[File:M19 AT.jpg|thumb|none|350px|M19 anti-tank mine (inert)]]&lt;br /&gt;
[[File:Sandstorm_M19_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M19 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px|The operator holding his M19.]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px|He proceeds to pull off the safety-clip cord...]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px|...then turns the safety knob from (S)afe into (A)rmed.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of  the M67 grenade.]]&lt;br /&gt;
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while inside the market in Precinct.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]]&lt;br /&gt;
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw an M84 stun grenade before breaching...]]&lt;br /&gt;
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...but first, realizes he is missing an important step and proceeds to pull the pin.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]] serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.&lt;br /&gt;
[[Image:TM62.jpg|thumb|none|400px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Sandstorm_TM-62_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TM-62 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_TM-62.jpg|thumb|none|600px|The insurgent prepares the TM-62.]]&lt;br /&gt;
[[File:Sandstorm_TM-62_1.jpg|thumb|none|600px|He then removes the safety pin...]]&lt;br /&gt;
[[File:Sandstorm_TM-62_2.jpg|thumb|none|600px|...before proceeding to arm and plant the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire ATGM==&lt;br /&gt;
Security's AH-64 Apache (callsign &amp;quot;Assassin&amp;quot;) is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Sandstorm_Apache_AGM-114_Hellfire.jpg|thumb|none|600px|Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes on the rocket pod.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears mounted on Security's technicals as the counterpart of DShK. Unusable, low-detail models can be found on vehicles as environmental props in some maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]]&lt;br /&gt;
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]]&lt;br /&gt;
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams in Hideout.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on Assassin as the '''30mm Cannon''', instead of the accurate [[M230 Chain Gun]].&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|400px|An M230 Chain Gun mounted on an AH-64 Apache, for reference.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|600px|Assassin fires the bizarrely-mounted DShK against some rampaging insurgents.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|600px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (callsign &amp;quot;Cleric&amp;quot;), where it is used by the door gunners. The gun also ejects spent casings when firing.&lt;br /&gt;
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19.jpg|thumb|none|600px|The door gunner fires his GAU-19/A with a lovely cartridge shower.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|600px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] is mounted on Security's A-10 Thunderbolt II (callsign &amp;quot;Warlock&amp;quot;). Warlock will strafe a marked area perpendicular to the Commander's line of sight.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:Sandstorm_GAU-8.jpg|thumb|none|600px|Warlock with the GAU-8/A Avenger after strafing the marked target.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Ammo Crate==&lt;br /&gt;
The ammo crate can be used to fully restore player's gear and health.&lt;br /&gt;
[[File:Sandstorm Ammo Crate.jpg|thumb|none|600px|A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, along with a few STANAG and AK magazines with some scattered ammo around.]]&lt;br /&gt;
&lt;br /&gt;
==Graffiti==&lt;br /&gt;
[[File:Sandstorm Wall Art.jpg|thumb|none|600px|The operator finds amusing graffiti of an operator with a [[Mk 18 Mod 1]] fitted with an EOTech Holographic sight, suppressor, and foregrip near the school in Precinct.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with an [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 3.jpg|thumb|none|600px|The rogue police officer finds a graffiti of a donkey cart with mounted DShK in Tell.]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Cache==&lt;br /&gt;
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.&lt;br /&gt;
[[File:Sandstorm Weapon Cache.jpg|thumb|none|600px|On the Insurgents' weapon cache, an RPG warhead and AK magazine are seen beside the opened crate with [[TM-62 anti-tank mine]] and an AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 1.jpg|thumb|none|600px|From behind there is another opened crate with a couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite the fact there aren't any [[RGD-5 hand grenade]]s inside.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 2.jpg|thumb|none|600px|On Security's weapon cache, there is an opened crate with the warhead of a Panzerfaust 3 behind it along with a couple of [[M19 anti-tank mine|M19 anti-tank mines]], some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two [[M18 smoke grenade|M18 smoke grenades]] and some STANAG magazines with scattered ammo near the case at the top of the green crate.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 3.jpg|thumb|none|600px|There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads for the Panzerfaust 3. Another M19 is located in the middle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1497886</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1497886"/>
		<updated>2022-04-27T11:26:49Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Added new renders of KSG &amp;amp; KS-23 for upcoming Update 1.12 Operation: Glasshouse.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= December 12, 2018 (PC)&amp;lt;br&amp;gt;September 29, 2021 (Consoles)&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=Focus Home Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc, while the Insurgents consist of local rebels, clandestine operatives, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. Each faction is divided into eight classes named:&lt;br /&gt;
*Rifleman, the backbone of the team armed with assault rifles and battle rifles.&lt;br /&gt;
*Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives.&lt;br /&gt;
*Advisor, who has access to exotic guns and optics from the opposing faction.&lt;br /&gt;
*Demolitions, the explosives expert with access to various explosives including launchers and UBGLs.&lt;br /&gt;
*Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes.&lt;br /&gt;
*Gunner, who provides suppressive fire with machine guns.&lt;br /&gt;
*Observer, who carries a radio to allow the Commander to call in fire support.&lt;br /&gt;
*Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby.&lt;br /&gt;
&lt;br /&gt;
A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all weapons and attachments.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation: Exodus, the M9 along with other handguns have access to unmagnified optics.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]]&lt;br /&gt;
[[File:Sandstorm M9 (1).jpg|thumb|none|600px|Initially drawing the M9 pistol - the user first inspects the magazine...]]&lt;br /&gt;
[[File:Sandstorm M9 (2).jpg|thumb|none|600px|...inserts it, and chambers the pistol. This animation is used for all of the pistols during the spawn-in phase.]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|600px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (1).jpg|thumb|none|600px|Spawning-in with the Browning - note the user's fingers clipping through the double-stacked magazine.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (2).jpg|thumb|none|600px|Sliding it in.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (3).jpg|thumb|none|600px|Chambering the BHP.]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|600px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|600px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide &amp;amp; frame.]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|600px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|600px|The teeny tiny GI standard M1911 sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|600px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|600px|Preparing to hit the slide release on an empty M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (1).jpg|thumb|none|600px|The initial draw of the M45A1 pistol - loading in the magazine.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (2).jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911A1's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|600px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17&amp;quot;. In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It costs 3 supply points.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:Glock 17 PF940V2.jpg|thumb|none|350px|Glock 17 with Polymer80 PF940V2 frame and P80 slide - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm Internal Affairs Promo.jpg|thumb|none|450px|The Internal Affairs officer armed with a Glock 17, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of a P80 slide with diagonal cocking serrations from the Polymer80.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|600px|A Glock made out of aftermarket parts, the sights are a simple 3 dot style.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 Action Express was added in Update 1.10 Operation: Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo.jpg|thumb|none|600px|An officially released render of the pre-release model, courtesy of the official Operation: Exodus website. Note the rubber grip with finger grooves, compensator at the top, and suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo 1.jpg|thumb|none|600px|The rebel aims his Desert Eagle, courtesy of the official Operation: Exodus website.]]&lt;br /&gt;
[[File:Sandstorm Bad Day Promo.jpg|thumb|none|450px|The 'Bad Day' survivor brandishes his Desert Eagle, courtesy of the Sandstorm Twitter page. Considering that he's a crashed helicopter pilot, he seemingly must have put it in his crash kit, after having decided to forsake all sensible armament.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Desert Eagle.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy.jpg|thumb|none|600px|The draw animation begins by inserting a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy 1.jpg|thumb|none|600px|...then pulling the slide while checking the loaded mag.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle.jpg|thumb|none|600px|The rebel shows off his hefty Desert Eagle and has a feeling his organization will be doing plenty of fundraising drives in the near future after acquiring enough Desert Eagles to arm the entire movement.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the sights of Desert Eagle at an abandoned van.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 1.jpg|thumb|none|600px|Firing at the engine block shows the impressive ring-shaped muzzle flash, ejected cartridge, and powerful muzzle rise, which from this perspective looks like it's smacking the shooter in the face.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 2.jpg|thumb|none|600px|After spending all seven rounds of .50 AE, he changes his magazine, which shows witness holes.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 3.jpg|thumb|none|600px|Complete with a push to the slide stop with the thumb.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 4.jpg|thumb|none|600px|Going to blast some electronic appliances, he brings another Desert Eagle fitted with compensator.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 5.jpg|thumb|none|600px|The speed reload begins by swiftly tossing the mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 6.jpg|thumb|none|600px|...before giving a push to the slide stop. Not pictured: the rebel making sure to pick up the dropped mag because Desert Eagle magazines are about $50 USD a pop.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]]&lt;br /&gt;
[[File:Sandstorm PM (1).jpg|thumb|none|600px|The initial draw of the PM, similar to other pistols.]]&lt;br /&gt;
[[File:Sandstorm PM (2).jpg|thumb|none|600px|Chambering the Makarov.]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950s era design.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|600px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov receives a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Manurhin MR-73==&lt;br /&gt;
The [[Manurhin MR-73]] was added in Update 1.10 Operation: Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25&amp;quot; barrel which can be extended into 8&amp;quot; by choosing the &amp;quot;Sniper Barrel&amp;quot;, which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed &amp;quot;CT Scope&amp;quot;) in 2.5x magnification, suppressor, and bipod. Also available is the &amp;quot;Cheapo Suppressor&amp;quot; made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25&amp;quot; barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points.&lt;br /&gt;
[[File:MR-73 5.25.jpg|thumb|none|350px|Manurhin MR-73 Defense with 5.25&amp;quot; barrel and adjustable sights - .357 Magnum]]&lt;br /&gt;
[[File:MR-73 Sniper.jpg|thumb|none|350px|Manurhin MR-73 &amp;quot;Sniper&amp;quot; with 8&amp;quot; barrel, adjustable sights, scope, and bipod - .357 Magnum]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo.jpg|thumb|none|600px|An officially released render of the MR-73 in-game model, courtesy of the official Operation: Exodus website. Note the caliber markings on the barrel; serial numbers, and manufacturer markings on the frame; and makeshift suppressor from oil filter at the top.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo 1.jpg|thumb|none|600px|The operator points his MR-73, courtesy of the official Operation: Exodus website.]]&lt;br /&gt;
[[File:Sandstorm Detainer Promo.jpg|thumb|none|450px|The Detainer armed stands by with his Manurhin MR-73, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy.jpg|thumb|none|600px|When deployed, the operator checks the cylinder by pressing the cylinder release.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy 1.jpg|thumb|none|600px|...before quickly flicking the cylinder shut, much to the dismay of revolver fans the world over.]]&lt;br /&gt;
[[File:Sandstorm MR-73.jpg|thumb|none|600px|The operator prepares his rugged French revolver for some quick draw action.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Sights.jpg|thumb|none|600px|Aiming down the sights of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 1.jpg|thumb|none|600px|After firing at all the steel targets, he checks remaining ammo by releasing the cylinder. Note the spent rounds feature  visibly dented primers, a nice touch.]]&lt;br /&gt;
[[File:Sandstorm MR-73 2.jpg|thumb|none|600px|The operator dumps spent rounds by pressing the ejector rod. If there is any remaining ammo, the shooter will cover the unspent rounds.]]&lt;br /&gt;
[[File:Sandstorm MR-73 3.jpg|thumb|none|600px|Loading new rounds into each chamber.]]&lt;br /&gt;
[[File:Sandstorm MR-73 4.jpg|thumb|none|600px|Then, he proceeds to flick the cylinder shut. As noted plenty of times on this very wiki, flicking a revolver cylinder shut is not recommended and can cause damage to the weapon.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope.jpg|thumb|none|600px|Considering some covert sniping, the operator deploys another MR-73 fitted with an 8&amp;quot; &amp;quot;Sniper&amp;quot; barrel with Bushnell Magnum Phantom scope and bipod. While this set-up may seem utterly ridiculous, [https://www.forgottenweapons.com/gigns-mr73-sniper-revolver-in-357-magnum/ it is a very real configuration for the MR-73].]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope Reticle.jpg|thumb|none|600px|Aiming through the scope, which shows a simple fine reticle.]]&lt;br /&gt;
[[File:Sandstorm MR-73 5.jpg|thumb|none|600px|Firing the 8&amp;quot; barrel has the shooter manually cock the hammer. For some reason, the revolver does not fire in double-action when fitted with the 8&amp;quot; barrel.]]&lt;br /&gt;
[[File:Sandstorm MR-73 6.jpg|thumb|none|600px|Reloading with a speed loader has the shooter ejecting spent rounds with the ejector rod...]]&lt;br /&gt;
[[File:Sandstorm MR-73 7.jpg|thumb|none|600px|...then loading with a speed loader...]]&lt;br /&gt;
[[File:Sandstorm MR-73 8.jpg|thumb|none|600px|...complete with gently shutting the cylinder with their left hand. The speed reload is similar, but faster.]]&lt;br /&gt;
[[File:Sandstorm MR-73 9.jpg|thumb|none|600px|Finding himself on a low budget, the operator brings another MR-73 fitted with a makeshift oil filter suppressor.]]&lt;br /&gt;
[[File:Sandstorm MR-73 10.jpg|thumb|none|600px|Aiming the makeshift sights above the makeshift suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its British Army designation of L106A1. It costs 2 supply points.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P226R. Note the threaded barrel.]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226R.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|600px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point.&lt;br /&gt;
[[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the markings written in Arabic on the slide which reads &amp;quot;TARIQ 9 m/m IRAQ - Licensed by BERETTA&amp;quot; .]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|600px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|600px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark II==&lt;br /&gt;
Update 1.7 Nightfall adds the Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]]&lt;br /&gt;
[[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it's stated to be chambered in 9x19mm.]]&lt;br /&gt;
[[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]]&lt;br /&gt;
[[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 1.jpg|thumb|none|600px|Cycling the bolt of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 2.jpg|thumb|none|600px|Swapping the magazine with the right hand...]]&lt;br /&gt;
[[File:Sandstorm Welrod 3.jpg|thumb|none|600px|...before cycling back the bolt.]]&lt;br /&gt;
[[File:Sandstorm Welrod 4.jpg|thumb|none|600px|Realizing that it isn't enough yet, the operator deploys his Welrod with red dot sight, laser sight, bipod, and greased bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The First Major Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant for the Breacher class, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. It costs 3 supply points.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|600px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|600px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The First Major Content Update provided Security's Breacher class with the [[MP5A5]], costing 3 supply points.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|600px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|600px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6. Note the unaltered velocity, despite the suppressor of MP5SD is supposed to reduce muzzle velocity into subsonic when using standard supersonic ammunition.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. Following Update 1.8 Operation: Breakaway, the foregrip can be replaced with other underbarrel attachments for additional supply points, turning the SMG into a [[Heckler &amp;amp; Koch MP7A2|MP7A2]]. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (1).jpg|thumb|none|600px|The draw animation of the MP7A1 - the operator unfolds the foregrip...]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (2).jpg|thumb|none|600px|...and charges the PDW.]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down &amp;quot;pistol&amp;quot; sights; one of the weapon's customization options is to flip these up into the aperture/post &amp;quot;rifle&amp;quot; setup.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (3).jpg|thumb|none|600px|Using the raised sights.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (4).jpg|thumb|none|600px|Reloading with a 40-round magazine.]]&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 with RAL8000 finish - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm MP7A2 (1).jpg|thumb|none|600px|The weapon loadout menu image of the MP7A2 fitted with &amp;quot;Aiming Grip&amp;quot;, extended magazine, and iron sights in aperture/post &amp;quot;rifle&amp;quot; setup. The draw animation for this changes to a simple left-handed pull of the charging handle, as the folding grip is gone.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics-friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]]&lt;br /&gt;
[[File:Sandstorm Uzi (1).jpg|thumb|none|600px|The spawn animation of the Uzi - the fighter grasps the stock...]]&lt;br /&gt;
[[File:Sandstorm Uzi (2).jpg|thumb|none|600px|...and unfolds it.]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|600px|Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: &amp;quot;UZI semi-auto MODEL B 9mm PARA-ISRAEL&amp;quot;, indicating the Uzi was converted to fire in full-auto.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|600px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the &amp;quot;Advanced Suppressor&amp;quot; modeled after the M3 Spec Ops Gen 2 used by the Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation: Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it.&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (1).jpg|thumb|none|600px|As with the other old SMGs, the draw animation for the M3 shows the user deploying the stock.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (2).jpg|thumb|none|600px|And pulling the bolt back, which kicks open the safety/dust cover.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights toward bottles.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...and giving the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|500px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; modified with rails, red dot and integral suppressor - .45 ACP.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique &amp;quot;Advanced Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==P90 Tactical / USG==&lt;br /&gt;
The [[P90 Tactical / USG]] was added in Update 1.11 Operation: Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called &amp;quot;Factory Circle&amp;quot;, and &amp;quot;Factory Dot&amp;quot;, and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|thumb|400px|none|FN P90 Tactical - FN 5.7x28mm]]&lt;br /&gt;
[[File:P90 USG.jpg|thumb|none|400px|FN P90 USG - 5.7x28mm FN]]&lt;br /&gt;
[[File:Sandstorm Operation Warlord Promo.jpg|thumb|none|600px|The official artwork of Operation: Warlord, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo.jpg|thumb|none|600px|An officially released render of the P90 Tactical in-game model, courtesy of the Sandstorm Twitter page. Note the serial number, and &amp;quot;P90 cal 5.7x28&amp;quot; markings on the optical sight group; along with &amp;quot;RESTRICTED LAW ENFORCEMENT USE ONLY&amp;quot; markings on the receiver.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo 1.jpg|thumb|none|600px|The goggled masked insurgent braces his P90 Tactical fitted with custom fiber optic sights, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy.jpg|thumb|none|600px|The Slavic mercenary prepares his P90 by loading its mag...]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy 1.jpg|thumb|none|600px|...then swiftly pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90.jpg|thumb|none|600px|The said mercenary tries to resist his urge to [[Counter-Strike|'Ru]][[Counter-Strike: Source|sh]] [[Counter-Strike: Global Offensive|B']] with his P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Sights.jpg|thumb|none|600px|Aiming down the custom fiber optic sights.]]&lt;br /&gt;
[[File:Sandstorm P90 1.jpg|thumb|none|600px|After firing at the entire steel targets, he checks remaining ammo by taking a look at the magazine.]]&lt;br /&gt;
[[File:Sandstorm P90 2.jpg|thumb|none|600px|Inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm P90 3.jpg|thumb|none|600px|Pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Circle&amp;quot; reflex sight, compensator, railed handguard, and foregrip.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm P90 4.jpg|thumb|none|600px|The speed reload begins by dumping the empty mag to the side...]]&lt;br /&gt;
[[File:Sandstorm P90 5.jpg|thumb|none|600px|...complete with a yank on charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Dot&amp;quot; reflex sight, and Gemtech suppressor.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows blueish illuminated reticle.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 4==&lt;br /&gt;
The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.&lt;br /&gt;
[[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of Sterling Mk. 4.]]&lt;br /&gt;
[[File:Sandstorm Sterling (1).jpg|thumb|none|600px|As with the Uzi, the user unfolds the stock when spawning-in with the Sterling.]]&lt;br /&gt;
[[File:Sandstorm Sterling (2).jpg|thumb|none|600px|Opening the bolt.]]&lt;br /&gt;
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent and his Sterling Mk. 4. Unlike in the previous game, the shooter holds it by the heat shield instead of the magazine. As of the Operation Breakaway update, the Sterling is held in a more conventional manner and the player character only C-clamps the weapon with the use of a specific foregrip.]]&lt;br /&gt;
[[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]]&lt;br /&gt;
[[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads &amp;quot;STERLING SMG 9M/M MK4 (L2A3)&amp;quot;, complete with serial numbers below it.]]&lt;br /&gt;
[[File:Sandstorm Sterling 2.jpg|thumb|none|600px|Then, he proceeds to pull the charging handle underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 5==&lt;br /&gt;
When equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into a [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.&lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor.jpg|thumb|none|600px|The insurgent brings the suppressed Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is the SMG added in Update 1.11 Operation: Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Vector Promo.jpg|thumb|none|600px|An officially released render of the Vector in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Promo 1.jpg|thumb|none|600px|The operator aims his Vector fitted with SilencerCO Osprey 45K suppressor, and 25-round magazine; courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Vector.]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy.jpg|thumb|none|600px|The operator prepares his Vector by unfolding its stock...]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy 1.jpg|thumb|none|600px|...complete with yanking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector.jpg|thumb|none|600px|The Vector spots a wooden target on the second floor.]]&lt;br /&gt;
[[File:Sandstorm Vector Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Sandstorm Vector 1.jpg|thumb|none|600px|After mag dumping at the said target, he drops the mag by pressing mag release.]]&lt;br /&gt;
[[File:Sandstorm Vector 2.jpg|thumb|none|600px|Then, he pulls the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector 3.jpg|thumb|none|600px|He brings another Vector fitted with holographic sight, and SilencerCO Osprey 45K suppressor.]]&lt;br /&gt;
[[File:Sandstorm Vector 4.jpg|thumb|none|600px|The operator performs speed reload by quickly inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm Vector 5.jpg|thumb|none|600px|Complete with pressing the bolt release while watching the bolt going into battery.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==&amp;quot;Alpha AK&amp;quot;==&lt;br /&gt;
A Russian Spetsnaz Alpha Group-inspired AK carbine was added in the Beta Update - November 8th as an option for the Insurgents' Advisor class, costing 4 supply points.  It features Zenitco B-30 handguards, a TWS railed dust cover, a Magpul MOE AK pistol grip, and a Tromix extended charging handle. The receiver isn't an exact AK-100 series variant though - it lacks the hardware for the original folding stock, and the Crane/BCM B5 stock is mounted on an AKM/AK-74 style non-folding buffer adapter.&lt;br /&gt;
&lt;br /&gt;
The Alpha AK's cartridge has also changed over the updates. It was originally chambered in 5.45, then re-chambered to 7.62x39 in the Nightfall update, and is now again in 5.45.&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being replaced by a steel 7.62x39mm AK magazine in Update 1.7 Nightfall.]]&lt;br /&gt;
[[File:Sandstorm Gray Man Promo.jpg|thumb|none|450px|The anonymous 'Gray Man' armed with Alpha AK, courtesy of the Sandstorm Twitter page. His helmet is based on SRU tactical helmet.]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins with knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has &amp;quot;PATENTED U.S.A. MADE&amp;quot; markings while the receiver has &amp;quot;Model AK-104-A CAL 7.62x39&amp;quot; markings, indicating that it is fitted with American-made railed dust cover like a TWS railed dust cover. The stock's buffer adapter here also appears to be mounted on the rear tang trunnion of an AKMN/AK-74N style receiver.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game as the AK-74. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]]&lt;br /&gt;
[[File:Sandstorm AK-74 (1).jpg|thumb|none|600px|The initial deployment animation of the AK-74 - the user grabs and inspects a magazine...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (2).jpg|thumb|none|600px|...rocks it in, then flicks off the safety...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (3).jpg|thumb|none|600px|...and dominant-arms the bolt to chamber the rifle. All AK variants share this spawn animation.]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|600px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|600px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AKs, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Operation Exodus Promo.jpg|thumb|none|600px|The official artwork of Operation: Exodus, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Upriser Promo.jpg|thumb|none|450px|The masked Upriser stares while carrying his AKMN, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Sporty Promo.jpg|thumb|none|450px|The 'Sporty' insurgent shows his AKMN in Chrome custom skin with folding stock similar to the one from Norinco Type 56-2, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|600px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|600px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.&lt;br /&gt;
[[File:AKS74U.jpg|500px|thumb|none|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Update 1.7 Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:Sandstorm AS Val Promo.jpg|thumb|none|600px|An officially released render of the AS Val in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AS Val Menu.jpg|thumb|none|600px|The weapon loadout menu image of AS Val.]]&lt;br /&gt;
[[File:Sandstorm AS Val.jpg|thumb|none|600px|The insurgents holds his quiet AS Val before shooting the steel target.]]&lt;br /&gt;
[[File:Sandstorm AS Val Sights.jpg|thumb|none|600px|Aiming down the sights of the AS Val, which is similar with other AK sights.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope.jpg|thumb|none|600px|Finding that he needs some precision shooting, he equips a PSO-1 for it.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope Reticle.jpg|thumb|none|600px|Aiming the PSO-1 scope which is similar to the one used by the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm AS Val 1.jpg|thumb|none|600px|Loading up a new magazine...]]&lt;br /&gt;
[[File:Sandstorm AS Val 2.jpg|thumb|none|600px|...then giving the charging handle a yank, nearly identical to ''[[Payday_2#AS_VAL|Payday 2]]'''s AS VAL reload. The speed reload is similar to AK family / derivatives rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation: Cold Blood. It costs 4 supply points.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]]&lt;br /&gt;
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Spotting a couple of targets seen at windows while carrying the Anglo bullpup in question.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|After neutralizing the targets, the reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|...inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod, and a SUSAT scope.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]&lt;br /&gt;
[[File:Sandstorm L85A2 Rails Scope BUS.jpg|thumb|none|600px|Aiming the BUS which subtly shows a tiny '86' mark on the top of it.]]&lt;br /&gt;
[[File:Sandstorm L85A2 4.jpg|thumb|none|600px|During speed reload he quickly pushes the mag release before inserting a new mag...]]&lt;br /&gt;
[[File:Sandstorm L85A2 5.jpg|thumb|none|600px|...then proceeds with a smash on the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] was added in Update 1.8 Operation: Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.&lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[File:FAMAS F1 M203PI.jpg|thumb|none|400px|FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm &amp;amp; 40mm]]&lt;br /&gt;
[[File:Sandstorm Operation Breakaway Promo.jpg|thumb|none|600px|The official artwork of Operation: Breakaway, courtesy of the Sandstorm Steam August 2020 Community Update Blog page. Despite the hooded rogue spec ops having a visible shotshell holder, he is armed with a FAMAS F1 while his masked comrade is armed with a TOZ-194 instead.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo.jpg|thumb|none|600px|An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation: Breakaway website. Note the RM Equipment M203PI attached at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Character FAMAS F1.jpg|thumb|none|300px|The operator with a FAMAS F1, courtesy of the official Operation: Breakaway website. Note the removed bipod.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 1.jpg|thumb|none|600px|The shaded insurgent wearing a skull balaclava fires the FAMAS F1 with attached SU230 and compensator, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 2.jpg|thumb|none|600px|Another shot of the same FAMAS F1's right side, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Rogue Cop Promo.jpg|thumb|none|450px|The 'Rogue Cop' raises his FAMAS F1 fitted with a MARS red dot, courtesy of the Sandstorm Twitter page. The pixelated uniform is based off the one used by Iraqi Federal Police.]]&lt;br /&gt;
[[File:Sandstorm Rogue Spec Ops Promo.jpg|thumb|none|450px|The menacing-looking 'Rogue Spec Ops' posing with a suppressed FAMAS F1, courtesy of the Sandstorm Twitter page. His gear setup is based on the Iraqi Special Operations Forces.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1.jpg|thumb|none|600px|The rogue police officer brings his recently captured FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Sights.jpg|thumb|none|600px|Aiming down the relatively narrow iron sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 1.jpg|thumb|none|600px|After accidentally shooting at a nearby fire extinguisher in full-auto, he switches into more sensible 3-round burst with the rear selector. When reverting back from semi-auto into full-auto, the shooter only switches the safety near the trigger without switching the rear selector again for properly reverting into full-auto.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 2.jpg|thumb|none|600px|Running out of ammo, he loads another 25-round mag.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 3.jpg|thumb|none|600px|Then, he pulls back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available for the Security forces. Since Update 1.9 Operation: Cold Blood, the Hensoldt ZF dual optical sight can be equipped on the G36K as the &amp;quot;CH Sight&amp;quot; with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation: Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;K-G36K.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of G36K.]]&lt;br /&gt;
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunnion-melting glory.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:Sandstorm_G36K_3.jpg|thumb|none|600px|After dumping a few rounds, the operator checks his remaining ammo by taking a look at partially empty magazine.]]&lt;br /&gt;
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The operator inserts a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a tug of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the bottom 1.5x magnification ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]&lt;br /&gt;
[[File:Sandstorm G36K Scope Reticle 1.jpg|thumb|none|600px|Aiming the top unmagnified sight shows a tiny red dot.]]&lt;br /&gt;
[[File:Sandstorm G36K 4.jpg|thumb|none|600px|The operator performs the speed reload by swapping out empty mag...]]&lt;br /&gt;
[[File:Sandstorm G36K 5.jpg|thumb|none|600px|...then inserts a fresh mag with a push on off-screen extended bolt release near the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was added in Update 1.3 as the '''VHS-2''' for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points.&lt;br /&gt;
[[File:VHS2.JPG|thumb|none|400px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the VHS-2 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|Aiming down the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
Update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the MDG3 drum magazines on the deployed Galils. Also note the &amp;quot;TacPoint&amp;quot; on the mounted red dot sights on the Galil SAR, which is an obvious spoof of Aimpoint.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights toward the questioned targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar to AK family weapons and has the player character knocking out the old magazine by hitting the mag release with the new magazine.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the speed empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope, called the &amp;quot;A2 Scope&amp;quot; in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80s vintage iron sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the A2 scope reveals a fairly small duplex crosshair.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that ''Sandstorm'' does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|He then proceeds to press the bolt release. The speed reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation: Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the &amp;quot;Flat Top&amp;quot; attachment for clearer view when using unmagnified optics.&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|500px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4. Note the arsenal markings on the stock which also appeared in previous game.]]&lt;br /&gt;
[[File:Sandstorm_M16A4.jpg|thumb|none|600px|The operator with a more contemporary M16A4.]]&lt;br /&gt;
[[File:Sandstorm M16A4 Sights.jpg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:Sandstorm M16A4 1.jpg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:Sandstorm M16A4 2.jpg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
[[File:Sandstorm_M16A4 3.jpg|thumb|none|600px|Another M16A4 with red dot, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|500px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm Battleworn Promo.jpg|thumb|none|450px|The 'Battleworn' soldier stands by while showing good trigger discipline with his M4A1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Big Spender Promo.jpg|thumb|none|450px|The 'Big Spender' carries his M4A1 while also showing good trigger discipline, courtesy of the Sandstorm Twitter page. His outfits came from NorArm Tactical.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1. It uses an older CAR-style sliding stock.]]&lt;br /&gt;
[[File:Sandstorm_M4.jpg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:Sandstorm_M4 Sights.jpg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:Sandstorm_M4 1.jpg|thumb|none|600px|After mag dumping, he performs a speed reload in high speed, low drag.]]&lt;br /&gt;
[[File:Sandstorm_M4 2.jpg|thumb|none|600px|Complete with a push on bolt release while watching the bolt moving forward.]]&lt;br /&gt;
[[File:Sandstorm_M4 3.jpg|thumb|none|600px|The operator prepares his M4A1 with holographic sight, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the [[Daniel Defense MK18]] (with appropriate DDMK18 markings on the left side of the receiver).&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm PMC Promo.jpg|thumb|none|450px|The PMC looks over while carrying his Mk 18 Mod 1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1. Originally, a more correct, windowed PMag was used - but this has been changed to a stylized polymer design. It can be loaded with a regular STANAG scavenged from other rifles in gameplay.]]&lt;br /&gt;
[[File:Sandstorm Mk 18.jpg|thumb|none|600px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 Sights.jpg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 1A.jpg|thumb|none|600px|Not to be outdone, he tosses the empty Magpul PMAG. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 2.jpg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 4 supply points. Following Update 1.4, it has its own unique scope called the &amp;quot;Type 03 Scope&amp;quot;.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of QBZ-03.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Even rarer to see, it even comes with its own scope.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope_Reticle.jpg|thumb|none|600px|Aiming down the scope reveals a fairly unique reticle.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
The [[QBZ-97]] was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points.&lt;br /&gt;
[[File:QBZ97A.jpg|thumb|none|500px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Promo.jpg|thumb|none|600px|An officially released render of the QBZ-97 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97.jpg|thumb|none|600px|The insurgent rings in the Year of the Ox with a brand-new QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Sights.jpg|thumb|none|600px|Aiming down the G36-ish iron sights.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 1.jpg|thumb|none|600px|Staring an empty reload, which gives us a view of the bolt and the markings, which read &amp;quot;T97 NSR CAL.5.56mm&amp;quot;. These markings are similar to ones seen on Type 97 rifles sold on the Canadian consumer market, suggesting that the in-game rifle was modeled after a Canadian civilian Type 97. Given that developer New World Interactive has an office in Canada, this is a very real possibility.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 2.jpg|thumb|none|600px|Finishing off an empty reload with a yank on the locked-back charging handle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope.jpg|thumb|none|600px|The QBZ-97's unique scope, the 3x magnification YMA-95-1 scope.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope Reticle.jpg|thumb|none|600px|Aiming the YMA-95-1 scope which shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 3.jpg|thumb|none|600px|The speed reload begins by quickly taking out empty mag...]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 4.jpg|thumb|none|600px|...complete with a quick stroke in charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QTS-11==&lt;br /&gt;
The [[QTS-11]] was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes in 4 supply points. It features an unique adjustable &amp;quot;Type 11 Scope&amp;quot; which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells.&lt;br /&gt;
[[File:Ots-11-action.jpg|thumb|none|500px|Norinco QTS-11 - 5.8x42mm &amp;amp; 20mm Grenade]]&lt;br /&gt;
[[file:Sandstorm QTS-11 Promo.jpg|thumb|none|600px|An officially released render of the QTS-11 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11.jpg|thumb|none|600px|Still sad that the [[XM29 OICW]] didn't go anywhere, the operator arms himself with the next best thing: a QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Sights.jpg|thumb|none|600px|Aiming down the aperture sights, which are also used on the Mk 18 and M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 1.jpg|thumb|none|600px|Beginning a reload with a fairly AK-like rocking in of a new magazine.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 2.jpg|thumb|none|600px|And finishing off with a pull of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope.jpg|thumb|none|600px|The QTS-11's unique attachment, the variable zoom Type 11 scope.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope Reticle.jpg|thumb|none|600px|Aiming the Type 11 reveals its reticle with simple range finder. Note the shown magnification is set in 4x.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 3.jpg|thumb|none|600px|Going for clearer field of view, he tweaks the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 4.jpg|thumb|none|600px|After hitting the target on distance, he begins the speed reload by grabbing empty mag...]]&lt;br /&gt;
[[File:Sandstorm QTS-11 5.jpg|thumb|none|600px|...then yanking the charging handle underhanded.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 6.jpg|thumb|none|600px|Encountering several oil tanks nearby, the operator prepares his integrated grenade launcher.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 7.jpg|thumb|none|600px|Aiming the integrated 20mm grenade launcher. Due to the lack of sights, the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 8.jpg|thumb|none|600px|After firing it, he loads another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the SD variant, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of an unsuppressed Honey Badger. This specific configuration is depicted with a 12&amp;quot; barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7&amp;quot; and 16&amp;quot; barrels.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip up sights, shared with Mk 18 Mod 1.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it, which gives a nice shot of the markings on the upper receiver that read &amp;quot;HONEY BADGER&amp;quot; and &amp;quot;300BLK&amp;quot;, and markings with serial numbers on the magwell. Interestingly, the selector markings for full auto and semi auto are identical, which is probably coincidental with the lack of an auto sear pin.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Finishing off with a push of the bolt release before watching the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor.jpg|thumb|none|600px|Another Honey Badger fitted with a suppressor stares at some fire extinguishers.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the extinguishers, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
Update 1.8 Operation: Breakaway brought the [[Steyr AUG A3]] as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the &amp;quot;A1 Scope&amp;quot;, and &amp;quot;A3 Scope&amp;quot; in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found in Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger.&lt;br /&gt;
[[File:STEYR AUG A3 16.jpg|thumb|none|450px|Steyr AUG A3 16-inch barrel with foregrip and  scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo.jpg|thumb|none|600px|An officially released render of the AUG A3 in-game model, courtesy of the official Operation: Breakaway website. Note the mounted scopes found on the earlier AUG A1.]]&lt;br /&gt;
[[File:Sandstorm Character AUG A3.jpg|thumb|none|300px|The operator with his AUG A3, courtesy of the official Operation: Breakaway website.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 1.jpg|thumb|none|600px|The operator opens fire with his AUG A3 at an insurgent armed with a Sterling, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 2.jpg|thumb|none|600px|Another AUG A3 with a clear view of the serial numbers and caliber markings on the barrel, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Urban Warden Promo.jpg|thumb|none|450px|An Urban Warden operator stands by with an AUG A3 which has its foregrip removed, courtesy of the Sandstorm Twitter page. His gear is inspired by German SEK and Danish Special Forces equipment.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AUG A3.]]&lt;br /&gt;
[[File:Sandstorm AUG A3.jpg|thumb|none|600px|The operator with an Austrian bullpup ready to shoot a nearby steel target.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Sights.jpg|thumb|none|600px|Aiming down the default AUG iron sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 1.jpg|thumb|none|600px|After firing a few rounds, he takes a look at the rear to check his remaining ammo.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 2.jpg|thumb|none|600px|Before pulling out the empty mag, he first pulls out and locks the charging handle like an HK roller-delayed firearm.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 3.jpg|thumb|none|600px|Finishing up with a slap to the charging handle. I guess we'll call this a Steyr Slap.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A.jpg|thumb|none|600px|Another AUG A3 with an earlier A1 scope.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A Reticle.jpg|thumb|none|600px|Aiming the A1 scope, which shows a small circle between the crosshair.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A BUS.jpg|thumb|none|600px|Aiming its tiny BUS for clearer field of view.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B.jpg|thumb|none|600px|Realizing that it isn't enough yet, he fits an A3 scope for long range shooting.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B Reticle.jpg|thumb|none|600px|Aiming the A3 scope reveals a fairly similar reticle.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 4.jpg|thumb|none|600px|The speed reload begins by pressing the mag release from behind...]]&lt;br /&gt;
[[File:Sandstorm AUG A3 5.jpg|thumb|none|600px|...then ends with a swift pull of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of FAL.]]&lt;br /&gt;
[[File:Sandstorm FAL (1).jpg|thumb|none|600px|The initial-equip animation of the FN FAL - inspecting the magazine.]]&lt;br /&gt;
[[File:Sandstorm FAL (2).jpg|thumb|none|600px|Setting it in.]]&lt;br /&gt;
[[File:Sandstorm FAL (3).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a King Arms-style railed top cover.]]&lt;br /&gt;
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
Available for the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Wet Worker Promo.jpg|thumb|none|450px|The covert Wet Worker shows good trigger discipline with his SCAR-H in Hunter custom skin fitted with magnified holographic sight, and suppressor, courtesy of the Sandstorm Twitter page. Note the magazine is clipping between the trigger guard, and magwell.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with a SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_1.jpg|thumb|none|600px|After firing the SCAR at the windshield, he first swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 52 / GAR1651 Hybrid==&lt;br /&gt;
A 7.62x51mm [[Galil ACE|IWI Galil ACE]] was added in Update 1.6 as the &amp;quot;ACE 52&amp;quot;, available for the Insurgents' Advisor class for 5 supply points, replacing the SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The release version gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.&lt;br /&gt;
[[File:IMI Galil ACE 52.jpg|thumb|none|400px|IWI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI Galil ACE GAR1651 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like the military variant.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (1).jpg|thumb|none|600px|Drawing the Galil ACE 52 at the round's start - loading in the magazine with the right hand.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (2).jpg|thumb|none|600px|Chambering the ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights toward an old monitor and radio.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both the old monitor and radio, the reload begins by swapping the mag...]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling the charging handle to watch the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (3).jpg|thumb|none|600px|Speed-reloading the ACE 52 with both AR10-style magazines pressed together.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (4).jpg|thumb|none|600px|Charging the Galil in the fast-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor 7==&lt;br /&gt;
Update 1.6 added the [[IWI Tavor 7]], serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class, replacing Mk 14 Mod 1 EBR. It costs 5 supply points.&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of the Tavor TAR-21 stares at the steel targets.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the Tavor 7. Similar to the Alpha AK, M24, and M99.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 3.jpg|thumb|none|600px|Another Tavor 7 fitted with a MARS and foregrip in the middle of a poppy field.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO 4x24P scope. Said scope appears to have been ported from the previous game, but has never been in the official release.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (1).jpg|thumb|none|600px|Spawing-in with the G3A3 - the user puts in the 20-round magazine.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (2).jpg|thumb|none|600px|And sends the bolt home.]]&lt;br /&gt;
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]]&lt;br /&gt;
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK Slap as well as using the fresh mag to knock out the old one AK-style.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (3).jpg|thumb|none|600px|The fast-empty reload - while this looks cool, it would be hard to perform in reality as G3 magazines sit very tightly in the rifle's magwell.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9 Operation: Cold Blood, costing 2 supply points. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur &amp;quot;Garand thumb&amp;quot;. Ouch. &lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation: Cold Blood, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation: Cold Blood website. Note the Griffin &amp;amp; Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation: Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1 Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand.jpg|thumb|none|600px|The operator prepares to operate like it's 1944.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Sights.jpg|thumb|none|600px|Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of &amp;quot;US Rifle, Cal. .30, M1&amp;quot;, and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 1.jpg|thumb|none|600px|After firing the entire eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en-bloc clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 2.jpg|thumb|none|600px|Then, he pushes the bolt with his palm. During the partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 3.jpg|thumb|none|600px|When swapping a partially loaded clip, there is a chance the operator's thumb gets pinched by the bolt by the dreaded Garand thumb, much like in ''[[Battlefield V]]''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 4.jpg|thumb|none|600px|He agonizes the eternal pain after quickly pulling back his thumb.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 5.jpg|thumb|none|600px|Another M1 Garand with attached M2 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
===M1C Garand===&lt;br /&gt;
When equipping M82 scope which is referred to as &amp;quot;M1C Scope&amp;quot; in 2.5x magnification, the [[M1 Garand]] will turn into [[M1 Garand|M1C Garand]].&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|500px|M1C with M82 scope - .30-06]]&lt;br /&gt;
[[File:Sandstorm Yeti Promo.jpg|thumb|none|450px|The deadly 'Yeti' marksman prepares to aim the suppressed M1C Garand in Whiteout custom skin fitted with M82 scope, courtesy of the Sandstorm Twitter page. His outfit is inspired by Russian Spetsnaz.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope.jpg|thumb|none|600px|An M1C Garand with mounted M82 scope.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Reticle.jpg|thumb|none|600px|Aiming the M82 scope shows a simple post reticle. Note that it is possible to aim down the iron sights for closer range.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 6.jpg|thumb|none|600px|In the last shot, both the clip and spent cartridge eject together with distinctive ''PING''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 7.jpg|thumb|none|600px|In a hurry, the speed reload begins by having the hand against the bolt while inserting the clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 8.jpg|thumb|none|600px|After that, he yanks out the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It has a standard length barrel with unusable &amp;quot;pig sticker&amp;quot; bayonet. Like in the previous game, it uses 20-round magazines although it can use 30-round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available for the Insurgents' Advisor class and costs 2 supply points.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Captive Promo.jpg|thumb|none|450px|The bearded Captive aims his SKS-D, courtesy of the Sandstorm Twitter page. Note another charging handle erroneously located in front of the mag.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SKS-D.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuit insurgent with his SKS-D, still in the classic wood stock.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining up the 40s vintage sights on a steel target. Note the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM|IMI Galil ARM]] returns from the previous game in Update 1.4. It is available as the lighter and cheaper alternative for the Insurgents' Gunner class. It costs 2 supply points.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Galil ARM.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation: Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (1).jpg|thumb|none|600px|Deploying in with a M240B, charging the MG.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (2).jpg|thumb|none|600px|Reloading the default 50-round sack - a neat detail is that the feed tray pops up when removing the pouch, and again when setting in a new one.]]&lt;br /&gt;
[[File:Sandstorm M240B (3).jpg|thumb|none|600px|Feeding in a new short belt.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B, now fitted with the 100-round belt in a box mag, with the bipod deployed. As the 100-round box sits on an added mount, the feed tray stays down.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments, and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the First Major Content Update as the counterpart of the M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but is virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!), and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Promo.jpg|thumb|none|600px|An officially released render of the MG3 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7x scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Insurgents' Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments, and laser sight. The game incorrectly portrays the 7.62x54mm R belt as a disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|...then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] (specifically Gen 2 version) is the new shotgun for Security in upcoming Update 1.12 Operation: Glasshouse.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|500px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm KSG Promo.jpg|thumb|none|600px|An officially released render of the KSG in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm KSG Promo 1.jpg|thumb|none|600px|The masked operator aims his KSG, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is the underbarrel shotgun added in Update 1.8 Operation: Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped.&lt;br /&gt;
[[Image:Masterkey02.jpg|thumb|none|400px|Masterkey - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Masterkey Promo.jpg|thumb|none|600px|The hooded insurgent braces his FAMAS F1 with mounted Masterkey, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page. Note how the shooter noticeably uses his middle finger to pull the trigger, which only applies when being attached to the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M4A1 with Masterkey. Note the M16A4 uses an identical mount to the M4A1, while the M16A2 uses the heat shield handguard for the M203 UBGL.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey.jpg|thumb|none|600px|A Masterkey mounted on an M4A1 stares at fruits on the table.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey. Due to the lack of sights, the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 1.jpg|thumb|none|600px|Feeling disappointed that he missed his shots, the operator quickly pumps the Masterkey after inserting a shell.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 2.jpg|thumb|none|600px|Then, he proceeds to insert some more shells.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with Masterkey. Note the handguard is replaced with an underbarrel mount which also applies for the AK-74, and the wooden forend.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey.jpg|thumb|none|600px|The rogue police officer grabs his Masterkey mounted on an AKM.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey has the shooter pinpointing it at rough location.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 1.jpg|thumb|none|600px|After emptying the entire shells, he loads a fresh shell first then proceeds to pump the fore-end.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 2.jpg|thumb|none|600px|Reloading shows spoofed markings that reads &amp;quot;Memeington 500 SecondKey&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==KS-23==&lt;br /&gt;
The [[KS-23]] will be available for Insurgents in upcoming Update 1.12 Operation: Glasshouse.&lt;br /&gt;
[[File:Ks23stockless.jpg|thumb|none|400px|KS-23M without stock - 23x75mm R]]&lt;br /&gt;
[[File:Sandstorm KS-23 Promo.jpg|thumb|none|600px|An officially released render of the KS-23 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm KS-23 Promo 1.jpg|thumb|none|600px|The skull masked insurgent points his KS-23, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is the second underbarrel shotgun added in Update 1.8 Operation: Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed.&lt;br /&gt;
[[File:M26 MASS 5 round.jpg|thumb|none|400px|M26 MASS - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm AUG A3 M26 MASS Promo.jpg|thumb|none|600px|The goggled operator aims his M26 MASS mounted on an AUG A3, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with a M26 MASS.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS.jpg|thumb|none|600px|The operator holds his M26 MASS mounted on an M16A4 after spotting a wooden target.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Aim.jpg|thumb|none|600px|Aiming the M26 MASS. Just like the Masterkey, the shooter will pinpoint at the rough location while the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 1.jpg|thumb|none|600px|Reloading starts by taking off the empty mag...]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 2.jpg|thumb|none|600px|...and ends with yanking the bolt handle. The speed reload is similar, but faster.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police fore-end. It is usable by the Security's Breacher class and costs 2 supply points.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm Dissident Promo.jpg|thumb|none|450px|The Dissident takes an aim with his TOZ-97, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalized canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points. It is referred to as the &amp;quot;M82A1 CQ&amp;quot; in-game; this isn't strictly incorrect, however, as Barrett has begun referring to the M107 as the &amp;quot;M82A1&amp;quot;.&lt;br /&gt;
[[File:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm M107 CQ Promo.jpg|thumb|none|600px|An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M107 CQ Menu.jpg|thumb|none|600px|The weapon loadout menu image of M107CQ. It uses short 5-round magazines by default, with the more common 10-rounders being a purchasable option.]]&lt;br /&gt;
[[File:Sandstorm M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:Sandstorm M107CQ Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:Sandstorm M107CQ 1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]]&lt;br /&gt;
[[File:Sandstorm M107CQ 2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk. The speed reload is much the same, but features a somewhat AK-esque push of the magazine release with the fresh mag, letting it fall to the ground instead of retaining it.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm Hill Rebel Promo.jpg|thumb|none|450px|The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope.jpg|thumb|none|600px|...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope_Reticle.jpg|thumb|none|600px|Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1A.jpg|thumb|none|600px|Performing a speed reload on an SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2B.jpg|thumb|none|600px|On an empty mag, the insurgent additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament M110 SASS==&lt;br /&gt;
The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation: Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed &amp;quot;DOS Scope&amp;quot; which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.&lt;br /&gt;
[[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation: Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo 1.jpg|thumb|none|600px|The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation: Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm Sasquatch Promo.jpg|thumb|none|450px|The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm M110 (1).jpg|thumb|none|600px|Spawing-in with a scoped M110 - the marksman works the charging handle.]]&lt;br /&gt;
[[File:Sandstorm M110 (2).jpg|thumb|none|600px|A view of the SASS's open chamber.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS.jpg|thumb|none|600px|The M110 SASS- it's like an M16, ''but long''.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Sights.jpg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 1.jpg|thumb|none|600px|The operator inserts a 10-round SR-25 pattern magazine.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 2.jpg|thumb|none|600px|During an empty reload, the operator turns his rifle over and watches the bolt go into battery.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope.jpg|thumb|none|600px|Considering to go for precision shooting, the operator brings another M110 SASS whose configuration is similar to [[American Sniper|the legendary Navy SEAL sniper]].]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope Reticle.jpg|thumb|none|600px|Aiming the DOS scope shows its illuminated TMR reticle. Note the shown magnification is set in 6x.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 3.jpg|thumb|none|600px|For a bit clearer view of his surroundings, he adjusts the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 4.jpg|thumb|none|600px|After hitting the target in several shots, the operator checks for remaining ammo by taking a look at the magazine window in Magpul PMAG 20 LR/SR in similar manner to G36K, and AUG A3.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 5.jpg|thumb|none|600px|Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 6.jpg|thumb|none|600px|Complete with a slap to the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only for the Security's Marksman class. It costs 5 supply points.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;. Note the NWI trademark over the normal roll mark with the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack. While the bolt release isn't actually used, its presence and function is still acknowledged - in a nice touch, it visibly pops up when the rifle runs empty, and flips back down when the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 1 supply point and is usable by the Insurgents' Marksman class. By default, it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it's fixed by adding a PU scope with the now turned-down bolt handle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2B.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3C.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the M24, shared between it, the Alpha AK, the M99, and the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the loadout menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the M99 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]]&lt;br /&gt;
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top ARs as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_1.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...]]&lt;br /&gt;
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers/Rifle Grenade Launchers=&lt;br /&gt;
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation: Breakaway, it can be turned into makeshift underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 40mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:Gp-25 1.jpg‎|thumb|none|450px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Sandstorm AKM UBGL Promo.jpg|thumb|none|600px|Close-up of the AKM with mounted GP-25 loaded with 40mm buckshot shells, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AK-74 with a GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_1.jpg|thumb|none|600px|''Hey, cover me!'' The insurgent reloads his GP-25 with a caseless smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AKM with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL.jpg|thumb|none|600px|The Slavic mercenary finds a weapon cache to be destroyed.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_1.jpg|thumb|none|600px|Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch AG36==&lt;br /&gt;
The [[AG36]] is the underbarrel grenade launcher attachment for G36K. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:ag36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG36 grenade launcher with handguard - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of a G36K with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL.jpg|thumb|none|600px|Noticing possible hostiles on the second floor, the operator prepares his AG36 with an HE shell.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Sights.jpg|thumb|none|600px|Aiming the AG36 sights. Note the ladder sights is set to 150 meters.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_1.jpg|thumb|none|600px|After clearing the second floor, he reloads the AG36.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-BG==&lt;br /&gt;
The [[HS Produkt VHS-BG]] is the unique underbarrel grenade launcher option for VHS-D2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:VHS-BG.jpg|thumb|none|450px|HS Produkt VHS-BG - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of VHS-2 with the VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL.jpg|thumb|none|600px|After neutralizing some insurgents, the operator prepares his VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Sights.jpg|thumb|none|600px|Aiming the VHS-BG sights which shares similarities with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_1.jpg|thumb|none|600px|The operator reloads his VHS-BG with another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for M16A2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A2 with M203. Note the heat shield handguard.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL.jpg|thumb|none|600px|Realizing that his M16A2 is a bit [[Black Hawk Down|too vintage]] for the operation, he proceeds to aim the M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_1.jpg|thumb|none|600px|After covering the alleyway with a smoke, he inserts another smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Slap_Reload.jpg|thumb|none|600px|On an additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher|M203A2 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL.jpg|thumb|none|600px|Before crossing through the river, the operator grabs his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights which are identical to M203 sights on the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_1.jpg|thumb|none|600px|Then, he loads another fresh smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1 with M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL.jpg|thumb|none|600px|Spotting a dangerous-looking Toyota, the operator shows his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The [[M7 rifle grenade launcher]] is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Menu.jpg|thumb|none|600px|The weapon loadout menu image of M1 Garand with M7 rifle grenade launcher.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade.jpg|thumb|none|600px|When preparing his M7 rifle grenade launcher, he first swaps out the en-bloc clip loaded with live rounds.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 1.jpg|thumb|none|600px|Then, he inserts another clip filled with blanks.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 2.jpg|thumb|none|600px|After that he loads an HE rifle grenade through the muzzle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 3.jpg|thumb|none|600px|The operator soons spots a vacant sedan nearby while bracing his rifle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Sights.jpg|thumb|none|600px|Aiming the M7 rifle grenade launcher sights.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 4.jpg|thumb|none|600px|Not satisfied, he loads another rifle grenade.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 5.jpg|thumb|none|600px|He fires the rifle grenade launcher while bracing his rifle which makes the shot firing in parabolic arch akin to mortars.]]&lt;br /&gt;
&lt;br /&gt;
==RM Equipment M203PI==&lt;br /&gt;
The [[RM Equipment M203PI]] is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an FAMAS F1 with a M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL.jpg|thumb|none|600px|The rogue police finds a tanker blocking his path while preparing his M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Sights.jpg|thumb|none|600px|Aiming the M203PI sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL 1.jpg|thumb|none|600px|Realizing that the tanker is not blown up yet, he proceeds to eject the empty shell before loading another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr GL 40==&lt;br /&gt;
The [[Steyr GL 40]] is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:GL-40.jpg|thumb|none|450px|Steyr GL 40 - 40x46mm]]&lt;br /&gt;
[[File:AUG_GL-40.jpg|thumb|none|450px|Styer GL 40 mounted on Steyr AUG A3 - 40x46mm and 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UGBL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AUG A3 with a GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL.jpg|thumb|none|600px|Going for flanking, the operator brings the GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL Sights.jpg|thumb|none|600px|Aiming the GL 40 sights with ladder sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL 1.jpg|thumb|none|600px|After landing the smoke, he loads another smoke shell into the pivoted barrel similar to the AG36 and VHS-BG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 91 Grenade Launcher==&lt;br /&gt;
The [[Type 91 grenade launcher]], specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 35mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|400px|Type 91 grenade launcher mounted on Norinco QBZ-95 - 35mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97 with a QLG-91B.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL.jpg|thumb|none|600px|The insurgent prepares his QLG-91B after encountering a bridge at the front.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Sights.jpg|thumb|none|600px|Aiming the QLG-91B sights.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL 1.jpg|thumb|none|600px|After that, he reloads his QLG-91 another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers/Missile Launchers/Recoilless Guns=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the reusable launcher for Security's Demolitions class costing 4 supply points, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...before swapping rounds, relatching the tube, and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available for Security's Demolitions class as their single shot launcher of choice for 3 supply points.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AT4.]]&lt;br /&gt;
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]]&lt;br /&gt;
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available for the Insurgents' Demolitions class for 3 supply points as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Panzerfaust 3.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgents' Demolitions class costing 4 supply points. Unlike in the previous game, it is reloadable with an extra warhead.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of RPG-7.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from the ''Far Cry'' games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering on the cold hill.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Grenade==&lt;br /&gt;
The [[F-1 hand grenade]] returns from the previous game as the hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]&lt;br /&gt;
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade at the bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Serving as Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable &amp;quot;C-4&amp;quot; consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 &amp;quot;clacker&amp;quot; switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Pack]]&lt;br /&gt;
[[File:Sandstorm C-4 Menu.jpg|thumb|none|600px|The weapon loadout menu image of M112 C4 Demolitions pack.]]&lt;br /&gt;
[[File:Sandstorm C-4.jpg|thumb|none|600px|Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.]]&lt;br /&gt;
[[File:Sandstorm C-4 1.jpg|thumb|none|600px|Sticking the M112 into the door.]]&lt;br /&gt;
[[File:Sandstorm C-4 2.jpg|thumb|none|600px|Blowing the place to kingdom come.]]&lt;br /&gt;
[[File:Sandstorm C-4 3.jpg|thumb|none|600px|The insurgent finds the M57 &amp;quot;clacker&amp;quot; switch inside the weapon cache...]]&lt;br /&gt;
[[File:Sandstorm C-4 4.jpg|thumb|none|600px|...complete with bundle of M112s in hand.]]&lt;br /&gt;
[[File:Sandstorm C-4 5.jpg|thumb|none|600px|Arming the M112 by pressing its red button.]]&lt;br /&gt;
[[File:Sandstorm C-4 6.jpg|thumb|none|600px|[[Counter-Strike|&amp;quot;Bomb has been planted.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] returns from the previous game for both teams which is incorrectly referred as '''M83 Smoke'''. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:Sandstorm_M18.jpg|thumb|none|600px|The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.]]&lt;br /&gt;
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares his M18 smoke grenade to cover the open bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M19 anti-tank mine==&lt;br /&gt;
The [[M19 anti-tank mine]] is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate when triggered by a passing enemy vehicle.&lt;br /&gt;
[[File:M19 AT.jpg|thumb|none|350px|M19 anti-tank mine (inert)]]&lt;br /&gt;
[[File:Sandstorm_M19_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M19 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px|The operator holding his M19.]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px|He proceeds to pull off the safety-clip cord...]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px|...then turns the safety knob from (S)afe into (A)rmed.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of  the M67 grenade.]]&lt;br /&gt;
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while inside the market in Precinct.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]]&lt;br /&gt;
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw an M84 stun grenade before breaching...]]&lt;br /&gt;
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...but first, realizes he is missing an important step and proceeds to pull the pin.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]] serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.&lt;br /&gt;
[[Image:TM62.jpg|thumb|none|400px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Sandstorm_TM-62_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TM-62 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_TM-62.jpg|thumb|none|600px|The insurgent prepares the TM-62.]]&lt;br /&gt;
[[File:Sandstorm_TM-62_1.jpg|thumb|none|600px|He then removes the safety pin...]]&lt;br /&gt;
[[File:Sandstorm_TM-62_2.jpg|thumb|none|600px|...before proceeding to arm and plant the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire ATGM==&lt;br /&gt;
Security's AH-64 Apache (callsign &amp;quot;Assassin&amp;quot;) is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Sandstorm_Apache_AGM-114_Hellfire.jpg|thumb|none|600px|Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes on the rocket pod.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears mounted on Security's technicals as the counterpart of DShK. Unusable, low-detail models can be found on vehicles as environmental props in some maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]]&lt;br /&gt;
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]]&lt;br /&gt;
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams in Hideout.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on Assassin as the '''30mm Cannon''', instead of the accurate [[M230 Chain Gun]].&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|400px|An M230 Chain Gun mounted on an AH-64 Apache, for reference.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|600px|Assassin fires the bizarrely-mounted DShK against some rampaging insurgents.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|600px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (callsign &amp;quot;Cleric&amp;quot;), where it is used by the door gunners. The gun also ejects spent casings when firing.&lt;br /&gt;
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19.jpg|thumb|none|600px|The door gunner fires his GAU-19/A with a lovely cartridge shower.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|600px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] is mounted on Security's A-10 Thunderbolt II (callsign &amp;quot;Warlock&amp;quot;). Warlock will strafe a marked area perpendicular to the Commander's line of sight.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:Sandstorm_GAU-8.jpg|thumb|none|600px|Warlock with the GAU-8/A Avenger after strafing the marked target.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Ammo Crate==&lt;br /&gt;
The ammo crate can be used to fully restore player's gear and health.&lt;br /&gt;
[[File:Sandstorm Ammo Crate.jpg|thumb|none|600px|A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, along with a few STANAG and AK magazines with some scattered ammo around.]]&lt;br /&gt;
&lt;br /&gt;
==Graffiti==&lt;br /&gt;
[[File:Sandstorm Wall Art.jpg|thumb|none|600px|The operator finds amusing graffiti of an operator with a [[Mk 18 Mod 1]] fitted with an EOTech Holographic sight, suppressor, and foregrip near the school in Precinct.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with an [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 3.jpg|thumb|none|600px|The rogue police officer finds a graffiti of a donkey cart with mounted DShK in Tell.]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Cache==&lt;br /&gt;
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.&lt;br /&gt;
[[File:Sandstorm Weapon Cache.jpg|thumb|none|600px|On the Insurgents' weapon cache, an RPG warhead and AK magazine are seen beside the opened crate with [[TM-62 anti-tank mine]] and an AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 1.jpg|thumb|none|600px|From behind there is another opened crate with a couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite the fact there aren't any [[RGD-5 hand grenade]]s inside.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 2.jpg|thumb|none|600px|On Security's weapon cache, there is an opened crate with the warhead of a Panzerfaust 3 behind it along with a couple of [[M19 anti-tank mine|M19 anti-tank mines]], some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two [[M18 smoke grenade|M18 smoke grenades]] and some STANAG magazines with scattered ammo near the case at the top of the green crate.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 3.jpg|thumb|none|600px|There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads for the Panzerfaust 3. Another M19 is located in the middle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_Captive_Promo.jpg&amp;diff=1497878</id>
		<title>File:Sandstorm Captive Promo.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_Captive_Promo.jpg&amp;diff=1497878"/>
		<updated>2022-04-27T11:02:35Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
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		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_Detainer_Promo.jpg&amp;diff=1497877</id>
		<title>File:Sandstorm Detainer Promo.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_Detainer_Promo.jpg&amp;diff=1497877"/>
		<updated>2022-04-27T11:02:16Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
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		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Promo_1.jpg&amp;diff=1497876</id>
		<title>File:Sandstorm KS-23 Promo 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Promo_1.jpg&amp;diff=1497876"/>
		<updated>2022-04-27T11:01:45Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
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		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
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		<title>File:Sandstorm KS-23 Promo.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KS-23_Promo.jpg&amp;diff=1497875"/>
		<updated>2022-04-27T10:59:41Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
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		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Promo_1.jpg&amp;diff=1497874</id>
		<title>File:Sandstorm KSG Promo 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Promo_1.jpg&amp;diff=1497874"/>
		<updated>2022-04-27T10:59:23Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
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		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
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		<title>File:Sandstorm KSG Promo.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_KSG_Promo.jpg&amp;diff=1497873"/>
		<updated>2022-04-27T10:59:02Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Category:Screenshot&lt;/p&gt;
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	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1491237</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1491237"/>
		<updated>2022-03-16T15:34:17Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: Adjusted some stuffs to reflect recently updated screenshots.&lt;/p&gt;
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&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= December 12, 2018 (PC)&amp;lt;br&amp;gt;September 29, 2021 (Consoles)&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=Focus Home Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is developed on the UE4 Engine, delivering several new things like larger maps, usable vehicles, staged reload system, simulated ballistic physics, etc. The game is fictionally set during insurgency in the Middle East based on contemporary conflicts. The Security is an amalgamation made up of indigenous military, local police, government allied militias, foreign special operations teams, etc, while the Insurgents consist of local rebels, clandestine operatives, foreign mercenaries / contractors with military experience, and rogue elements of Security forces. Each faction is divided into eight classes named:&lt;br /&gt;
*Rifleman, the backbone of the team armed with assault rifles and battle rifles.&lt;br /&gt;
*Breacher, specialized in CQB with shotguns, SMGs, SBRs, and some explosives.&lt;br /&gt;
*Advisor, who has access to exotic guns and optics from the opposing faction.&lt;br /&gt;
*Demolitions, the explosives expert with access to various explosives including launchers and UBGLs.&lt;br /&gt;
*Marksman, who takes targets out from far distances with DMRs, bolt-action rifles, anti-materiel rifles and high magnification scopes.&lt;br /&gt;
*Gunner, who provides suppressive fire with machine guns.&lt;br /&gt;
*Observer, who carries a radio to allow the Commander to call in fire support.&lt;br /&gt;
*Commander, who is the team leader with binoculars to call in fire support when an Observer is nearby.&lt;br /&gt;
&lt;br /&gt;
A notable gameplay feature is the ability to scavenge magazines from dropped weapons if the player is equipped with a weapon that shares the same magazines and caliber - for instance, all the 5.56mm NATO STANAG fed weapons can share magazines, including extended mags.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI Co-op mode, playable on each side. Both factions in Co-op modes have access to all weapons and attachments.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available for the Insurgents rather than Security (although it is not inaccurate for the Insurgents to have plenty of stolen or secondhand older US military equipment). It costs 2 supply points. Following Update 1.10 Operation: Exodus, the M9 along with other handguns have access to unmagnified optics.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]]&lt;br /&gt;
[[File:Sandstorm M9 (1).jpg|thumb|none|600px|Initially drawing the M9 pistol - the user first inspects the magazine...]]&lt;br /&gt;
[[File:Sandstorm M9 (2).jpg|thumb|none|600px|...inserts it, and chambers the pistol. This animation is used for all of the pistols during the spawn-in phase.]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|600px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (1).jpg|thumb|none|600px|Spawning-in with the Browning - note the user's fingers clipping through the double-stacked magazine.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (2).jpg|thumb|none|600px|Sliding it in.]]&lt;br /&gt;
[[File:Sandstorm Hi-Power (3).jpg|thumb|none|600px|Chambering the BHP.]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|600px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|600px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide &amp;amp; frame.]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|600px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|600px|The teeny tiny GI standard M1911 sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|600px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|600px|Preparing to hit the slide release on an empty M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (1).jpg|thumb|none|600px|The initial draw of the M45A1 pistol - loading in the magazine.]]&lt;br /&gt;
[[File:Sandstorm M45A1 (2).jpg|thumb|none|600px|Pulling the slide.]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911A1's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|600px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17&amp;quot;. In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80 (specifically the V2 model for the 3rd Generation Glock 17). It costs 3 supply points.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|3rd Generation Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:Glock 17 PF940V2.jpg|thumb|none|350px|Glock 17 with Polymer80 PF940V2 frame and P80 slide - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm Internal Affairs Promo.jpg|thumb|none|450px|The Internal Affairs officer armed with a Glock 17, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17. Note the in-game Glock 17 is built off of said custom frame with the addition of a P80 slide with diagonal cocking serrations from the Polymer80.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|600px|A Glock made out of aftermarket parts, the sights are a simple 3 dot style.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] chambered in .50 Action Express was added in Update 1.10 Operation: Exodus for the Insurgents costing 5 supply points, making it the most expensive handgun available.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo.jpg|thumb|none|600px|An officially released render of the pre-release model, courtesy of the official Operation: Exodus website. Note the rubber grip with finger grooves, compensator at the top, and suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Promo 1.jpg|thumb|none|600px|The rebel aims his Desert Eagle, courtesy of the official Operation: Exodus website.]]&lt;br /&gt;
[[File:Sandstorm Bad Day Promo.jpg|thumb|none|450px|The 'Bad Day' survivor brandishes his Desert Eagle, courtesy of the Sandstorm Twitter page. Considering that he's a crashed helicopter pilot, he seemingly must have put it in his crash kit, after having decided to forsake all sensible armament.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Desert Eagle.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy.jpg|thumb|none|600px|The draw animation begins by inserting a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Deploy 1.jpg|thumb|none|600px|...then pulling the slide while checking the loaded mag.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle.jpg|thumb|none|600px|The rebel shows off his hefty Desert Eagle and has a feeling his organization will be doing plenty of fundraising drives in the near future after acquiring enough Desert Eagles to arm the entire movement.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the sights of Desert Eagle at an abandoned van.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 1.jpg|thumb|none|600px|Firing at the engine block shows the impressive ring-shaped muzzle flash, ejected cartridge, and powerful muzzle rise, which from this perspective looks like it's smacking the shooter in the face.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 2.jpg|thumb|none|600px|After spending all seven rounds of .50 AE, he changes his magazine, which shows witness holes.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 3.jpg|thumb|none|600px|Complete with a push to the slide stop with the thumb.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 4.jpg|thumb|none|600px|Going to blast some electronic appliances, he brings another Desert Eagle fitted with compensator.]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 5.jpg|thumb|none|600px|The speed reload begins by swiftly tossing the mag...]]&lt;br /&gt;
[[File:Sandstorm Desert Eagle 6.jpg|thumb|none|600px|...before giving a push to the slide stop. Not pictured: the rebel making sure to pick up the dropped mag because Desert Eagle magazines are about $50 USD a pop.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available for the Insurgents. It is the weakest Insurgents' pistol, but also costs 0 supply point.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]]&lt;br /&gt;
[[File:Sandstorm PM (1).jpg|thumb|none|600px|The initial draw of the PM, similar to other pistols.]]&lt;br /&gt;
[[File:Sandstorm PM (2).jpg|thumb|none|600px|Chambering the Makarov.]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950s era design.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|600px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov receives a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Manurhin MR-73==&lt;br /&gt;
The [[Manurhin MR-73]] was added in Update 1.10 Operation: Exodus for Security, costing 4 supply points. It is the first and, so far, only revolver in the game. It comes with 5.25&amp;quot; barrel which can be extended into 8&amp;quot; by choosing the &amp;quot;Sniper Barrel&amp;quot;, which boosts muzzle velocity, and penetration; while also allowing to attach a Bushnell Magnum Phantom scope (dubbed &amp;quot;CT Scope&amp;quot;) in 2.5x magnification, suppressor, and bipod. Also available is the &amp;quot;Cheapo Suppressor&amp;quot; made from an oil filter which slightly reduces muzzle flash and the report of gunfire and is only compatible with the 5.25&amp;quot; barrel; note that a suppressor would in reality be completely useless on the weapon, as the MR-73 does not have a gas seal. Speed loaders for reloading faster when empty are also available for additional supply points.&lt;br /&gt;
[[File:MR-73 5.25.jpg|thumb|none|350px|Manurhin MR-73 Defense with 5.25&amp;quot; barrel and adjustable sights - .357 Magnum]]&lt;br /&gt;
[[File:MR-73 Sniper.jpg|thumb|none|350px|Manurhin MR-73 &amp;quot;Sniper&amp;quot; with 8&amp;quot; barrel, adjustable sights, scope, and bipod - .357 Magnum]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo.jpg|thumb|none|600px|An officially released render of the MR-73 in-game model, courtesy of the official Operation: Exodus website. Note the caliber markings on the barrel; serial numbers, and manufacturer markings on the frame; and makeshift suppressor from oil filter at the top.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Promo 1.jpg|thumb|none|600px|The operator points his MR-73, courtesy of the official Operation: Exodus website.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy.jpg|thumb|none|600px|When deployed, the operator checks the cylinder by pressing the cylinder release.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Deploy 1.jpg|thumb|none|600px|...before quickly flicking the cylinder shut, much to the dismay of revolver fans the world over.]]&lt;br /&gt;
[[File:Sandstorm MR-73.jpg|thumb|none|600px|The operator prepares his rugged French revolver for some quick draw action.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Sights.jpg|thumb|none|600px|Aiming down the sights of the MR-73.]]&lt;br /&gt;
[[File:Sandstorm MR-73 1.jpg|thumb|none|600px|After firing at all the steel targets, he checks remaining ammo by releasing the cylinder. Note the spent rounds feature  visibly dented primers, a nice touch.]]&lt;br /&gt;
[[File:Sandstorm MR-73 2.jpg|thumb|none|600px|The operator dumps spent rounds by pressing the ejector rod. If there is any remaining ammo, the shooter will cover the unspent rounds.]]&lt;br /&gt;
[[File:Sandstorm MR-73 3.jpg|thumb|none|600px|Loading new rounds into each chamber.]]&lt;br /&gt;
[[File:Sandstorm MR-73 4.jpg|thumb|none|600px|Then, he proceeds to flick the cylinder shut. As noted plenty of times on this very wiki, flicking a revolver cylinder shut is not recommended and can cause damage to the weapon.]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope.jpg|thumb|none|600px|Considering some covert sniping, the operator deploys another MR-73 fitted with an 8&amp;quot; &amp;quot;Sniper&amp;quot; barrel with Bushnell Magnum Phantom scope and bipod. While this set-up may seem utterly ridiculous, [https://www.forgottenweapons.com/gigns-mr73-sniper-revolver-in-357-magnum/ it is a very real configuration for the MR-73].]]&lt;br /&gt;
[[File:Sandstorm MR-73 Scope Reticle.jpg|thumb|none|600px|Aiming through the scope, which shows a simple fine reticle.]]&lt;br /&gt;
[[File:Sandstorm MR-73 5.jpg|thumb|none|600px|Firing the 8&amp;quot; barrel has the shooter manually cock the hammer. For some reason, the revolver does not fire in double-action when fitted with the 8&amp;quot; barrel.]]&lt;br /&gt;
[[File:Sandstorm MR-73 6.jpg|thumb|none|600px|Reloading with a speed loader has the shooter ejecting spent rounds with the ejector rod...]]&lt;br /&gt;
[[File:Sandstorm MR-73 7.jpg|thumb|none|600px|...then loading with a speed loader...]]&lt;br /&gt;
[[File:Sandstorm MR-73 8.jpg|thumb|none|600px|...complete with gently shutting the cylinder with their left hand. The speed reload is similar, but faster.]]&lt;br /&gt;
[[File:Sandstorm MR-73 9.jpg|thumb|none|600px|Finding himself on a low budget, the operator brings another MR-73 fitted with a makeshift oil filter suppressor.]]&lt;br /&gt;
[[File:Sandstorm MR-73 10.jpg|thumb|none|600px|Aiming the makeshift sights above the makeshift suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its British Army designation of L106A1. It costs 2 supply points.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P226R. Note the threaded barrel.]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226R.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|600px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security pistol to cost 1 supply point.&lt;br /&gt;
[[File:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the markings written in Arabic on the slide which reads &amp;quot;TARIQ 9 m/m IRAQ - Licensed by BERETTA&amp;quot; .]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|600px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|600px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark II==&lt;br /&gt;
Update 1.7 Nightfall adds the Mark II [[Welrod]] from ''[[Day of Infamy]]''; unlike the other weapons from the update (which were shown off first with official promo renders), this one was revealed accidentally in a dev stream. It is incorrectly chambered in 9x19mm, and is available to the Insurgent forces for 0 supply points. It is also highly customizable by having access to unmagnified optics, underbarrel attachments, laser sight, greased bolt, and AP / AP tracer rounds.&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|350px|Welrod Mark II - .32 ACP]]&lt;br /&gt;
[[File:Sandstorm Welrod Promo.jpg|thumb|none|600px|An officially released render of the Welrod in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Welrod Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Welrod. Note that it's stated to be chambered in 9x19mm.]]&lt;br /&gt;
[[File:Sandstorm Welrod.jpg|thumb|none|600px|The operator shows off his covert Welrod Mark II.]]&lt;br /&gt;
[[File:Sandstorm Welrod Sights.jpg|thumb|none|600px|Aiming down the three dot night sights of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 1.jpg|thumb|none|600px|Cycling the bolt of Welrod.]]&lt;br /&gt;
[[File:Sandstorm Welrod 2.jpg|thumb|none|600px|Swapping the magazine with the right hand...]]&lt;br /&gt;
[[File:Sandstorm Welrod 3.jpg|thumb|none|600px|...before cycling back the bolt.]]&lt;br /&gt;
[[File:Sandstorm Welrod 4.jpg|thumb|none|600px|Realizing that it isn't enough yet, the operator deploys his Welrod with red dot sight, laser sight, bipod, and greased bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The First Major Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant for the Breacher class, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. It costs 3 supply points.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|600px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|600px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The First Major Content Update provided Security's Breacher class with the [[MP5A5]], costing 3 supply points.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|600px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|600px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6. Note the unaltered velocity, despite the suppressor of MP5SD is supposed to reduce muzzle velocity into subsonic when using standard supersonic ammunition.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points. Following Update 1.8 Operation: Breakaway, the foregrip can be replaced with other underbarrel attachments for additional supply points, turning the SMG into a [[Heckler &amp;amp; Koch MP7A2|MP7A2]]. For whatever reason, it was originally chambered for 9x19mm, before an update changed that for the 4.6x30mm rounds.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (1).jpg|thumb|none|600px|The draw animation of the MP7A1 - the operator unfolds the foregrip...]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (2).jpg|thumb|none|600px|...and charges the PDW.]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down &amp;quot;pistol&amp;quot; sights; one of the weapon's customization options is to flip these up into the aperture/post &amp;quot;rifle&amp;quot; setup.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (3).jpg|thumb|none|600px|Using the raised sights.]]&lt;br /&gt;
[[File:Sandstorm MP7A1 (4).jpg|thumb|none|600px|Reloading with a 40-round magazine.]]&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 with RAL8000 finish - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm MP7A2 (1).jpg|thumb|none|600px|The weapon loadout menu image of the MP7A2 fitted with &amp;quot;Aiming Grip&amp;quot;, extended magazine, and iron sights in aperture/post &amp;quot;rifle&amp;quot; setup. The draw animation for this changes to a simple left-handed pull of the charging handle, as the folding grip is gone.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics-friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]]&lt;br /&gt;
[[File:Sandstorm Uzi (1).jpg|thumb|none|600px|The spawn animation of the Uzi - the fighter grasps the stock...]]&lt;br /&gt;
[[File:Sandstorm Uzi (2).jpg|thumb|none|600px|...and unfolds it.]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|600px|Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: &amp;quot;UZI semi-auto MODEL B 9mm PARA-ISRAEL&amp;quot;, indicating the Uzi was converted to fire in full-auto.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|600px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
The [[M3 Grease Gun]] makes its return from ''[[Day of Infamy]]'' in Update 1.7 Nightfall. It is available for Security's Breacher class, costing 2 supply points. The M3 Grease Gun has access to an M9 flash hider, OSS suppressor, and a unique integral suppressor dubbed the &amp;quot;Advanced Suppressor&amp;quot; modeled after the M3 Spec Ops Gen 2 used by the Philippine Navy and Marine Corps which not only dampens the sound, but also reduces recoil as well. Following Update 1.8 Operation: Breakaway, it has access to underbarrel attachments when equipping a suppressor by adding a rail mount below it.&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Grease Gun Promo.jpg|thumb|none|600px|An officially released render of the M3 Grease Gun in-game model, courtesy of the Sandstorm Twitter page. Note the OSS integral suppressor at the top and unique integral suppressor at the bottom.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 Grease Gun.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (1).jpg|thumb|none|600px|As with the other old SMGs, the draw animation for the M3 shows the user deploying the stock.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun (2).jpg|thumb|none|600px|And pulling the bolt back, which kicks open the safety/dust cover.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun.jpg|thumb|none|600px|The operator with his M3 Grease Gun, realizing his SMG is more than 70 years old.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Sights.jpg|thumb|none|600px|Aiming the classic M3 Grease Gun sights toward bottles.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 1.jpg|thumb|none|600px|Pressing the mag release before yanking the empty magazine...]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun 2.jpg|thumb|none|600px|...and giving the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Flash Hider.jpg|thumb|none|600px|Another M3 Grease Gun with M9 flash hider attached.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|500px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A.jpg|thumb|none|600px|The operator prepares for target shooting with his M3 Grease Gun with OSS suppressor.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 1.jpg|thumb|none|600px|After emptying the entire magazine, he quickly tosses the empty magazine by swiping it in speed reload.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor A 2.jpg|thumb|none|600px|Complete with underhand charging handle pull. Note the markings located on the magwell.]]&lt;br /&gt;
&lt;br /&gt;
[[File:PMC M3 railed GG.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; modified with rails, red dot and integral suppressor - .45 ACP.]]&lt;br /&gt;
[[File:Sandstorm M3 Grease Gun Suppressor B.jpg|thumb|none|600px|Another M3 Grease Gun with unique &amp;quot;Advanced Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==P90 Tactical / USG==&lt;br /&gt;
The [[P90 Tactical / USG]] was added in Update 1.11 Operation: Warlord as the SMG for the Insurgents' Advisor class costing 5 supply points. It is fitted with custom fiber optic sights on-default, transparent 50-round magazine, and a couple of nylon straps with quick release buckles on the receiver; along with a couple variants of unique USG reflex sights called &amp;quot;Factory Circle&amp;quot;, and &amp;quot;Factory Dot&amp;quot;, and Gemtech suppressor for additional supply points. Interestingly, when attaching foregrips its barrel will be extended while being covered with custom railed handguard.&lt;br /&gt;
[[File:P90 tact d 500px.jpg|thumb|400px|none|FN P90 Tactical - FN 5.7x28mm]]&lt;br /&gt;
[[File:P90 USG.jpg|thumb|none|400px|FN P90 USG - 5.7x28mm FN]]&lt;br /&gt;
[[File:Sandstorm Operation Warlord Promo.jpg|thumb|none|600px|The official artwork of Operation: Warlord, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo.jpg|thumb|none|600px|An officially released render of the P90 Tactical in-game model, courtesy of the Sandstorm Twitter page. Note the serial number, and &amp;quot;P90 cal 5.7x28&amp;quot; markings on the optical sight group; along with &amp;quot;RESTRICTED LAW ENFORCEMENT USE ONLY&amp;quot; markings on the receiver.]]&lt;br /&gt;
[[File:Sandstorm P90 Promo 1.jpg|thumb|none|600px|The goggled masked insurgent braces his P90 Tactical fitted with custom fiber optic sights, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm P90 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy.jpg|thumb|none|600px|The Slavic mercenary prepares his P90 by loading its mag...]]&lt;br /&gt;
[[File:Sandstorm P90 Deploy 1.jpg|thumb|none|600px|...then swiftly pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90.jpg|thumb|none|600px|The said mercenary tries to resist his urge to [[Counter-Strike|'Ru]][[Counter-Strike: Source|sh]] [[Counter-Strike: Global Offensive|B']] with his P90.]]&lt;br /&gt;
[[File:Sandstorm P90 Sights.jpg|thumb|none|600px|Aiming down the custom fiber optic sights.]]&lt;br /&gt;
[[File:Sandstorm P90 1.jpg|thumb|none|600px|After firing at the entire steel targets, he checks remaining ammo by taking a look at the magazine.]]&lt;br /&gt;
[[File:Sandstorm P90 2.jpg|thumb|none|600px|Inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm P90 3.jpg|thumb|none|600px|Pulling its charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Circle&amp;quot; reflex sight, compensator, railed handguard, and foregrip.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope A Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm P90 4.jpg|thumb|none|600px|The speed reload begins by dumping the empty mag to the side...]]&lt;br /&gt;
[[File:Sandstorm P90 5.jpg|thumb|none|600px|...complete with a yank on charging handle.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B.jpg|thumb|none|600px|Another P90 with USG &amp;quot;Factory Dot&amp;quot; reflex sight, and Gemtech suppressor.]]&lt;br /&gt;
[[File:Sandstorm P90 Scope B Reticle.jpg|thumb|none|600px|Aiming the USG &amp;quot;Factory Dot&amp;quot; reflex sight shows blueish illuminated reticle.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 4==&lt;br /&gt;
The [[Sterling SMG|Sterling Mk. 4]] returns from the previous game in Update 1.7 Nightfall as the counterpart of M3 Grease Gun. It costs only 1 supply point for the Insurgents' Breacher class, making it the cheapest SMG available. It also has access to 50-round magazines for extra supply points.&lt;br /&gt;
[[Image:SterlingSMG.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Menu.jpg|thumb|none|600px|The weapon loadout menu image of Sterling Mk. 4.]]&lt;br /&gt;
[[File:Sandstorm Sterling (1).jpg|thumb|none|600px|As with the Uzi, the user unfolds the stock when spawning-in with the Sterling.]]&lt;br /&gt;
[[File:Sandstorm Sterling (2).jpg|thumb|none|600px|Opening the bolt.]]&lt;br /&gt;
[[File:Sandstorm Sterling.jpg|thumb|none|600px|The insurgent and his Sterling Mk. 4. Unlike in the previous game, the shooter holds it by the heat shield instead of the magazine. As of the Operation Breakaway update, the Sterling is held in a more conventional manner and the player character only C-clamps the weapon with the use of a specific foregrip.]]&lt;br /&gt;
[[File:Sandstorm Sterling Sights.jpg|thumb|none|600px|Aiming the iron sights with a clear view of markings with patent roll mark behind the magazine. When firing, the magazine will noticeably wobble.]]&lt;br /&gt;
[[File:Sandstorm Sterling 1.jpg|thumb|none|600px|After dumping the entire rounds for smoking some vases, the insurgent begins to swap the magazine by pressing the mag release. Note the markings at the magwell that reads &amp;quot;STERLING SMG 9M/M MK4 (L2A3)&amp;quot;, complete with serial numbers below it.]]&lt;br /&gt;
[[File:Sandstorm Sterling 2.jpg|thumb|none|600px|Then, he proceeds to pull the charging handle underhanded.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling Mk. 5==&lt;br /&gt;
When equipping a suppressor, the [[Sterling SMG|Sterling Mk. 4]] will turn into a [[Sterling SMG|Sterling Mk. 5]] with Sterling-Hatchett integral suppressor.&lt;br /&gt;
[[Image:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|450px|Sterling L34A1 (Mk.5), suppressed version of the Sterling L2A3 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm Sterling Promo.jpg|thumb|none|600px|An officially released render of the Sterling in-game model, courtesy of the Sandstorm Twitter page. Note the wooden grip is omitted for the leather heat shield, and arsenal markings on the folding stock, pistol grip, and magazine base.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor.jpg|thumb|none|600px|The insurgent brings the suppressed Sterling Mk. 5.]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 1.jpg|thumb|none|600px|Realizing that he's run out of ammo, he performs the speed reload by grabbing a fresh mag before swapping the old mag...]]&lt;br /&gt;
[[File:Sandstorm Sterling Suppressor 2.jpg|thumb|none|600px|...then pulls the charging handle with his left hand.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is the SMG added in Update 1.11 Operation: Warlord as the counterpart of P90 USG / Tactical for the Security's Advisor class. It costs 6 supply points, making it the most expensive SMG available. It has 25-round magazine and can be fitted with 30-round extended magazine, and SilencerCO Osprey 45K suppressor for additional supply points. Unlike other existing firearms, it has the lowest horizontal recoil likely to depict Kriss Super V recoil system which directs the recoil downwards.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm Vector Promo.jpg|thumb|none|600px|An officially released render of the Vector in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Promo 1.jpg|thumb|none|600px|The operator aims his Vector fitted with SilencerCO Osprey 45K suppressor, and 25-round magazine; courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Vector Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Vector.]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy.jpg|thumb|none|600px|The operator prepares his Vector by unfolding its stock...]]&lt;br /&gt;
[[File:Sandstorm Vector Deploy 1.jpg|thumb|none|600px|...complete with yanking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector.jpg|thumb|none|600px|The Vector spots a wooden target on the second floor.]]&lt;br /&gt;
[[File:Sandstorm Vector Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Sandstorm Vector 1.jpg|thumb|none|600px|After mag dumping at the said target, he drops the mag by pressing mag release.]]&lt;br /&gt;
[[File:Sandstorm Vector 2.jpg|thumb|none|600px|Then, he pulls the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Vector 3.jpg|thumb|none|600px|He brings another Vector fitted with holographic sight, and SilencerCO Osprey 45K suppressor.]]&lt;br /&gt;
[[File:Sandstorm Vector 4.jpg|thumb|none|600px|The operator performs speed reload by quickly inserting a fresh mag.]]&lt;br /&gt;
[[File:Sandstorm Vector 5.jpg|thumb|none|600px|Complete with pressing the bolt release while watching the bolt going into battery.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-104 in Alpha AK Configuration==&lt;br /&gt;
The [[AK-104]] in Alpha AK configuration used by the Russian Spetsnaz Alpha Group with Zenitco B-30 handguard, TWS railed dust cover, Magpul MOE AK pistol grip, Tromix extended charging handle, unusable Warsaw Pact rail, and steel AK magazine, was added in Beta Update - November 8th available for the Insurgents' Advisor class costing 4 supply points.&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Promo.jpg|thumb|none|600px|An officially released render of the Alpha AK in-game model, courtesy of the Sandstorm Steam New Beta Update - November 8th page. Note the 5.45x39mm magazine before being replaced by a steel 7.62x39mm AK magazine in Update 1.7 Nightfall.]]&lt;br /&gt;
[[File:Sandstorm Gray Man Promo.jpg|thumb|none|450px|The anonymous 'Gray Man' armed with Alpha AK, courtesy of the Sandstorm Twitter page. His helmet is based on SRU tactical helmet.]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK.jpg|thumb|none|600px|The insurgent prepares his Alpha AK on the range.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK Sights.jpg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 1.jpg|thumb|none|600px|The speed reload begins with knocking out the old magazine by hitting the magazine release with the new magazine. Interestingly, the railed dust cover has &amp;quot;PATENTED U.S.A. MADE&amp;quot; markings while the receiver has &amp;quot;Model AK-104-A CAL 7.62x39&amp;quot; markings, indicating that it is fitted with American-made railed dust cover like a TWS railed dust cover.]]&lt;br /&gt;
[[File:Sandstorm Alpha AK 2.jpg|thumb|none|600px|Complete with a rack to the custom charging handle with left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game as the AK-74. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]]&lt;br /&gt;
[[File:Sandstorm AK-74 (1).jpg|thumb|none|600px|The initial deployment animation of the AK-74 - the user grabs and inspects a magazine...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (2).jpg|thumb|none|600px|...rocks it in, then flicks off the safety...]]&lt;br /&gt;
[[File:Sandstorm AK-74 (3).jpg|thumb|none|600px|...and dominant-arms the bolt to chamber the rifle. All AK variants share this spawn animation.]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|600px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|600px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AKs, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle costs 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm Operation Exodus Promo.jpg|thumb|none|600px|The official artwork of Operation: Exodus, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Upriser Promo.jpg|thumb|none|450px|The masked Upriser stares while carrying his AKMN, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Sporty Promo.jpg|thumb|none|450px|The 'Sporty' insurgent shows his AKMN in Chrome custom skin with folding stock similar to the one from Norinco Type 56-2, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|600px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|600px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor class, and costs 3 supply points.&lt;br /&gt;
[[File:AKS74U.jpg|500px|thumb|none|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] was added in Update 1.7 Nightfall as a subsonic assault rifle. It is available for Insurgents' Breacher for 6 supply points replacing the AKS-74U, making it the most expensive assault rifle available. It can be fitted with 30-round extended magazines and a PSO-1 like the SVD Dragunov.&lt;br /&gt;
[[Image:AS Val.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:AS Val2.jpg|thumb|none|450px|AS Val with a PSO-1 scope - 9x39mm]]&lt;br /&gt;
[[File:Sandstorm AS Val Promo.jpg|thumb|none|600px|An officially released render of the AS Val in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AS Val Menu.jpg|thumb|none|600px|The weapon loadout menu image of AS Val.]]&lt;br /&gt;
[[File:Sandstorm AS Val.jpg|thumb|none|600px|The insurgents holds his quiet AS Val before shooting the steel target.]]&lt;br /&gt;
[[File:Sandstorm AS Val Sights.jpg|thumb|none|600px|Aiming down the sights of the AS Val, which is similar with other AK sights.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope.jpg|thumb|none|600px|Finding that he needs some precision shooting, he equips a PSO-1 for it.]]&lt;br /&gt;
[[File:Sandstorm AS Val Scope Reticle.jpg|thumb|none|600px|Aiming the PSO-1 scope which is similar to the one used by the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm AS Val 1.jpg|thumb|none|600px|Loading up a new magazine...]]&lt;br /&gt;
[[File:Sandstorm AS Val 2.jpg|thumb|none|600px|...then giving the charging handle a yank, nearly identical to ''[[Payday_2#AS_VAL|Payday 2]]'''s AS VAL reload. The speed reload is similar to AK family / derivatives rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available for the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85A2 as a unique attachment whose back up sight can be used for close engagements following Update 1.9 Operation: Cold Blood. It costs 4 supply points.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]]&lt;br /&gt;
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Spotting a couple of targets seen at windows while carrying the Anglo bullpup in question.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|After neutralizing the targets, the reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|...inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod, and a SUSAT scope.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]&lt;br /&gt;
[[File:Sandstorm L85A2 Rails Scope BUS.jpg|thumb|none|600px|Aiming the BUS which subtly shows a tiny '86' mark on the top of it.]]&lt;br /&gt;
[[File:Sandstorm L85A2 4.jpg|thumb|none|600px|During speed reload he quickly pushes the mag release before inserting a new mag...]]&lt;br /&gt;
[[File:Sandstorm L85A2 5.jpg|thumb|none|600px|...then proceeds with a smash on the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] was added in Update 1.8 Operation: Breakaway for Insurgents' Rifleman, Demolitions, Commander, and Observer classes for 6 supply points, making it the most expensive assault rifle along with AS Val. It comes without its integral folding bipod by default and can be equipped with it as an optional underbarrel attachment for additional supply points.&lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|400px|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[File:FAMAS F1 M203PI.jpg|thumb|none|400px|FAMAS F1 with underslung RM Equipment M203PI - 5.56x45mm &amp;amp; 40mm]]&lt;br /&gt;
[[File:Sandstorm Operation Breakaway Promo.jpg|thumb|none|600px|The official artwork of Operation: Breakaway, courtesy of the Sandstorm Steam August 2020 Community Update Blog page. Despite the hooded rogue spec ops having a visible shotshell holder, he is armed with a FAMAS F1 while his masked comrade is armed with a TOZ-194 instead.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo.jpg|thumb|none|600px|An officially released render of the FAMAS F1 in-game model, courtesy of the official Operation: Breakaway website. Note the RM Equipment M203PI attached at the bottom.]]&lt;br /&gt;
[[File:Sandstorm Character FAMAS F1.jpg|thumb|none|300px|The operator with a FAMAS F1, courtesy of the official Operation: Breakaway website. Note the removed bipod.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 1.jpg|thumb|none|600px|The shaded insurgent wearing a skull balaclava fires the FAMAS F1 with attached SU230 and compensator, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Promo 2.jpg|thumb|none|600px|Another shot of the same FAMAS F1's right side, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Rogue Cop Promo.jpg|thumb|none|450px|The 'Rogue Cop' raises his FAMAS F1 fitted with a MARS red dot, courtesy of the Sandstorm Twitter page. The pixelated uniform is based off the one used by Iraqi Federal Police.]]&lt;br /&gt;
[[File:Sandstorm Rogue Spec Ops Promo.jpg|thumb|none|450px|The menacing-looking 'Rogue Spec Ops' posing with a suppressed FAMAS F1, courtesy of the Sandstorm Twitter page. His gear setup is based on the Iraqi Special Operations Forces.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1.jpg|thumb|none|600px|The rogue police officer brings his recently captured FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Sights.jpg|thumb|none|600px|Aiming down the relatively narrow iron sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 1.jpg|thumb|none|600px|After accidentally shooting at a nearby fire extinguisher in full-auto, he switches into more sensible 3-round burst with the rear selector. When reverting back from semi-auto into full-auto, the shooter only switches the safety near the trigger without switching the rear selector again for properly reverting into full-auto.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 2.jpg|thumb|none|600px|Running out of ammo, he loads another 25-round mag.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 3.jpg|thumb|none|600px|Then, he pulls back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available for the Security forces. Since Update 1.9 Operation: Cold Blood, the Hensoldt ZF dual optical sight can be equipped on the G36K as the &amp;quot;CH Sight&amp;quot; with 1.5x, and 1x magnifications which can be toggled. It costs 3 supply points and is available for the Security Rifleman, Demolitions, Commander, and Observer classes. Following Update 1.7.1 Operation: Clean Sweep, the G36K has a transparent magazine with animated bullets and spring.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;K-G36K.jpg‎|thumb|none|500px|Heckler &amp;amp; Koch G36K with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of G36K.]]&lt;br /&gt;
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunnion-melting glory.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:Sandstorm_G36K_3.jpg|thumb|none|600px|After dumping a few rounds, the operator checks his remaining ammo by taking a look at partially empty magazine.]]&lt;br /&gt;
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The operator inserts a fresh mag...]]&lt;br /&gt;
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a tug of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the bottom 1.5x magnification ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]&lt;br /&gt;
[[File:Sandstorm G36K Scope Reticle 1.jpg|thumb|none|600px|Aiming the top unmagnified sight shows a tiny red dot.]]&lt;br /&gt;
[[File:Sandstorm G36K 4.jpg|thumb|none|600px|The operator performs the speed reload by swapping out empty mag...]]&lt;br /&gt;
[[File:Sandstorm G36K 5.jpg|thumb|none|600px|...then inserts a fresh mag with a push on off-screen extended bolt release near the trigger.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] was added in Update 1.3 as the '''VHS-2''' for the Security faction, available for the Commander, Observer, Rifleman, and Demolitions classes. It costs 5 supply points.&lt;br /&gt;
[[File:VHS2.JPG|thumb|none|400px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the VHS-2 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|Aiming down the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
Update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 2 supply points, making it the cheapest machine gun available.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the MDG3 drum magazines on the deployed Galils. Also note the &amp;quot;TacPoint&amp;quot; on the mounted red dot sights on the Galil SAR, which is an obvious spoof of Aimpoint.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the bipod mounting holes on the gas block to mount the bipod and the polymer handguard.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights toward the questioned targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar to AK family weapons and has the player character knocking out the old magazine by hitting the mag release with the new magazine.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the speed empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique Colt 3x20 scope, called the &amp;quot;A2 Scope&amp;quot; in-game. It costs only 1 supply point, making it the cheapest assault rifle available (ironically cheaper than AK-platforms). It is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80s vintage iron sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the A2 scope reveals a fairly small duplex crosshair.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles. Also note that ''Sandstorm'' does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|He then proceeds to press the bolt release. The speed reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available for the Security forces, costing 2 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. Following Update 1.7.1 Operation: Clean Sweep, the M16A4, along with the M4A1, can have the front sight post removed by choosing the &amp;quot;Flat Top&amp;quot; attachment for clearer view when using unmagnified optics.&lt;br /&gt;
[[File:M16A4 Grippod.jpg|thumb|none|500px|M16A4 MWS with ACOG and grippod - 5.56x45mm. Note the cut-out in the KAC M5 RAS.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4. Note the arsenal markings on the stock which also appeared in previous game.]]&lt;br /&gt;
[[File:Sandstorm_M16A4.jpg|thumb|none|600px|The operator with a more contemporary M16A4.]]&lt;br /&gt;
[[File:Sandstorm M16A4 Sights.jpg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:Sandstorm M16A4 1.jpg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:Sandstorm M16A4 2.jpg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
[[File:Sandstorm_M16A4 3.jpg|thumb|none|600px|Another M16A4 with red dot, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available for the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. Notably, the M4A1 is prominently used during the tutorial session.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|500px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|500px|Colt M4A1 with Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm Battleworn Promo.jpg|thumb|none|450px|The 'Battleworn' soldier stands by while showing good trigger discipline with his M4A1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Big Spender Promo.jpg|thumb|none|450px|The 'Big Spender' carries his M4A1 while also showing good trigger discipline, courtesy of the Sandstorm Twitter page. His outfits came from NorArm Tactical.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1. It uses an older CAR-style sliding stock.]]&lt;br /&gt;
[[File:Sandstorm_M4.jpg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:Sandstorm_M4 Sights.jpg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:Sandstorm_M4 1.jpg|thumb|none|600px|After mag dumping, he performs a speed reload in high speed, low drag.]]&lt;br /&gt;
[[File:Sandstorm_M4 2.jpg|thumb|none|600px|Complete with a push on bolt release while watching the bolt moving forward.]]&lt;br /&gt;
[[File:Sandstorm_M4 3.jpg|thumb|none|600px|The operator prepares his M4A1 with holographic sight, foregrip, and removed front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. It can only be used by the Security's Advisor class for 4 supply points. A re-skin for this weapon transformed it from a generic Mk 18 Mod 1 into the [[Daniel Defense MK18]] (with appropriate DDMK18 markings on the left side of the receiver).&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm PMC Promo.jpg|thumb|none|450px|The PMC looks over while carrying his Mk 18 Mod 1, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1. Originally, a more correct, windowed PMag was used - but this has been changed to a stylized polymer design. It can be loaded with a regular STANAG scavenged from other rifles in gameplay.]]&lt;br /&gt;
[[File:Sandstorm Mk 18.jpg|thumb|none|600px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 Sights.jpg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 1A.jpg|thumb|none|600px|Not to be outdone, he tosses the empty Magpul PMAG. The magazine release is fully animated, and moves both when the magazine is removed and when a new one is inserted.]]&lt;br /&gt;
[[File:Sandstorm Mk 18 2.jpg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery. The charging handle is used during the initial readying animation of the weapon at the start of a game.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 4 supply points. Following Update 1.4, it has its own unique scope called the &amp;quot;Type 03 Scope&amp;quot;.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the QBZ-03 in-game model, courtesy of the Sandstorm Twitter page. Note the quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note the scratched serial numbers on the receiver and how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic like the MARS seen here, while the bottom gun with its unique Type 03 scope doesn't have the extra rails.]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of QBZ-03.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Even rarer to see, it even comes with its own scope.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope_Reticle.jpg|thumb|none|600px|Aiming down the scope reveals a fairly unique reticle.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-97==&lt;br /&gt;
The [[QBZ-97]] was added in Update 1.9.1 for the Insurgents' Rifleman, Demolitions, Commander, and Observer classes costing 3 supply points. The YMA-95-1 scope can be equipped on the QBZ-97 with fixed 3x magnification for additional supply points.&lt;br /&gt;
[[File:QBZ97A.jpg|thumb|none|500px|Norinco QBZ-97A - 5.56x45mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Promo.jpg|thumb|none|600px|An officially released render of the QBZ-97 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97.jpg|thumb|none|600px|The insurgent rings in the Year of the Ox with a brand-new QBZ-97.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Sights.jpg|thumb|none|600px|Aiming down the G36-ish iron sights.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 1.jpg|thumb|none|600px|Staring an empty reload, which gives us a view of the bolt and the markings, which read &amp;quot;T97 NSR CAL.5.56mm&amp;quot;. These markings are similar to ones seen on Type 97 rifles sold on the Canadian consumer market, suggesting that the in-game rifle was modeled after a Canadian civilian Type 97. Given that developer New World Interactive has an office in Canada, this is a very real possibility.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 2.jpg|thumb|none|600px|Finishing off an empty reload with a yank on the locked-back charging handle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope.jpg|thumb|none|600px|The QBZ-97's unique scope, the 3x magnification YMA-95-1 scope.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 Scope Reticle.jpg|thumb|none|600px|Aiming the YMA-95-1 scope which shows green illuminated reticle.]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 3.jpg|thumb|none|600px|The speed reload begins by quickly taking out empty mag...]]&lt;br /&gt;
[[File:Sandstorm QBZ-97 4.jpg|thumb|none|600px|...complete with a quick stroke in charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QTS-11==&lt;br /&gt;
The [[QTS-11]] was added in Update 1.9.1 as the counterpart of QBZ-97 for the Security's Rifleman, Demolitions, Commander, and Observer classes in 4 supply points. It features an unique adjustable &amp;quot;Type 11 Scope&amp;quot; which has toggleable magnifications in 4x and 1x, and also integrated 20mm grenade launcher which is classified as underbarrel attachment while also costing as same as other UBGLs. Depending on their class, the user can choose between smoke or HE shells.&lt;br /&gt;
[[File:Ots-11-action.jpg|thumb|none|500px|Norinco QTS-11 - 5.8x42mm &amp;amp; 20mm Grenade]]&lt;br /&gt;
[[file:Sandstorm QTS-11 Promo.jpg|thumb|none|600px|An officially released render of the QTS-11 in-game model, courtesy of the Sandstorm Steam Update 1.9.1 page.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11.jpg|thumb|none|600px|Still sad that the [[XM29 OICW]] didn't go anywhere, the operator arms himself with the next best thing: a QTS-11.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Sights.jpg|thumb|none|600px|Aiming down the aperture sights, which are also used on the Mk 18 and M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 1.jpg|thumb|none|600px|Beginning a reload with a fairly AK-like rocking in of a new magazine.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 2.jpg|thumb|none|600px|And finishing off with a pull of the charging handle.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope.jpg|thumb|none|600px|The QTS-11's unique attachment, the variable zoom Type 11 scope.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 Scope Reticle.jpg|thumb|none|600px|Aiming the Type 11 reveals its reticle with simple range finder. Note the shown magnification is set in 4x.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 3.jpg|thumb|none|600px|Going for clearer field of view, he tweaks the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 4.jpg|thumb|none|600px|After hitting the target on distance, he begins the speed reload by grabbing empty mag...]]&lt;br /&gt;
[[File:Sandstorm QTS-11 5.jpg|thumb|none|600px|...then yanking the charging handle underhanded.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 6.jpg|thumb|none|600px|Encountering several oil tanks nearby, the operator prepares his integrated grenade launcher.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 7.jpg|thumb|none|600px|Aiming the integrated 20mm grenade launcher. Due to the lack of sights, the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm QTS-11 8.jpg|thumb|none|600px|After firing it, he loads another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger==&lt;br /&gt;
The [[Q Honey Badger]] is the subsonic assault rifle in the Update 1.7 Nightfall serving as the counterpart of AS Val. It is available for Security's Breacher class for 5 supply points, replacing the Mk 18 Mod 1. It comes with 30-round magazines and can be fitted with a suppressor for extra supply points.&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|none|450px|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Promo.jpg|thumb|none|600px|An officially released render of the SD variant, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Menu.jpg|thumb|none|600px|The weapon loadout menu image of an unsuppressed Honey Badger. This specific configuration is depicted with a 12&amp;quot; barrel, which doesn't exist for the real Q Honey Badger, as it is only available with 7&amp;quot; and 16&amp;quot; barrels.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger.jpg|thumb|none|600px|The operator with his Honey Badger.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Sights.jpg|thumb|none|600px|Aiming down the aftermarket flip up sights, shared with Mk 18 Mod 1.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 1.jpg|thumb|none|600px|The operator drops the empty mag after watching the bolt open by tilting it, which gives a nice shot of the markings on the upper receiver that read &amp;quot;HONEY BADGER&amp;quot; and &amp;quot;300BLK&amp;quot;, and markings with serial numbers on the magwell. Interestingly, the selector markings for full auto and semi auto are identical, which is probably coincidental with the lack of an auto sear pin.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger 2.jpg|thumb|none|600px|Finishing off with a push of the bolt release before watching the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor.jpg|thumb|none|600px|Another Honey Badger fitted with a suppressor stares at some fire extinguishers.]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 1.jpg|thumb|none|600px|After shooting the extinguishers, he performs the speed reload shared by AR family rifles by swiftly dropping the empty mag...]]&lt;br /&gt;
[[File:Sandstorm Honey Badger Suppressor 2.jpg|thumb|none|600px|...then inserting the new mag before pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
Update 1.8 Operation: Breakaway brought the [[Steyr AUG A3]] as the counterpart of the FAMAS F1 for Security's Rifleman, Demolitions, Commander, and Observer classes. It costs 3 supply points, and can be fitted with 42-round extended magazines, and two unique scopes called the &amp;quot;A1 Scope&amp;quot;, and &amp;quot;A3 Scope&amp;quot; in 1.5x and 3x magnification respectively for extra supply points. Along with the G36K, it also uses transparent magazines with animated bullets and spring. Despite having a double-stage trigger typically found in Austrian AUGs, the switching fire mode animation is reused from the FAMAS F1 by manipulating a nonexistent safety near the trigger.&lt;br /&gt;
[[File:STEYR AUG A3 16.jpg|thumb|none|450px|Steyr AUG A3 16-inch barrel with foregrip and  scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo.jpg|thumb|none|600px|An officially released render of the AUG A3 in-game model, courtesy of the official Operation: Breakaway website. Note the mounted scopes found on the earlier AUG A1.]]&lt;br /&gt;
[[File:Sandstorm Character AUG A3.jpg|thumb|none|300px|The operator with his AUG A3, courtesy of the official Operation: Breakaway website.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 1.jpg|thumb|none|600px|The operator opens fire with his AUG A3 at an insurgent armed with a Sterling, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Promo 2.jpg|thumb|none|600px|Another AUG A3 with a clear view of the serial numbers and caliber markings on the barrel, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm Urban Warden Promo.jpg|thumb|none|450px|An Urban Warden operator stands by with an AUG A3 which has its foregrip removed, courtesy of the Sandstorm Twitter page. His gear is inspired by German SEK and Danish Special Forces equipment.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AUG A3.]]&lt;br /&gt;
[[File:Sandstorm AUG A3.jpg|thumb|none|600px|The operator with an Austrian bullpup ready to shoot a nearby steel target.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Sights.jpg|thumb|none|600px|Aiming down the default AUG iron sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 1.jpg|thumb|none|600px|After firing a few rounds, he takes a look at the rear to check his remaining ammo.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 2.jpg|thumb|none|600px|Before pulling out the empty mag, he first pulls out and locks the charging handle like an HK roller-delayed firearm.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 3.jpg|thumb|none|600px|Finishing up with a slap to the charging handle. I guess we'll call this a Steyr Slap.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A.jpg|thumb|none|600px|Another AUG A3 with an earlier A1 scope.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A Reticle.jpg|thumb|none|600px|Aiming the A1 scope, which shows a small circle between the crosshair.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope A BUS.jpg|thumb|none|600px|Aiming its tiny BUS for clearer field of view.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B.jpg|thumb|none|600px|Realizing that it isn't enough yet, he fits an A3 scope for long range shooting.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 Scope B Reticle.jpg|thumb|none|600px|Aiming the A3 scope reveals a fairly similar reticle.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 4.jpg|thumb|none|600px|The speed reload begins by pressing the mag release from behind...]]&lt;br /&gt;
[[File:Sandstorm AUG A3 5.jpg|thumb|none|600px|...then ends with a swift pull of the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 5 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available for the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of FAL.]]&lt;br /&gt;
[[File:Sandstorm FAL (1).jpg|thumb|none|600px|The initial-equip animation of the FN FAL - inspecting the magazine.]]&lt;br /&gt;
[[File:Sandstorm FAL (2).jpg|thumb|none|600px|Setting it in.]]&lt;br /&gt;
[[File:Sandstorm FAL (3).jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a King Arms-style railed top cover.]]&lt;br /&gt;
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The speed reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
Available for the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|400px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Wet Worker Promo.jpg|thumb|none|450px|The covert Wet Worker shows good trigger discipline with his SCAR-H in Hunter custom skin fitted with magnified holographic sight, and suppressor, courtesy of the Sandstorm Twitter page. Note the magazine is clipping between the trigger guard, and magwell.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with a SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_1.jpg|thumb|none|600px|After firing the SCAR at the windshield, he first swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 52 / GAR1651 Hybrid==&lt;br /&gt;
A 7.62x51mm [[Galil ACE|IWI Galil ACE]] was added in Update 1.6 as the &amp;quot;ACE 52&amp;quot;, available for the Insurgents' Advisor class for 5 supply points, replacing the SVD Dragunov. The pre-release version was modeled after the civilian variant, the ACE GAR1651. The release version gained a three-position selector switch like the military ACE 52, though it still has other features of the GAR1651, namely the magwell and the lack of a bayonet lug.&lt;br /&gt;
[[File:IMI Galil ACE 52.jpg|thumb|none|400px|IWI Galil ACE 52 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ACE GAR1651.jpg|thumb|none|400px|IWI Galil ACE GAR1651 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Promo.jpg|thumb|none|600px|An officially released render of the early model, courtesy of the Sandstorm Steam State of Production #6 page. Note the 20-round SR-25 pattern magazine and the safety of the civilian version.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Tavor 7 Promo.jpg|thumb|none|600px|Another officially released render of the pre-release model, courtesy of the Sandstorm Steam Update 1.6 page.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ACE 52. Note the safety, which has full-auto fire mode selection like the military variant.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (1).jpg|thumb|none|600px|Drawing the Galil ACE 52 at the round's start - loading in the magazine with the right hand.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (2).jpg|thumb|none|600px|Chambering the ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52.jpg|thumb|none|600px|The operator brandishes his modern Galil ACE.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 Sights.jpg|thumb|none|600px|Aiming the Galil ACE sights toward an old monitor and radio.]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 1.jpg|thumb|none|600px|After shooting both the old monitor and radio, the reload begins by swapping the mag...]]&lt;br /&gt;
[[File:Sandstorm Galil ACE 52 2.jpg|thumb|none|600px|...then leans over before pulling the charging handle to watch the bolt move forward.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (3).jpg|thumb|none|600px|Speed-reloading the ACE 52 with both AR10-style magazines pressed together.]]&lt;br /&gt;
[[File:Sandstorm ACE 52 (4).jpg|thumb|none|600px|Charging the Galil in the fast-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor 7==&lt;br /&gt;
Update 1.6 added the [[IWI Tavor 7]], serving as the counterpart to the IWI Galil ACE 52 for Security's Advisor class, replacing Mk 14 Mod 1 EBR. It costs 5 supply points.&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|500px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Promo.jpg|thumb|none|600px|An officially released render of the IWI Tavor 7 in-game model, courtesy of the Sandstorm Steam State of Production #6 page.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7.jpg|thumb|none|600px|The operator with the bigger cousin of the Tavor TAR-21 stares at the steel targets.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 Sights.jpg|thumb|none|600px|Aiming down the default flip-up iron sights of the Tavor 7. Similar to the Alpha AK, M24, and M99.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 1.jpg|thumb|none|600px|He then begins to insert a new mag...]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 2.jpg|thumb|none|600px|...before racking the charging handle.]]&lt;br /&gt;
[[File:Sandstorm Tavor 7 3.jpg|thumb|none|600px|Another Tavor 7 fitted with a MARS and foregrip in the middle of a poppy field.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available for the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO 4x24P scope. Said scope appears to have been ported from the previous game, but has never been in the official release.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (1).jpg|thumb|none|600px|Spawing-in with the G3A3 - the user puts in the 20-round magazine.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (2).jpg|thumb|none|600px|And sends the bolt home.]]&lt;br /&gt;
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100 meters open notch.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]]&lt;br /&gt;
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting a new mag and palming the charging handle down. The speed reload opts for the famous HK Slap as well as using the fresh mag to knock out the old one AK-style.]]&lt;br /&gt;
[[File:Sandstorm G3A3 (3).jpg|thumb|none|600px|The fast-empty reload - while this looks cool, it would be hard to perform in reality as G3 magazines sit very tightly in the rifle's magwell.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] returns from ''[[Day of Infamy]]'' for the Insurgents' Marksman class in Update 1.9 Operation: Cold Blood, costing 2 supply points. Uniquely, the Garand has a few different reload animations that may randomly play. Sometimes, loading a new clip will result in the bolt going forward automatically and other times, the bolt may require a push by the operator. On occasion, one may even incur &amp;quot;Garand thumb&amp;quot;. Ouch. &lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Sandstorm Operation Cold Blood Promo.jpg|thumb|none|600px|The official artwork of Operation: Cold Blood, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo.jpg|thumb|none|600px|An officially released render of the M1 Garand in-game model, courtesy of the official Operation: Cold Blood website. Note the Griffin &amp;amp; Howe scope mount mounting M82 scope seen at the left side of receiver, indicating it is M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Promo 1.jpg|thumb|none|600px|The insurgent marksman aims his suppressed M1 Garand, courtesy of the official Operation: Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1 Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand.jpg|thumb|none|600px|The operator prepares to operate like it's 1944.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Sights.jpg|thumb|none|600px|Peering down the classic sights and looking over the steel target, he daydreams that he is in Sicily as part of Operation Husky. The receiver has the correct markings of &amp;quot;US Rifle, Cal. .30, M1&amp;quot;, and is marked as made by Springfield Armory. The serial number indicates this particular Garand was made between October and November 1939.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 1.jpg|thumb|none|600px|After firing the entire eight rounds of .30-06 and the required ''PING'', the operator inserts a fresh en-bloc clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 2.jpg|thumb|none|600px|Then, he pushes the bolt with his palm. During the partial reload animation, the shooter will press the clip release, then pulls back the bolt, and removes the partially empty clip, which accurately depicts the number of remaining cartridges.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 3.jpg|thumb|none|600px|When swapping a partially loaded clip, there is a chance the operator's thumb gets pinched by the bolt by the dreaded Garand thumb, much like in ''[[Battlefield V]]''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 4.jpg|thumb|none|600px|He agonizes the eternal pain after quickly pulling back his thumb.]]&lt;br /&gt;
[[File:M1D-Garand.jpg|thumb|none|500px|M1D Sniper Variant with M84 scope, M2 Flash Hider and T4 leather cheek pad - .30-06]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 5.jpg|thumb|none|600px|Another M1 Garand with attached M2 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It has a standard length barrel with unusable &amp;quot;pig sticker&amp;quot; bayonet. Like in the previous game, it uses 20-round magazines although it can use 30-round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available for the Insurgents' Advisor class and costs 2 supply points.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of SKS-D.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuit insurgent with his SKS-D, still in the classic wood stock.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining up the 40s vintage sights on a steel target. Note the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM|IMI Galil ARM]] returns from the previous game in Update 1.4. It is available as the lighter and cheaper alternative for the Insurgents' Gunner class. It costs 2 supply points.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Galil ARM.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments, and laser sight. Following Update 1.7.1 Operation: Clean Sweep, the M240B along with other belt-fed machine guns can be reloaded faster with speed reloading at the cost of discarding the current ammo box.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_M240B_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (1).jpg|thumb|none|600px|Deploying in with a M240B, charging the MG.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm M240B (2).jpg|thumb|none|600px|Reloading the default 50-round sack - a neat detail is that the feed tray pops up when removing the pouch, and again when setting in a new one.]]&lt;br /&gt;
[[File:Sandstorm M240B (3).jpg|thumb|none|600px|Feeding in a new short belt.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B, now fitted with the 100-round belt in a box mag, with the bipod deployed. As the 100-round box sits on an added mount, the feed tray stays down.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments, and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the First Major Content Update as the counterpart of the M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but is virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!), and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Promo.jpg|thumb|none|600px|An officially released render of the MG3 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7x scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Insurgents' Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments, and laser sight. The game incorrectly portrays the 7.62x54mm R belt as a disintegrating belt with visibly ejected loose links, but does show them ejecting from their appropriate port, while fired rounds eject from a different port underneath it.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|...then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is the underbarrel shotgun added in Update 1.8 Operation: Breakaway available for the M16A4, M4A1, AKM, AK-74, and FAMAS F1 for 4 supply points. It is notable to have a faster cycling rate than the M26 MASS. However, the Masterkey (along with the M26 MASS) are incompatible with drum magazines when equipped.&lt;br /&gt;
[[Image:Masterkey02.jpg|thumb|none|400px|Masterkey - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 Masterkey Promo.jpg|thumb|none|600px|The hooded insurgent braces his FAMAS F1 with mounted Masterkey, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page. Note how the shooter noticeably uses his middle finger to pull the trigger, which only applies when being attached to the FAMAS F1.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M4A1 with Masterkey. Note the M16A4 uses an identical mount to the M4A1, while the M16A2 uses the heat shield handguard for the M203 UBGL.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey.jpg|thumb|none|600px|A Masterkey mounted on an M4A1 stares at fruits on the table.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey. Due to the lack of sights, the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 1.jpg|thumb|none|600px|Feeling disappointed that he missed his shots, the operator quickly pumps the Masterkey after inserting a shell.]]&lt;br /&gt;
[[File:Sandstorm M4 Masterkey 2.jpg|thumb|none|600px|Then, he proceeds to insert some more shells.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with Masterkey. Note the handguard is replaced with an underbarrel mount which also applies for the AK-74, and the wooden forend.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey.jpg|thumb|none|600px|The rogue police officer grabs his Masterkey mounted on an AKM.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey Aim.jpg|thumb|none|600px|Aiming the Masterkey has the shooter pinpointing it at rough location.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 1.jpg|thumb|none|600px|After emptying the entire shells, he loads a fresh shell first then proceeds to pump the fore-end.]]&lt;br /&gt;
[[File:Sandstorm AKM Masterkey 2.jpg|thumb|none|600px|Reloading shows spoofed markings that reads &amp;quot;Memeington 500 SecondKey&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] is the second underbarrel shotgun added in Update 1.8 Operation: Breakaway available for the M16A4, M4A1, and AUG A3 and costing 3 supply points. Compared to the Masterkey, it has higher effective range while being mag-fed.&lt;br /&gt;
[[File:M26 MASS 5 round.jpg|thumb|none|400px|M26 MASS - 12 gauge]]&lt;br /&gt;
[[File:Sandstorm AUG A3 M26 MASS Promo.jpg|thumb|none|600px|The goggled operator aims his M26 MASS mounted on an AUG A3, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with a M26 MASS.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS.jpg|thumb|none|600px|The operator holds his M26 MASS mounted on an M16A4 after spotting a wooden target.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS Aim.jpg|thumb|none|600px|Aiming the M26 MASS. Just like the Masterkey, the shooter will pinpoint at the rough location while the view is zoomed in.]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 1.jpg|thumb|none|600px|Reloading starts by taking off the empty mag...]]&lt;br /&gt;
[[File:Sandstorm M16A4 M26 MASS 2.jpg|thumb|none|600px|...and ends with yanking the bolt handle. The speed reload is similar, but faster.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police fore-end. It is usable by the Security's Breacher class and costs 2 supply points.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available for the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm Dissident Promo.jpg|thumb|none|450px|The Dissident takes an aim with his TOZ-97, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_TOZ-194_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalized canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears following Update 1.2 as an optional weapon for the Security's Marksman class costing 3 supply points.&lt;br /&gt;
[[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M107_CQ_Promo.jpg|thumb|none|600px|An officially released render of the M107CQ in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M107_CQ_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M107CQ.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman class for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm Hill Rebel Promo.jpg|thumb|none|450px|The faceless Hill Rebel takes an aim with his suppressed SVD in Whiteout custom skin, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope.jpg|thumb|none|600px|...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope_Reticle.jpg|thumb|none|600px|Aiming it reveals the classic PSO-1 reticle in a fairly accurate recreation. When using normal scope setting, the eyepiece eats a little of the range finder.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1A.jpg|thumb|none|600px|Performing a speed reload on an SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2B.jpg|thumb|none|600px|On an empty mag, the insurgent additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament M110 SASS==&lt;br /&gt;
The [[Knight's Armament M110 SASS]] was added in Update 1.9 Operation: Cold Blood, serving as the counterpart of the M1 Garand for Security's Marksman class for 4 supply points. It comes in 10-round magazine, and has an access to Leupold Mark 4 3.5-10x40mm dubbed &amp;quot;DOS Scope&amp;quot; which has toggleable magnifications only in 3x and 6x (the minimum magnification is smaller than in real life which is 3.5x), KAC M110 suppressor, and 20-round Magpul PMAG 20 LR/SR for additional supply points.&lt;br /&gt;
[[File:M110 ECP Right Bipod.jpg|thumb|none|450px|M110 SASS - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo.jpg|thumb|none|600px|An officially released render of the M110 SASS in-game model, courtesy of the official Operation: Cold Blood website. Note the charging handle is pulled backwards while the bolt erroneously remains closed.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Promo 1.jpg|thumb|none|600px|The marksman in ghillie suit braces his M110 SASS with a clear view of DOS scope, and suppressor, courtesy of the official Operation: Cold Blood website.]]&lt;br /&gt;
[[File:Sandstorm Sasquatch Promo.jpg|thumb|none|450px|The Sasquatch marksman crouches with his M110 SASS in Hunter custom skin fitted with DOS scope tightened with fabrics surrounding the handguard, courtesy of the Sandstorm Twitter page. His helmet is based on the MTP laser cut helmet cover netting for British Army.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Menu.jpg|thumb|none|600px|The weapon loadout menu image of M110 SASS.]]&lt;br /&gt;
[[File:Sandstorm M110 (1).jpg|thumb|none|600px|Spawing-in with a scoped M110 - the marksman works the charging handle.]]&lt;br /&gt;
[[File:Sandstorm M110 (2).jpg|thumb|none|600px|A view of the SASS's open chamber.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS.jpg|thumb|none|600px|The M110 SASS- it's like an M16, ''but long''.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Sights.jpg|thumb|none|600px|When not fitted with optics, the M110 uses KAC rear aperture sights similar to the Mk 18 and the URX rail's integral front iron sight.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 1.jpg|thumb|none|600px|The operator inserts a 10-round SR-25 pattern magazine.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 2.jpg|thumb|none|600px|During an empty reload, the operator turns his rifle over and watches the bolt go into battery.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope.jpg|thumb|none|600px|Considering to go for precision shooting, the operator brings another M110 SASS whose configuration is similar to [[American Sniper|the legendary Navy SEAL sniper]].]]&lt;br /&gt;
[[File:Sandstorm M110 SASS Scope Reticle.jpg|thumb|none|600px|Aiming the DOS scope shows its illuminated TMR reticle. Note the shown magnification is set in 6x.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 3.jpg|thumb|none|600px|For a bit clearer view of his surroundings, he adjusts the elevation knob.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 4.jpg|thumb|none|600px|After hitting the target in several shots, the operator checks for remaining ammo by taking a look at the magazine window in Magpul PMAG 20 LR/SR in similar manner to G36K, and AUG A3.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 5.jpg|thumb|none|600px|Realizing that he is running out of ammo, he performs the speed reload by quickly swiping empty mag to the left similar to SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm M110 SASS 6.jpg|thumb|none|600px|Complete with a slap to the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==M1C Garand==&lt;br /&gt;
When equipping M82 scope which is referred to as &amp;quot;M1C Scope&amp;quot; in 2.5x magnification, the [[M1 Garand]] will turn into [[M1 Garand|M1C Garand]].&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|500px|M1C with M82 scope - .30-06]]&lt;br /&gt;
[[File:Sandstorm Yeti Promo.jpg|thumb|none|450px|The deadly 'Yeti' marksman prepares to aim the suppressed M1C Garand in Whiteout custom skin fitted with M82 scope, courtesy of the Sandstorm Twitter page. His outfit is inspired by Russian Spetsnaz.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1C Garand.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope.jpg|thumb|none|600px|An M1C Garand with mounted M82 scope.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand Scope Reticle.jpg|thumb|none|600px|Aiming the M82 scope shows a simple post reticle. Note that it is possible to aim down the iron sights for closer range.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 6.jpg|thumb|none|600px|In the last shot, both the clip and spent cartridge eject together with distinctive ''PING''.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 7.jpg|thumb|none|600px|In a hurry, the speed reload begins by having the hand against the bolt while inserting the clip.]]&lt;br /&gt;
[[File:Sandstorm M1 Garand 8.jpg|thumb|none|600px|After that, he yanks out the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only for the Security's Marksman class. It costs 5 supply points.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;. Note the NWI trademark over the normal roll mark with the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack. While the bolt release isn't actually used, its presence and function is still acknowledged - in a nice touch, it visibly pops up when the rifle runs empty, and flips back down when the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 1 supply point and is usable by the Insurgents' Marksman class. By default, it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it's fixed by adding a PU scope with the now turned-down bolt handle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2B.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3C.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 1 supply point and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M24_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the M24, shared between it, the Alpha AK, the M99, and the Tavor 7.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class for 3 supply points. Like a few other weapons, the M99 comes with its own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the loadout menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the M99 in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]]&lt;br /&gt;
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top ARs as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_1.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...]]&lt;br /&gt;
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers/Rifle Grenade Launchers=&lt;br /&gt;
All grenade launchers, and rifle grenade launchers cost 1 supply point for smoke shells, and 3 supply points for HE shells.&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] is the underbarrel grenade launcher attachment for AK-74, and AKM. Following Update 1.8 Operation: Breakaway, it can be turned into makeshift underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 40mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:Gp-25 1.jpg‎|thumb|none|450px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Sandstorm AKM UBGL Promo.jpg|thumb|none|600px|Close-up of the AKM with mounted GP-25 loaded with 40mm buckshot shells, courtesy of the Sandstorm Steam Update 1.8 Operation: Breakaway page.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AK-74 with a GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_1.jpg|thumb|none|600px|''Hey, cover me!'' The insurgent reloads his GP-25 with a caseless smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AKM with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL.jpg|thumb|none|600px|The Slavic mercenary finds a weapon cache to be destroyed.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_1.jpg|thumb|none|600px|Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch AG36==&lt;br /&gt;
The [[AG36]] is the underbarrel grenade launcher attachment for G36K. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:ag36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG36 grenade launcher with handguard - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of a G36K with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL.jpg|thumb|none|600px|Noticing possible hostiles on the second floor, the operator prepares his AG36 with an HE shell.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Sights.jpg|thumb|none|600px|Aiming the AG36 sights. Note the ladder sights is set to 150 meters.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_1.jpg|thumb|none|600px|After clearing the second floor, he reloads the AG36.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-BG==&lt;br /&gt;
The [[HS Produkt VHS-BG]] is the unique underbarrel grenade launcher option for VHS-D2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:VHS-BG.jpg|thumb|none|450px|HS Produkt VHS-BG - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of VHS-2 with the VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL.jpg|thumb|none|600px|After neutralizing some insurgents, the operator prepares his VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Sights.jpg|thumb|none|600px|Aiming the VHS-BG sights which shares similarities with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_1.jpg|thumb|none|600px|The operator reloads his VHS-BG with another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for M16A2. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A2 with M203. Note the heat shield handguard.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL.jpg|thumb|none|600px|Realizing that his M16A2 is a bit [[Black Hawk Down|too vintage]] for the operation, he proceeds to aim the M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_1.jpg|thumb|none|600px|After covering the alleyway with a smoke, he inserts another smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Slap_Reload.jpg|thumb|none|600px|On an additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
&lt;br /&gt;
==M203A2 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher|M203A2 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and M4A1. It was added in Patch 1.4.2 to replace the airsoft M203s. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm. Intended for attachment to M4 Carbines and the M16A4 MWS, but will mount to any M16 fitted with an M5 RAS or any carbine with a barrel step. Unlike the original M203, it has a built-in quick release barrel clamp.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of an M16A4 with M203A2. Note that it is mounted on the KAC M5 RAS with the visible built-in quick release barrel clamp. Also note the 'F90' markings on the stock.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL.jpg|thumb|none|600px|Before crossing through the river, the operator grabs his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights which are identical to M203 sights on the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_1.jpg|thumb|none|600px|Then, he loads another fresh smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of M4A1 with M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL.jpg|thumb|none|600px|Spotting a dangerous-looking Toyota, the operator shows his M203A2.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203A2 sights.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The [[M7 rifle grenade launcher]] is the rifle grenade launcher option for M1 Garand. When equipped, it is incompatible with other barrel attachments.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Menu.jpg|thumb|none|600px|The weapon loadout menu image of M1 Garand with M7 rifle grenade launcher.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade.jpg|thumb|none|600px|When preparing his M7 rifle grenade launcher, he first swaps out the en-bloc clip loaded with live rounds.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 1.jpg|thumb|none|600px|Then, he inserts another clip filled with blanks.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 2.jpg|thumb|none|600px|After that he loads an HE rifle grenade through the muzzle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 3.jpg|thumb|none|600px|The operator soons spots a vacant sedan nearby while bracing his rifle.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade Sights.jpg|thumb|none|600px|Aiming the M7 rifle grenade launcher sights.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 4.jpg|thumb|none|600px|Not satisfied, he loads another rifle grenade.]]&lt;br /&gt;
[[File:Sandstorm M7 Rifle Grenade 5.jpg|thumb|none|600px|He fires the rifle grenade launcher while bracing his rifle which makes the shot firing in parabolic arch akin to mortars.]]&lt;br /&gt;
&lt;br /&gt;
==RM Equipment M203PI==&lt;br /&gt;
The [[RM Equipment M203PI]] is the underbarrel grenade launcher option for the FAMAS F1. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an FAMAS F1 with a M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL.jpg|thumb|none|600px|The rogue police finds a tanker blocking his path while preparing his M203PI.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL Sights.jpg|thumb|none|600px|Aiming the M203PI sights.]]&lt;br /&gt;
[[File:Sandstorm FAMAS F1 UBGL 1.jpg|thumb|none|600px|Realizing that the tanker is not blown up yet, he proceeds to eject the empty shell before loading another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr GL 40==&lt;br /&gt;
The [[Steyr GL 40]] is the underbarrel grenade launcher option for AUG A3. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:GL-40.jpg|thumb|none|450px|Steyr GL 40 - 40x46mm]]&lt;br /&gt;
[[File:AUG_GL-40.jpg|thumb|none|450px|Styer GL 40 mounted on Steyr AUG A3 - 40x46mm and 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UGBL Menu.jpg|thumb|none|600px|The weapon loadout menu image of an AUG A3 with a GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL.jpg|thumb|none|600px|Going for flanking, the operator brings the GL 40.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL Sights.jpg|thumb|none|600px|Aiming the GL 40 sights with ladder sights.]]&lt;br /&gt;
[[File:Sandstorm AUG A3 UBGL 1.jpg|thumb|none|600px|After landing the smoke, he loads another smoke shell into the pivoted barrel similar to the AG36 and VHS-BG.]]&lt;br /&gt;
&lt;br /&gt;
==Type 91 Grenade Launcher==&lt;br /&gt;
The [[Type 91 grenade launcher]], specifically QLG-91B is the underbarrel grenade launcher option for QBZ-97. Depending on their class, the user can choose smoke shells or HE shells. Along with GP-25, it can also be turned into underbarrel shotgun called the &amp;quot;Buckshot Launcher&amp;quot; with improvised 35mm buckshot shells for 2 supply points.&lt;br /&gt;
[[File:QBZ-96withType91.jpg|thumb|none|400px|Type 91 grenade launcher mounted on Norinco QBZ-95 - 35mm]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-97 with a QLG-91B.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL.jpg|thumb|none|600px|The insurgent prepares his QLG-91B after encountering a bridge at the front.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL Sights.jpg|thumb|none|600px|Aiming the QLG-91B sights.]]&lt;br /&gt;
[[file:Sandstorm QBZ-97 UBGL 1.jpg|thumb|none|600px|After that, he reloads his QLG-91 another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers/Missile Launchers/Recoilless Guns=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the reusable launcher for Security's Demolitions class costing 4 supply points, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...before swapping rounds, relatching the tube, and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available for Security's Demolitions class as their single shot launcher of choice for 3 supply points.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of AT4.]]&lt;br /&gt;
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]]&lt;br /&gt;
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available for the Insurgents' Demolitions class for 3 supply points as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of Panzerfaust 3.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgents' Demolitions class costing 4 supply points. Unlike in the previous game, it is reloadable with an extra warhead.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of RPG-7.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from the ''Far Cry'' games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of the Insurgents' Molotov, costing 2 supply points. Both the AN-M14 and Molotov are able to blow up the weapon cache with only 1 use.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|150px|none|AN/M14 incendiary grenade]]&lt;br /&gt;
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering on the cold hill.]]&lt;br /&gt;
&lt;br /&gt;
==F-1 Grenade==&lt;br /&gt;
The [[F-1 hand grenade]] returns from the previous game as the hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]&lt;br /&gt;
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade at the bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Serving as Security's counterpart to the Insurgents' IEDs for the Breacher and Demolitions classes, the purchasable &amp;quot;C-4&amp;quot; consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 &amp;quot;clacker&amp;quot; switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Pack]]&lt;br /&gt;
[[File:Sandstorm C-4 Menu.jpg|thumb|none|600px|The weapon loadout menu image of M112 C4 Demolitions pack.]]&lt;br /&gt;
[[File:Sandstorm C-4.jpg|thumb|none|600px|Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.]]&lt;br /&gt;
[[File:Sandstorm C-4 1.jpg|thumb|none|600px|Sticking the M112 into the door.]]&lt;br /&gt;
[[File:Sandstorm C-4 2.jpg|thumb|none|600px|Blowing the place to kingdom come.]]&lt;br /&gt;
[[File:Sandstorm C-4 3.jpg|thumb|none|600px|The insurgent finds the M57 &amp;quot;clacker&amp;quot; switch inside the weapon cache...]]&lt;br /&gt;
[[File:Sandstorm C-4 4.jpg|thumb|none|600px|...complete with bundle of M112s in hand.]]&lt;br /&gt;
[[File:Sandstorm C-4 5.jpg|thumb|none|600px|Arming the M112 by pressing its red button.]]&lt;br /&gt;
[[File:Sandstorm C-4 6.jpg|thumb|none|600px|[[Counter-Strike|&amp;quot;Bomb has been planted.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] returns from the previous game for both teams which is incorrectly referred as '''M83 Smoke'''. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:Sandstorm_M18.jpg|thumb|none|600px|The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.]]&lt;br /&gt;
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares his M18 smoke grenade to cover the open bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M19 anti-tank mine==&lt;br /&gt;
The [[M19 anti-tank mine]] is available for the Security's Breacher, Gunner, and Demolitions classes, costing 1 supply point. After planting the mine, it will detonate when triggered by a passing enemy vehicle.&lt;br /&gt;
[[File:M19 AT.jpg|thumb|none|350px|M19 anti-tank mine (inert)]]&lt;br /&gt;
[[File:Sandstorm_M19_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M19 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px|The operator holding his M19.]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px|He proceeds to pull off the safety-clip cord...]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px|...then turns the safety knob from (S)afe into (A)rmed.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of  the M67 grenade.]]&lt;br /&gt;
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while inside the market in Precinct.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]]&lt;br /&gt;
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw an M84 stun grenade before breaching...]]&lt;br /&gt;
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...but first, realizes he is missing an important step and proceeds to pull the pin.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]] serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.&lt;br /&gt;
[[Image:TM62.jpg|thumb|none|400px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Sandstorm_TM-62_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TM-62 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_TM-62.jpg|thumb|none|600px|The insurgent prepares the TM-62.]]&lt;br /&gt;
[[File:Sandstorm_TM-62_1.jpg|thumb|none|600px|He then removes the safety pin...]]&lt;br /&gt;
[[File:Sandstorm_TM-62_2.jpg|thumb|none|600px|...before proceeding to arm and plant the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire ATGM==&lt;br /&gt;
Security's AH-64 Apache (callsign &amp;quot;Assassin&amp;quot;) is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Sandstorm_Apache_AGM-114_Hellfire.jpg|thumb|none|600px|Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes on the rocket pod.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears mounted on Security's technicals as the counterpart of DShK. Unusable, low-detail models can be found on vehicles as environmental props in some maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]]&lt;br /&gt;
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]]&lt;br /&gt;
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams in Hideout.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on Assassin as the '''30mm Cannon''', instead of the accurate [[M230 Chain Gun]].&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|400px|An M230 Chain Gun mounted on an AH-64 Apache, for reference.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|600px|Assassin fires the bizarrely-mounted DShK against some rampaging insurgents.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|600px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (callsign &amp;quot;Cleric&amp;quot;), where it is used by the door gunners. The gun also ejects spent casings when firing.&lt;br /&gt;
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19.jpg|thumb|none|600px|The door gunner fires his GAU-19/A with a lovely cartridge shower.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|600px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] is mounted on Security's A-10 Thunderbolt II (callsign &amp;quot;Warlock&amp;quot;). Warlock will strafe a marked area perpendicular to the Commander's line of sight.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:Sandstorm_GAU-8.jpg|thumb|none|600px|Warlock with the GAU-8/A Avenger after strafing the marked target.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Ammo Crate==&lt;br /&gt;
The ammo crate can be used to fully restore player's gear and health.&lt;br /&gt;
[[File:Sandstorm Ammo Crate.jpg|thumb|none|600px|A clear view of in-game ammo crate shows ammo boxes with an opened ammo box of visible STANAG magazines inside, along with a few STANAG and AK magazines with some scattered ammo around.]]&lt;br /&gt;
&lt;br /&gt;
==Graffiti==&lt;br /&gt;
[[File:Sandstorm Wall Art.jpg|thumb|none|600px|The operator finds amusing graffiti of an operator with a [[Mk 18 Mod 1]] fitted with an EOTech Holographic sight, suppressor, and foregrip near the school in Precinct.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 1.jpg|thumb|none|600px|Another graffiti in Precinct has the [[S.T.A.L.K.E.R.: Shadow of Chernobyl|mas]][[S.T.A.L.K.E.R.: Clear Sky|ked]] insurgent armed with an [[AKM]]. Note the straight stock comb, slanted muzzle brake, and rifle sling.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 2.jpg|thumb|none|600px|This particular Egyptian style graffiti in Hillside shows [[Bulgarian Arsenal AR]] and [[RPG-7]] with synthetic furniture.]]&lt;br /&gt;
[[File:Sandstorm Wall Art 3.jpg|thumb|none|600px|The rogue police officer finds a graffiti of a donkey cart with mounted DShK in Tell.]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Cache==&lt;br /&gt;
The weapon cache is an objective which must be protected or destroyed in certain game modes. Both Security and Insurgents have their own version of weapon cache.&lt;br /&gt;
[[File:Sandstorm Weapon Cache.jpg|thumb|none|600px|On the Insurgents' weapon cache, an RPG warhead and AK magazine are seen beside the opened crate with [[TM-62 anti-tank mine]] and an AK magazine. Ammo boxes of 7.62x51mm and .50 BMG can be seen beneath the said opened crate. Another TM-62 is located on behind.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 1.jpg|thumb|none|600px|From behind there is another opened crate with a couple of RPG warheads with some ammo boxes of 7.62x51mm and .50 BMG around. There is also another AK magazine with clear view of the top opened ammo crate with RGD-5 marking, despite the fact there aren't any [[RGD-5 hand grenade]]s inside.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 2.jpg|thumb|none|600px|On Security's weapon cache, there is an opened crate with the warhead of a Panzerfaust 3 behind it along with a couple of [[M19 anti-tank mine|M19 anti-tank mines]], some STANAG magazines, ammo boxes, and scattered ammo inside. There are also two [[M18 smoke grenade|M18 smoke grenades]] and some STANAG magazines with scattered ammo near the case at the top of the green crate.]]&lt;br /&gt;
[[File:Sandstorm Weapon Cache 3.jpg|thumb|none|600px|There is an opened case with more STANAG magazines, scattered ammo, and an M18 beside the opened crate with a couple of warheads for the Panzerfaust 3. Another M19 is located in the middle.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_TM-62_Menu.jpg&amp;diff=1491236</id>
		<title>File:Sandstorm TM-62 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_TM-62_Menu.jpg&amp;diff=1491236"/>
		<updated>2022-03-16T15:12:51Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm TM-62 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_M84_Menu.jpg&amp;diff=1491235</id>
		<title>File:Sandstorm M84 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_M84_Menu.jpg&amp;diff=1491235"/>
		<updated>2022-03-16T15:12:31Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm M84 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_M67_Menu.jpg&amp;diff=1491234</id>
		<title>File:Sandstorm M67 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_M67_Menu.jpg&amp;diff=1491234"/>
		<updated>2022-03-16T15:11:57Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm M67 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_M19_Menu.jpg&amp;diff=1491233</id>
		<title>File:Sandstorm M19 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_M19_Menu.jpg&amp;diff=1491233"/>
		<updated>2022-03-16T15:11:42Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm M19 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_M18.jpg&amp;diff=1491232</id>
		<title>File:Sandstorm M18.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_M18.jpg&amp;diff=1491232"/>
		<updated>2022-03-16T15:11:16Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm M18.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_C-4_Menu.jpg&amp;diff=1491231</id>
		<title>File:Sandstorm C-4 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_C-4_Menu.jpg&amp;diff=1491231"/>
		<updated>2022-03-16T15:08:02Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm C-4 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_F1_Menu.jpg&amp;diff=1491230</id>
		<title>File:Sandstorm F1 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_F1_Menu.jpg&amp;diff=1491230"/>
		<updated>2022-03-16T15:07:42Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm F1 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_AN-M14_Menu.jpg&amp;diff=1491229</id>
		<title>File:Sandstorm AN-M14 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_AN-M14_Menu.jpg&amp;diff=1491229"/>
		<updated>2022-03-16T15:07:27Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm AN-M14 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_RPG-7_Menu.jpg&amp;diff=1491227</id>
		<title>File:Sandstorm RPG-7 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_RPG-7_Menu.jpg&amp;diff=1491227"/>
		<updated>2022-03-16T15:01:19Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm RPG-7 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_Panzerfaust_3_Menu.jpg&amp;diff=1491226</id>
		<title>File:Sandstorm Panzerfaust 3 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_Panzerfaust_3_Menu.jpg&amp;diff=1491226"/>
		<updated>2022-03-16T15:00:46Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm Panzerfaust 3 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_AT4_Menu.jpg&amp;diff=1491225</id>
		<title>File:Sandstorm AT4 Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_AT4_Menu.jpg&amp;diff=1491225"/>
		<updated>2022-03-16T15:00:19Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm AT4 Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_M3_MAAWS_Menu.jpg&amp;diff=1491223</id>
		<title>File:Sandstorm M3 MAAWS Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_M3_MAAWS_Menu.jpg&amp;diff=1491223"/>
		<updated>2022-03-16T15:00:02Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm M3 MAAWS Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_QBZ-97_UBGL_Menu.jpg&amp;diff=1491222</id>
		<title>File:Sandstorm QBZ-97 UBGL Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_QBZ-97_UBGL_Menu.jpg&amp;diff=1491222"/>
		<updated>2022-03-16T14:59:36Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm QBZ-97 UBGL Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_AUG_A3_UGBL_Menu.jpg&amp;diff=1491221</id>
		<title>File:Sandstorm AUG A3 UGBL Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_AUG_A3_UGBL_Menu.jpg&amp;diff=1491221"/>
		<updated>2022-03-16T14:59:17Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm AUG A3 UGBL Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_FAMAS_F1_UBGL_Menu.jpg&amp;diff=1491220</id>
		<title>File:Sandstorm FAMAS F1 UBGL Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_FAMAS_F1_UBGL_Menu.jpg&amp;diff=1491220"/>
		<updated>2022-03-16T14:58:52Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm FAMAS F1 UBGL Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_M7_Rifle_Grenade_Menu.jpg&amp;diff=1491219</id>
		<title>File:Sandstorm M7 Rifle Grenade Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_M7_Rifle_Grenade_Menu.jpg&amp;diff=1491219"/>
		<updated>2022-03-16T14:58:28Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm M7 Rifle Grenade Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Sandstorm_M4A1_UBGL_Menu.jpg&amp;diff=1491217</id>
		<title>File:Sandstorm M4A1 UBGL Menu.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Sandstorm_M4A1_UBGL_Menu.jpg&amp;diff=1491217"/>
		<updated>2022-03-16T14:58:00Z</updated>

		<summary type="html">&lt;p&gt;AgentHotel: AgentHotel uploaded a new version of &amp;amp;quot;File:Sandstorm M4A1 UBGL Menu.jpg&amp;amp;quot;: Category:Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Screenshot]]&lt;/div&gt;</summary>
		<author><name>AgentHotel</name></author>
	</entry>
</feed>